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Explaining Strategic Decisions in Multi-Agent Reinforcement Learning for Aerial Combat Tactics

Selmonaj, Ardian, Antonucci, Alessandro, Schneider, Adrian, Rüegsegger, Michael, Sommer, Matthias

arXiv.org Artificial Intelligence

Artificial intelligence (AI) is reshaping strategic planning, with Multi-Agent Reinforcement Learning (MARL) enabling coordination among autonomous agents in complex scenarios. However, its practical deployment in sensitive military contexts is constrained by the lack of explainability, which is an essential factor for trust, safety, and alignment with human strategies. This work reviews and assesses current advances in explainability methods for MARL with a focus on simulated air combat scenarios. We proceed by adapting various explainability techniques to different aerial combat scenarios to gain explanatory insights about the model behavior. By linking AI-generated tactics with human-understandable reasoning, we emphasize the need for transparency to ensure reliable deployment and meaningful human-machine interaction. By illuminating the crucial importance of explainability in advancing MARL for operational defense, our work supports not only strategic planning but also the training of military personnel with insightful and comprehensible analyses.


Reviews: Hierarchical Reinforcement Learning with Advantage-Based Auxiliary Rewards

Neural Information Processing Systems

This is an interesting approach and seems novel in the context of options, although it looks to have some similarities to potential based reward shaping, e.g. (Devlin and Kudenko, 2012). The main advantages claimed for HAAR are (loosely) those of improved performance under sparse rewards and the learning of skills appropriate for transfer. These claims could be made more explicit, and that might help to justify the experimental section. The authors define advantage as: A_h(s_t h,a_t h) E[r_t h \gamma_h V_h(s_{t k} h) - V_h(s_{t} h)] The meaning of this is a little ambiguous and I would prefer this to be clarified.


Transfer Reinforcement Learning in Heterogeneous Action Spaces using Subgoal Mapping

Sivakumar, Kavinayan P., Zhang, Yan, Bell, Zachary, Nivison, Scott, Zavlanos, Michael M.

arXiv.org Artificial Intelligence

In this paper, we consider a transfer reinforcement learning problem involving agents with different action spaces. Specifically, for any new unseen task, the goal is to use a successful demonstration of this task by an expert agent in its action space to enable a learner agent learn an optimal policy in its own different action space with fewer samples than those required if the learner was learning on its own. Existing transfer learning methods across different action spaces either require handcrafted mappings between those action spaces provided by human experts, which can induce bias in the learning procedure, or require the expert agent to share its policy parameters with the learner agent, which does not generalize well to unseen tasks. In this work, we propose a method that learns a subgoal mapping between the expert agent policy and the learner agent policy. Since the expert agent and the learner agent have different action spaces, their optimal policies can have different subgoal trajectories. We learn this subgoal mapping by training a Long Short Term Memory (LSTM) network for a distribution of tasks and then use this mapping to predict the learner subgoal sequence for unseen tasks, thereby improving the speed of learning by biasing the agent's policy towards the predicted learner subgoal sequence. Through numerical experiments, we demonstrate that the proposed learning scheme can effectively find the subgoal mapping underlying the given distribution of tasks. Moreover, letting the learner agent imitate the expert agent's policy with the learnt subgoal mapping can significantly improve the sample efficiency and training time of the learner agent in unseen new tasks.


On the Feasibility of A Mixed-Method Approach for Solving Long Horizon Task-Oriented Dexterous Manipulation

Mehta, Shaunak A., Zarrin, Rana Soltani

arXiv.org Artificial Intelligence

In-hand manipulation of tools using dexterous hands in real-world is an underexplored problem in the literature. In addition to more complex geometry and larger size of the tools compared to more commonly used objects like cubes or cylinders, task oriented in-hand tool manipulation involves many sub-tasks to be performed sequentially. This may involve reaching to the tool, picking it up, reorienting it in hand with or without regrasping to reach to a desired final grasp appropriate for the tool usage, and carrying the tool to the desired pose. Research on long-horizon manipulation using dexterous hands is rather limited and the existing work focus on learning the individual sub-tasks using a method like reinforcement learning (RL) and combine the policies for different subtasks to perform a long horizon task. However, in general a single method may not be the best for all the sub-tasks, and this can be more pronounced when dealing with multi-fingered hands manipulating objects with complex geometry like tools. In this paper, we investigate the use of a mixed-method approach to solve for the long-horizon task of tool usage and we use imitation learning, reinforcement learning and model based control. We also discuss a new RL-based teacher-student framework that combines real world data into offline training. We show that our proposed approach for each subtask outperforms the commonly adopted reinforcement learning approach across different subtasks and in performing the long horizon task in simulation. Finally we show the successful transferability to real world.


Open Digital Rights Enforcement Framework (ODRE): from descriptive to enforceable policies

Cimmino, Andrea, Cano-Benito, Juan, García-Castro, Raúl

arXiv.org Artificial Intelligence

From centralised platforms to decentralised ecosystems, like Data Spaces, sharing data has become a paramount challenge. For this reason, the definition of data usage policies has become crucial in these domains, highlighting the necessity of effective policy enforcement mechanisms. The Open Digital Rights Language (ODRL) is a W3C standard ontology designed to describe data usage policies, however, it lacks built-in enforcement capabilities, limiting its practical application. This paper introduces the Open Digital Rights Enforcement (ODRE) framework, whose goal is to provide ODRL with enforcement capabilities. The ODRE framework proposes a novel approach to express ODRL policies that integrates the descriptive ontology terms of ODRL with other languages that allow behaviour specification, such as dynamic data handling or function evaluation. The framework includes an enforcement algorithm for ODRL policies and two open-source implementations in Python and Java. The ODRE framework is also designed to support future extensions of ODRL to specific domain scenarios. In addition, current limitations of ODRE, ODRL, and current challenges are reported. Finally, to demonstrate the enforcement capabilities of the implementations, their performance, and their extensibility features, several experiments have been carried out with positive results.


