virtual player
Using deep reinforcement learning to promote sustainable human behaviour on a common pool resource problem
Koster, Raphael, Pîslar, Miruna, Tacchetti, Andrea, Balaguer, Jan, Liu, Leqi, Elie, Romuald, Hauser, Oliver P., Tuyls, Karl, Botvinick, Matt, Summerfield, Christopher
A canonical social dilemma arises when finite resources are allocated to a group of people, who can choose to either reciprocate with interest, or keep the proceeds for themselves. What resource allocation mechanisms will encourage levels of reciprocation that sustain the commons? Here, in an iterated multiplayer trust game, we use deep reinforcement learning (RL) to design an allocation mechanism that endogenously promotes sustainable contributions from human participants to a common pool resource. We first trained neural networks to behave like human players, creating a stimulated economy that allowed us to study how different mechanisms influenced the dynamics of receipt and reciprocation. We then used RL to train a social planner to maximise aggregate return to players. The social planner discovered a redistributive policy that led to a large surplus and an inclusive economy, in which players made roughly equal gains. The RL agent increased human surplus over baseline mechanisms based on unrestricted welfare or conditional cooperation, by conditioning its generosity on available resources and temporarily sanctioning defectors by allocating fewer resources to them. Examining the AI policy allowed us to develop an explainable mechanism that performed similarly and was more popular among players. Deep reinforcement learning can be used to discover mechanisms that promote sustainable human behaviour.
Human-centered mechanism design with Democratic AI
Koster, Raphael, Balaguer, Jan, Tacchetti, Andrea, Weinstein, Ari, Zhu, Tina, Hauser, Oliver, Williams, Duncan, Campbell-Gillingham, Lucy, Thacker, Phoebe, Botvinick, Matthew, Summerfield, Christopher
Building artificial intelligence (AI) that aligns with human values is an unsolved problem. Here, we developed a human-in-the-loop research pipeline called Democratic AI, in which reinforcement learning is used to design a social mechanism that humans prefer by majority. A large group of humans played an online investment game that involved deciding whether to keep a monetary endowment or to share it with others for collective benefit. Shared revenue was returned to players under two different redistribution mechanisms, one designed by the AI and the other by humans. The AI discovered a mechanism that redressed initial wealth imbalance, sanctioned free riders, and successfully won the majority vote. By optimizing for human preferences, Democratic AI may be a promising method for value-aligned policy innovation.
Comyco: Quality-Aware Adaptive Video Streaming via Imitation Learning
Huang, Tianchi, Zhou, Chao, Zhang, Rui-Xiao, Wu, Chenglei, Yao, Xin, Sun, Lifeng
Learning-based Adaptive Bit Rate~(ABR) method, aiming to learn outstanding strategies without any presumptions, has become one of the research hotspots for adaptive streaming. However, it is still suffering from several issues, i.e., low sample efficiency and lack of awareness of the video quality information. In this paper, we propose Comyco, a video quality-aware ABR approach that enormously improves the learning-based methods by tackling the above issues. Comyco trains the policy via imitating expert trajectories given by the instant solver, which can not only avoid redundant exploration but also make better use of the collected samples. Meanwhile, Comyco attempts to pick the chunk with higher perceptual video qualities rather than video bitrates. To achieve this, we construct Comyco's neural network architecture, video datasets and QoE metrics with video quality features. Using trace-driven and real-world experiments, we demonstrate significant improvements of Comyco's sample efficiency in comparison to prior work, with 1700x improvements in terms of the number of samples required and 16x improvements on training time required. Moreover, results illustrate that Comyco outperforms previously proposed methods, with the improvements on average QoE of 7.5% - 16.79%. Especially, Comyco also surpasses state-of-the-art approach Pensieve by 7.37% on average video quality under the same rebuffering time.
Design of Emergent and Adaptive Virtual Players in a War RTS Game
Gutiérrez, José A. García, Cotta, Carlos, Fernández-Leiva, Antonio J.
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one player wRTS game constructed specifically for experimentation.