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Towards Fast Rates for Federated and Multi-Task Reinforcement Learning

arXiv.org Artificial Intelligence

We consider a setting involving $N$ agents, where each agent interacts with an environment modeled as a Markov Decision Process (MDP). The agents' MDPs differ in their reward functions, capturing heterogeneous objectives/tasks. The collective goal of the agents is to communicate intermittently via a central server to find a policy that maximizes the average of long-term cumulative rewards across environments. The limited existing work on this topic either only provide asymptotic rates, or generate biased policies, or fail to establish any benefits of collaboration. In response, we propose Fast-FedPG - a novel federated policy gradient algorithm with a carefully designed bias-correction mechanism. Under a gradient-domination condition, we prove that our algorithm guarantees (i) fast linear convergence with exact gradients, and (ii) sub-linear rates that enjoy a linear speedup w.r.t. the number of agents with noisy, truncated policy gradients. Notably, in each case, the convergence is to a globally optimal policy with no heterogeneity-induced bias. In the absence of gradient-domination, we establish convergence to a first-order stationary point at a rate that continues to benefit from collaboration.


Algorithmic Scenario Generation as Quality Diversity Optimization

arXiv.org Artificial Intelligence

The increasing complexity of robots and autonomous agents that interact with people highlights the critical need for approaches that systematically test them before deployment. This review paper presents a general framework for solving this problem, describes the insights that we have gained from working on each component of the framework, and shows how integrating these components leads to the discovery of a diverse range of realistic and challenging scenarios that reveal previously unknown failures in deployed robotic systems interacting with people.


Adaptation Procedure in Misinformation Games

arXiv.org Artificial Intelligence

We study interactions between agents in multi-agent systems, in which the agents are misinformed with regards to the game that they play, essentially having a subjective and incorrect understanding of the setting, without being aware of it. For that, we introduce a new game-theoretic concept, called misinformation games, that provides the necessary toolkit to study this situation. Subsequently, we enhance this framework by developing a time-discrete procedure (called the Adaptation Procedure) that captures iterative interactions in the above context. During the Adaptation Procedure, the agents update their information and reassess their behaviour in each step. We demonstrate our ideas through an implementation, which is used to study the efficiency and characteristics of the Adaptation Procedure.


SPACE: A Python-based Simulator for Evaluating Decentralized Multi-Robot Task Allocation Algorithms

arXiv.org Artificial Intelligence

Swarm robotics explores the coordination of multiple robots to achieve collective goals, with collective decision-making being a central focus. This process involves decentralized robots autonomously making local decisions and communicating them, which influences the overall emergent behavior. Testing such decentralized algorithms in real-world scenarios with hundreds or more robots is often impractical, underscoring the need for effective simulation tools. We propose SPACE (Swarm Planning and Control Evaluation), a Python-based simulator designed to support the research, evaluation, and comparison of decentralized Multi-Robot Task Allocation (MRTA) algorithms. SPACE streamlines core algorithmic development by allowing users to implement decision-making algorithms as Python plug-ins, easily construct agent behavior trees via an intuitive GUI, and leverage built-in support for inter-agent communication and local task awareness. To demonstrate its practical utility, we implement and evaluate CBBA and GRAPE within the simulator, comparing their performance across different metrics, particularly in scenarios with dynamically introduced tasks. This evaluation shows the usefulness of SPACE in conducting rigorous and standardized comparisons of MRTA algorithms, helping to support future research in the field.


LLM-based multi-agent poetry generation in non-cooperative environments

arXiv.org Artificial Intelligence

Despite substantial progress of large language models (LLMs) for automatic poetry generation, the generated poetry lacks diversity while the training process differs greatly from human learning. Under the rationale that the learning process of the poetry generation systems should be more human-like and their output more diverse and novel, we introduce a framework based on social learning where we emphasize non-cooperative interactions besides cooperative interactions to encourage diversity. Our experiments are the first attempt at LLM-based multi-agent systems in non-cooperative environments for poetry generation employing both TRAINING-BASED agents (GPT-2) and PROMPTING-BASED agents (GPT-3 and GPT-4). Our evaluation based on 96k generated poems shows that our framework benefits the poetry generation process for TRAINING-BASED agents resulting in 1) a 3.0-3.7 percentage point (pp) increase in diversity and a 5.6-11.3 pp increase in novelty according to distinct and novel n-grams. The generated poetry from TRAINING-BASED agents also exhibits group divergence in terms of lexicons, styles and semantics. PROMPTING-BASED agents in our framework also benefit from non-cooperative environments and a more diverse ensemble of models with non-homogeneous agents has the potential to further enhance diversity, with an increase of 7.0-17.5 pp according to our experiments. However, PROMPTING-BASED agents show a decrease in lexical diversity over time and do not exhibit the group-based divergence intended in the social network. Our paper argues for a paradigm shift in creative tasks such as automatic poetry generation to include social learning processes (via LLM-based agent modeling) similar to human interaction.


GPU-Accelerated Counterfactual Regret Minimization

arXiv.org Artificial Intelligence

Counterfactual regret minimization is a family of algorithms of no-regret learning dynamics capable of solving large-scale imperfect information games. We propose implementing this algorithm as a series of dense and sparse matrix and vector operations, thereby making it highly parallelizable for a graphical processing unit, at a cost of higher memory usages. Our experiments show that our implementation performs up to about 352.5 times faster than OpenSpiel's Python implementation and up to about 22.2 times faster than OpenSpiel's C++ implementation and the speedup becomes more pronounced as the size of the game being solved grows. Counterfactual regret minimization (CFR) (Zinkevich et al., 2007) is a family of algorithms of noregret learning dynamics capable of solving large-scale imperfect information games. Its variants dominated the development of AI agents for large imperfect information games like Poker (Tammelin et al., 2015; Moravฤรญk et al., 2017; Brown & Sandholm, 2018; 2019b) and The Resistance: Avalon (Serrino et al., 2019) and were components of ReBeL (Brown et al., 2020) and student of games (Schmid et al., 2023).


