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Alberto Sardinha

Publications and source records attributed to Alberto Sardinha.

At least 19 recordsLinked to original sources

Risk-Aware General-Utility Markov Decision Processes

We study general-utility Markov decision processes (GUMDPs) with risk-aware objectives. In this framework, an agent aims to optimize a risk measure of the distribution of objective values, where the objective function depends on the frequency of visitation of states induced by the agent's policy. First, we motivate, propose, and formalize risk-aware GUMDPs, which enable agents and decision makers to trade off expected performance by risk aversion while benefiting from the rich set of objectives that can be cast under the framework of GUMDPs. We focus our attention on the entropic risk measure (ERM). Second, we show how we can solve risk-aware GUMDPs with ERM objectives by resorting to online planning techniques. In particular, we propose an approach based on Monte Carlo Tree Search (MCTS) to provably solve risk-aware GUMDPs up to any desired accuracy. Third, we provide a set of experimental results showcasing that our approach is successful when optimizing for a spectrum of risk-aware behaviors in the context of GUMDPs under diverse tasks (standard MDPs, maximum state entropy exploration, imitation learning, and multi-objective MDPs).

cs.LG

Evaluating XAI Support From A Hierarchical Reinforcement Learning Policy in Human-Agent Collaboration

Explainable AI (XAI) has shown promise for human-agent collaboration, yet results rely on hand-crafted policies in custom environments, limiting generalizability to state-of-the-art teaming research. We provide the first systematic evaluation of XAI support generated from an intrinsically explainable learned policy in an established benchmark. Using the Hierarchical Ad Hoc Agents (HA$^2$) architecture in Overcooked-AI, we generate real-time explanations from hierarchical subtask selections, delivered through text or audio via a novel trigger-based system. Our between-subjects experiment (n=38) found no significant performance effects, though participants with explanations showed trends toward faster performance improvement. More notably, audio explanations produced a significant reduction in participants' working-alliance bond with the agent -- an effect absent under the text modality -- suggesting that spoken explanations activate partnership expectations the underlying reactive policy cannot meet. We provide the first modality comparison in real-time human-agent collaboration and establish a baseline methodology for evaluating intrinsically explainable reinforcement learning architectures in benchmark environments. Results point to matching explanation modality to the underlying policy's capacity of sustaining the partnership its delivery implies as a potential path for more effective collaborative XAI.

cs.HC

Entropic Risk-Aware Monte Carlo Tree Search

We propose a provably correct Monte Carlo tree search (MCTS) algorithm for solving risk-aware Markov decision processes (MDPs) with entropic risk measure (ERM) objectives. We provide a non-asymptotic analysis of our proposed algorithm, showing that the algorithm: (i) is correct in the sense that the empirical ERM obtained at the root node converges to the optimal ERM; and (ii) enjoys polynomial regret concentration. Our algorithm successfully exploits the dynamic programming formulations for solving risk-aware MDPs with ERM objectives introduced by previous works in the context of an upper confidence bound-based tree search algorithm. Finally, we provide a set of illustrative experiments comparing our risk-aware MCTS method against relevant baselines.

cs.LG

The Number of Trials Matters in Infinite-Horizon General-Utility Markov Decision Processes

The general-utility Markov decision processes (GUMDPs) framework generalizes the MDPs framework by considering objective functions that depend on the frequency of visitation of state-action pairs induced by a given policy. In this work, we contribute with the first analysis on the impact of the number of trials, i.e., the number of randomly sampled trajectories, in infinite-horizon GUMDPs. We show that, as opposed to standard MDPs, the number of trials plays a key-role in infinite-horizon GUMDPs and the expected performance of a given policy depends, in general, on the number of trials. We consider both discounted and average GUMDPs, where the objective function depends, respectively, on discounted and average frequencies of visitation of state-action pairs. First, we study policy evaluation under discounted GUMDPs, proving lower and upper bounds on the mismatch between the finite and infinite trials formulations for GUMDPs. Second, we address average GUMDPs, studying how different classes of GUMDPs impact the mismatch between the finite and infinite trials formulations. Third, we provide a set of empirical results to support our claims, highlighting how the number of trajectories and the structure of the underlying GUMDP influence policy evaluation.

