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Frans A. Oliehoek

Publications and source records attributed to Frans A. Oliehoek.

At least 37 records · Page 2Linked to original sources

Policy Space Response Oracles: A Survey

Game theory provides a mathematical way to study the interaction between multiple decision makers. However, classical game-theoretic analysis is limited in scalability due to the large number of strategies, precluding direct application to more complex scenarios. This survey provides a comprehensive overview of a framework for large games, known as Policy Space Response Oracles (PSRO), which holds promise to improve scalability by focusing attention on sufficient subsets of strategies. We first motivate PSRO and provide historical context. We then focus on the strategy exploration problem for PSRO: the challenge of assembling effective subsets of strategies that still represent the original game well with minimum computational cost. We survey current research directions for enhancing the efficiency of PSRO, and explore the applications of PSRO across various domains. We conclude by discussing open questions and future research.

cs.GT↗

Distributed Influence-Augmented Local Simulators for Parallel MARL in Large Networked Systems

Due to its high sample complexity, simulation is, as of today, critical for the successful application of reinforcement learning. Many real-world problems, however, exhibit overly complex dynamics, which makes their full-scale simulation computationally slow. In this paper, we show how to decompose large networked systems of many agents into multiple local components such that we can build separate simulators that run independently and in parallel. To monitor the influence that the different local components exert on one another, each of these simulators is equipped with a learned model that is periodically trained on real trajectories. Our empirical results reveal that distributing the simulation among different processes not only makes it possible to train large multi-agent systems in just a few hours but also helps mitigate the negative effects of simultaneous learning.

cs.LG↗

When Do Off-Policy and On-Policy Policy Gradient Methods Align?

Policy gradient methods are widely adopted reinforcement learning algorithms for tasks with continuous action spaces. These methods succeeded in many application domains, however, because of their notorious sample inefficiency their use remains limited to problems where fast and accurate simulations are available. A common way to improve sample efficiency is to modify their objective function to be computable from off-policy samples without importance sampling. A well-established off-policy objective is the excursion objective. This work studies the difference between the excursion objective and the traditional on-policy objective, which we refer to as the on-off gap. We provide the first theoretical analysis showing conditions to reduce the on-off gap while establishing empirical evidence of shortfalls arising when these conditions are not met.

stat.ML↗

What Lies beyond the Pareto Front? A Survey on Decision-Support Methods for Multi-Objective Optimization

We present a review that unifies decision-support methods for exploring the solutions produced by multi-objective optimization (MOO) algorithms. As MOO is applied to solve diverse problems, approaches for analyzing the trade-offs offered by MOO algorithms are scattered across fields. We provide an overview of the advances on this topic, including methods for visualization, mining the solution set, and uncertainty exploration as well as emerging research directions, including interactivity, explainability, and ethics. We synthesize these methods drawing from different fields of research to build a unified approach, independent of the application. Our goals are to reduce the entry barrier for researchers and practitioners on using MOO algorithms and to provide novel research directions.

cs.AI↗

An Analysis of Model-Based Reinforcement Learning From Abstracted Observations

Many methods for Model-based Reinforcement learning (MBRL) in Markov decision processes (MDPs) provide guarantees for both the accuracy of the model they can deliver and the learning efficiency. At the same time, state abstraction techniques allow for a reduction of the size of an MDP while maintaining a bounded loss with respect to the original problem. Therefore, it may come as a surprise that no such guarantees are available when combining both techniques, i.e., where MBRL merely observes abstract states. Our theoretical analysis shows that abstraction can introduce a dependence between samples collected online (e.g., in the real world). That means that, without taking this dependence into account, results for MBRL do not directly extend to this setting. Our result shows that we can use concentration inequalities for martingales to overcome this problem. This result makes it possible to extend the guarantees of existing MBRL algorithms to the setting with abstraction. We illustrate this by combining R-MAX, a prototypical MBRL algorithm, with abstraction, thus producing the first performance guarantees for model-based 'RL from Abstracted Observations': model-based reinforcement learning with an abstract model.

cs.LG↗

Difference Rewards Policy Gradients

Policy gradient methods have become one of the most popular classes of algorithms for multi-agent reinforcement learning. A key challenge, however, that is not addressed by many of these methods is multi-agent credit assignment: assessing an agent's contribution to the overall performance, which is crucial for learning good policies. We propose a novel algorithm called Dr.Reinforce that explicitly tackles this by combining difference rewards with policy gradients to allow for learning decentralized policies when the reward function is known. By differencing the reward function directly, Dr.Reinforce avoids difficulties associated with learning the Q-function as done by Counterfactual Multiagent Policy Gradients (COMA), a state-of-the-art difference rewards method. For applications where the reward function is unknown, we show the effectiveness of a version of Dr.Reinforce that learns an additional reward network that is used to estimate the difference rewards.

cs.MA↗

Analysing Factorizations of Action-Value Networks for Cooperative Multi-Agent Reinforcement Learning

