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Ann Nowé

Publications and source records attributed to Ann Nowé.

At least 37 records · Page 2Linked to original sources

MOMAland: A Set of Benchmarks for Multi-Objective Multi-Agent Reinforcement Learning

Many challenging tasks such as managing traffic systems, electricity grids, or supply chains involve complex decision-making processes that must balance multiple conflicting objectives and coordinate the actions of various independent decision-makers (DMs). One perspective for formalising and addressing such tasks is multi-objective multi-agent reinforcement learning (MOMARL). MOMARL broadens reinforcement learning (RL) to problems with multiple agents each needing to consider multiple objectives in their learning process. In reinforcement learning research, benchmarks are crucial in facilitating progress, evaluation, and reproducibility. The significance of benchmarks is underscored by the existence of numerous benchmark frameworks developed for various RL paradigms, including single-agent RL (e.g., Gymnasium), multi-agent RL (e.g., PettingZoo), and single-agent multi-objective RL (e.g., MO-Gymnasium). To support the advancement of the MOMARL field, we introduce MOMAland, the first collection of standardised environments for multi-objective multi-agent reinforcement learning. MOMAland addresses the need for comprehensive benchmarking in this emerging field, offering over 10 diverse environments that vary in the number of agents, state representations, reward structures, and utility considerations. To provide strong baselines for future research, MOMAland also includes algorithms capable of learning policies in such settings.

cs.MA↗

Online Planning in POMDPs with State-Requests

In key real-world problems, full state information is sometimes available but only at a high cost, like activating precise yet energy-intensive sensors or consulting humans, thereby compelling the agent to operate under partial observability. For this scenario, we propose AEMS-SR (Anytime Error Minimization Search with State Requests), a principled online planning algorithm tailored for POMDPs with state requests. By representing the search space as a graph instead of a tree, AEMS-SR avoids the exponential growth of the search space originating from state requests. Theoretical analysis demonstrates AEMS-SR's $\varepsilon$-optimality, ensuring solution quality, while empirical evaluations illustrate its effectiveness compared with AEMS and POMCP, two SOTA online planning algorithms. AEMS-SR enables efficient planning in domains characterized by partial observability and costly state requests offering practical benefits across various applications.

cs.LG↗

Laser Learning Environment: A new environment for coordination-critical multi-agent tasks

We introduce the Laser Learning Environment (LLE), a collaborative multi-agent reinforcement learning environment in which coordination is central. In LLE, agents depend on each other to make progress (interdependence), must jointly take specific sequences of actions to succeed (perfect coordination), and accomplishing those joint actions does not yield any intermediate reward (zero-incentive dynamics). The challenge of such problems lies in the difficulty of escaping state space bottlenecks caused by interdependence steps since escaping those bottlenecks is not rewarded. We test multiple state-of-the-art value-based MARL algorithms against LLE and show that they consistently fail at the collaborative task because of their inability to escape state space bottlenecks, even though they successfully achieve perfect coordination. We show that Q-learning extensions such as prioritized experience replay and n-steps return hinder exploration in environments with zero-incentive dynamics, and find that intrinsic curiosity with random network distillation is not sufficient to escape those bottlenecks. We demonstrate the need for novel methods to solve this problem and the relevance of LLE as cooperative MARL benchmark.

cs.LG↗

Mitigating Biases in Collective Decision-Making: Enhancing Performance in the Face of Fake News

Individual and social biases undermine the effectiveness of human advisers by inducing judgment errors which can disadvantage protected groups. In this paper, we study the influence these biases can have in the pervasive problem of fake news by evaluating human participants' capacity to identify false headlines. By focusing on headlines involving sensitive characteristics, we gather a comprehensive dataset to explore how human responses are shaped by their biases. Our analysis reveals recurring individual biases and their permeation into collective decisions. We show that demographic factors, headline categories, and the manner in which information is presented significantly influence errors in human judgment. We then use our collected data as a benchmark problem on which we evaluate the efficacy of adaptive aggregation algorithms. In addition to their improved accuracy, our results highlight the interactions between the emergence of collective intelligence and the mitigation of participant biases.

cs.HC↗

An adaptive safety layer with hard constraints for safe reinforcement learning in multi-energy management systems

