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Jakob Foerster

Publications and source records attributed to Jakob Foerster.

At least 109 records · Page 6Linked to original sources

A New Formalism, Method and Open Issues for Zero-Shot Coordination

In many coordination problems, independently reasoning humans are able to discover mutually compatible policies. In contrast, independently trained self-play policies are often mutually incompatible. Zero-shot coordination (ZSC) has recently been proposed as a new frontier in multi-agent reinforcement learning to address this fundamental issue. Prior work approaches the ZSC problem by assuming players can agree on a shared learning algorithm but not on labels for actions and observations, and proposes other-play as an optimal solution. However, until now, this "label-free" problem has only been informally defined. We formalize this setting as the label-free coordination (LFC) problem by defining the label-free coordination game. We show that other-play is not an optimal solution to the LFC problem as it fails to consistently break ties between incompatible maximizers of the other-play objective. We introduce an extension of the algorithm, other-play with tie-breaking, and prove that it is optimal in the LFC problem and an equilibrium in the LFC game. Since arbitrary tie-breaking is precisely what the ZSC setting aims to prevent, we conclude that the LFC problem does not reflect the aims of ZSC. To address this, we introduce an alternative informal operationalization of ZSC as a starting point for future work.

cs.AI↗

Adversarial Cheap Talk

Adversarial attacks in reinforcement learning (RL) often assume highly-privileged access to the victim's parameters, environment, or data. Instead, this paper proposes a novel adversarial setting called a Cheap Talk MDP in which an Adversary can merely append deterministic messages to the Victim's observation, resulting in a minimal range of influence. The Adversary cannot occlude ground truth, influence underlying environment dynamics or reward signals, introduce non-stationarity, add stochasticity, see the Victim's actions, or access their parameters. Additionally, we present a simple meta-learning algorithm called Adversarial Cheap Talk (ACT) to train Adversaries in this setting. We demonstrate that an Adversary trained with ACT still significantly influences the Victim's training and testing performance, despite the highly constrained setting. Affecting train-time performance reveals a new attack vector and provides insight into the success and failure modes of existing RL algorithms. More specifically, we show that an ACT Adversary is capable of harming performance by interfering with the learner's function approximation, or instead helping the Victim's performance by outputting useful features. Finally, we show that an ACT Adversary can manipulate messages during train-time to directly and arbitrarily control the Victim at test-time. Project video and code are available at https://sites.google.com/view/adversarial-cheap-talk

cs.LG↗

Learning Intuitive Policies Using Action Features

An unaddressed challenge in multi-agent coordination is to enable AI agents to exploit the semantic relationships between the features of actions and the features of observations. Humans take advantage of these relationships in highly intuitive ways. For instance, in the absence of a shared language, we might point to the object we desire or hold up our fingers to indicate how many objects we want. To address this challenge, we investigate the effect of network architecture on the propensity of learning algorithms to exploit these semantic relationships. Across a procedurally generated coordination task, we find that attention-based architectures that jointly process a featurized representation of observations and actions have a better inductive bias for learning intuitive policies. Through fine-grained evaluation and scenario analysis, we show that the resulting policies are human-interpretable. Moreover, such agents coordinate with people without training on any human data.

cs.LG↗

Arbitrary Order Meta-Learning with Simple Population-Based Evolution

Meta-learning, the notion of learning to learn, enables learning systems to quickly and flexibly solve new tasks. This usually involves defining a set of outer-loop meta-parameters that are then used to update a set of inner-loop parameters. Most meta-learning approaches use complicated and computationally expensive bi-level optimisation schemes to update these meta-parameters. Ideally, systems should perform multiple orders of meta-learning, i.e. to learn to learn to learn and so on, to accelerate their own learning. Unfortunately, standard meta-learning techniques are often inappropriate for these higher-order meta-parameters because the meta-optimisation procedure becomes too complicated or unstable. Inspired by the higher-order meta-learning we observe in real-world evolution, we show that using simple population-based evolution implicitly optimises for arbitrarily-high order meta-parameters. First, we theoretically prove and empirically show that population-based evolution implicitly optimises meta-parameters of arbitrarily-high order in a simple setting. We then introduce a minimal self-referential parameterisation, which in principle enables arbitrary-order meta-learning. Finally, we show that higher-order meta-learning improves performance on time series forecasting tasks.