On the benefits of pixel-based hierarchical policies for task generalization

Cristea-Platon, Tudor, Mazoure, Bogdan, Susskind, Josh, Talbott, Walter

arXiv.org Artificial Intelligence

Reinforcement learning practitioners often avoid hierarchical policies, especially in image-based observation spaces. Typically, the single-task performance improvement over flat-policy counterparts does not justify the additional complexity associated with implementing a hierarchy. However, by introducing multiple decision-making levels, hierarchical policies can compose lower-level policies to more effectively generalize between tasks, highlighting the need for multi-task evaluations. We analyze the benefits of hierarchy through simulated multi-task robotic control experiments from pixels. Our results show that hierarchical policies trained with task conditioning can (1) increase performance on training tasks, (2) lead to improved reward and state-space generalizations in similar tasks, and (3) decrease the complexity of fine tuning required to solve novel tasks. Thus, we believe that hierarchical policies should be considered when building reinforcement learning architectures capable of generalizing between tasks.


Single-Leg Revenue Management with Advice

Balseiro, Santiago, Kroer, Christian, Kumar, Rachitesh

arXiv.org Artificial Intelligence

Single-leg revenue management is a foundational problem of revenue management that has been particularly impactful in the airline and hotel industry: Given $n$ units of a resource, e.g. flight seats, and a stream of sequentially-arriving customers segmented by fares, what is the optimal online policy for allocating the resource. Previous work focused on designing algorithms when forecasts are available, which are not robust to inaccuracies in the forecast, or online algorithms with worst-case performance guarantees, which can be too conservative in practice. In this work, we look at the single-leg revenue management problem through the lens of the algorithms-with-advice framework, which attempts to harness the increasing prediction accuracy of machine learning methods by optimally incorporating advice about the future into online algorithms. In particular, we characterize the Pareto frontier that captures the tradeoff between consistency (performance when advice is accurate) and competitiveness (performance when advice is inaccurate) for every advice. Moreover, we provide an online algorithm that always achieves performance on this Pareto frontier. We also study the class of protection level policies, which is the most widely-deployed technique for single-leg revenue management: we provide an algorithm to incorporate advice into protection levels that optimally trades off consistency and competitiveness. Moreover, we empirically evaluate the performance of these algorithms on synthetic data. We find that our algorithm for protection level policies performs remarkably well on most instances, even if it is not guaranteed to be on the Pareto frontier in theory. Our results extend to other unit-cost online allocations problems such as the display advertising and the multiple secretary problem together with more general variable-cost problems such as the online knapsack problem.


Language Control Diffusion: Efficiently Scaling through Space, Time, and Tasks

Zhang, Edwin, Lu, Yujie, Wang, William, Zhang, Amy

arXiv.org Artificial Intelligence

Training generalist agents is difficult across several axes, requiring us to deal with high-dimensional inputs (space), long horizons (time), and multiple and new tasks. Recent advances with architectures have allowed for improved scaling along one or two of these dimensions, but are still prohibitive computationally. In this paper, we propose to address all three axes by leveraging Language to Control Diffusion models as a hierarchical planner conditioned on language (LCD). We effectively and efficiently scale diffusion models for planning in extended temporal, state, and task dimensions to tackle long horizon control problems conditioned on natural language instructions. We compare LCD with other state-of-the-art models on the CALVIN language robotics benchmark and find that LCD outperforms other SOTA methods in multi task success rates while dramatically improving computational efficiency with a single task success rate (SR) of 88.7% against the previous best of 82.6%. We show that LCD can successfully leverage the unique strength of diffusion models to produce coherent long range plans while addressing their weakness at generating low-level details and control. We release our code and models at https://github.com/ezhang7423/language-control-diffusion.


Discrete Factorial Representations as an Abstraction for Goal Conditioned Reinforcement Learning

Islam, Riashat, Zang, Hongyu, Goyal, Anirudh, Lamb, Alex, Kawaguchi, Kenji, Li, Xin, Laroche, Romain, Bengio, Yoshua, Combes, Remi Tachet Des

arXiv.org Artificial Intelligence

Goal-conditioned reinforcement learning (RL) is a promising direction for training agents that are capable of solving multiple tasks and reach a diverse set of objectives. How to \textit{specify} and \textit{ground} these goals in such a way that we can both reliably reach goals during training as well as generalize to new goals during evaluation remains an open area of research. Defining goals in the space of noisy and high-dimensional sensory inputs poses a challenge for training goal-conditioned agents, or even for generalization to novel goals. We propose to address this by learning factorial representations of goals and processing the resulting representation via a discretization bottleneck, for coarser goal specification, through an approach we call DGRL. We show that applying a discretizing bottleneck can improve performance in goal-conditioned RL setups, by experimentally evaluating this method on tasks ranging from maze environments to complex robotic navigation and manipulation. Additionally, we prove a theorem lower-bounding the expected return on out-of-distribution goals, while still allowing for specifying goals with expressive combinatorial structure.