cs.LG

RecBayes: Recurrent Bayesian Ad Hoc Teamwork in Large Partially Observable Domains

This paper proposes RecBayes, a novel approach for ad hoc teamwork under partial observability, a setting where agents are deployed on-the-fly to environments where pre-existing teams operate, that never requires, at any stage, access to the states of the environment or the actions of its teammates. We show that by relying on a recurrent Bayesian classifier trained using past experiences, an ad hoc agent is effectively able to identify known teams and tasks being performed from observations alone. Unlike recent approaches such as PO-GPL (Gu et al., 2021) and FEAT (Rahman et al., 2023), that require at some stage fully observable states of the environment, actions of teammates, or both, or approaches such as ATPO (Ribeiro et al., 2023) that require the environments to be small enough to be tabularly modelled (Ribeiro et al., 2023), in their work up to 4.8K states and 1.7K observations, we show RecBayes is both able to handle arbitrarily large spaces while never relying on either states and teammates' actions. Our results in benchmark domains from the multi-agent systems literature, adapted for partial observability and scaled up to 1M states and 2^125 observations, show that RecBayes is effective at identifying known teams and tasks being performed from partial observations alone, and as a result, is able to assist the teams in solving the tasks effectively.

cs.MA

Solving General-Utility Markov Decision Processes in the Single-Trial Regime with Online Planning

In this work, we contribute the first approach to solve infinite-horizon discounted general-utility Markov decision processes (GUMDPs) in the single-trial regime, i.e., when the agent's performance is evaluated based on a single trajectory. First, we provide some fundamental results regarding policy optimization in the single-trial regime, investigating which class of policies suffices for optimality, casting our problem as a particular MDP that is equivalent to our original problem, as well as studying the computational hardness of policy optimization in the single-trial regime. Second, we show how we can leverage online planning techniques, in particular a Monte-Carlo tree search algorithm, to solve GUMDPs in the single-trial regime. Third, we provide experimental results showcasing the superior performance of our approach in comparison to relevant baselines.

cs.LG

Implicit Repair with Reinforcement Learning in Emergent Communication

Conversational repair is a mechanism used to detect and resolve miscommunication and misinformation problems when two or more agents interact. One particular and underexplored form of repair in emergent communication is the implicit repair mechanism, where the interlocutor purposely conveys the desired information in such a way as to prevent misinformation from any other interlocutor. This work explores how redundancy can modify the emergent communication protocol to continue conveying the necessary information to complete the underlying task, even with additional external environmental pressures such as noise. We focus on extending the signaling game, called the Lewis Game, by adding noise in the communication channel and inputs received by the agents. Our analysis shows that agents add redundancy to the transmitted messages as an outcome to prevent the negative impact of noise on the task success. Additionally, we observe that the emerging communication protocol's generalization capabilities remain equivalent to architectures employed in simpler games that are entirely deterministic. Additionally, our method is the only one suitable for producing robust communication protocols that can handle cases with and without noise while maintaining increased generalization performance levels.

cs.LG

Distributed Value Decomposition Networks with Networked Agents

We investigate the problem of distributed training under partial observability, whereby cooperative multi-agent reinforcement learning agents (MARL) maximize the expected cumulative joint reward. We propose distributed value decomposition networks (DVDN) that generate a joint Q-function that factorizes into agent-wise Q-functions. Whereas the original value decomposition networks rely on centralized training, our approach is suitable for domains where centralized training is not possible and agents must learn by interacting with the physical environment in a decentralized manner while communicating with their peers. DVDN overcomes the need for centralized training by locally estimating the shared objective. We contribute with two innovative algorithms, DVDN and DVDN (GT), for the heterogeneous and homogeneous agents settings respectively. Empirically, both algorithms approximate the performance of value decomposition networks, in spite of the information loss during communication, as demonstrated in ten MARL tasks in three standard environments.

