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Safe Option-Critic: Learning Safety in the Option-Critic Architecture

arXiv.org Artificial Intelligence

Designing hierarchical reinforcement learning algorithms that induce a notion of safety is not only vital for safety-critical applications, but also, brings better understanding of an artificially intelligent agent's decisions. While learning end-to-end options automatically has been fully realized recently, we propose a solution to learning safe options. We introduce the idea of controllability of states based on the temporal difference errors in the option-critic framework. We then derive the policy-gradient theorem with controllability and propose a novel framework called safe option-critic. We demonstrate the effectiveness of our approach in the four-rooms grid-world, cartpole, and three games in the Arcade Learning Environment (ALE): MsPacman, Amidar and Q*Bert. Learning of end-to-end options with the proposed notion of safety achieves reduction in the variance of return and boosts the performance in environments with intrinsic variability in the reward structure. More importantly, the proposed algorithm outperforms the vanilla options in all the environments and primitive actions in two out of three ALE games.


Emergence of coexisting ordered states in active matter systems

Science

Active systems can produce a far greater variety of ordered patterns than conventional equilibrium systems. In particular, transitions between disorder and either polar- or nematically ordered phases have been predicted and observed in two-dimensional active systems. However, coexistence between phases of different types of order has not been reported. We demonstrate the emergence of dynamic coexistence of ordered states with fluctuating nematic and polar symmetry in an actomyosin motility assay. Combining experiments with agent-based simulations, we identify sufficiently weak interactions that lack a clear alignment symmetry as a prerequisite for coexistence. Thus, the symmetry of macroscopic order becomes an emergent and dynamic property of the active system.


Agilox Robots Rely on Swarm Intelligence

Forbes - Tech

I talked to Dirk Erlacher, the CEO of Agilox, on this topic. Austrian headquartered Agilox designs and manufactures mobile logistics robots that use "swarm intelligence" to intelligently navigate through warehouses and factories, delivering pallets and totes where they are needed. A mobile logistics robot (MLR) is a more advanced form of an automatic guided vehicle (AGV); AGVs are used to reduce labor by taking over tasks that were traditionally performed with fork lifts. More complex AGVs have fleet management software. This software makes sure that not too many AGVs are in the same aisles, decides which AGV has the right of way at crossings, and in more complex scenarios, decides which unit will be used to complete a particular task and how it will navigate through the facility.


Modern Game Theory and Multi-Agent Reinforcement Learning Systems

#artificialintelligence

Most artificial intelligence(AI) systems nowadays are based on a single agent tackling a task or, in the case of adversarial models, a couple of agents that compete against each other to improve the overall behavior of a system. However, many cognition problems in the real world are the result of knowledge built by large groups of people. Take for example a self-driving car scenario, the decisions of any agent are the result of the behavior of many other agents in the scenario. Many scenarios in financial markets or economics are also the result of coordinated actions between large groups of entities. How can we mimic that behavior in artificial intelligence(AI) agents?


Self-Organizing Maps as a Storage and Transfer Mechanism in Reinforcement Learning

arXiv.org Artificial Intelligence

The idea of reusing information from previously learned tasks (source tasks) for the learning of new tasks (target tasks) has the potential to significantly improve the sample efficiency reinforcement learning agents. In this work, we describe an approach to concisely store and represent learned task knowledge, and reuse it by allowing it to guide the exploration of an agent while it learns new tasks. In order to do so, we use a measure of similarity that is defined directly in the space of parameterized representations of the value functions. This similarity measure is also used as a basis for a variant of the growing self-organizing map algorithm, which is simultaneously used to enable the storage of previously acquired task knowledge in an adaptive and scalable manner. We empirically validate our approach in a simulated navigation environment and discuss possible extensions to this approach along with potential applications where it could be particularly useful.


