Agents
Spatial Reasoning and Planning for Deep Embodied Agents
Humans can perform complex tasks with long-term objectives by planning, reasoning, and forecasting outcomes of actions. For embodied agents to achieve similar capabilities, they must gain knowledge of the environment transferable to novel scenarios with a limited budget of additional trial and error. Learning-based approaches, such as deep RL, can discover and take advantage of inherent regularities and characteristics of the application domain from data, and continuously improve their performances, however at a cost of large amounts of training data. This thesis explores the development of data-driven techniques for spatial reasoning and planning tasks, focusing on enhancing learning efficiency, interpretability, and transferability across novel scenarios. Four key contributions are made. 1) CALVIN, a differential planner that learns interpretable models of the world for long-term planning. It successfully navigated partially observable 3D environments, such as mazes and indoor rooms, by learning the rewards and state transitions from expert demonstrations. 2) SOAP, an RL algorithm that discovers options unsupervised for long-horizon tasks. Options segment a task into subtasks and enable consistent execution of the subtask. SOAP showed robust performances on history-conditional corridor tasks as well as classical benchmarks such as Atari. 3) LangProp, a code optimisation framework using LLMs to solve embodied agent problems that require reasoning by treating code as learnable policies. The framework successfully generated interpretable code with comparable or superior performance to human-written experts in the CARLA autonomous driving benchmark. 4) Voggite, an embodied agent with a vision-to-action transformer backend that solves complex tasks in Minecraft. It achieved third place in the MineRL BASALT Competition by identifying action triggers to segment tasks into multiple stages.
Value-Based Deep Multi-Agent Reinforcement Learning with Dynamic Sparse Training
Hu, Pihe, Li, Shaolong, Li, Zhuoran, Pan, Ling, Huang, Longbo
Deep Multi-agent Reinforcement Learning (MARL) relies on neural networks with numerous parameters in multi-agent scenarios, often incurring substantial computational overhead. Consequently, there is an urgent need to expedite training and enable model compression in MARL. This paper proposes the utilization of dynamic sparse training (DST), a technique proven effective in deep supervised learning tasks, to alleviate the computational burdens in MARL training. However, a direct adoption of DST fails to yield satisfactory MARL agents, leading to breakdowns in value learning within deep sparse value-based MARL models. Motivated by this challenge, we introduce an innovative Multi-Agent Sparse Training (MAST) framework aimed at simultaneously enhancing the reliability of learning targets and the rationality of sample distribution to improve value learning in sparse models. Specifically, MAST incorporates the Soft Mellowmax Operator with a hybrid TD-($\lambda$) schema to establish dependable learning targets. Additionally, it employs a dual replay buffer mechanism to enhance the distribution of training samples. Building upon these aspects, MAST utilizes gradient-based topology evolution to exclusively train multiple MARL agents using sparse networks. Our comprehensive experimental investigation across various value-based MARL algorithms on multiple benchmarks demonstrates, for the first time, significant reductions in redundancy of up to $20\times$ in Floating Point Operations (FLOPs) for both training and inference, with less than $3\%$ performance degradation.
Learning Strategy Representation for Imitation Learning in Multi-Agent Games
Lei, Shiqi, Lee, Kanghon, Li, Linjing, Park, Jinkyoo
The offline datasets for imitation learning (IL) in multi-agent games typically contain player trajectories exhibiting diverse strategies, which necessitate measures to prevent learning algorithms from acquiring undesirable behaviors. Learning representations for these trajectories is an effective approach to depicting the strategies employed by each demonstrator. However, existing learning strategies often require player identification or rely on strong assumptions, which are not appropriate for multi-agent games. Therefore, in this paper, we introduce the Strategy Representation for Imitation Learning (STRIL) framework, which (1) effectively learns strategy representations in multi-agent games, (2) estimates proposed indicators based on these representations, and (3) filters out sub-optimal data using the indicators. STRIL is a plug-in method that can be integrated into existing IL algorithms. We demonstrate the effectiveness of STRIL across competitive multi-agent scenarios, including Two-player Pong, Limit Texas Hold'em, and Connect Four. Our approach successfully acquires strategy representations and indicators, thereby identifying dominant trajectories and significantly enhancing existing IL performance across these environments.