Recent years have seen the application of deep reinforcement learning techniques to cooperative multi-agent systems, with great empirical success. However, given the lack of theoretical insight, it remains unclear what the employed neural networks are learning, or how we should enhance their learning power to address the problems on which they fail. In this work, we empirically investigate the learning power of various network architectures on a series of one-shot games. Despite their simplicity, these games capture many of the crucial problems that arise in the multi-agent setting, such as an exponential number of joint actions or the lack of an explicit coordination mechanism. Our results extend those in [4] and quantify how well various approaches can represent the requisite value functions, and help us identify the reasons that can impede good performance, like sparsity of the values or too tight coordination requirements.

cs.MA↗

Towards a Unifying Model of Rationality in Multiagent Systems

Multiagent systems deployed in the real world need to cooperate with other agents (including humans) nearly as effectively as these agents cooperate with one another. To design such AI, and provide guarantees of its effectiveness, we need to clearly specify what types of agents our AI must be able to cooperate with. In this work we propose a generic model of socially intelligent agents, which are individually rational learners that are also able to cooperate with one another (in the sense that their joint behavior is Pareto efficient). We define rationality in terms of the regret incurred by each agent over its lifetime, and show how we can construct socially intelligent agents for different forms of regret. We then discuss the implications of this model for the development of "robust" MAS that can cooperate with a wide variety of socially intelligent agents.

cs.AI↗

Safe Multi-agent Learning via Trapping Regions

One of the main challenges of multi-agent learning lies in establishing convergence of the algorithms, as, in general, a collection of individual, self-serving agents is not guaranteed to converge with their joint policy, when learning concurrently. This is in stark contrast to most single-agent environments, and sets a prohibitive barrier for deployment in practical applications, as it induces uncertainty in long term behavior of the system. In this work, we apply the concept of trapping regions, known from qualitative theory of dynamical systems, to create safety sets in the joint strategy space for decentralized learning. We propose a binary partitioning algorithm for verification that candidate sets form trapping regions in systems with known learning dynamics, and a heuristic sampling algorithm for scenarios where learning dynamics are not known. We demonstrate the applications to a regularized version of Dirac Generative Adversarial Network, a four-intersection traffic control scenario run in a state of the art open-source microscopic traffic simulator SUMO, and a mathematical model of economic competition.

cs.AI↗

Online Planning in POMDPs with Self-Improving Simulators

How can we plan efficiently in a large and complex environment when the time budget is limited? Given the original simulator of the environment, which may be computationally very demanding, we propose to learn online an approximate but much faster simulator that improves over time. To plan reliably and efficiently while the approximate simulator is learning, we develop a method that adaptively decides which simulator to use for every simulation, based on a statistic that measures the accuracy of the approximate simulator. This allows us to use the approximate simulator to replace the original simulator for faster simulations when it is accurate enough under the current context, thus trading off simulation speed and accuracy. Experimental results in two large domains show that when integrated with POMCP, our approach allows to plan with improving efficiency over time.

cs.AI↗

On the Impossibility of Learning to Cooperate with Adaptive Partner Strategies in Repeated Games

Learning to cooperate with other agents is challenging when those agents also possess the ability to adapt to our own behavior. Practical and theoretical approaches to learning in cooperative settings typically assume that other agents' behaviors are stationary, or else make very specific assumptions about other agents' learning processes. The goal of this work is to understand whether we can reliably learn to cooperate with other agents without such restrictive assumptions, which are unlikely to hold in real-world applications. Our main contribution is a set of impossibility results, which show that no learning algorithm can reliably learn to cooperate with all possible adaptive partners in a repeated matrix game, even if that partner is guaranteed to cooperate with some stationary strategy. Motivated by these results, we then discuss potential alternative assumptions which capture the idea that an adaptive partner will only adapt rationally to our behavior.

cs.GT↗

Multi-Agent MDP Homomorphic Networks

This paper introduces Multi-Agent MDP Homomorphic Networks, a class of networks that allows distributed execution using only local information, yet is able to share experience between global symmetries in the joint state-action space of cooperative multi-agent systems. In cooperative multi-agent systems, complex symmetries arise between different configurations of the agents and their local observations. For example, consider a group of agents navigating: rotating the state globally results in a permutation of the optimal joint policy. Existing work on symmetries in single agent reinforcement learning can only be generalized to the fully centralized setting, because such approaches rely on the global symmetry in the full state-action spaces, and these can result in correspondences across agents. To encode such symmetries while still allowing distributed execution we propose a factorization that decomposes global symmetries into local transformations. Our proposed factorization allows for distributing the computation that enforces global symmetries over local agents and local interactions. We introduce a multi-agent equivariant policy network based on this factorization. We show empirically on symmetric multi-agent problems that globally symmetric distributable policies improve data efficiency compared to non-equivariant baselines.

cs.LG↗

Best-Response Bayesian Reinforcement Learning with Bayes-adaptive POMDPs for Centaurs

