ICML 2020 论文列表

International Conference on Machine Learning

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1,087篇论文

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主题: AI Agent · 20 篇论文 · 重置筛选

“Other-Play” for Zero-Shot Coordination

Hengyuan Hu, Adam Lerer, Alex Peysakhovich, Jakob Foerster

展开摘要

We consider the problem of zero-shot coordination - constructing AI agents that can coordinate with novel partners they have not seen before (e.g.humans). Standard Multi-Agent Reinforcement Learning (MARL) methods typically focus on the self-play (SP) setting where agents construct strategies by playing the game with themselves repeatedly. Unfortunately, applying SP naively to the zero-shot coordination problem can produce agents that establish highly specialized conventions that do not carry over to novel partners they have not been trained with. We introduce a novel learning algorithm called other-play (OP), that enhances self-play by looking for more robust strategies. We characterize OP theoretically as well as experimentally. We study the cooperative card game Hanabi and show that OP agents achieve higher scores when paired with independently trained agents as well as with human players than SP agents.

Poster
What is Local Optimality in Nonconvex-Nonconcave Minimax Optimization?

Chi Jin, Praneeth Netrapalli, Michael Jordan

展开摘要

Minimax optimization has found extensive applications in modern machine learning, in settings such as generative adversarial networks (GANs), adversarial training and multi-agent reinforcement learning. As most of these applications involve continuous nonconvex-nonconcave formulations, a very basic question arises—“what is a proper definition of local optima?” Most previous work answers this question using classical notions of equilibria from simultaneous games, where the min-player and the max-player act simultaneously. In contrast, most applications in machine learning, including GANs and adversarial training, correspond to sequential games, where the order of which player acts first is crucial (since minimax is in general not equal to maximin due to the nonconvex-nonconcave nature of the problems). The main contribution of this paper is to propose a proper mathematical definition of local optimality for this sequential setting—local minimax, as well as to present its properties and existence results. Finally, we establish a strong connection to a basic local search algorithm—gradient descent ascent (GDA): under mild conditions, all stable limit points of GDA are exactly local minimax points up to some degenerate points.

Poster
ROMA: Multi-Agent Reinforcement Learning with Emergent Roles

Tonghan Wang, Heng Dong, Victor Lesser, Chongjie Zhang

展开摘要

The role concept provides a useful tool to design and understand complex multi-agent systems, which allows agents with a similar role to share similar behaviors. However, existing role-based methods use prior domain knowledge and predefine role structures and behaviors. In contrast, multi-agent reinforcement learning (MARL) provides flexibility and adaptability, but less efficiency in complex tasks. In this paper, we synergize these two paradigms and propose a role-oriented MARL framework (ROMA). In this framework, roles are emergent, and agents with similar roles tend to share their learning and to be specialized on certain sub-tasks. To this end, we construct a stochastic role embedding space by introducing two novel regularizers and conditioning individual policies on roles. Experiments show that our method can learn specialized, dynamic, and identifiable roles, which help our method push forward the state of the art on the StarCraft II micromanagement benchmark. Demonstrative videos are available at https://sites.google.com/view/romarl/.

Poster
R2-B2: Recursive Reasoning-Based Bayesian Optimization for No-Regret Learning in Games

Zhongxiang Dai, Yizhou Chen, Bryan Kian Hsiang Low, Patrick Jaillet, Teck-Hua Ho

展开摘要

This paper presents a recursive reasoning formalism of Bayesian optimization (BO) to model the reasoning process in the interactions between boundedly rational, self-interested agents with unknown, complex, and costly-to-evaluate payoff functions in repeated games, which we call Recursive Reasoning-Based BO (R2-B2). Our R2-B2 algorithm is general in that it does not constrain the relationship among the payoff functions of different agents and can thus be applied to various types of games such as constant-sum, general-sum, and common-payoff games. We prove that by reasoning at level 2 or more and at one level higher than the other agents, our R2-B2 agent can achieve faster asymptotic convergence to no regret than that without utilizing recursive reasoning. We also propose a computationally cheaper variant of R2-B2 called R2-B2-Lite at the expense of a weaker convergence guarantee. The performance and generality of our R2-B2 algorithm are empirically demonstrated using synthetic games, adversarial machine learning, and multi-agent reinforcement learning.

