Agents
Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement Learning
In multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent agent-wise exploration is appealing, this approach fails on tasks that require elaborate group strategies. We argue that coordinating the agents' policies can guide their exploration and we investigate techniques to promote such an inductive bias. We propose two policy regularization methods: TeamReg, which is based on inter-agent action predictability and CoachReg that relies on synchronized behavior selection. We evaluate each approach on four challenging continuous control tasks with sparse rewards that require varying levels of coordination as well as on the discrete action Google Research Football environment.
Test-time Collective Prediction
An increasingly common setting in machine learning involves multiple parties, each with their own data, who want to jointly make predictions on future test points. Agents wish to benefit from the collective expertise of the full set of agents to make better predictions than they would individually, but may not be willing to release labeled data or model parameters. In this work, we explore a decentralized mechanism to make collective predictions at test time, that is inspired by the literature in social science on human consensus-making. Building on a query model to facilitate information exchange among agents, our approach leverages each agent's pre-trained model without relying on external validation, model retraining, or data pooling. A theoretical analysis shows that our approach recovers inverse mean-squared-error (MSE) weighting in the large-sample limit which is known to be the optimal way to combine independent, unbiased estimators.
Envy-free Policy Teaching to Multiple Agents
We study envy-free policy teaching. A number of agents independently explore a common Markov decision process (MDP), but each with their own reward function and discounting rate. A teacher wants to teach a target policy to this diverse group of agents, by means of modifying the agents' reward functions: providing additional bonuses to certain actions, or penalizing them. When personalized reward modification programs are used, an important question is how to design the programs so that the agents think they are treated fairly. We adopt the notion of envy-freeness (EF) from the literature on fair division to formalize this problem and investigate several fundamental questions about the existence of EF solutions in our setting, the computation of cost-minimizing solutions, as well as the price of fairness (PoF), which measures the increase of cost due to the consideration of fairness.
Settling the Variance of Multi-Agent Policy Gradients
Policy gradient (PG) methods are popular reinforcement learning (RL) methods where a baseline is often applied to reduce the variance of gradient estimates. In multi-agent RL (MARL), although the PG theorem can be naturally extended, the effectiveness of multi-agent PG (MAPG) methods degrades as the variance of gradient estimates increases rapidly with the number of agents. In this paper, we offer a rigorous analysis of MAPG methods by, firstly, quantifying the contributions of the number of agents and agents' explorations to the variance of MAPG estimators. Based on this analysis, we derive the optimal baseline (OB) that achieves the minimal variance. Considering using deep neural networks, we also propose a surrogate version of OB, which can be seamlessly plugged into any existing PG methods in MARL.
Learning to Incentivize Other Learning Agents
The challenge of developing powerful and general Reinforcement Learning (RL) agents has received increasing attention in recent years. Much of this effort has focused on the single-agent setting, in which an agent maximizes a predefined extrinsic reward function. However, a long-term question inevitably arises: how will such independent agents cooperate when they are continually learning and acting in a shared multi-agent environment? Observing that humans often provide incentives to influence others' behavior, we propose to equip each RL agent in a multi-agent environment with the ability to give rewards directly to other agents, using a learned incentive function. Each agent learns its own incentive function by explicitly accounting for its impact on the learning of recipients and, through them, the impact on its own extrinsic objective. We demonstrate in experiments that such agents significantly outperform standard RL and opponent-shaping agents in challenging general-sum Markov games, often by finding a near-optimal division of labor.
Exploiting Opponents Under Utility Constraints in Sequential Games
Recently, game-playing agents based on AI techniques have demonstrated super-human performance in several sequential games, such as chess, Go, and poker. Surprisingly, the multi-agent learning techniques that allowed to reach these achievements do not take into account the actual behavior of the human player, potentially leading to an impressive gap in performances. In this paper, we address the problem of designing artificial agents that learn how to effectively exploit unknown human opponents while playing repeatedly against them in an online fashion. We study the case in which the agent's strategy during each repetition of the game is subject to constraints ensuring that the human's expected utility is within some lower and upper thresholds. Our framework encompasses several real-world problems, such as human engagement in repeated game playing and human education by means of serious games.
E-MAPP: Efficient Multi-Agent Reinforcement Learning with Parallel Program Guidance
A critical challenge in multi-agent reinforcement learning(MARL) is for multiple agents to efficiently accomplish complex, long-horizon tasks. The agents often have difficulties in cooperating on common goals, dividing complex tasks, and planning through several stages to make progress. We propose to address these challenges by guiding agents with programs designed for parallelization, since programs as a representation contain rich structural and semantic information, and are widely used as abstractions for long-horizon tasks. Specifically, we introduce Efficient Multi-Agent Reinforcement Learning with Parallel Program Guidance(E-MAPP), a novel framework that leverages parallel programs to guide multiple agents to efficiently accomplish goals that require planning over 10 stages. E-MAPP integrates the structural information from a parallel program, promotes the cooperative behaviors grounded in program semantics, and improves the time efficiency via a task allocator.
