NeurIPS 2020 Papers

Conference on Neural Information Processing Systems

Decision breakdown

1,901papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    1065.6%
  • Spotlight
    28014.7%
  • Poster
    1,51379.6%
  • Other / unlabeled
    20.1%

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Topic: AI Agents · 34 papers · Reset filters

Learning Continuous System Dynamics from Irregularly-Sampled Partial Observations

Zijie Huang, Yizhou Sun, Wei Wang

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Many real-world systems, such as moving planets, can be considered as multi-agent dynamic systems, where objects interact with each other and co-evolve along with the time. Such dynamics is usually difficult to capture, and understanding and predicting the dynamics based on observed trajectories of objects become a critical research problem in many domains. Most existing algorithms, however, assume the observations are regularly sampled and all the objects can be fully observed at each sampling time, which is impractical for many applications. In this paper, we pro-pose to learn system dynamics from irregularly-sampled and partial observations with underlying graph structure for the first time. To tackle the above challenge, we present LG-ODE, a latent ordinary differential equation generative model for modeling multi-agent dynamic system with known graph structure. It can simultaneously learn the embedding of high dimensional trajectories and infer continuous latent system dynamics. Our model employs a novel encoder parameterized by a graph neural network that can infer initial states in an unsupervised way from irregularly-sampled partial observations of structural objects and utilizes neuralODE to infer arbitrarily complex continuous-time latent dynamics. Experiments on motion capture, spring system, and charged particle datasets demonstrate the effectiveness of our approach.

Poster
Joint Policy Search for Multi-agent Collaboration with Imperfect Information

Yuandong Tian, Qucheng Gong, Yu Jiang

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To learn good joint policies for multi-agent collaboration with incomplete information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g., self-play) work with guarantees, in multi-agent cooperative setting they often converge to sub-optimal Nash equilibrium. On the other hand, directly modeling joint policy changes in incomplete information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of game values can be decomposed to policy changes localized at each information set, with a novel term named \emph{policy-change density}. Based on this, we propose \emph{Joint Policy Search} (JPS) that iteratively improves joint policies of collaborative agents in incomplete information games, without re-evaluating the entire game. On multiple collaborative tabular games, JPS is proven to never worsen performance and can improve solutions provided by unilateral approaches (e.g, CFR), outperforming algorithms designed for collaborative policy learning (e.g. BAD). Furthermore, for real-world game whose states are too many to enumerate, \ours{} has an online form that naturally links with gradient updates. We test it to Contract Bridge, a 4-player imperfect-information game where a team of $2$ collaborates to compete against the other. In its bidding phase, players bid in turn to find a good contract through a limited information channel. Based on a strong baseline agent that bids competitive bridge purely through domain-agnostic self-play, JPS improves collaboration of team players and outperforms WBridge5, a championship-winning software, by $+0.63$ IMPs (International Matching Points) per board over $1000$ games, substantially better than previous SoTA ($+0.41$ IMPs/b against WBridge5). Note that $+0.1$ IMPs/b is regarded as a nontrivial improvement in Computer Bridge.

Poster
JAX MD: A Framework for Differentiable Physics

Samuel Schoenholz, Ekin Dogus Cubuk

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We introduce JAX MD, a software package for performing differentiable physics simulations with a focus on molecular dynamics. JAX MD includes a number of statistical physics simulation environments as well as interaction potentials and neural networks that can be integrated into these environments without writing any additional code. Since the simulations themselves are differentiable functions, entire trajectories can be differentiated to perform meta-optimization. These features are built on primitive operations, such as spatial partitioning, that allow simulations to scale to hundreds-of-thousands of particles on a single GPU. These primitives are flexible enough that they can be used to scale up workloads outside of molecular dynamics. We present several examples that highlight the features of JAX MD including: integration of graph neural networks into traditional simulations, meta-optimization through minimization of particle packings, and a multi-agent flocking simulation. JAX MD is available at www.github.com/google/jax-md.