Poster
OPtions as REsponses: Grounding behavioural hierarchies in multi-agent reinforcement learning

Alexander Vezhnevets, Yuhuai Wu, Maria Eckstein, Rémi Leblond, Joel Z Leibo

展开摘要

This paper investigates generalisation in multi-agent games, where the generality of the agent can be evaluated by playing against opponents it hasn’t seen during training. We propose two new games with concealed information and complex, non-transitive reward structure (think rock-paper-scissors). It turns out that most current deep reinforcement learning methods fail to efficiently explore the strategy space, thus learning policies that generalise poorly to unseen opponents. We then propose a novel hierarchical agent architecture, where the hierarchy is grounded in the game-theoretic structure of the game – the top level chooses strategic responses to opponents, while the low level implements them into policy over primitive actions. This grounding facilitates credit assignment across the levels of hierarchy. Our experiments show that the proposed hierarchical agent is capable of generalisation to unseen opponents, while conventional baselines fail to generalise whatsoever.

Poster
No-Regret and Incentive-Compatible Online Learning

Rupert Freeman, David Pennock, Chara Podimata, Jennifer Wortman Vaughan

展开摘要

We study online learning settings in which experts act strategically to maximize their influence on the learning algorithm’s predictions by potentially misreporting their beliefs about a sequence of binary events. Our goal is twofold. First, we want the learning algorithm to be no-regret with respect to the best-fixed expert in hindsight. Second, we want incentive compatibility, a guarantee that each expert’s best strategy is to report his true beliefs about the realization of each event. To achieve this goal, we build on the literature on wagering mechanisms, a type of multi-agent scoring rule. We provide algorithms that achieve no regret and incentive compatibility for myopic experts for both the full and partial information settings. In experiments on datasets from FiveThirtyEight, our algorithms have regret comparable to classic no-regret algorithms, which are not incentive-compatible. Finally, we identify an incentive-compatible algorithm for forward-looking strategic agents that exhibits diminishing regret in practice.

Poster
Multi-Agent Routing Value Iteration Network

Quinlan Sykora, Mengye Ren, Raquel Urtasun

展开摘要

In this paper we tackle the problem of routing multiple agents in a coordinated manner. This is a complex problem that has a wide range of applications in fleet management to achieve a common goal, such as mapping from a swarm of robots and ride sharing. Traditional methods are typically not designed for realistic environments which contain sparsely connected graphs and unknown traffic, and are often too slow in runtime to be practical. In contrast, we propose a graph neural network based model that is able to perform multi-agent routing based on learned value iteration in a sparsely connected graph with dynamically changing traffic conditions. Moreover, our learned communication module enables the agents to coordinate online and adapt to changes more effectively. We created a simulated environment to mimic realistic mapping performed by autonomous vehicles with unknown minimum edge coverage and traffic conditions; our approach significantly outperforms traditional solvers both in terms of total cost and runtime. We also show that our model trained with only two agents on graphs with a maximum of 25 nodes can easily generalize to situations with more agents and/or nodes.

Poster
Multi-Agent Determinantal Q-Learning

Yaodong Yang, Ying Wen, Jun Wang, Liheng Chen, Kun Shao, David Mguni, Weinan Zhang

展开摘要

Centralized training with decentralized execution has become an important paradigm in multi-agent learning. Though practical, current methods rely on restrictive assumptions to decompose the centralized value function across agents for execution. In this paper, we eliminate this restriction by proposing multi-agent determinantal Q-learning. Our method is established on Q-DPP, a novel extension of determinantal point process (DPP) to multi-agent setting. Q-DPP promotes agents to acquire diverse behavioral models; this allows a natural factorization of the joint Q-functions with no need for \emph{a priori} structural constraints on the value function or special network architectures. We demonstrate that Q-DPP generalizes major solutions including VDN, QMIX, and QTRAN on decentralizable cooperative tasks. To efficiently draw samples from Q-DPP, we develop a linear-time sampler with theoretical approximation guarantee. Our sampler also benefits exploration by coordinating agents to cover orthogonal directions in the state space during training. We evaluate our algorithm on multiple cooperative benchmarks; its effectiveness has been demonstrated when compared with the state-of-the-art.

