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Kai Cui

Publications and source records attributed to Kai Cui.

33 records · Page 2Linked to original sources

UAV Swarms for Joint Data Ferrying and Dynamic Cell Coverage via Optimal Transport Descent and Quadratic Assignment

Both data ferrying with disruption-tolerant networking (DTN) and mobile cellular base stations constitute important techniques for UAV-aided communication in situations of crises where standard communication infrastructure is unavailable. For optimal use of a limited number of UAVs, we propose providing both DTN and a cellular base station on each UAV. Here, DTN is used for large amounts of low-priority data, while capacity-constrained cell coverage remains reserved for emergency calls or command and control. We optimize cell coverage via a novel optimal transport-based formulation using alternating minimization, while for data ferrying we periodically deliver data between dynamic clusters by solving quadratic assignment problems. In our evaluation, we consider different scenarios with varying mobility models and a wide range of flight patterns. Overall, we tractably achieve optimal cell coverage under quality-of-service costs with DTN-based data ferrying, enabling large-scale deployment of UAV swarms for crisis communication.

cs.NI↗

Learning Sparse Graphon Mean Field Games

Although the field of multi-agent reinforcement learning (MARL) has made considerable progress in the last years, solving systems with a large number of agents remains a hard challenge. Graphon mean field games (GMFGs) enable the scalable analysis of MARL problems that are otherwise intractable. By the mathematical structure of graphons, this approach is limited to dense graphs which are insufficient to describe many real-world networks such as power law graphs. Our paper introduces a novel formulation of GMFGs, called LPGMFGs, which leverages the graph theoretical concept of $L^p$ graphons and provides a machine learning tool to efficiently and accurately approximate solutions for sparse network problems. This especially includes power law networks which are empirically observed in various application areas and cannot be captured by standard graphons. We derive theoretical existence and convergence guarantees and give empirical examples that demonstrate the accuracy of our learning approach for systems with many agents. Furthermore, we extend the Online Mirror Descent (OMD) learning algorithm to our setup to accelerate learning speed, empirically show its capabilities, and conduct a theoretical analysis using the novel concept of smoothed step graphons. In general, we provide a scalable, mathematically well-founded machine learning approach to a large class of otherwise intractable problems of great relevance in numerous research fields.

cs.MA↗

Scalable Task-Driven Robotic Swarm Control via Collision Avoidance and Learning Mean-Field Control

In recent years, reinforcement learning and its multi-agent analogue have achieved great success in solving various complex control problems. However, multi-agent reinforcement learning remains challenging both in its theoretical analysis and empirical design of algorithms, especially for large swarms of embodied robotic agents where a definitive toolchain remains part of active research. We use emerging state-of-the-art mean-field control techniques in order to convert many-agent swarm control into more classical single-agent control of distributions. This allows profiting from advances in single-agent reinforcement learning at the cost of assuming weak interaction between agents. However, the mean-field model is violated by the nature of real systems with embodied, physically colliding agents. Thus, we combine collision avoidance and learning of mean-field control into a unified framework for tractably designing intelligent robotic swarm behavior. On the theoretical side, we provide novel approximation guarantees for general mean-field control both in continuous spaces and with collision avoidance. On the practical side, we show that our approach outperforms multi-agent reinforcement learning and allows for decentralized open-loop application while avoiding collisions, both in simulation and real UAV swarms. Overall, we propose a framework for the design of swarm behavior that is both mathematically well-founded and practically useful, enabling the solution of otherwise intractable swarm problems.

cs.RO↗

RoSGAS: Adaptive Social Bot Detection with Reinforced Self-Supervised GNN Architecture Search

Social bots are referred to as the automated accounts on social networks that make attempts to behave like human. While Graph Neural Networks (GNNs) has been massively applied to the field of social bot detection, a huge amount of domain expertise and prior knowledge is heavily engaged in the state-of-the art approaches to design a dedicated neural network architecture for a specific classification task. Involving oversized nodes and network layers in the model design, however, usually causes the over-smoothing problem and the lack of embedding discrimination. In this paper, we propose RoSGAS, a novel Reinforced and Self-supervised GNN Architecture Search framework to adaptively pinpoint the most suitable multi-hop neighborhood and the number of layers in the GNN architecture. More specifically, we consider the social bot detection problem as a user-centric subgraph embedding and classification task. We exploit heterogeneous information network to present the user connectivity by leveraging account metadata, relationships, behavioral features and content features. RoSGAS uses a multi-agent deep reinforcement learning (RL) mechanism for navigating the search of optimal neighborhood and network layers to learn individually the subgraph embedding for each target user. A nearest neighbor mechanism is developed for accelerating the RL training process, and RoSGAS can learn more discriminative subgraph embedding with the aid of self-supervised learning. Experiments on 5 Twitter datasets show that RoSGAS outperforms the state-of-the-art approaches in terms of accuracy, training efficiency and stability, and has better generalization when handling unseen samples.