Spotlight
Incorporating Pragmatic Reasoning Communication into Emergent Language

Yipeng Kang, Tonghan Wang, Gerard De Melo

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Emergentism and pragmatics are two research fields that study the dynamics of linguistic communication along quite different timescales and intelligence levels. From the perspective of multi-agent reinforcement learning, they correspond to stochastic games with reinforcement training and stage games with opponent awareness, respectively. Given that their combination has been explored in linguistics, in this work, we combine computational models of short-term mutual reasoning-based pragmatics with long-term language emergentism. We explore this for agent communication in two settings, referential games and Starcraft II, assessing the relative merits of different kinds of mutual reasoning pragmatics models both empirically and theoretically. Our results shed light on their importance for making inroads towards getting more natural, accurate, robust, fine-grained, and succinct utterances.

Spotlight
EvolveGraph: Multi-Agent Trajectory Prediction with Dynamic Relational Reasoning

Jiachen Li, Fan Yang, Masayoshi Tomizuka, Chiho Choi

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Multi-agent interacting systems are prevalent in the world, from purely physical systems to complicated social dynamic systems. In many applications, effective understanding of the situation and accurate trajectory prediction of interactive agents play a significant role in downstream tasks, such as decision making and planning. In this paper, we propose a generic trajectory forecasting framework (named EvolveGraph) with explicit relational structure recognition and prediction via latent interaction graphs among multiple heterogeneous, interactive agents. Considering the uncertainty of future behaviors, the model is designed to provide multi-modal prediction hypotheses. Since the underlying interactions may evolve even with abrupt changes, and different modalities of evolution may lead to different outcomes, we address the necessity of dynamic relational reasoning and adaptively evolving the interaction graphs. We also introduce a double-stage training pipeline which not only improves training efficiency and accelerates convergence, but also enhances model performance. The proposed framework is evaluated on both synthetic physics simulations and multiple real-world benchmark datasets in various areas. The experimental results illustrate that our approach achieves state-of-the-art performance in terms of prediction accuracy.

Poster
Emergent Reciprocity and Team Formation from Randomized Uncertain Social Preferences

Bowen Baker

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Multi-agent reinforcement learning (MARL) has shown recent success in increasingly complex fixed-team zero-sum environments. However, the real world is not zero-sum nor does it have fixed teams; humans face numerous social dilemmas and must learn when to cooperate and when to compete. To successfully deploy agents into the human world, it may be important that they be able to understand and help in our conflicts. Unfortunately, selfish MARL agents typically fail when faced with social dilemmas. In this work, we show evidence of emergent direct reciprocity, indirect reciprocity and reputation, and team formation when training agents with randomized uncertain social preferences (RUSP), a novel environment augmentation that expands the distribution of environments agents play in. RUSP is generic and scalable; it can be applied to any multi-agent environment without changing the original underlying game dynamics or objectives. In particular, we show that with RUSP these behaviors can emerge and lead to higher social welfare equilibria in both classic abstract social dilemmas like Iterated Prisoner's Dilemma as well in more complex intertemporal environments.

Poster
Differentially-Private Federated Linear Bandits

Abhimanyu Dubey, Alex `Sandy' Pentland

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The rapid proliferation of decentralized learning systems mandates the need for differentially-private cooperative learning. In this paper, we study this in context of the contextual linear bandit: we consider a collection of agents cooperating to solve a common contextual bandit, while ensuring that their communication remains private. For this problem, we devise FedUCB, a multiagent private algorithm for both centralized and decentralized (peer-to-peer) federated learning. We provide a rigorous technical analysis of its utility in terms of regret, improving several results in cooperative bandit learning, and provide rigorous privacy guarantees as well. Our algorithms provide competitive performance both in terms of pseudoregret bounds and empirical benchmark performance in various multi-agent settings.

