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GRIN: Generative Relation and Intention Network for Multi-agent Trajectory Prediction

Neural Information Processing Systems

Learning the distribution of future trajectories conditioned on the past is a crucial problem for understanding multi-agent systems. This is challenging because humans make decisions based on complex social relations and personal intents, resulting in highly complex uncertainties over trajectories. To address this problem, we propose a conditional deep generative model that combines advances in graph neural networks. The prior and recognition model encodes two types of latent codes for each agent: an inter-agent latent code to represent social relations and an intra-agent latent code to represent agent intentions. The decoder is carefully devised to leverage the codes in a disentangled way to predict multi-modal future trajectory distribution.


Designs for Enabling Collaboration in Human-Machine Teaming via Interactive and Explainable Systems

Neural Information Processing Systems

Collaborative robots and machine learning-based virtual agents are increasingly entering the human workspace with the aim of increasing productivity and enhancing safety. Despite this, we show in a ubiquitous experimental domain, Overcooked-AI, that state-of-the-art techniques for human-machine teaming (HMT), which rely on imitation or reinforcement learning, are brittle and result in a machine agent that aims to decouple the machine and human's actions to act independently rather than in a synergistic fashion. To remedy this deficiency, we develop HMT approaches that enable iterative, mixed-initiative team development allowing end-users to interactively reprogram interpretable AI teammates. Our 50-subject study provides several findings that we summarize into guidelines. While all approaches underperform a simple collaborative heuristic (a critical, negative result for learning-based methods), we find that white-box approaches supported by interactive modification can lead to significant team development, outperforming white-box approaches alone, and that black-box approaches are easier to train and result in better HMT performance highlighting a tradeoff between explainability and interactivity versus ease-of-training.


Learning Distinguishable Trajectory Representation with Contrastive Loss

Neural Information Processing Systems

Policy network parameter sharing is a commonly used technique in advanced deep multi-agent reinforcement learning (MARL) algorithms to improve learning efficiency by reducing the number of policy parameters and sharing experiences among agents. Nevertheless, agents that share the policy parameters tend to learn similar behaviors. To encourage multi-agent diversity, prior works typically maximize the mutual information between trajectories and agent identities using variational inference. However, this category of methods easily leads to inefficient exploration due to limited trajectory visitations. To resolve this limitation, inspired by the learning of pre-trained models, in this paper, we propose a novel Contrastive Trajectory Representation (CTR) method based on learning distinguishable trajectory representations to encourage multi-agent diversity. To achieve the distinguishability among trajectory representations of different agents, we introduce contrastive learning to maximize the mutual information between the trajectory representations and learnable identity representations of different agents.


Learning to Cooperate with Humans using Generative Agents

Neural Information Processing Systems

Training agents that can coordinate zero-shot with humans is a key mission in multi-agent reinforcement learning (MARL). Current algorithms focus on training simulated human partner policies which are then used to train a Cooperator agent. The simulated human is produced either through behavior cloning over a dataset of human cooperation behavior, or by using MARL to create a population of simulated agents. However, these approaches often struggle to produce a Cooperator that can coordinate well with real humans, since the simulated humans fail to cover the diverse strategies and styles employed by people in the real world. We show \emph{learning a generative model of human partners} can effectively address this issue.


No-Regret Learning for Fair Multi-Agent Social Welfare Optimization

Neural Information Processing Systems

We consider the problem of online multi-agent Nash social welfare (NSW) maximization. While previous works of Hossain et al. [2021], Jones et al. [2023] study similar problems in stochastic multi-agent multi-armed bandits and show that \sqrt{T} -regret is possible after T rounds, their fairness measure is the product of all agents' rewards, instead of their NSW (that is, their geometric mean). Given the fundamental role of NSW in the fairness literature, it is more than natural to ask whether no-regret fair learning with NSW as the objective is possible. In this work, we provide a complete answer to this question in various settings. We then consider a more challenging version of the problem with adversarial rewards.


Diversity Is Not All You Need: Training A Robust Cooperative Agent Needs Specialist Partners

Neural Information Processing Systems

Partner diversity is known to be crucial for training a robust generalist cooperative agent. In this paper, we show that partner specialization, in addition to diversity, is crucial for the robustness of a downstream generalist agent. We propose a principled method for quantifying both the diversity and specialization of a partner population based on the concept of mutual information. Then, we observe that the recently proposed cross-play minimization (XP-min) technique produces diverse and specialized partners. However, the generated partners are overfit, reducing their usefulness as training partners.


Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise Bonus

Neural Information Processing Systems

This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle which builds a confidence interval for each point in the joint action space. For two-player zero-sum Markov games, by exploiting the convexity of the strategy-wise bonus, we propose a computationally efficient algorithm whose sample complexity enjoys a better dependency on the number of actions than the prior methods based on the point-wise bonus. Furthermore, for offline multi-agent general-sum Markov games, based on the strategy-wise bonus and a novel surrogate function, we give the first algorithm whose sample complexity only scales \sum_{i 1} m A_i where A_i is the action size of the i -th player and m is the number of players. In sharp contrast, the sample complexity of methods based on the point-wise bonus would scale with the size of the joint action space \Pi_{i 1} m A_i due to the curse of multiagents.


MACM: Utilizing a Multi-Agent System for Condition Mining in Solving Complex Mathematical Problems

Neural Information Processing Systems

Recent advancements in large language models, such as GPT-4, have demonstrated remarkable capabilities in processing standard queries. Despite these advancements, their performance substantially declines in advanced mathematical problems requiring complex, multi-step logical reasoning. To enhance their inferential capabilities, current research has delved into prompting engineering, exemplified by methodologies such as the Tree of Thought and Graph of Thought.Nonetheless, these existing approaches encounter two significant limitations. Firstly, their effectiveness in tackling complex mathematical problems is somewhat constrained. Secondly, the necessity to design distinct prompts for individual problems hampers their generalizability.In response to these limitations, this paper introduces the Multi-Agent System for conditional Mining (MACM) prompting method.


JaxMARL: Multi-Agent RL Environments and Algorithms in JAX

Neural Information Processing Systems

Benchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms.


RoleAgent: Building, Interacting, and Benchmarking High-quality Role-Playing Agents from Scripts

Neural Information Processing Systems

Believable agents can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication. Recently, generative agents have been proposed to simulate believable human behavior by using Large Language Models. However, the existing method heavily relies on human-annotated agent profiles (e.g., name, age, personality, relationships with others, and so on) for the initialization of each agent, which cannot be scaled up easily. In this paper, we propose a scalable RoleAgent framework to generate high-quality role-playing agents from raw scripts, which includes building and interacting stages. Specifically, in the building stage, we use a hierarchical memory system to extract and summarize the structure and high-level information of each agent for the raw script.