Backplay: "Man muss immer umkehren"

arXiv.org Artificial Intelligence

A long-standing problem in model free reinforcement learning (RL) is that it requires a large number of trials to learn a good policy, especially in environments with sparse rewards. We explore a method to increase the sample efficiency of RL when we have access to demonstrations. Our approach, which we call Backplay, uses a single demonstration to construct a curriculum for a given task. Rather than starting each training episode in the environment's fixed initial state, we start the agent near the end of the demonstration and move the starting point backwards during the course of training until we reach the initial state. We perform experiments in a competitive four player game (Pommerman) and a path-finding maze game. We find that this weak form of guidance provides significant gains in sample complexity with a stark advantage in sparse reward environments. In some cases, standard RL did not yield any improvement while Backplay reached success rates greater than 50% and generalized to unseen initial conditions in the same amount of training time. Additionally, we see that agents trained via Backplay can learn policies superior to those of the original demonstration.


Customer Sharing in Economic Networks with Costs

arXiv.org Artificial Intelligence

In an economic market, sellers, infomediaries and customers constitute an economic network. Each seller has her own customer group and the seller's private customers are unobservable to other sellers. Therefore, a seller can only sell commodities among her own customers unless other sellers or infomediaries share her sale information to their customer groups. However, a seller is not incentivized to share others' sale information by default, which leads to inefficient resource allocation and limited revenue for the sale. To tackle this problem, we develop a novel mechanism called customer sharing mechanism (CSM) which incentivizes all sellers to share each other's sale information to their private customer groups. Furthermore, CSM also incentivizes all customers to truthfully participate in the sale.


Planning and Synthesis Under Assumptions

arXiv.org Artificial Intelligence

In Reasoning about Action and Planning, one synthesizes the agent plan by taking advantage of the assumption on how the environment works (that is, one exploits the environment's effects, its fairness, its trajectory constraints). In this paper we study this form of synthesis in detail. We consider assumptions as constraints on the possible strategies that the environment can have in order to respond to the agent's actions. Such constraints may be given in the form of a planning domain (or action theory), as linear-time formulas over infinite or finite runs, or as a combination of the two (e.g., FOND under fairness). We argue though that not all assumption specifications are meaningful: they need to be consistent, which means that there must exist an environment strategy fulfilling the assumption in spite of the agent actions. For such assumptions, we study how to do synthesis/planning for agent goals, ranging from a classical reachability to goal on traces specified in LTL and LTLf/LDLf, characterizing the problem both mathematically and algorithmically.


Payoff Control in the Iterated Prisoner's Dilemma

arXiv.org Artificial Intelligence

Repeated game has long been the touchstone model for agents' long-run relationships. Previous results suggest that it is particularly difficult for a repeated game player to exert an autocratic control on the payoffs since they are jointly determined by all participants. This work discovers that the scale of a player's capability to unilaterally influence the payoffs may have been much underestimated. Under the conventional iterated prisoner's dilemma, we develop a general framework for controlling the feasible region where the players' payoff pairs lie. A control strategy player is able to confine the payoff pairs in her objective region, as long as this region has feasible linear boundaries. With this framework, many well-known existing strategies can be categorized and various new strategies with nice properties can be further identified. We show that the control strategies perform well either in a tournament or against a human-like opponent.


Deep Reinforcement Learning for Swarm Systems

arXiv.org Artificial Intelligence

Recently, deep reinforcement learning (RL) methods have been applied successfully to multi-agent scenarios. Typically, these methods rely on a concatenation of agent states to represent the information content required for decentralized decision making. However, concatenation scales poorly to swarm systems with a large number of homogeneous agents as it does not exploit the fundamental properties inherent to these systems: (i) the agents in the swarm are interchangeable and (ii) the exact number of agents in the swarm is irrelevant. Therefore, we propose a new state representation for deep multi-agent RL based on mean embeddings of distributions. We treat the agents as samples of a distribution and use the empirical mean embedding as input for a decentralized policy. We define different feature spaces of the mean embedding using histograms, radial basis functions and a neural network learned end-to-end. We evaluate the representation on two well known problems from the swarm literature (rendezvous and pursuit evasion), in a globally and locally observable setup. For the local setup we furthermore introduce simple communication protocols. Of all approaches, the mean embedding representation using neural network features enables the richest information exchange between neighboring agents facilitating the development of more complex collective strategies.