Spotlight
Decentralized TD Tracking with Linear Function Approximation and its Finite-Time Analysis

Gang Wang, Songtao Lu, Georgios Giannakis, Gerald Tesauro, Jian Sun

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The present contribution deals with decentralized policy evaluation in multi-agent Markov decision processes using temporal-difference (TD) methods with linear function approximation for scalability. The agents cooperate to estimate the value function of such a process by observing continual state transitions of a shared environment over the graph of interconnected nodes (agents), along with locally private rewards. Different from existing consensus-type TD algorithms, the approach here develops a simple decentralized TD tracker by wedding TD learning with gradient tracking techniques. The non-asymptotic properties of the novel TD tracker are established for both independent and identically distributed (i.i.d.) as well as Markovian transitions through a unifying multistep Lyapunov analysis. In contrast to the prior art, the novel algorithm forgoes the limiting error bounds on the number of agents, which endows it with performance comparable to that of centralized TD methods that are the sharpest known to date.

Poster
Curriculum learning for multilevel budgeted combinatorial problems

Adel Nabli, Margarida Carvalho

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Learning heuristics for combinatorial optimization problems through graph neural networks have recently shown promising results on some classic NP-hard problems. These are single-level optimization problems with only one player. Multilevel combinatorial optimization problems are their generalization, encompassing situations with multiple players taking decisions sequentially. By framing them in a multi-agent reinforcement learning setting, we devise a value-based method to learn to solve multilevel budgeted combinatorial problems involving two players in a zero-sum game over a graph. Our framework is based on a simple curriculum: if an agent knows how to estimate the value of instances with budgets up to $B$, then solving instances with budget $B+1$ can be done in polynomial time regardless of the direction of the optimization by checking the value of every possible afterstate. Thus, in a bottom-up approach, we generate datasets of heuristically solved instances with increasingly larger budgets to train our agent. We report results close to optimality on graphs up to $100$ nodes and a $185 \times$ speedup on average compared to the quickest exact solver known for the Multilevel Critical Node problem, a max-min-max trilevel problem that has been shown to be at least $\Sigma_2^p$-hard.

Poster
Contextual Games: Multi-Agent Learning with Side Information

Pier Giuseppe Sessa, Ilija Bogunovic, Andreas Krause, Maryam Kamgarpour

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We formulate the novel class of contextual games, a type of repeated games driven by contextual information at each round. By means of kernel-based regularity assumptions, we model the correlation between different contexts and game outcomes and propose a novel online (meta) algorithm that exploits such correlations to minimize the contextual regret of individual players. We define game-theoretic notions of contextual Coarse Correlated Equilibria (c-CCE) and optimal contextual welfare for this new class of games and show that c-CCEs and optimal welfare can be approached whenever players' contextual regrets vanish. Finally, we empirically validate our results in a traffic routing experiment, where our algorithm leads to better performance and higher welfare compared to baselines that do not exploit the available contextual information or the correlations present in the game.

Poster
Calibration of Shared Equilibria in General Sum Partially Observable Markov Games

Nelson Vadori, Sumitra Ganesh, Prashant Reddy, Manuela M. Veloso

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Training multi-agent systems (MAS) to achieve realistic equilibria gives us a useful tool to understand and model real-world systems. We consider a general sum partially observable Markov game where agents of different types share a single policy network, conditioned on agent-specific information. This paper aims at i) formally understanding equilibria reached by such agents, and ii) matching emergent phenomena of such equilibria to real-world targets. Parameter sharing with decentralized execution has been introduced as an efficient way to train multiple agents using a single policy network. However, the nature of resulting equilibria reached by such agents has not been yet studied: we introduce the novel concept of Shared equilibrium as a symmetric pure Nash equilibrium of a certain Functional Form Game (FFG) and prove convergence to the latter for a certain class of games using self-play. In addition, it is important that such equilibria satisfy certain constraints so that MAS are calibrated to real world data for practical use: we solve this problem by introducing a novel dual-Reinforcement Learning based approach that fits emergent behaviors of agents in a Shared equilibrium to externally-specified targets, and apply our methods to a n-player market example. We do so by calibrating parameters governing distributions of agent types rather than individual agents, which allows both behavior differentiation among agents and coherent scaling of the shared policy network to multiple agents.