Poster
Low-Variance and Zero-Variance Baselines for Extensive-Form Games

Trevor Davis, Martin Schmid, Michael Bowling

展开摘要

Extensive-form games (EFGs) are a common model of multi-agent interactions with imperfect information. State-of-the-art algorithms for solving these games typically perform full walks of the game tree that can prove prohibitively slow in large games. Alternatively, sampling-based methods such as Monte Carlo Counterfactual Regret Minimization walk one or more trajectories through the tree, touching only a fraction of the nodes on each iteration, at the expense of requiring more iterations to converge due to the variance of sampled values. In this paper, we extend recent work that uses baseline estimates to reduce this variance. We introduce a framework of baseline-corrected values in EFGs that generalizes the previous work. Within our framework, we propose new baseline functions that result in significantly reduced variance compared to existing techniques. We show that one particular choice of such a function — predictive baseline — is provably optimal under certain sampling schemes. This allows for efficient computation of zero-variance value estimates even along sampled trajectories.

Poster
Learning Efficient Multi-agent Communication: An Information Bottleneck Approach

Rundong Wang, Xu He, Runsheng Yu, Wei Qiu, Bo An, Zinovi Rabinovich

展开摘要

We consider the problem of the limited-bandwidth communication for multi-agent reinforcement learning, where agents cooperate with the assistance of a communication protocol and a scheduler. The protocol and scheduler jointly determine which agent is communicating what message and to whom. Under the limited bandwidth constraint, a communication protocol is required to generate informative messages. Meanwhile, an unnecessary communication connection should not be established because it occupies limited resources in vain. In this paper, we develop an Informative Multi-Agent Communication (IMAC) method to learn efficient communication protocols as well as scheduling. First, from the perspective of communication theory, we prove that the limited bandwidth constraint requires low-entropy messages throughout the transmission. Then inspired by the information bottleneck principle, we learn a valuable and compact communication protocol and a weight-based scheduler. To demonstrate the efficiency of our method, we conduct extensive experiments in various cooperative and competitive multi-agent tasks with different numbers of agents and different bandwidths. We show that IMAC converges faster and leads to efficient communication among agents under the limited bandwidth as compared to many baseline methods.

Poster
Kernel Methods for Cooperative Multi-Agent Contextual Bandits

Abhimanyu Dubey, Alex ‘Sandy’ Pentland

展开摘要

Cooperative multi-agent decision making involves a group of agents cooperatively solving learning problems while communicating over a network with delays. In this paper, we consider the kernelised contextual bandit problem, where the reward obtained by an agent is an arbitrary linear function of the contexts’ images in the related reproducing kernel Hilbert space (RKHS), and a group of agents must cooperate to collectively solve their unique decision problems. For this problem, we propose Coop-KernelUCB, an algorithm that provides near-optimal bounds on the per-agent regret, and is both computationally and communicatively efficient. For special cases of the cooperative problem, we also provide variants of Coop-KernelUCB that provides optimal per-agent regret. In addition, our algorithm generalizes several existing results in the multi-agent bandit setting. Finally, on a series of both synthetic and real-world multi-agent network benchmarks, we demonstrate that our algorithm significantly outperforms existing benchmarks.

Poster
Growing Action Spaces

Gregory Farquhar, Laura Gustafson, Zeming Lin, Shimon Whiteson, Nicolas Usunier, Gabriel Synnaeve

展开摘要

In complex tasks, such as those with large combinatorial action spaces, random exploration may be too inefficient to achieve meaningful learning progress. In this work, we use a curriculum of progressively growing action spaces to accelerate learning. We assume the environment is out of our control, but that the agent may set an internal curriculum by initially restricting its action space. Our approach uses off-policy reinforcement learning to estimate optimal value functions for multiple action spaces simultaneously and efficiently transfers data, value estimates, and state representations from restricted action spaces to the full task. We show the efficacy of our approach in proof-of-concept control tasks and on challenging large-scale StarCraft micromanagement tasks with large, multi-agent action spaces.