Safe reinforcement learning (RL) with hard constraint guarantees is a promising optimal control direction for multi-energy management systems. It only requires the environment-specific constraint functions itself a priori and not a complete model. The project-specific upfront and ongoing engineering efforts are therefore still reduced, better representations of the underlying system dynamics can still be learnt, and modelling bias is kept to a minimum. However, even the constraint functions alone are not always trivial to accurately provide in advance, leading to potentially unsafe behaviour. In this paper, we present two novel advancements: (I) combining the OptLayer and SafeFallback method, named OptLayerPolicy, to increase the initial utility while keeping a high sample efficiency and the possibility to formulate equality constraints. (II) introducing self-improving hard constraints, to increase the accuracy of the constraint functions as more and new data becomes available so that better policies can be learnt. Both advancements keep the constraint formulation decoupled from the RL formulation, so new (presumably better) RL algorithms can act as drop-in replacements. We have shown that, in a simulated multi-energy system case study, the initial utility is increased to 92.4% (OptLayerPolicy) compared to 86.1% (OptLayer) and that the policy after training is increased to 104.9% (GreyOptLayerPolicy) compared to 103.4% (OptLayer) - all relative to a vanilla RL benchmark. Although introducing surrogate functions into the optimisation problem requires special attention, we conclude that the newly presented GreyOptLayerPolicy method is the most advantageous.

eess.SY↗

Local Advantage Networks for Cooperative Multi-Agent Reinforcement Learning

Many recent successful off-policy multi-agent reinforcement learning (MARL) algorithms for cooperative partially observable environments focus on finding factorized value functions, leading to convoluted network structures. Building on the structure of independent Q-learners, our LAN algorithm takes a radically different approach, leveraging a dueling architecture to learn for each agent a decentralized best-response policies via individual advantage functions. The learning is stabilized by a centralized critic whose primary objective is to reduce the moving target problem of the individual advantages. The critic, whose network's size is independent of the number of agents, is cast aside after learning. Evaluation on the StarCraft II multi-agent challenge benchmark shows that LAN reaches state-of-the-art performance and is highly scalable with respect to the number of agents, opening up a promising alternative direction for MARL research.

cs.LG↗

The Wasserstein Believer: Learning Belief Updates for Partially Observable Environments through Reliable Latent Space Models

Partially Observable Markov Decision Processes (POMDPs) are used to model environments where the full state cannot be perceived by an agent. As such the agent needs to reason taking into account the past observations and actions. However, simply remembering the full history is generally intractable due to the exponential growth in the history space. Maintaining a probability distribution that models the belief over what the true state is can be used as a sufficient statistic of the history, but its computation requires access to the model of the environment and is often intractable. While SOTA algorithms use Recurrent Neural Networks to compress the observation-action history aiming to learn a sufficient statistic, they lack guarantees of success and can lead to sub-optimal policies. To overcome this, we propose the Wasserstein Belief Updater, an RL algorithm that learns a latent model of the POMDP and an approximation of the belief update. Our approach comes with theoretical guarantees on the quality of our approximation ensuring that our outputted beliefs allow for learning the optimal value function.

cs.LG↗

Distributional Multi-Objective Decision Making

For effective decision support in scenarios with conflicting objectives, sets of potentially optimal solutions can be presented to the decision maker. We explore both what policies these sets should contain and how such sets can be computed efficiently. With this in mind, we take a distributional approach and introduce a novel dominance criterion relating return distributions of policies directly. Based on this criterion, we present the distributional undominated set and show that it contains optimal policies otherwise ignored by the Pareto front. In addition, we propose the convex distributional undominated set and prove that it comprises all policies that maximise expected utility for multivariate risk-averse decision makers. We propose a novel algorithm to learn the distributional undominated set and further contribute pruning operators to reduce the set to the convex distributional undominated set. Through experiments, we demonstrate the feasibility and effectiveness of these methods, making this a valuable new approach for decision support in real-world problems.

cs.AI↗

Dynamic Size Message Scheduling for Multi-Agent Communication under Limited Bandwidth

Communication plays a vital role in multi-agent systems, fostering collaboration and coordination. However, in real-world scenarios where communication is bandwidth-limited, existing multi-agent reinforcement learning (MARL) algorithms often provide agents with a binary choice: either transmitting a fixed number of bytes or no information at all. This limitation hinders the ability to effectively utilize the available bandwidth. To overcome this challenge, we present the Dynamic Size Message Scheduling (DSMS) method, which introduces a finer-grained approach to scheduling by considering the actual size of the information to be exchanged. Our contribution lies in adaptively adjusting message sizes using Fourier transform-based compression techniques, enabling agents to tailor their messages to match the allocated bandwidth while striking a balance between information loss and transmission efficiency. Receiving agents can reliably decompress the messages using the inverse Fourier transform. Experimental results demonstrate that DSMS significantly improves performance in multi-agent cooperative tasks by optimizing the utilization of bandwidth and effectively balancing information value.

cs.LG↗

Expertise Trees Resolve Knowledge Limitations in Collective Decision-Making

Experts advising decision-makers are likely to display expertise which varies as a function of the problem instance. In practice, this may lead to sub-optimal or discriminatory decisions against minority cases. In this work we model such changes in depth and breadth of knowledge as a partitioning of the problem space into regions of differing expertise. We provide here new algorithms that explicitly consider and adapt to the relationship between problem instances and experts' knowledge. We first propose and highlight the drawbacks of a naive approach based on nearest neighbor queries. To address these drawbacks we then introduce a novel algorithm - expertise trees - that constructs decision trees enabling the learner to select appropriate models. We provide theoretical insights and empirically validate the improved performance of our novel approach on a range of problems for which existing methods proved to be inadequate.