Advancing Multi-Organ Disease Care: A Hierarchical Multi-Agent Reinforcement Learning Framework

arXiv.org Artificial Intelligence

Multi-organ diseases present significant challenges due to their simultaneous impact on multiple organ systems, necessitating complex and adaptive treatment strategies. Despite recent advancements in AI-powered healthcare decision support systems, existing solutions are limited to individual organ systems. They often ignore the intricate dependencies between organ system and thereby fails to provide holistic treatment recommendations that are useful in practice. We propose a novel hierarchical multi-agent reinforcement learning (HMARL) framework to address these challenges. This framework uses dedicated agents for each organ system, and model dynamic through explicit inter-agent communication channels, enabling coordinated treatment strategies across organs. Furthermore, we introduce a dual-layer state representation technique to contextualize patient conditions at various hierarchical levels, enhancing the treatment accuracy and relevance. Through extensive qualitative and quantitative evaluations in managing sepsis (a complex multi-organ disease), our approach demonstrates its ability to learn effective treatment policies that significantly improve patient survival rates. This framework marks a substantial advancement in clinical decision support systems, pioneering a comprehensive approach for multi-organ treatment recommendations.


Using Large Language Models to Generate Authentic Multi-agent Knowledge Work Datasets

arXiv.org Artificial Intelligence

Current publicly available knowledge work data collections lack diversity, extensive annotations, and contextual information about the users and their documents. These issues hinder objective and comparable data-driven evaluations and optimizations of knowledge work assistance systems. Due to the considerable resources needed to collect such data in real-life settings and the necessity of data censorship, collecting such a dataset appears nearly impossible. For this reason, we propose a configurable, multi-agent knowledge work dataset generator. This system simulates collaborative knowledge work among agents producing Large Language Model-generated documents and accompanying data traces. Additionally, the generator captures all background information, given in its configuration or created during the simulation process, in a knowledge graph. Finally, the resulting dataset can be utilized and shared without privacy or confidentiality concerns. This paper introduces our approach's design and vision and focuses on generating authentic knowledge work documents using Large Language Models. Our study involving human raters who assessed 53% of the generated and 74% of the real documents as realistic demonstrates the potential of our approach. Furthermore, we analyze the authenticity criteria mentioned in the participants' comments and elaborate on potential improvements for identified common issues.


On the Convergence Rates of Federated Q-Learning across Heterogeneous Environments

arXiv.org Artificial Intelligence

Large-scale multi-agent systems are often deployed across wide geographic areas, where agents interact with heterogeneous environments. There is an emerging interest in understanding the role of heterogeneity in the performance of the federated versions of classic reinforcement learning algorithms. In this paper, we study synchronous federated Q-learning, which aims to learn an optimal Q-function by having $K$ agents average their local Q-estimates per $E$ iterations. We observe an interesting phenomenon on the convergence speeds in terms of $K$ and $E$. Similar to the homogeneous environment settings, there is a linear speed-up concerning $K$ in reducing the errors that arise from sampling randomness. Yet, in sharp contrast to the homogeneous settings, $E>1$ leads to significant performance degradation. Specifically, we provide a fine-grained characterization of the error evolution in the presence of environmental heterogeneity, which decay to zero as the number of iterations $T$ increases. The slow convergence of having $E>1$ turns out to be fundamental rather than an artifact of our analysis. We prove that, for a wide range of stepsizes, the $\ell_{\infty}$ norm of the error cannot decay faster than $\Theta (E/T)$. In addition, our experiments demonstrate that the convergence exhibits an interesting two-phase phenomenon. For any given stepsize, there is a sharp phase-transition of the convergence: the error decays rapidly in the beginning yet later bounces up and stabilizes. Provided that the phase-transition time can be estimated, choosing different stepsizes for the two phases leads to faster overall convergence.


Multi-agent Path Finding for Mixed Autonomy Traffic Coordination

arXiv.org Artificial Intelligence

In the evolving landscape of urban mobility, the prospective integration of Connected and Automated Vehicles (CAVs) with Human-Driven Vehicles (HDVs) presents a complex array of challenges and opportunities for autonomous driving systems. While recent advancements in robotics have yielded Multi-Agent Path Finding (MAPF) algorithms tailored for agent coordination task characterized by simplified kinematics and complete control over agent behaviors, these solutions are inapplicable in mixed-traffic environments where uncontrollable HDVs must coexist and interact with CAVs. Addressing this gap, we propose the Behavior Prediction Kinematic Priority Based Search (BK-PBS), which leverages an offline-trained conditional prediction model to forecast HDV responses to CAV maneuvers, integrating these insights into a Priority Based Search (PBS) where the A* search proceeds over motion primitives to accommodate kinematic constraints. We compare BK-PBS with CAV planning algorithms derived by rule-based car-following models, and reinforcement learning. Through comprehensive simulation on a highway merging scenario across diverse scenarios of CAV penetration rate and traffic density, BK-PBS outperforms these baselines in reducing collision rates and enhancing system-level travel delay. Our work is directly applicable to many scenarios of multi-human multi-robot coordination.