Distributed Optimization via Energy Conservation Laws in Dilated Coordinates
Baranwal, Mayank, Chakrabarti, Kushal
Optimizing problems in a distributed manner is critical for systems involving multiple agents with private data. Despite substantial interest, a unified method for analyzing the convergence rates of distributed optimization algorithms is lacking. This paper introduces an energy conservation approach for analyzing continuous-time dynamical systems in dilated coordinates. Instead of directly analyzing dynamics in the original coordinate system, we establish a conserved quantity, akin to physical energy, in the dilated coordinate system. Consequently, convergence rates can be explicitly expressed in terms of the inverse time-dilation factor. Leveraging this generalized approach, we formulate a novel second-order distributed accelerated gradient flow with a convergence rate of $O\left(1/t^{2-\epsilon}\right)$ in time $t$ for $\epsilon>0$. We then employ a semi second-order symplectic Euler discretization to derive a rate-matching algorithm with a convergence rate of $O\left(1/k^{2-\epsilon}\right)$ in $k$ iterations. To the best of our knowledge, this represents the most favorable convergence rate for any distributed optimization algorithm designed for smooth convex optimization. Its accelerated convergence behavior is benchmarked against various state-of-the-art distributed optimization algorithms on practical, large-scale problems.
The Price of Pessimism for Automated Defense
Galinkin, Erick, Pountourakis, Emmanouil, Mancoridis, Spiros
The well-worn George Box aphorism ``all models are wrong, but some are useful'' is particularly salient in the cybersecurity domain, where the assumptions built into a model can have substantial financial or even national security impacts. Computer scientists are often asked to optimize for worst-case outcomes, and since security is largely focused on risk mitigation, preparing for the worst-case scenario appears rational. In this work, we demonstrate that preparing for the worst case rather than the most probable case may yield suboptimal outcomes for learning agents. Through the lens of stochastic Bayesian games, we first explore different attacker knowledge modeling assumptions that impact the usefulness of models to cybersecurity practitioners. By considering different models of attacker knowledge about the state of the game and a defender's hidden information, we find that there is a cost to the defender for optimizing against the worst case.
Intention-aware policy graphs: answering what, how, and why in opaque agents
Gimenez-Abalos, Victor, Alvarez-Napagao, Sergio, Tormos, Adrian, Cortés, Ulises, Vázquez-Salceda, Javier
However, precisely because of the definition of such a task, the result is an artefact that, unless explicitly designed to be transparent, is often not interpretable or, hence, trustworthy (Zhang et al., 2021; Lipton, 2017). This is where the field of Explainable Artificial Intelligence (XAI) shines through. A model explanation is an exercise in communication between a sender or source (i.e. the model or one of its components) and a receiver (i.e. the explainee, a human or another processor for a downstream task) that describes the relevant context or the causes surrounding some facts (Lewis, 1986; Miller, 2019; Wright, 2004), which in the context of AI is often related to its final or intermediary outputs or decisions. Any such communicative act can be considered an explanation, but not all explanations may be useful or even desirable. According to empirical studies (Slugoski et al., 1993), it can be argued that the form of an explanation must depend on its function as an answer to a question within a conversational framework. Furthermore, in the words of Herbert Paul Grice (Grice, 1975), for a communicative act to be useful, four maxims should be followed: 1. Manner: the message or explanans should be comprehensible and clear to the receiver, which within the context of XAI is often referred to as interpretability (Lipton, 2017), 2. Quality: the message contains truthful information; in the context of XAI, reliability or explanation verification (Zhou et al., 2021b; Slack et al., 2021; Arias-Duart et al., 2022), 3. Quantity: the length of a message should be just enough to be informative, often a heuristic implicitly agreed upon in the design of explainable systems which depends on both the sender and the code it uses, and 4. Relation: the explanation should be relevant to the given context, significant when one can keep searching for causes of causes beyond the scope of relevance.