cs.AI↗

Wasserstein Auto-encoded MDPs: Formal Verification of Efficiently Distilled RL Policies with Many-sided Guarantees

Although deep reinforcement learning (DRL) has many success stories, the large-scale deployment of policies learned through these advanced techniques in safety-critical scenarios is hindered by their lack of formal guarantees. Variational Markov Decision Processes (VAE-MDPs) are discrete latent space models that provide a reliable framework for distilling formally verifiable controllers from any RL policy. While the related guarantees address relevant practical aspects such as the satisfaction of performance and safety properties, the VAE approach suffers from several learning flaws (posterior collapse, slow learning speed, poor dynamics estimates), primarily due to the absence of abstraction and representation guarantees to support latent optimization. We introduce the Wasserstein auto-encoded MDP (WAE-MDP), a latent space model that fixes those issues by minimizing a penalized form of the optimal transport between the behaviors of the agent executing the original policy and the distilled policy, for which the formal guarantees apply. Our approach yields bisimulation guarantees while learning the distilled policy, allowing concrete optimization of the abstraction and representation model quality. Our experiments show that, besides distilling policies up to 10 times faster, the latent model quality is indeed better in general. Moreover, we present experiments from a simple time-to-failure verification algorithm on the latent space. The fact that our approach enables such simple verification techniques highlights its applicability.

cs.LG↗

Sample-Efficient Multi-Objective Learning via Generalized Policy Improvement Prioritization

Multi-objective reinforcement learning (MORL) algorithms tackle sequential decision problems where agents may have different preferences over (possibly conflicting) reward functions. Such algorithms often learn a set of policies (each optimized for a particular agent preference) that can later be used to solve problems with novel preferences. We introduce a novel algorithm that uses Generalized Policy Improvement (GPI) to define principled, formally-derived prioritization schemes that improve sample-efficient learning. They implement active-learning strategies by which the agent can (i) identify the most promising preferences/objectives to train on at each moment, to more rapidly solve a given MORL problem; and (ii) identify which previous experiences are most relevant when learning a policy for a particular agent preference, via a novel Dyna-style MORL method. We prove our algorithm is guaranteed to always converge to an optimal solution in a finite number of steps, or an $ε$-optimal solution (for a bounded $ε$) if the agent is limited and can only identify possibly sub-optimal policies. We also prove that our method monotonically improves the quality of its partial solutions while learning. Finally, we introduce a bound that characterizes the maximum utility loss (with respect to the optimal solution) incurred by the partial solutions computed by our method throughout learning. We empirically show that our method outperforms state-of-the-art MORL algorithms in challenging multi-objective tasks, both with discrete and continuous state and action spaces.

cs.LG↗

Bridging the Gap Between Single and Multi Objective Games

A classic model to study strategic decision making in multi-agent systems is the normal-form game. This model can be generalised to allow for an infinite number of pure strategies leading to continuous games. Multi-objective normal-form games are another generalisation that model settings where players receive separate payoffs in more than one objective. We bridge the gap between the two models by providing a theoretical guarantee that a game from one setting can always be transformed to a game in the other. We extend the theoretical results to include guaranteed equivalence of Nash equilibria. The mapping makes it possible to apply algorithms from one field to the other. We demonstrate this by introducing a fictitious play algorithm for multi-objective games and subsequently applying it to two well-known continuous games. We believe the equivalence relation will lend itself to new insights by translating the theoretical guarantees from one formalism to another. Moreover, it may lead to new computational approaches for continuous games when a problem is more naturally solved in the succinct format of multi-objective games.

cs.GT↗

Transferring Multiple Policies to Hotstart Reinforcement Learning in an Air Compressor Management Problem

Many instances of similar or almost-identical industrial machines or tools are often deployed at once, or in quick succession. For instance, a particular model of air compressor may be installed at hundreds of customers. Because these tools perform distinct but highly similar tasks, it is interesting to be able to quickly produce a high-quality controller for machine $N+1$ given the controllers already produced for machines $1..N$. This is even more important when the controllers are learned through Reinforcement Learning, as training takes time, energy and other resources. In this paper, we apply Policy Intersection, a Policy Shaping method, to help a Reinforcement Learning agent learn to solve a new variant of a compressors control problem faster, by transferring knowledge from several previously learned controllers. We show that our approach outperforms loading an old controller, and significantly improves performance in the long run.

cs.AI↗

Safe reinforcement learning for multi-energy management systems with known constraint functions

