Everett, Richard
Heterogeneous Social Value Orientation Leads to Meaningful Diversity in Sequential Social Dilemmas
Madhushani, Udari, McKee, Kevin R., Agapiou, John P., Leibo, Joel Z., Everett, Richard, Anthony, Thomas, Hughes, Edward, Tuyls, Karl, Duéñez-Guzmán, Edgar A.
In social psychology, Social Value Orientation (SVO) describes an individual's propensity to allocate resources between themself and others. In reinforcement learning, SVO has been instantiated as an intrinsic motivation that remaps an agent's rewards based on particular target distributions of group reward. Prior studies show that groups of agents endowed with heterogeneous SVO learn diverse policies in settings that resemble the incentive structure of Prisoner's dilemma. Our work extends this body of results and demonstrates that (1) heterogeneous SVO leads to meaningfully diverse policies across a range of incentive structures in sequential social dilemmas, as measured by task-specific diversity metrics; and (2) learning a best response to such policy diversity leads to better zero-shot generalization in some situations. We show that these best-response agents learn policies that are conditioned on their co-players, which we posit is the reason for improved zero-shot generalization results.
Stochastic Parallelizable Eigengap Dilation for Large Graph Clustering
van der Pol, Elise, Gemp, Ian, Bachrach, Yoram, Everett, Richard
Large graphs commonly appear in social networks, knowledge graphs, recommender systems, life sciences, and decision making problems. Summarizing large graphs by their high level properties is helpful in solving problems in these settings. In spectral clustering, we aim to identify clusters of nodes where most edges fall within clusters and only few edges fall between clusters. This task is important for many downstream applications and exploratory analysis. A core step of spectral clustering is performing an eigendecomposition of the corresponding graph Laplacian matrix (or equivalently, a singular value decomposition, SVD, of the incidence matrix). The convergence of iterative singular value decomposition approaches depends on the eigengaps of the spectrum of the given matrix, i.e., the difference between consecutive eigenvalues. For a graph Laplacian corresponding to a well-clustered graph, the eigenvalues will be non-negative but very small (much less than $1$) slowing convergence. This paper introduces a parallelizable approach to dilating the spectrum in order to accelerate SVD solvers and in turn, spectral clustering. This is accomplished via polynomial approximations to matrix operations that favorably transform the spectrum of a matrix without changing its eigenvectors. Experiments demonstrate that this approach significantly accelerates convergence, and we explain how this transformation can be parallelized and stochastically approximated to scale with available compute.
Hidden Agenda: a Social Deduction Game with Diverse Learned Equilibria
Kopparapu, Kavya, Duéñez-Guzmán, Edgar A., Matyas, Jayd, Vezhnevets, Alexander Sasha, Agapiou, John P., McKee, Kevin R., Everett, Richard, Marecki, Janusz, Leibo, Joel Z., Graepel, Thore
A key challenge in the study of multiagent cooperation is the need for individual agents not only to cooperate effectively, but to decide with whom to cooperate. This is particularly critical in situations when other agents have hidden, possibly misaligned motivations and goals. Social deduction games offer an avenue to study how individuals might learn to synthesize potentially unreliable information about others, and elucidate their true motivations. In this work, we present Hidden Agenda, a two-team social deduction game that provides a 2D environment for studying learning agents in scenarios of unknown team alignment. The environment admits a rich set of strategies for both teams. Reinforcement learning agents trained in Hidden Agenda show that agents can learn a variety of behaviors, including partnering and voting without need for communication in natural language.
Quantifying environment and population diversity in multi-agent reinforcement learning
McKee, Kevin R., Leibo, Joel Z., Beattie, Charlie, Everett, Richard
Generalization is a major challenge for multi-agent reinforcement learning. How well does an agent perform when placed in novel environments and in interactions with new co-players? In this paper, we investigate and quantify the relationship between generalization and diversity in the multi-agent domain. Across the range of multi-agent environments considered here, procedurally generating training levels significantly improves agent performance on held-out levels. However, agent performance on the specific levels used in training sometimes declines as a result. To better understand the effects of co-player variation, our experiments introduce a new environment-agnostic measure of behavioral diversity. Results demonstrate that population size and intrinsic motivation are both effective methods of generating greater population diversity. In turn, training with a diverse set of co-players strengthens agent performance in some (but not all) cases.
Modelling Cooperation in Network Games with Spatio-Temporal Complexity
Bakker, Michiel A., Everett, Richard, Weidinger, Laura, Gabriel, Iason, Isaac, William S., Leibo, Joel Z., Hughes, Edward
The real world is awash with multi-agent problems that require collective action by self-interested agents, from the routing of packets across a computer network to the management of irrigation systems. Such systems have local incentives for individuals, whose behavior has an impact on the global outcome for the group. Given appropriate mechanisms describing agent interaction, groups may achieve socially beneficial outcomes, even in the face of short-term selfish incentives. In many cases, collective action problems possess an underlying graph structure, whose topology crucially determines the relationship between local decisions and emergent global effects. Such scenarios have received great attention through the lens of network games. However, this abstraction typically collapses important dimensions, such as geometry and time, relevant to the design of mechanisms promoting cooperation. In parallel work, multi-agent deep reinforcement learning has shown great promise in modelling the emergence of self-organized cooperation in complex gridworld domains. Here we apply this paradigm in graph-structured collective action problems. Using multi-agent deep reinforcement learning, we simulate an agent society for a variety of plausible mechanisms, finding clear transitions between different equilibria over time. We define analytic tools inspired by related literatures to measure the social outcomes, and use these to draw conclusions about the efficacy of different environmental interventions. Our methods have implications for mechanism design in both human and artificial agent systems.