cs.LG

Networked Agents in the Dark: Team Value Learning under Partial Observability

We propose a novel cooperative multi-agent reinforcement learning (MARL) approach for networked agents. In contrast to previous methods that rely on complete state information or joint observations, our agents must learn how to reach shared objectives under partial observability. During training, they collect individual rewards and approximate a team value function through local communication, resulting in cooperative behavior. To describe our problem, we introduce the networked dynamic partially observable Markov game framework, where agents communicate over a switching topology communication network. Our distributed method, DNA-MARL, uses a consensus mechanism for local communication and gradient descent for local computation. DNA-MARL increases the range of the possible applications of networked agents, being well-suited for real world domains that impose privacy and where the messages may not reach their recipients. We evaluate DNA-MARL across benchmark MARL scenarios. Our results highlight the superior performance of DNA-MARL over previous methods.

cs.LG

Centralized Training with Hybrid Execution in Multi-Agent Reinforcement Learning

We introduce hybrid execution in multi-agent reinforcement learning (MARL), a new paradigm in which agents aim to successfully complete cooperative tasks with arbitrary communication levels at execution time by taking advantage of information-sharing among the agents. Under hybrid execution, the communication level can range from a setting in which no communication is allowed between agents (fully decentralized), to a setting featuring full communication (fully centralized), but the agents do not know beforehand which communication level they will encounter at execution time. To formalize our setting, we define a new class of multi-agent partially observable Markov decision processes (POMDPs) that we name hybrid-POMDPs, which explicitly model a communication process between the agents. We contribute MARO, an approach that makes use of an auto-regressive predictive model, trained in a centralized manner, to estimate missing agents' observations at execution time. We evaluate MARO on standard scenarios and extensions of previous benchmarks tailored to emphasize the negative impact of partial observability in MARL. Experimental results show that our method consistently outperforms relevant baselines, allowing agents to act with faulty communication while successfully exploiting shared information.

cs.LG

The Impact of Data Distribution on Q-learning with Function Approximation

We study the interplay between the data distribution and Q-learning-based algorithms with function approximation. We provide a unified theoretical and empirical analysis as to how different properties of the data distribution influence the performance of Q-learning-based algorithms. We connect different lines of research, as well as validate and extend previous results. We start by reviewing theoretical bounds on the performance of approximate dynamic programming algorithms. We then introduce a novel four-state MDP specifically tailored to highlight the impact of the data distribution in the performance of Q-learning-based algorithms with function approximation, both online and offline. Finally, we experimentally assess the impact of the data distribution properties on the performance of two offline Q-learning-based algorithms under different environments. According to our results: (i) high entropy data distributions are well-suited for learning in an offline manner; and (ii) a certain degree of data diversity (data coverage) and data quality (closeness to optimal policy) are jointly desirable for offline learning.

cs.LG

Learning to Perceive in Deep Model-Free Reinforcement Learning

This work proposes a novel model-free Reinforcement Learning (RL) agent that is able to learn how to complete an unknown task having access to only a part of the input observation. We take inspiration from the concepts of visual attention and active perception that are characteristic of humans and tried to apply them to our agent, creating a hard attention mechanism. In this mechanism, the model decides first which region of the input image it should look at, and only after that it has access to the pixels of that region. Current RL agents do not follow this principle and we have not seen these mechanisms applied to the same purpose as this work. In our architecture, we adapt an existing model called recurrent attention model (RAM) and combine it with the proximal policy optimization (PPO) algorithm. We investigate whether a model with these characteristics is capable of achieving similar performance to state-of-the-art model-free RL agents that access the full input observation. This analysis is made in two Atari games, Pong and SpaceInvaders, which have a discrete action space, and in CarRacing, which has a continuous action space. Besides assessing its performance, we also analyze the movement of the attention of our model and compare it with what would be an example of the human behavior. Even with such visual limitation, we show that our model matches the performance of PPO+LSTM in two of the three games tested.

cs.LG

Perceive, Represent, Generate: Translating Multimodal Information to Robotic Motion Trajectories

We present Perceive-Represent-Generate (PRG), a novel three-stage framework that maps perceptual information of different modalities (e.g., visual or sound), corresponding to a sequence of instructions, to an adequate sequence of movements to be executed by a robot. In the first stage, we perceive and pre-process the given inputs, isolating individual commands from the complete instruction provided by a human user. In the second stage we encode the individual commands into a multimodal latent space, employing a deep generative model. Finally, in the third stage we convert the multimodal latent values into individual trajectories and combine them into a single dynamic movement primitive, allowing its execution in a robotic platform. We evaluate our pipeline in the context of a novel robotic handwriting task, where the robot receives as input a word through different perceptual modalities (e.g., image, sound), and generates the corresponding motion trajectory to write it, creating coherent and readable handwritten words.