Reinforcement learning (RL) is a promising optimal control technique for multi-energy management systems. It does not require a model a priori - reducing the upfront and ongoing project-specific engineering effort and is capable of learning better representations of the underlying system dynamics. However, vanilla RL does not provide constraint satisfaction guarantees - resulting in various potentially unsafe interactions within its safety-critical environment. In this paper, we present two novel safe RL methods, namely SafeFallback and GiveSafe, where the safety constraint formulation is decoupled from the RL formulation. These provide hard-constraint, rather than soft- and chance-constraint, satisfaction guarantees both during training a (near) optimal policy (which involves exploratory and exploitative, i.e. greedy, steps) as well as during deployment of any policy (e.g. random agents or offline trained RL agents). This without the need of solving a mathematical program, resulting in less computational power requirements and a more flexible constraint function formulation (no derivative information is required). In a simulated multi-energy systems case study we have shown that both methods start with a significantly higher utility (i.e. useful policy) compared to a vanilla RL benchmark and Optlayer benchmark (94,6% and 82,8% compared to 35,5% and 77,8%) and that the proposed SafeFallback method even can outperform the vanilla RL benchmark (102,9% to 100%). We conclude that both methods are viably safety constraint handling techniques applicable beyond RL, as demonstrated with random policies while still providing hard-constraint guarantees.

eess.SY↗

Dealing with Expert Bias in Collective Decision-Making

Quite some real-world problems can be formulated as decision-making problems wherein one must repeatedly make an appropriate choice from a set of alternatives. Multiple expert judgements, whether human or artificial, can help in taking correct decisions, especially when exploration of alternative solutions is costly. As expert opinions might deviate, the problem of finding the right alternative can be approached as a collective decision making problem (CDM) via aggregation of independent judgements. Current state-of-the-art approaches focus on efficiently finding the optimal expert, and thus perform poorly if all experts are not qualified or if they are overly biased, thereby potentially derailing the decision-making process. In this paper, we propose a new algorithmic approach based on contextual multi-armed bandit problems (CMAB) to identify and counteract such biased expertise. We explore homogeneous, heterogeneous and polarised expert groups and show that this approach is able to effectively exploit the collective expertise, outperforming state-of-the-art methods, especially when the quality of the provided expertise degrades. Our novel CMAB-inspired approach achieves a higher final performance and does so while converging more rapidly than previous adaptive algorithms.

cs.AI↗

On Nash Equilibria in Normal-Form Games With Vectorial Payoffs

We provide an in-depth study of Nash equilibria in multi-objective normal form games (MONFGs), i.e., normal form games with vectorial payoffs. Taking a utility-based approach, we assume that each player's utility can be modelled with a utility function that maps a vector to a scalar utility. In the case of a mixed strategy, it is meaningful to apply such a scalarisation both before calculating the expectation of the payoff vector as well as after. This distinction leads to two optimisation criteria. With the first criterion, players aim to optimise the expected value of their utility function applied to the payoff vectors obtained in the game. With the second criterion, players aim to optimise the utility of expected payoff vectors given a joint strategy. Under this latter criterion, it was shown that Nash equilibria need not exist. Our first contribution is to provide a sufficient condition under which Nash equilibria are guaranteed to exist. Secondly, we show that when Nash equilibria do exist under both criteria, no equilibrium needs to be shared between the two criteria, and even the number of equilibria can differ. Thirdly, we contribute a study of pure strategy Nash equilibria under both criteria. We show that when assuming quasiconvex utility functions for players, the sets of pure strategy Nash equilibria under both optimisation criteria are equivalent. This result is further extended to games in which players adhere to different optimisation criteria. Finally, given these theoretical results, we construct an algorithm to compute all pure strategy Nash equilibria in MONFGs where players have a quasiconvex utility function.

cs.GT↗

Distillation of RL Policies with Formal Guarantees via Variational Abstraction of Markov Decision Processes (Technical Report)

We consider the challenge of policy simplification and verification in the context of policies learned through reinforcement learning (RL) in continuous environments. In well-behaved settings, RL algorithms have convergence guarantees in the limit. While these guarantees are valuable, they are insufficient for safety-critical applications. Furthermore, they are lost when applying advanced techniques such as deep-RL. To recover guarantees when applying advanced RL algorithms to more complex environments with (i) reachability, (ii) safety-constrained reachability, or (iii) discounted-reward objectives, we build upon the DeepMDP framework introduced by Gelada et al. to derive new bisimulation bounds between the unknown environment and a learned discrete latent model of it. Our bisimulation bounds enable the application of formal methods for Markov decision processes. Finally, we show how one can use a policy obtained via state-of-the-art RL to efficiently train a variational autoencoder that yields a discrete latent model with provably approximately correct bisimulation guarantees. Additionally, we obtain a distilled version of the policy for the latent model.

cs.LG↗