Poster
Byzantine Resilient Distributed Multi-Task Learning

Jiani Li, Waseem Abbas, Xenofon Koutsoukos

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Distributed multi-task learning provides significant advantages in multi-agent networks with heterogeneous data sources where agents aim to learn distinct but correlated models simultaneously. However, distributed algorithms for learning relatedness among tasks are not resilient in the presence of Byzantine agents. In this paper, we present an approach for Byzantine resilient distributed multi-task learning. We propose an efficient online weight assignment rule by measuring the accumulated loss using an agent’s data and its neighbors’ models. A small accumulated loss indicates a large similarity between the two tasks. In order to ensure the Byzantine resilience of the aggregation at a normal agent, we introduce a step for filtering out larger losses. We analyze the approach for convex models and show that normal agents converge resiliently towards their true targets. Further, an agent’s learning performance using the proposed weight assignment rule is guaranteed to be at least as good as in the non-cooperative case as measured by the expected regret. Finally, we demonstrate the approach using three case studies, including regression and classification problems, and show that our method exhibits good empirical performance for non-convex models, such as convolutional neural networks.

Poster
Bayesian Multi-type Mean Field Multi-agent Imitation Learning

Fan Yang, Alina Vereshchaka, Changyou Chen, Wen Dong

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Multi-agent Imitation learning (MAIL) refers to the problem that agents learn to perform a task interactively in a multi-agent system through observing and mimicking expert demonstrations, without any knowledge of a reward function from the environment. MAIL has received a lot of attention due to promising results achieved on synthesized tasks, with the potential to be applied to complex real-world multi-agent tasks. Key challenges for MAIL include sample efficiency and scalability. In this paper, we proposed Bayesian multi-type mean field multi-agent imitation learning (BM3IL). Our method improves sample efficiency through establishing a Bayesian formulation for MAIL, and enhances scalability through introducing a new multi-type mean field approximation. We demonstrate the performance of our algorithm through benchmarking with three state-of-the-art multi-agent imitation learning algorithms on several tasks, including solving a multi-agent traffic optimization problem in a real-world transportation network. Experimental results indicate that our algorithm significantly outperforms all other algorithms in all scenarios.

Spotlight
A game-theoretic analysis of networked system control for common-pool resource management using multi-agent reinforcement learning

Arnu Pretorius, Scott Cameron, Elan van Biljon, Thomas Makkink, Shahil Mawjee, Jeremy du Plessis, Jonathan Shock, Alexandre Laterre, Karim Beguir

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Multi-agent reinforcement learning has recently shown great promise as an approach to networked system control. Arguably, one of the most difficult and important tasks for which large scale networked system control is applicable is common-pool resource management. Crucial common-pool resources include arable land, fresh water, wetlands, wildlife, fish stock, forests and the atmosphere, of which proper management is related to some of society's greatest challenges such as food security, inequality and climate change. Here we take inspiration from a recent research program investigating the game-theoretic incentives of humans in social dilemma situations such as the well-known \textit{tragedy of the commons}. However, instead of focusing on biologically evolved human-like agents, our concern is rather to better understand the learning and operating behaviour of engineered networked systems comprising general-purpose reinforcement learning agents, subject only to nonbiological constraints such as memory, computation and communication bandwidth. Harnessing tools from empirical game-theoretic analysis, we analyse the differences in resulting solution concepts that stem from employing different information structures in the design of networked multi-agent systems. These information structures pertain to the type of information shared between agents as well as the employed communication protocol and network topology. Our analysis contributes new insights into the consequences associated with certain design choices and provides an additional dimension of comparison between systems beyond efficiency, robustness, scalability and mean control performance.

Poster