Quantum Algorithms for Drone Mission Planning
Davies, Ethan, Kalidindi, Pranav
Mission planning often involves optimising the use of ISR (Intelligence, Surveillance and Reconnaissance) assets in order to achieve a set of mission objectives within allowed parameters subject to constraints. The missions of interest here, involve routing multiple UAVs visiting multiple targets, utilising sensors to capture data relating to each target. Finding such solutions is often an NP-Hard problem and cannot be solved efficiently on classical computers. Furthermore, during the mission new constraints and objectives may arise, requiring a new solution to be computed within a short time period. To achieve this we investigate near term quantum algorithms that have the potential to offer speed-ups against current classical methods. We demonstrate how a large family of these problems can be formulated as a Mixed Integer Linear Program (MILP) and then converted to a Quadratic Unconstrained Binary Optimisation (QUBO). The formulation provided is versatile and can be adapted for many different constraints with clear qubit scaling provided. We discuss the results of solving the QUBO formulation using commercial quantum annealers and compare the solutions to current edge classical solvers. We also analyse the results from solving the QUBO using Quantum Approximate Optimisation Algorithms (QAOA) and discuss their results. Finally, we also provide efficient methods to encode to the problem into the Variational Quantum Eigensolver (VQE) formalism, where we have tailored the ansatz to the problem making efficient use of the qubits available.
An Epistemic Human-Aware Task Planner which Anticipates Human Beliefs and Decisions
Shekhar, Shashank, Favier, Anthony, Alami, Rachid
We present a substantial extension of our Human-Aware Task Planning framework, tailored for scenarios with intermittent shared execution experiences and significant belief divergence between humans and robots, particularly due to the uncontrollable nature of humans. Our objective is to build a robot policy that accounts for uncontrollable human behaviors, thus enabling the anticipation of possible advancements achieved by the robot when the execution is not shared, e.g. when humans are briefly absent from the shared environment to complete a subtask. But, this anticipation is considered from the perspective of humans who have access to an estimated model for the robot. To this end, we propose a novel planning framework and build a solver based on AND-OR search, which integrates knowledge reasoning, including situation assessment by perspective taking. Our approach dynamically models and manages the expansion and contraction of potential advances while precisely keeping track of when (and when not) agents share the task execution experience. The planner systematically assesses the situation and ignores worlds that it has reason to think are impossible for humans. Overall, our new solver can estimate the distinct beliefs of the human and the robot along potential courses of action, enabling the synthesis of plans where the robot selects the right moment for communication, i.e. informing, or replying to an inquiry, or defers ontic actions until the execution experiences can be shared. Preliminary experiments in two domains, one novel and one adapted, demonstrate the effectiveness of the framework.
A Survey on Complex Tasks for Goal-Directed Interactive Agents
Hartmann, Mareike, Koller, Alexander
Goal-directed interactive agents, which autonomously complete tasks through interactions with their environment, can assist humans in various domains of their daily lives. Recent advances in large language models (LLMs) led to a surge of new, more and more challenging tasks to evaluate such agents. To properly contextualize performance across these tasks, it is imperative to understand the different challenges they pose to agents. To this end, this survey compiles relevant tasks and environments for evaluating goal-directed interactive agents, structuring them along dimensions relevant for understanding current obstacles. An up-to-date compilation of relevant resources can be found on our project website: https://coli-saar.github.io/interactive-agents.
Facility Location Problem with Aleatory Agents
Auricchio, Gennaro, Zhang, Jie
In this paper, we introduce and study the Facility Location Problem with Aleatory Agents (FLPAA), where the facility accommodates n agents larger than the number of agents reporting their preferences, namely n_r. The spare capacity is used by n_u=n-n_r aleatory agents sampled from a probability distribution \mu. The goal of FLPAA is to find a location that minimizes the ex-ante social cost, which is the expected cost of the n_u agents sampled from \mu plus the cost incurred by the agents reporting their position. We investigate the mechanism design aspects of the FLPAA under the assumption that the Mechanism Designer (MD) lacks knowledge of the distribution $\mu$ but can query k quantiles of \mu. We explore the trade-off between acquiring more insights into the probability distribution and designing a better-performing mechanism, which we describe through the strong approximation ratio (SAR). The SAR of a mechanism measures the highest ratio between the cost of the mechanisms and the cost of the optimal solution on the worst-case input x and worst-case distribution \mu, offering a metric for efficiency that does not depend on \mu. We divide our study into four different information settings: the zero information case, in which the MD has access to no quantiles; the median information case, in which the MD has access to the median of \mu; the n_u-quantile information case, in which the MD has access to n_u quantiles of its choice, and the k-quantile information case, in which the MD has access to k