Poster
Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data

Felipe Petroski Such, Aditya Rawal, Joel Lehman, Kenneth Stanley, Jeffrey Clune

展开摘要

This paper investigates the intriguing question of whether we can create learning algorithms that automatically generate training data, learning environments, and curricula in order to help AI agents rapidly learn. We show that such algorithms are possible via Generative Teaching Networks (GTNs), a general approach that is, in theory, applicable to supervised, unsupervised, and reinforcement learning, although our experiments only focus on the supervised case. GTNs are deep neural networks that generate data and/or training environments that a learner (e.g. a freshly initialized neural network) trains on for a few SGD steps before being tested on a target task. We then differentiate \emph{through the entire learning process} via meta-gradients to update the GTN parameters to improve performance on the target task. This paper introduces GTNs, discusses their potential, and showcases that they can substantially accelerate learning. We also demonstrate a practical and exciting application of GTNs: accelerating the evaluation of candidate architectures for neural architecture search (NAS). GTN-NAS improves the NAS state of the art, finding higher performing architectures when controlling for the search proposal mechanism. GTN-NAS also is competitive with the overall state of the art approaches, which achieve top performance while using orders of magnitude less computation than typical NAS methods. Speculating forward, GTNs may represent a first step toward the ambitious goal of algorithms that generate their own training data and, in doing so, open a variety of interesting new research questions and directions.

Poster
From Chaos to Order: Symmetry and Conservation Laws in Game Dynamics

Sai Ganesh Nagarajan, David Balduzzi, Georgios Piliouras

展开摘要

Games are an increasingly useful tool for training and testing learning algorithms. Recent examples include GANs, AlphaZero and the AlphaStar league. However, multi-agent learning can be extremely difficult to predict and control. Learning dynamics even in simple games can yield chaotic behavior. In this paper, we present basic \emph{mechanism design} tools for constructing games with predictable and controllable dynamics. We show that arbitrarily large and complex network games, encoding both cooperation (team play) and competition (zero-sum interaction), exhibit conservation laws when agents use the standard regret-minimizing dynamics known as Follow-the-Regularized-Leader. These laws persist when different agents use different dynamics and encode long-range correlations between agents’ behavior, even though the agents may not interact directly. Moreover, we provide sufficient conditions under which the dynamics have multiple, linearly independent, conservation laws. Increasing the number of conservation laws results in more predictable dynamics, eventually making chaotic behavior formally impossible in some cases.

Poster
FormulaZero: Distributionally Robust Online Adaptation via Offline Population Synthesis

Aman Sinha, Matthew O’Kelly, Hongrui Zheng, Rahul Mangharam, John Duchi, Russ Tedrake

展开摘要

Balancing performance and safety is crucial to deploying autonomous vehicles in multi-agent environments. In particular, autonomous racing is a domain that penalizes safe but conservative policies, highlighting the need for robust, adaptive strategies. Current approaches either make simplifying assumptions about other agents or lack robust mechanisms for online adaptation. This work makes algorithmic contributions to both challenges. First, to generate a realistic, diverse set of opponents, we develop a novel method for self-play based on replica-exchange Markov chain Monte Carlo. Second, we propose a distributionally robust bandit optimization procedure that adaptively adjusts risk aversion relative to uncertainty in beliefs about opponents’ behaviors. We rigorously quantify the tradeoffs in performance and robustness when approximating these computations in real-time motion-planning, and we demonstrate our methods experimentally on autonomous vehicles that achieve scaled speeds comparable to Formula One racecars.