cs.LG↗

MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning

Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.

cs.LG↗

Nocturne: a scalable driving benchmark for bringing multi-agent learning one step closer to the real world

We introduce Nocturne, a new 2D driving simulator for investigating multi-agent coordination under partial observability. The focus of Nocturne is to enable research into inference and theory of mind in real-world multi-agent settings without the computational overhead of computer vision and feature extraction from images. Agents in this simulator only observe an obstructed view of the scene, mimicking human visual sensing constraints. Unlike existing benchmarks that are bottlenecked by rendering human-like observations directly using a camera input, Nocturne uses efficient intersection methods to compute a vectorized set of visible features in a C++ back-end, allowing the simulator to run at over 2000 steps-per-second. Using open-source trajectory and map data, we construct a simulator to load and replay arbitrary trajectories and scenes from real-world driving data. Using this environment, we benchmark reinforcement-learning and imitation-learning agents and demonstrate that the agents are quite far from human-level coordination ability and deviate significantly from the expert trajectories.

cs.MA↗

Model-Free Opponent Shaping

In general-sum games, the interaction of self-interested learning agents commonly leads to collectively worst-case outcomes, such as defect-defect in the iterated prisoner's dilemma (IPD). To overcome this, some methods, such as Learning with Opponent-Learning Awareness (LOLA), shape their opponents' learning process. However, these methods are myopic since only a small number of steps can be anticipated, are asymmetric since they treat other agents as naive learners, and require the use of higher-order derivatives, which are calculated through white-box access to an opponent's differentiable learning algorithm. To address these issues, we propose Model-Free Opponent Shaping (M-FOS). M-FOS learns in a meta-game in which each meta-step is an episode of the underlying inner game. The meta-state consists of the inner policies, and the meta-policy produces a new inner policy to be used in the next episode. M-FOS then uses generic model-free optimisation methods to learn meta-policies that accomplish long-horizon opponent shaping. Empirically, M-FOS near-optimally exploits naive learners and other, more sophisticated algorithms from the literature. For example, to the best of our knowledge, it is the first method to learn the well-known Zero-Determinant (ZD) extortion strategy in the IPD. In the same settings, M-FOS leads to socially optimal outcomes under meta-self-play. Finally, we show that M-FOS can be scaled to high-dimensional settings.

cs.AI↗

Grounding Aleatoric Uncertainty for Unsupervised Environment Design

Adaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings.

cs.LG↗

Discovered Policy Optimisation

Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms. Mirror Learning, which includes RL algorithms, such as PPO, offers a potential middle-ground starting point: while every method in this framework comes with theoretical guarantees, components that differentiate them are subject to design. In this paper we explore the Mirror Learning space by meta-learning a "drift" function. We refer to the immediate result as Learnt Policy Optimisation (LPO). By analysing LPO we gain original insights into policy optimisation which we use to formulate a novel, closed-form RL algorithm, Discovered Policy Optimisation (DPO). Our experiments in Brax environments confirm state-of-the-art performance of LPO and DPO, as well as their transfer to unseen settings.

cs.LG↗

Human-AI Coordination via Human-Regularized Search and Learning

We consider the problem of making AI agents that collaborate well with humans in partially observable fully cooperative environments given datasets of human behavior. Inspired by piKL, a human-data-regularized search method that improves upon a behavioral cloning policy without diverging far away from it, we develop a three-step algorithm that achieve strong performance in coordinating with real humans in the Hanabi benchmark. We first use a regularized search algorithm and behavioral cloning to produce a better human model that captures diverse skill levels. Then, we integrate the policy regularization idea into reinforcement learning to train a human-like best response to the human model. Finally, we apply regularized search on top of the best response policy at test time to handle out-of-distribution challenges when playing with humans. We evaluate our method in two large scale experiments with humans. First, we show that our method outperforms experts when playing with a group of diverse human players in ad-hoc teams. Second, we show that our method beats a vanilla best response to behavioral cloning baseline by having experts play repeatedly with the two agents.

