Agents
Hierarchical Deep Multiagent Reinforcement Learning
Tang, Hongyao, Hao, Jianye, Lv, Tangjie, Chen, Yingfeng, Zhang, Zongzhang, Jia, Hangtian, Ren, Chunxu, Zheng, Yan, Fan, Changjie, Wang, Li
Despite deep reinforcement learning has recently achieved great successes, however in multiagent environments, a number of challenges still remain. Multiagent reinforcement learning (MARL) is commonly considered to suffer from the problem of non-stationary environments and exponentially increasing policy space. It would be even more challenging to learn effective policies in circumstances where the rewards are sparse and delayed over long trajectories. In this paper, we study Hierarchical Deep Multiagent Reinforcement Learning (hierarchical deep MARL) in cooperative multiagent problems with sparse and delayed rewards, where efficient multiagent learning methods are desperately needed. We decompose the original MARL problem into hierarchies and investigate how effective policies can be learned hierarchically in synchronous/asynchronous hierarchical MARL frameworks. Several hierarchical deep MARL architectures, i.e., Ind-hDQN, hCom and hQmix, are introduced for different learning paradigms. Moreover, to alleviate the issues of sparse experiences in high-level learning and non-stationarity in multiagent settings, we propose a new experience replay mechanism, named as Augmented Concurrent Experience Replay (ACER). We empirically demonstrate the effects and efficiency of our approaches in several classic Multiagent Trash Collection tasks, as well as in an extremely challenging team sports game, i.e., Fever Basketball Defense.
Evolving Agents for the Hanabi 2018 CIG Competition
Canaan, Rodrigo, Shen, Haotian, Torrado, Ruben Rodriguez, Togelius, Julian, Nealen, Andy, Menzel, Stefan
Abstract--Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention. A two-track competition of agents for the game will take place in the 2018 CIG conference. In this paper, we develop a genetic algorithm that builds rulebased agents by determining the best sequence of rules from a fixed rule set to use as strategy. In three separate experiments, we remove human assumptions regarding the ordering of rules, add new, more expressive rules to the rule set and independently evolve agents specialized at specific game sizes. As result, we achieve scores superior to previously published research for the mirror and mixed evaluation of agents. Game-playing agents have a long tradition of serving as benchmarks for AI research. However, traditionally most of the focus has been on competitive, perfect information games, such as Checkers [1], Chess [2] and Go [3]. Cooperative games with imperfect information provide an interesting research topic not only due to the added challenges posed to researchers, but also because many modern industrial and commercial applications can be characterized as examples of cooperation between humans and machines in order to achieve a mutual goal in an uncertain environment. In this paper, we address a particularly interesting cooperative game with partial information: Hanabi [4].
Towards Game-based Metrics for Computational Co-creativity
Canaan, Rodrigo, Menzel, Stefan, Togelius, Julian, Nealen, Andy
Abstract--We propose the following question: what gamelike interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value, surprise and interestingness. We review how these concepts are measured in current computational intelligence research and provide a mapping from modern electronic and tabletop games to open research problems in mixed-initiative systems and computational co-creativity. We propose application scenarios for future research, and a number of metrics under which the performance of cooperative agents in these environments will be evaluated. I. INTRODUCTION Designing intelligent agents characterized by a co-creative, cooperative behavior would mark a major breakthrough in the age of industrial man-machine interaction. Exchanging relevant information with suitable time frequency and enriching the partner (human or machine) with novel perspectives and solution strategies on the problem are key factors for desirable results (considering the value of the output and the effort required). Cooperative games offer the valuable opportunity to realize an interactive environment for developing and evaluating computational methods used by these agents. In this paper we review concepts and implementations of cooperative games in the light of their capability to impact development processes in (industrial) environments with co-evolution and co-creativity as important expressions for cooperation. Having a working definition of computational creativity, and how creative systems and their outputs are judged in terms of their value, novelty, interestingness, and surprise, will help us understand cooperatively creative agents and might help us build them as well. Computational creativity and AIassisted design are important application areas for computational intelligence techniques such as neural networks, reinforcement learning and evolutionary computation; further, the conceptualization of creativity as search in a design space fits well with design applications of evolutionary computation.
Interactions as Social Practices: towards a formalization
Multi-agent models are a suitable starting point to model complex social interactions. However, as the complexity of the systems increase, we argue that novel modeling approaches are needed that can deal with inter-dependencies at different levels of society, where many heterogeneous parties (software agents, robots, humans) are interacting and reacting to each other. In this paper, we present a formalization of a social framework for agents based in the concept of Social Practices as high level specifications of normal (expected) behavior in a given social context. We argue that social practices facilitate the practical reasoning of agents in standard social interactions.
Complexity of Shift Bribery in Committee Elections
Bredereck, Robert, Faliszewski, Piotr, Niedermeier, Rolf, Talmon, Nimrod
Given an election, a preferred candidate p, and a budget, the SHIFT BRIBERY problem asks whether p can win the election after shifting p higher in some voters' preference orders. Of course, shifting comes at a price (depending on the voter and on the extent of the shift) and one must not exceed the given budget. We study the (parameterized) computational complexity of S HIFT BRIBERY for multiwinner voting rules where winning the election means to be part of some winning committee. We focus on the well-established SNTV, Bloc, k-Borda, and Chamberlin-Courant rules, as well as on approximate variants of the Chamberlin-Courant rule, since the original rule is NP-hard to compute. We show that SHIFT BRIBERY tends to be harder in the multiwinner setting than in the single-winner one by showing settings where SHIFT BRIBERY is easy in the single-winner cases, but is hard (and hard to approximate) in the multiwinner ones. Moreover, we show that the non-monotonicity of those rules which are based on approximation algorithms for the Chamberlin-Courant rule sometimes affects the complexity of SHIFT BRIBERY.