Poster
Finite-Time Last-Iterate Convergence for Multi-Agent Learning in Games

Tianyi Lin, Zhengyuan Zhou, Panayotis Mertikopoulos, Michael Jordan

展开摘要

In this paper, we consider multi-agent learning via online gradient descent in a class of games called $\lambda$-cocoercive games, a fairly broad class of games that admits many Nash equilibria and that properly includes unconstrained strongly monotone games. We characterize the finite-time last-iterate convergence rate for joint OGD learning on $\lambda$-cocoercive games; further, building on this result, we develop a fully adaptive OGD learning algorithm that does not require any knowledge of problem parameter (e.g. cocoercive constant $\lambda$) and show, via a novel double-stopping time technique, that this adaptive algorithm achieves same finite-time last-iterate convergence rate as non-adaptive counterpart. Subsequently, we extend OGD learning to the noisy gradient feedback case and establish last-iterate convergence results–first qualitative almost sure convergence, then quantitative finite-time convergence rates– all under non-decreasing step-sizes. To our knowledge, we provide the first set of results that fill in several gaps of the existing multi-agent online learning literature, where three aspects–finite-time convergence rates, non-decreasing step-sizes, and fully adaptive algorithms have been unexplored before.

Poster
Finite-Time Convergence in Continuous-Time Optimization

Orlando Romero, Mouhacine Benosman

展开摘要

In this paper, we investigate a Lyapunov-like differential inequality that allows us to establish finite-time stability of a continuous-time state-space dynamical system represented via a multivariate ordinary differential equation or differential inclusion. Equipped with this condition, we successfully synthesize first and second-order dynamical systems that achieve finite-time convergence to the minima of a given sufficiently regular cost function. As a byproduct, we show that the p-rescaled gradient flow (p-RGF) proposed by Wibisono et al. (2016) is indeed finite-time convergent, provided the cost function is gradient dominated of order q in (1,p). Thus, we effectively bridge a gap between the p-RGF and the normalized gradient flow (NGF) (p=\infty) proposed by Cortes (2006) in his seminal paper in the context of multi-agent systems. We discuss strategies to discretize our proposed flows and conclude by conducting some numerical experiments to illustrate our results.

Poster
Deep Coordination Graphs

Wendelin Boehmer, Vitaly Kurin, Shimon Whiteson

展开摘要

This paper introduces the deep coordination graph (DCG) for collaborative multi-agent reinforcement learning. DCG strikes a flexible trade-off between representational capacity and generalization by factoring the joint value function of all agents according to a coordination graph into payoffs between pairs of agents. The value can be maximized by local message passing along the graph, which allows training of the value function end-to-end with Q-learning. Payoff functions are approximated with deep neural networks that employ parameter sharing and low-rank approximations to significantly improve sample efficiency. We show that DCG can solve predator-prey tasks that highlight the relative overgeneralization pathology, as well as challenging StarCraft II micromanagement tasks.

Poster
Cooperative Multi-Agent Bandits with Heavy Tails

Abhimanyu Dubey, Alex ‘Sandy’ Pentland

展开摘要

We study the heavy-tailed stochastic bandit problem in the cooperative multi-agent setting, where a group of agents interact with a common bandit problem, while communicating on a network with delays. Existing algorithms for the stochastic bandit in this setting utilize confidence intervals arising from an averaging-based communication protocol known as running consensus, that does not lend itself to robust estimation for heavy-tailed settings. We propose MP-UCB, a decentralized multi-agent algorithm for the cooperative stochastic bandit that incorporates robust estimation with a message-passing protocol. We prove optimal regret bounds for MP-UCB for several problem settings, and also demonstrate its superiority to existing methods. Furthermore, we establish the first lower bounds for the cooperative bandit problem, in addition to providing efficient algorithms for robust bandit estimation of location.

Poster
Breaking the Curse of Many Agents: Provable Mean Embedding Q-Iteration for Mean-Field Reinforcement Learning

Lingxiao Wang, Zhuoran Yang, Zhaoran Wang

展开摘要

Multi-agent reinforcement learning (MARL) achieves significant empirical successes. However, MARL suffers from the curse of many agents. In this paper, we exploit the symmetry of agents in MARL. In the most generic form, we study a mean-field MARL problem. Such a mean-field MARL is defined on mean-field states, which are distributions that are supported on continuous space. Based on the mean embedding of the distributions, we propose MF-FQI algorithm, which solves the mean-field MARL and establishes a non-asymptotic analysis for MF-FQI algorithm. We highlight that MF-FQI algorithm enjoys a “blessing of many agents” property in the sense that a larger number of observed agents improves the performance of MF-FQI algorithm.

Poster