Enhanced Robot Planning and Perception through Environment Prediction
Mobile robots rely on maps to navigate through an environment. In the absence of any map, the robots must build the map online from partial observations as they move in the environment. Traditional methods build a map using only direct observations. In contrast, humans identify patterns in the observed environment and make informed guesses about what to expect ahead. Modeling these patterns explicitly is difficult due to the complexity of the environments. However, these complex models can be approximated well using learning-based methods in conjunction with large training data. By extracting patterns, robots can use direct observations and predictions of what lies ahead to better navigate an unknown environment. In this dissertation, we present several learning-based methods to equip mobile robots with prediction capabilities for efficient and safer operation. In the first part of the dissertation, we learn to predict using geometrical and structural patterns in the environment. Partially observed maps provide invaluable cues for accurately predicting the unobserved areas. We first demonstrate the capability of general learning-based approaches to model these patterns for a variety of overhead map modalities. Then we employ task-specific learning for faster navigation in indoor environments by predicting 2D occupancy in the nearby regions. This idea is further extended to 3D point cloud representation for object reconstruction. Predicting the shape of the full object from only partial views, our approach paves the way for efficient next-best-view planning. In the second part of the dissertation, we learn to predict using spatiotemporal patterns in the environment. We focus on dynamic tasks such as target tracking and coverage where we seek decentralized coordination between robots. We first show how graph neural networks can be used for more scalable and faster inference.
A Systematic Assessment of OpenAI o1-Preview for Higher Order Thinking in Education
Latif, Ehsan, Zhou, Yifan, Guo, Shuchen, Gao, Yizhu, Shi, Lehong, Nayaaba, Matthew, Lee, Gyeonggeon, Zhang, Liang, Bewersdorff, Arne, Fang, Luyang, Yang, Xiantong, Zhao, Huaqin, Jiang, Hanqi, Lu, Haoran, Li, Jiaxi, Yu, Jichao, You, Weihang, Liu, Zhengliang, Liu, Vincent Shung, Wang, Hui, Wu, Zihao, Lu, Jin, Dou, Fei, Ma, Ping, Liu, Ninghao, Liu, Tianming, Zhai, Xiaoming
As artificial intelligence (AI) continues to advance, it demonstrates capabilities comparable to human intelligence, with significant potential to transform education and workforce development. This study evaluates OpenAI o1-preview's ability to perform higher-order cognitive tasks across 14 dimensions, including critical thinking, systems thinking, computational thinking, design thinking, metacognition, data literacy, creative thinking, abstract reasoning, quantitative reasoning, logical reasoning, analogical reasoning, and scientific reasoning. We used validated instruments like the Ennis-Weir Critical Thinking Essay Test and the Biological Systems Thinking Test to compare the o1-preview's performance with human performance systematically. Our findings reveal that o1-preview outperforms humans in most categories, achieving 150% better results in systems thinking, computational thinking, data literacy, creative thinking, scientific reasoning, and abstract reasoning. However, compared to humans, it underperforms by around 25% in logical reasoning, critical thinking, and quantitative reasoning. In analogical reasoning, both o1-preview and humans achieved perfect scores. Despite these strengths, the o1-preview shows limitations in abstract reasoning, where human psychology students outperform it, highlighting the continued importance of human oversight in tasks requiring high-level abstraction. These results have significant educational implications, suggesting a shift toward developing human skills that complement AI, such as creativity, abstract reasoning, and critical thinking. This study emphasizes the transformative potential of AI in education and calls for a recalibration of educational goals, teaching methods, and curricula to align with an AI-driven world.
Physical Simulation for Multi-agent Multi-machine Tending
Abdalwhab, Abdalwhab, Beltrame, Giovanni, St-Onge, David
The manufacturing sector like many other sectors was recently affected by workforce shortages, a problem that automation and robotics can heavily minimize Kugler (2022). Simultaneously, Reinforcement learning (RL) offers a promising solution where robots can learn to perform tasks through interaction and feedback from the environment Singh et al. (2022). However, despite their success in numerous simulation environments, we still don't see many real-world deployments of RL robotic solutions. In fact, many researchers either oversimplify the targeted real-world scenario such as Wu et al. (2023) or do not even evaluate their model in physical robots Lu et al. (2022); Na et al. (2022). It is known that training RL policies directly in real robots can be expensive, timeconsuming, labor-intensive, and maybe even dangerous, that is why it makes sense to try to leverage training in simulation.