Trusted Multi-Party Computation and Verifiable Simulations: A Scalable Blockchain Approach
Raman, Ravi Kiran, Vaculin, Roman, Hind, Michael, Remy, Sekou L., Pissadaki, Eleftheria K., Bore, Nelson Kibichii, Daneshvar, Roozbeh, Srivastava, Biplav, Varshney, Kush R.
Large-scale computational experiments, often running over weeks and over large datasets, are used extensively in fields such as epidemiology, meteorology, computational biology, and healthcare to understand phenomena, and design high-stakes policies affecting everyday health and economy. For instance, the OpenMalaria framework is a computationally-intensive simulation used by various nongovernmental and governmental agencies to understand malarial disease spread and effectiveness of intervention strategies, and subsequently design healthcare policies. Given that such shared results form the basis of inferences drawn, technological solutions designed, and day-today policies drafted, it is essential that the computations are validated and trusted. In particular, in a multi-agent environment involving several independent computing agents, a notion of trust in results generated by peers is critical in facilitating transparency, accountability, and collaboration. Using a novel combination of distributed validation of atomic computation blocks and a blockchain-based immutable audits mechanism, this work proposes a universal framework for distributed trust in computations. In particular we address the scalaibility problem by reducing the storage and communication costs using a lossy compression scheme. This framework guarantees not only verifiability of final results, but also the validity of local computations, and its cost-benefit tradeoffs are studied using a synthetic example of training a neural network. Machine learning, data science, and large-scale computations in general has created an era of computationdriven inference, applications, and policymaking [1], [2]. Technological solutions, and policies with far-reaching consequences are increasingly being derived from computational frameworks and data. Multi-agent sociotechnical systems that are tasked with working collaboratively on such tasks function by interactively sharing data, models, and results of local computation. However, when such agents are independent and lack trust, they might not collaborate with or trust the validity of reported computations of other agents. Quite often, these computations are also expensive and time consuming, and thus infeasible for recomputation by the doubting peer as a general course of action. In such systems, creating an environment of trust, accountability, and transparency in the local computations of individual agents promotes collaborative operation.
Indirect Reciprocity and the Evolution of Prejudicial Groups
Prejudice is a human attitude involving generally negative and unsubstantiated prejudgement of others. When acted upon, this results in wide-ranging behaviours such as sexism, ageism and discrimination against sexual preference1,2,3 through to ethnic, racial, nationalistic and religious extremism4,5, with bias and intergroup conflict characterised as a "problem of the century"6. Most recently, prejudice has been highlighted in connection to global political events: for example anti-immigration prejudice was a strong correlate of support for Brexit7. The human disposition to categorize others through their group identity creates an opportunity for discrimination8,9,10. As a consequence of in-group formation11, which occurs through cultural or biological identification with others, or as a consequence of identity-less strangers mutually cooperating12, bias can take hold in two ways.
AI Rebel Agents
Coman, Alexandra (Naval Research Laboratory) | Aha, David W. (Naval Research Laboratory)
The ability to say "no" in a variety of ways and contexts is an essential part of being socio-cognitively human. Through a variety of examples, we show that, despite ominous portrayals in science fiction, AI agents with human-inspired noncompliance abilities have many potential benefits. Rebel agents are intelligent agents that can oppose goals or plans assigned to them, or the general attitudes or behavior of other agents. They can serve purposes such as ethics, safety, and task execution correctness, and provide or support diverse points of view. We present a framework to help categorize and design rebel agents, discuss their social and ethical implications, and assess their potential benefits and the risks they may pose. In recognition of the fact that, in human psychology, non-compliance has profound socio-cognitive implications, we also explore socio-cognitive dimensions of AI rebellion: social awareness and counternarrative intelligence. This latter term refers to an agent's ability to produce and use alternative narratives that support, express, or justify rebellion, either sincerely or deceptively. We encourage further conversation about AI rebellion within the AI community and beyond, given the inherent interdisciplinarity of the topic.
Solving Large Extensive-Form Games with Strategy Constraints
Davis, Trevor, Waugh, Kevin, Bowling, Michael
Extensive-form games are a common model for multiagent interactions with imperfect information. In two-player zero-sum games, the typical solution concept is a Nash equilibrium over the unconstrained strategy set for each player. In many situations, however, we would like to constrain the set of possible strategies. For example, constraints are a natural way to model limited resources, risk mitigation, safety, consistency with past observations of behavior, or other secondary objectives for an agent. In small games, optimal strategies under linear constraints can be found by solving a linear program; however, state-of-the-art algorithms for solving large games cannot handle general constraints. In this work we introduce a generalized form of Counterfactual Regret Minimization that provably finds optimal strategies under any feasible set of convex constraints. We demonstrate the effectiveness of our algorithm for finding strategies that mitigate risk in security games, and for opponent modeling in poker games when given only partial observations of private information.