Negotiating Team Formation Using Deep Reinforcement Learning
Bachrach, Yoram, Everett, Richard, Hughes, Edward, Lazaridou, Angeliki, Leibo, Joel Z., Lanctot, Marc, Johanson, Michael, Czarnecki, Wojciech M., Graepel, Thore
When autonomous agents interact in the same environment, they must often cooperate to achieve their goals. One way for agents to cooperate effectively is to form a team, make a binding agreement on a joint plan, and execute it. However, when agents are self-interested, the gains from team formation must be allocated appropriately to incentivize agreement. Various approaches for multi-agent negotiation have been proposed, but typically only work for particular negotiation protocols. More general methods usually require human input or domain-specific data, and so do not scale. To address this, we propose a framework for training agents to negotiate and form teams using deep reinforcement learning. Importantly, our method makes no assumptions about the specific negotiation protocol, and is instead completely experience driven. We evaluate our approach on both non-spatial and spatially extended team-formation negotiation environments, demonstrating that our agents beat hand-crafted bots and reach negotiation outcomes consistent with fair solutions predicted by cooperative game theory. Additionally, we investigate how the physical location of agents influences negotiation outcomes.
Learning to Play No-Press Diplomacy with Best Response Policy Iteration
Anthony, Thomas, Eccles, Tom, Tacchetti, Andrea, Kramár, János, Gemp, Ian, Hudson, Thomas C., Porcel, Nicolas, Lanctot, Marc, Pérolat, Julien, Everett, Richard, Werpachowski, Roman, Singh, Satinder, Graepel, Thore, Bachrach, Yoram
Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements.
Identifying Sources and Sinks in the Presence of Multiple Agents with Gaussian Process Vector Calculus
Cobb, Adam D., Everett, Richard, Markham, Andrew, Roberts, Stephen J.
In systems of multiple agents, identifying the cause of observed agent dynamics is challenging. Often, these agents operate in diverse, non-stationary environments, where models rely on hand-crafted environment-specific features to infer influential regions in the system's surroundings. To overcome the limitations of these inflexible models, we present GP-LAPLACE, a technique for locating sources and sinks from trajectories in time-varying fields. Using Gaussian processes, we jointly infer a spatio-temporal vector field, as well as canonical vector calculus operations on that field. Notably, we do this from only agent trajectories without requiring knowledge of the environment, and also obtain a metric for denoting the significance of inferred causal features in the environment by exploiting our probabilistic method. To evaluate our approach, we apply it to both synthetic and real-world GPS data, demonstrating the applicability of our technique in the presence of multiple agents, as well as its superiority over existing methods.
Everett
Everett, Richard (University of Oxford) | Roberts, Stephen (University of Oxford)
Humans, like all animals, both cooperate and compete with each other. Through these interactions we learn to observe, act, and manipulate to maximise our utility function, and continue doing so as others learn with us. This is a decentralised non-stationary learning problem, where to survive and flourish an agent must adapt to the gradual changes of other agents as they learn, as well as capitalise on sudden shifts in their behaviour. To learn in the presence of such non-stationarity, we introduce the Switching Agent Model (SAM) that combines traditional deep reinforcement learning – which typically performs poorly in such settings – with opponent modelling, using uncertainty estimations to robustly switch between multiple policies. We empirically show the success of our approach in a multi-agent continuous-action environment, demonstrating SAM's ability to identify, track, and adapt to gradual and sudden changes in the behaviour of non-stationary agents.
Learning Against Non-Stationary Agents with Opponent Modelling and Deep Reinforcement Learning
Everett, Richard (University of Oxford) | Roberts, Stephen (University of Oxford)
Humans, like all animals, both cooperate and compete with each other. Through these interactions we learn to observe, act, and manipulate to maximise our utility function, and continue doing so as others learn with us. This is a decentralised non-stationary learning problem, where to survive and flourish an agent must adapt to the gradual changes of other agents as they learn, as well as capitalise on sudden shifts in their behaviour. To learn in the presence of such non-stationarity, we introduce the Switching Agent Model (SAM) that combines traditional deep reinforcement learning – which typically performs poorly in such settings – with opponent modelling, using uncertainty estimations to robustly switch between multiple policies. We empirically show the success of our approach in a multi-agent continuous-action environment, demonstrating SAM’s ability to identify, track, and adapt to gradual and sudden changes in the behaviour of non-stationary agents.