Centaurs are half-human, half-AI decision-makers where the AI's goal is to complement the human. To do so, the AI must be able to recognize the goals and constraints of the human and have the means to help them. We present a novel formulation of the interaction between the human and the AI as a sequential game where the agents are modelled using Bayesian best-response models. We show that in this case the AI's problem of helping bounded-rational humans make better decisions reduces to a Bayes-adaptive POMDP. In our simulated experiments, we consider an instantiation of our framework for humans who are subjectively optimistic about the AI's future behaviour. Our results show that when equipped with a model of the human, the AI can infer the human's bounds and nudge them towards better decisions. We discuss ways in which the machine can learn to improve upon its own limitations as well with the help of the human. We identify a novel trade-off for centaurs in partially observable tasks: for the AI's actions to be acceptable to the human, the machine must make sure their beliefs are sufficiently aligned, but aligning beliefs might be costly. We present a preliminary theoretical analysis of this trade-off and its dependence on task structure.

cs.AI↗

BADDr: Bayes-Adaptive Deep Dropout RL for POMDPs

While reinforcement learning (RL) has made great advances in scalability, exploration and partial observability are still active research topics. In contrast, Bayesian RL (BRL) provides a principled answer to both state estimation and the exploration-exploitation trade-off, but struggles to scale. To tackle this challenge, BRL frameworks with various prior assumptions have been proposed, with varied success. This work presents a representation-agnostic formulation of BRL under partially observability, unifying the previous models under one theoretical umbrella. To demonstrate its practical significance we also propose a novel derivation, Bayes-Adaptive Deep Dropout rl (BADDr), based on dropout networks. Under this parameterization, in contrast to previous work, the belief over the state and dynamics is a more scalable inference problem. We choose actions through Monte-Carlo tree search and empirically show that our method is competitive with state-of-the-art BRL methods on small domains while being able to solve much larger ones.

cs.LG↗

Influence-Augmented Local Simulators: A Scalable Solution for Fast Deep RL in Large Networked Systems

Learning effective policies for real-world problems is still an open challenge for the field of reinforcement learning (RL). The main limitation being the amount of data needed and the pace at which that data can be obtained. In this paper, we study how to build lightweight simulators of complicated systems that can run sufficiently fast for deep RL to be applicable. We focus on domains where agents interact with a reduced portion of a larger environment while still being affected by the global dynamics. Our method combines the use of local simulators with learned models that mimic the influence of the global system. The experiments reveal that incorporating this idea into the deep RL workflow can considerably accelerate the training process and presents several opportunities for the future.

cs.LG↗

MORAL: Aligning AI with Human Norms through Multi-Objective Reinforced Active Learning

Inferring reward functions from demonstrations and pairwise preferences are auspicious approaches for aligning Reinforcement Learning (RL) agents with human intentions. However, state-of-the art methods typically focus on learning a single reward model, thus rendering it difficult to trade off different reward functions from multiple experts. We propose Multi-Objective Reinforced Active Learning (MORAL), a novel method for combining diverse demonstrations of social norms into a Pareto-optimal policy. Through maintaining a distribution over scalarization weights, our approach is able to interactively tune a deep RL agent towards a variety of preferences, while eliminating the need for computing multiple policies. We empirically demonstrate the effectiveness of MORAL in two scenarios, which model a delivery and an emergency task that require an agent to act in the presence of normative conflicts. Overall, we consider our research a step towards multi-objective RL with learned rewards, bridging the gap between current reward learning and machine ethics literature.

cs.LG↗

Influence-Augmented Online Planning for Complex Environments

How can we plan efficiently in real time to control an agent in a complex environment that may involve many other agents? While existing sample-based planners have enjoyed empirical success in large POMDPs, their performance heavily relies on a fast simulator. However, real-world scenarios are complex in nature and their simulators are often computationally demanding, which severely limits the performance of online planners. In this work, we propose influence-augmented online planning, a principled method to transform a factored simulator of the entire environment into a local simulator that samples only the state variables that are most relevant to the observation and reward of the planning agent and captures the incoming influence from the rest of the environment using machine learning methods. Our main experimental results show that planning on this less accurate but much faster local simulator with POMCP leads to higher real-time planning performance than planning on the simulator that models the entire environment.

cs.AI↗

A Sufficient Statistic for Influence in Structured Multiagent Environments

Making decisions in complex environments is a key challenge in artificial intelligence (AI). Situations involving multiple decision makers are particularly complex, leading to computational intractability of principled solution methods. A body of work in AI has tried to mitigate this problem by trying to distill interaction to its essence: how does the policy of one agent influence another agent? If we can find more compact representations of such influence, this can help us deal with the complexity, for instance by searching the space of influences rather than the space of policies. However, so far these notions of influence have been restricted in their applicability to special cases of interaction. In this paper we formalize influence-based abstraction (IBA), which facilitates the elimination of latent state factors without any loss in value, for a very general class of problems described as factored partially observable stochastic games (fPOSGs). On the one hand, this generalizes existing descriptions of influence, and thus can serve as the foundation for improvements in scalability and other insights in decision making in complex multiagent settings. On the other hand, since the presence of other agents can be seen as a generalization of single agent settings, our formulation of IBA also provides a sufficient statistic for decision making under abstraction for a single agent. We also give a detailed discussion of the relations to such previous works, identifying new insights and interpretations of these approaches. In these ways, this paper deepens our understanding of abstraction in a wide range of sequential decision making settings, providing the basis for new approaches and algorithms for a large class of problems.

cs.AI↗