cs.AI↗

An Investigation of the Bias-Variance Tradeoff in Meta-Gradients

Meta-gradients provide a general approach for optimizing the meta-parameters of reinforcement learning (RL) algorithms. Estimation of meta-gradients is central to the performance of these meta-algorithms, and has been studied in the setting of MAML-style short-horizon meta-RL problems. In this context, prior work has investigated the estimation of the Hessian of the RL objective, as well as tackling the problem of credit assignment to pre-adaptation behavior by making a sampling correction. However, we show that Hessian estimation, implemented for example by DiCE and its variants, always adds bias and can also add variance to meta-gradient estimation. Meanwhile, meta-gradient estimation has been studied less in the important long-horizon setting, where backpropagation through the full inner optimization trajectories is not feasible. We study the bias and variance tradeoff arising from truncated backpropagation and sampling correction, and additionally compare to evolution strategies, which is a recently popular alternative strategy to long-horizon meta-learning. While prior work implicitly chooses points in this bias-variance space, we disentangle the sources of bias and variance and present an empirical study that relates existing estimators to each other.

cs.LG↗

COLA: Consistent Learning with Opponent-Learning Awareness

Learning in general-sum games is unstable and frequently leads to socially undesirable (Pareto-dominated) outcomes. To mitigate this, Learning with Opponent-Learning Awareness (LOLA) introduced opponent shaping to this setting, by accounting for each agent's influence on their opponents' anticipated learning steps. However, the original LOLA formulation (and follow-up work) is inconsistent because LOLA models other agents as naive learners rather than LOLA agents. In previous work, this inconsistency was suggested as a cause of LOLA's failure to preserve stable fixed points (SFPs). First, we formalize consistency and show that higher-order LOLA (HOLA) solves LOLA's inconsistency problem if it converges. Second, we correct a claim made in the literature by Schäfer and Anandkumar (2019), proving that Competitive Gradient Descent (CGD) does not recover HOLA as a series expansion (and fails to solve the consistency problem). Third, we propose a new method called Consistent LOLA (COLA), which learns update functions that are consistent under mutual opponent shaping. It requires no more than second-order derivatives and learns consistent update functions even when HOLA fails to converge. However, we also prove that even consistent update functions do not preserve SFPs, contradicting the hypothesis that this shortcoming is caused by LOLA's inconsistency. Finally, in an empirical evaluation on a set of general-sum games, we find that COLA finds prosocial solutions and that it converges under a wider range of learning rates than HOLA and LOLA. We support the latter finding with a theoretical result for a simple game.

cs.LG↗

Generalized Beliefs for Cooperative AI

Self-play is a common paradigm for constructing solutions in Markov games that can yield optimal policies in collaborative settings. However, these policies often adopt highly-specialized conventions that make playing with a novel partner difficult. To address this, recent approaches rely on encoding symmetry and convention-awareness into policy training, but these require strong environmental assumptions and can complicate policy training. We therefore propose moving the learning of conventions to the belief space. Specifically, we propose a belief learning model that can maintain beliefs over rollouts of policies not seen at training time, and can thus decode and adapt to novel conventions at test time. We show how to leverage this model for both search and training of a best response over various pools of policies to greatly improve ad-hoc teamplay. We also show how our setup promotes explainability and interpretability of nuanced agent conventions.

cs.AI↗

Communicating via Markov Decision Processes

We consider the problem of communicating exogenous information by means of Markov decision process trajectories. This setting, which we call a Markov coding game (MCG), generalizes both source coding and a large class of referential games. MCGs also isolate a problem that is important in decentralized control settings in which cheap-talk is not available -- namely, they require balancing communication with the associated cost of communicating. We contribute a theoretically grounded approach to MCGs based on maximum entropy reinforcement learning and minimum entropy coupling that we call MEME. Due to recent breakthroughs in approximation algorithms for minimum entropy coupling, MEME is not merely a theoretical algorithm, but can be applied to practical settings. Empirically, we show both that MEME is able to outperform a strong baseline on small MCGs and that MEME is able to achieve strong performance on extremely large MCGs. To the latter point, we demonstrate that MEME is able to losslessly communicate binary images via trajectories of Cartpole and Pong, while simultaneously achieving the maximal or near maximal expected returns, and that it is even capable of performing well in the presence of actuator noise.

