Goto

Collaborating Authors

 Agents



NeurIPS2021_ImperfectCommmunicationBandits

Neural Information Processing Systems

We consider the case where each message fails with probability 1 p and each agent i uses the messages it receives from its neighbors with probability pi.This is equivalent to each agent ireceiving messages from its neighbors with probability pip.Let 1{(i,j) 2 Et}be the indicator random variable that takes value 1 if agent i receives reward value and arm id from agent j at time t and 0 otherwise. We start by proving some useful lemmas. Lemma 1. (Restatement of results from [3]) Let k = Thus we have P Ai(t+1) = k,Nik(t) > k P bยตi1(t) ยต1 Ci1(t) +P bยตik(t) ยตk +Cik(t) This concludes the proof of Lemma 1. Lemma 2. Let (G) is the clique covering number of graph G. Let k = Let C be a non overlapping clique covering of G. Then we have that k |C| < Nik( ik,C) k. From regret results it follows that regret for this case is greater than the regret for the case where ik,C < k,C for some (or all) i. 13 We analyse the expected number of times agents pull suboptimal arm k as follows, X P bยตi1(t) ยต1 Ci1(t) +P bยตik(t) ยตk +Cik(t), (29) where (a) follows from the fact that clique covering is non overlapping. This concludes the proof of Lemma 2. Lemma 3. Let di(G) be the degree of agent i in graph G.


NeurIPS2021_ImperfectCommmunicationBandits

Neural Information Processing Systems

The cooperative bandit problem is increasingly becoming relevant due to its applications in large-scale decision-making. However, most research for this problem focuses exclusively on the setting with perfect communication, whereas in most real-world distributed settings, communication is often over stochastic networks, with arbitrary corruptions and delays. In this paper, we study cooperative bandit learning under three typical real-world communication scenarios, namely, (a) message-passing over stochastic time-varying networks, (b) instantaneous rewardsharing over a network with random delays, and (c) message-passing with adversarially corrupted rewards, including byzantine communication. For each of these environments, we propose decentralized algorithms that achieve competitive performance, along with near-optimal guarantees on the incurred group regret as well. Furthermore, in the setting with perfect communication, we present an improved delayed-update algorithm that outperforms the existing state-of-the-art on various network topologies.



Bandit Task Assignment with Unknown Processing Time

Neural Information Processing Systems

This study considers a novel problem setting, referred to as bandit task assignment, that incorporates the processing time of each task in the bandit setting. In this problem setting, a player sequentially chooses a set of tasks to start so that the set of processing tasks satisfies a given combinatorial constraint. The reward and processing time for each task follow unknown distributions, values of which are revealed only after the task has been completed.


Learning to Draw: Emergent Communication through Sketching

Neural Information Processing Systems

Evidence that visual communication preceded written language and provided a basis for it goes back to prehistory, in forms such as cave and rock paintings depicting traces of our distant ancestors. Emergent communication research has sought to explore how agents can learn to communicate in order to collaboratively solve tasks. Existing research has focused on language, with a learned communication channel transmitting sequences of discrete tokens between the agents. In this work, we explore a visual communication channel between agents that are allowed to draw with simple strokes. Our agents are parameterised by deep neural networks, and the drawing procedure is differentiable, allowing for end-to-end training. In the framework of a referential communication game, we demonstrate that agents can not only successfully learn to communicate by drawing, but with appropriate inductive biases, can do so in a fashion that humans can interpret. We hope to encourage future research to consider visual communication as a more flexible and directly interpretable alternative of training collaborative agents.


Sim and Real: Better Together

Neural Information Processing Systems

Simulation is used extensively in autonomous systems, particularly in robotic manipulation. By far, the most common approach is to train a controller in simulation, and then use it as an initial starting point for the real system. We demonstrate how to learn simultaneously from both simulation and interaction with the real environment. We propose an algorithm for balancing the large number of samples from the high throughput but less accurate simulation and the low-throughput, high-fidelity and costly samples from the real environment. We achieve that by maintaining a replay buffer for each environment the agent interacts with. We analyze such multi-environment interaction theoretically, and provide convergence properties, through a novel theoretical replay buffer analysis. We demonstrate the efficacy of our method on a sim-to-real environment.




ALMA: Hierarchical Learning for Composite Multi-Agent Tasks

Neural Information Processing Systems

Despite significant progress on multi-agent reinforcement learning (MARL) in recent years, coordination in complex domains remains a challenge. Work in MARL often focuses on solving tasks where agents interact with all other agents and entities in the environment; however, we observe that real-world tasks are often composed of several isolated instances of local agent interactions (subtasks), and each agent can meaningfully focus on one subtask to the exclusion of all else in the environment. In these composite tasks, successful policies can often be decomposed into two levels of decision-making: agents are allocated to specific subtasks and each agent acts productively towards their assigned subtask alone. This decomposed decision making provides a strong structural inductive bias, significantly reduces agent observation spaces, and encourages subtask-specific policies to be reused and composed during training, as opposed to treating each new composition of subtasks as unique. We introduce ALMA, a general learning method for taking advantage of these structured tasks. ALMA simultaneously learns a high-level subtask allocation policy and low-level agent policies. We demonstrate that ALMA learns sophisticated coordination behavior in a number of challenging environments, outperforming strong baselines. ALMA's modularity also enables it to better generalize to new environment configurations. Finally, we find that while ALMA can integrate separately trained allocation and action policies, the best performance is obtained only by training all components jointly.