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Multi-View Decision Processes: The Helper-AI Problem

Neural Information Processing Systems

We consider a two-player sequential game in which agents have the same reward function but may disagree on the transition probabilities of an underlying Markovian model of the world. By committing to play a specific policy, the agent with the correct model can steer the behavior of the other agent, and seek to improve utility. We model this setting as a multi-view decision process, which we use to formally analyze the positive effect of steering policies. Furthermore, we develop an algorithm for computing the agents' achievable joint policy, and we experimentally show that it can lead to a large utility increase when the agents' models diverge.


Online Reinforcement Learning in Stochastic Games

Neural Information Processing Systems

We study online reinforcement learning in average-reward stochastic games (SGs). An SG models a two-player zero-sum game in a Markov environment, where state transitions and one-step payoffs are determined simultaneously by a learner and an adversary. We propose the \textsc{UCSG} algorithm that achieves a sublinear regret compared to the game value when competing with an arbitrary opponent. This result improves previous ones under the same setting. The regret bound has a dependency on the \textit{diameter}, which is an intrinsic value related to the mixing property of SGs. Slightly extended, \textsc{UCSG} finds an $\varepsilon$-maximin stationary policy with a sample complexity of $\tilde{\mathcal{O}}\left(\text{poly}(1/\varepsilon)\right)$, where $\varepsilon$ is the error parameter. To the best of our knowledge, this extended result is the first in the average-reward setting. In the analysis, we develop Markov chain's perturbation bounds for mean first passage times and techniques to deal with non-stationary opponents, which may be of interest in their own right.


Inverse Reward Design

Neural Information Processing Systems

Autonomous agents optimize the reward function we give them. What they don't know is how hard it is for us to design a reward function that actually captures what we want. When designing the reward, we might think of some specific training scenarios, and make sure that the reward will lead to the right behavior in those scenarios. Inevitably, agents encounter new scenarios (e.g., new types of terrain) where optimizing that same reward may lead to undesired behavior. Our insight is that reward functions are merely observations about what the designer actually wants, and that they should be interpreted in the context in which they were designed. We introduce inverse reward design (IRD) as the problem of inferring the true objective based on the designed reward and the training MDP. We introduce approximate methods for solving IRD problems, and use their solution to plan risk-averse behavior in test MDPs. Empirical results suggest that this approach can help alleviate negative side effects of misspecified reward functions and mitigate reward hacking.


Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments

Neural Information Processing Systems

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.


Countering Feedback Delays in Multi-Agent Learning

Neural Information Processing Systems

We consider a model of game-theoretic learning based on online mirror descent (OMD) with asynchronous and delayed feedback information. Instead of focusing on specific games, we consider a broad class of continuous games defined by the general equilibrium stability notion, which we call ฮป-variational stability. Our first contribution is that, in this class of games, the actual sequence of play induced by OMD-based learning converges to Nash equilibria provided that the feedback delays faced by the players are synchronous and bounded. Subsequently, to tackle fully decentralized, asynchronous environments with (possibly) unbounded delays between actions and feedback, we propose a variant of OMD which we call delayed mirror descent (DMD), and which relies on the repeated leveraging of past information. With this modification, the algorithm converges to Nash equilibria with no feedback synchronicity assumptions and even when the delays grow superlinearly relative to the horizon of play.


Multiplicative Weights Update with Constant Step-Size in Congestion Games: Convergence, Limit Cycles and Chaos

Neural Information Processing Systems

The Multiplicative Weights Update (MWU) method is a ubiquitous meta-algorithm that works as follows: A distribution is maintained on a certain set, and at each step the probability assigned to action $\gamma$ is multiplied by $(1 -\epsilon C(\gamma))>0$ where $C(\gamma)$ is the ``cost" of action $\gamma$ and then rescaled to ensure that the new values form a distribution. We analyze MWU in congestion games where agents use \textit{arbitrary admissible constants} as learning rates $\epsilon$ and prove convergence to \textit{exact Nash equilibria}. Interestingly, this convergence result does not carry over to the nearly homologous MWU variant where at each step the probability assigned to action $\gamma$ is multiplied by $(1 -\epsilon)^{C(\gamma)}$ even for the simplest case of two-agent, two-strategy load balancing games, where such dynamics can provably lead to limit cycles or even chaotic behavior.


Hybrid Reward Architecture for Reinforcement Learning

Neural Information Processing Systems

One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.


Local Aggregative Games

Neural Information Processing Systems

Aggregative games provide a rich abstraction to model strategic multi-agent interactions. We focus on learning local aggregative games, where the payoff of each player is a function of its own action and the aggregate behavior of its neighbors in a connected digraph. We show the existence of a pure strategy epsilon-Nash equilibrium in such games when the payoff functions are convex or sub-modular. We prove an information theoretic lower bound, in a value oracle model, on approximating the structure of the digraph with non-negative monotone sub-modular cost functions on the edge set cardinality. We also introduce gamma-aggregative games that generalize local aggregative games, and admit epsilon-Nash equilibrium that are stable with respect to small changes in some specified graph property. Moreover, we provide estimation algorithms for the game theoretic model that can meaningfully recover the underlying structure and payoff functions from real voting data.


Hindsight Experience Replay

Neural Information Processing Systems

Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task. The video presenting our experiments is available at https://goo.gl/SMrQnI.


Policy Gradient With Value Function Approximation For Collective Multiagent Planning

Neural Information Processing Systems

Decentralized (PO)MDPs provide an expressive framework for sequential decision making in a multiagent system. Given their computational complexity, recent research has focused on tractable yet practical subclasses of Dec-POMDPs. We address such a subclass called CDec-POMDP where the collective behavior of a population of agents affects the joint-reward and environment dynamics. Our main contribution is an actor-critic (AC) reinforcement learning method for optimizing CDec-POMDP policies. Vanilla AC has slow convergence for larger problems. To address this, we show how a particular decomposition of the approximate action-value function over agents leads to effective updates, and also derive a new way to train the critic based on local reward signals. Comparisons on a synthetic benchmark and a real world taxi fleet optimization problem show that our new AC approach provides better quality solutions than previous best approaches.