cs.AI↗

Pommerman: A Multi-Agent Playground

We present Pommerman, a multi-agent environment based on the classic console game Bomberman. Pommerman consists of a set of scenarios, each having at least four players and containing both cooperative and competitive aspects. We believe that success in Pommerman will require a diverse set of tools and methods, including planning, opponent/teammate modeling, game theory, and communication, and consequently can serve well as a multi-agent benchmark. To date, we have already hosted one competition, and our next one will be featured in the NIPS 2018 competition track.

cs.MA↗

Centralized Model and Exploration Policy for Multi-Agent RL

Reinforcement learning (RL) in partially observable, fully cooperative multi-agent settings (Dec-POMDPs) can in principle be used to address many real-world challenges such as controlling a swarm of rescue robots or a team of quadcopters. However, Dec-POMDPs are significantly harder to solve than single-agent problems, with the former being NEXP-complete and the latter, MDPs, being just P-complete. Hence, current RL algorithms for Dec-POMDPs suffer from poor sample complexity, which greatly reduces their applicability to practical problems where environment interaction is costly. Our key insight is that using just a polynomial number of samples, one can learn a centralized model that generalizes across different policies. We can then optimize the policy within the learned model instead of the true system, without requiring additional environment interactions. We also learn a centralized exploration policy within our model that learns to collect additional data in state-action regions with high model uncertainty. We empirically evaluate the proposed model-based algorithm, MARCO, in three cooperative communication tasks, where it improves sample efficiency by up to 20x. Finally, to investigate the theoretical sample complexity, we adapt an existing model-based method for tabular MDPs to Dec-POMDPs, and prove that it achieves polynomial sample complexity.

cs.AI↗

Replay-Guided Adversarial Environment Design

Deep reinforcement learning (RL) agents may successfully generalize to new settings if trained on an appropriately diverse set of environment and task configurations. Unsupervised Environment Design (UED) is a promising self-supervised RL paradigm, wherein the free parameters of an underspecified environment are automatically adapted during training to the agent's capabilities, leading to the emergence of diverse training environments. Here, we cast Prioritized Level Replay (PLR), an empirically successful but theoretically unmotivated method that selectively samples randomly-generated training levels, as UED. We argue that by curating completely random levels, PLR, too, can generate novel and complex levels for effective training. This insight reveals a natural class of UED methods we call Dual Curriculum Design (DCD). Crucially, DCD includes both PLR and a popular UED algorithm, PAIRED, as special cases and inherits similar theoretical guarantees. This connection allows us to develop novel theory for PLR, providing a version with a robustness guarantee at Nash equilibria. Furthermore, our theory suggests a highly counterintuitive improvement to PLR: by stopping the agent from updating its policy on uncurated levels (training on less data), we can improve the convergence to Nash equilibria. Indeed, our experiments confirm that our new method, PLR$^{\perp}$, obtains better results on a suite of out-of-distribution, zero-shot transfer tasks, in addition to demonstrating that PLR$^{\perp}$ improves the performance of PAIRED, from which it inherited its theoretical framework.

cs.LG↗

Lyapunov Exponents for Diversity in Differentiable Games

Ridge Rider (RR) is an algorithm for finding diverse solutions to optimization problems by following eigenvectors of the Hessian ("ridges"). RR is designed for conservative gradient systems (i.e., settings involving a single loss function), where it branches at saddles - easy-to-find bifurcation points. We generalize this idea to non-conservative, multi-agent gradient systems by proposing a method - denoted Generalized Ridge Rider (GRR) - for finding arbitrary bifurcation points. We give theoretical motivation for our method by leveraging machinery from the field of dynamical systems. We construct novel toy problems where we can visualize new phenomena while giving insight into high-dimensional problems of interest. Finally, we empirically evaluate our method by finding diverse solutions in the iterated prisoners' dilemma and relevant machine learning problems including generative adversarial networks.

cs.GT↗