cs.RO

Learning to Cooperate with Completely Unknown Teammates

A key goal of ad hoc teamwork is to develop a learning agent that cooperates with unknown teams, without resorting to any pre-coordination protocol. Despite a vast number of ad hoc teamwork algorithms in the literature, most of them cannot address the problem of learning to cooperate with a completely unknown team, unless it learns from scratch. This article presents a novel approach that uses transfer learning alongside the state-of-the-art PLASTIC-Policy to adapt to completely unknown teammates quickly. We test our solution within the Half Field Offense simulator with five different teammates. The teammates were designed independently by developers from different countries and at different times. Our empirical evaluation shows that it is advantageous for an ad hoc agent to leverage its past knowledge when adapting to a new team instead of learning how to cooperate with it from scratch.

cs.MA

Onception: Active Learning with Expert Advice for Real World Machine Translation

Active learning can play an important role in low-resource settings (i.e., where annotated data is scarce), by selecting which instances may be more worthy to annotate. Most active learning approaches for Machine Translation assume the existence of a pool of sentences in a source language, and rely on human annotators to provide translations or post-edits, which can still be costly. In this article, we assume a real world human-in-the-loop scenario in which: (i) the source sentences may not be readily available, but instead arrive in a stream; (ii) the automatic translations receive feedback in the form of a rating, instead of a correct/edited translation, since the human-in-the-loop might be a user looking for a translation, but not be able to provide one. To tackle the challenge of deciding whether each incoming pair source-translations is worthy to query for human feedback, we resort to a number of stream-based active learning query strategies. Moreover, since we not know in advance which query strategy will be the most adequate for a certain language pair and set of Machine Translation models, we propose to dynamically combine multiple strategies using prediction with expert advice. Our experiments show that using active learning allows to converge to the best Machine Translation systems with fewer human interactions. Furthermore, combining multiple strategies using prediction with expert advice often outperforms several individual active learning strategies with even fewer interactions.

cs.CL

Assisting Unknown Teammates in Unknown Tasks: Ad Hoc Teamwork under Partial Observability

In this paper, we present a novel Bayesian online prediction algorithm for the problem setting of ad hoc teamwork under partial observability (ATPO), which enables on-the-fly collaboration with unknown teammates performing an unknown task without needing a pre-coordination protocol. Unlike previous works that assume a fully observable state of the environment, ATPO accommodates partial observability, using the agent's observations to identify which task is being performed by the teammates. Our approach assumes neither that the teammate's actions are visible nor an environment reward signal. We evaluate ATPO in three domains -- two modified versions of the Pursuit domain with partial observability and the overcooked domain. Our results show that ATPO is effective and robust in identifying the teammate's task from a large library of possible tasks, efficient at solving it in near-optimal time, and scalable in adapting to increasingly larger problem sizes.

cs.AI

Online Learning Meets Machine Translation Evaluation: Finding the Best Systems with the Least Human Effort

In Machine Translation, assessing the quality of a large amount of automatic translations can be challenging. Automatic metrics are not reliable when it comes to high performing systems. In addition, resorting to human evaluators can be expensive, especially when evaluating multiple systems. To overcome the latter challenge, we propose a novel application of online learning that, given an ensemble of Machine Translation systems, dynamically converges to the best systems, by taking advantage of the human feedback available. Our experiments on WMT'19 datasets show that our online approach quickly converges to the top-3 ranked systems for the language pairs considered, despite the lack of human feedback for many translations.

cs.CL

A Methodology for the Development of RL-Based Adaptive Traffic Signal Controllers

This article proposes a methodology for the development of adaptive traffic signal controllers using reinforcement learning. Our methodology addresses the lack of standardization in the literature that renders the comparison of approaches in different works meaningless, due to differences in metrics, environments, and even experimental design and methodology. The proposed methodology thus comprises all the steps necessary to develop, deploy and evaluate an adaptive traffic signal controller -- from simulation setup to problem formulation and experimental design. We illustrate the proposed methodology in two simple scenarios, highlighting how its different steps address limitations found in the current literature.

eess.SY