cs.SI↗

Hypergraphon Mean Field Games

We propose an approach to modelling large-scale multi-agent dynamical systems allowing interactions among more than just pairs of agents using the theory of mean field games and the notion of hypergraphons, which are obtained as limits of large hypergraphs. To the best of our knowledge, ours is the first work on mean field games on hypergraphs. Together with an extension to a multi-layer setup, we obtain limiting descriptions for large systems of non-linear, weakly-interacting dynamical agents. On the theoretical side, we prove the well-foundedness of the resulting hypergraphon mean field game, showing both existence and approximate Nash properties. On the applied side, we extend numerical and learning algorithms to compute the hypergraphon mean field equilibria. To verify our approach empirically, we consider a social rumor spreading model, where we give agents intrinsic motivation to spread rumors to unaware agents, and an epidemics control problem.

cs.GT↗

Optimal Offloading Strategies for Edge-Computing via Mean-Field Games and Control

The optimal offloading of tasks in heterogeneous edge-computing scenarios is of great practical interest, both in the selfish and fully cooperative setting. In practice, such systems are typically very large, rendering exact solutions in terms of cooperative optima or Nash equilibria intractable. For this purpose, we adopt a general mean-field formulation in order to solve the competitive and cooperative offloading problems in the limit of infinitely large systems. We give theoretical guarantees for the approximation properties of the limiting solution and solve the resulting mean-field problems numerically. Furthermore, we verify our solutions numerically and find that our approximations are accurate for systems with dozens of edge devices. As a result, we obtain a tractable approach to the design of offloading strategies in large edge-computing scenarios with many users.

cs.DC↗

A Survey on Large-Population Systems and Scalable Multi-Agent Reinforcement Learning

The analysis and control of large-population systems is of great interest to diverse areas of research and engineering, ranging from epidemiology over robotic swarms to economics and finance. An increasingly popular and effective approach to realizing sequential decision-making in multi-agent systems is through multi-agent reinforcement learning, as it allows for an automatic and model-free analysis of highly complex systems. However, the key issue of scalability complicates the design of control and reinforcement learning algorithms particularly in systems with large populations of agents. While reinforcement learning has found resounding empirical success in many scenarios with few agents, problems with many agents quickly become intractable and necessitate special consideration. In this survey, we will shed light on current approaches to tractably understanding and analyzing large-population systems, both through multi-agent reinforcement learning and through adjacent areas of research such as mean-field games, collective intelligence, or complex network theory. These classically independent subject areas offer a variety of approaches to understanding or modeling large-population systems, which may be of great use for the formulation of tractable MARL algorithms in the future. Finally, we survey potential areas of application for large-scale control and identify fruitful future applications of learning algorithms in practical systems. We hope that our survey could provide insight and future directions to junior and senior researchers in theoretical and applied sciences alike.

cs.MA↗

Mean Field Games on Weighted and Directed Graphs via Colored Digraphons

The field of multi-agent reinforcement learning (MARL) has made considerable progress towards controlling challenging multi-agent systems by employing various learning methods. Numerous of these approaches focus on empirical and algorithmic aspects of the MARL problems and lack a rigorous theoretical foundation. Graphon mean field games (GMFGs) on the other hand provide a scalable and mathematically well-founded approach to learning problems that involve a large number of connected agents. In standard GMFGs, the connections between agents are undirected, unweighted and invariant over time. Our paper introduces colored digraphon mean field games (CDMFGs) which allow for weighted and directed links between agents that are also adaptive over time. Thus, CDMFGs are able to model more complex connections than standard GMFGs. Besides a rigorous theoretical analysis including both existence and convergence guarantees, we provide a learning scheme and illustrate our findings with an epidemics model and a model of the systemic risk in financial markets.

cs.MA↗

Learning Mean-Field Control for Delayed Information Load Balancing in Large Queuing Systems

Recent years have seen a great increase in the capacity and parallel processing power of data centers and cloud services. To fully utilize the said distributed systems, optimal load balancing for parallel queuing architectures must be realized. Existing state-of-the-art solutions fail to consider the effect of communication delays on the behaviour of very large systems with many clients. In this work, we consider a multi-agent load balancing system, with delayed information, consisting of many clients (load balancers) and many parallel queues. In order to obtain a tractable solution, we model this system as a mean-field control problem with enlarged state-action space in discrete time through exact discretization. Subsequently, we apply policy gradient reinforcement learning algorithms to find an optimal load balancing solution. Here, the discrete-time system model incorporates a synchronization delay under which the queue state information is synchronously broadcasted and updated at all clients. We then provide theoretical performance guarantees for our methodology in large systems. Finally, using experiments, we prove that our approach is not only scalable but also shows good performance when compared to the state-of-the-art power-of-d variant of the Join-the-Shortest-Queue (JSQ) and other policies in the presence of synchronization delays.

cs.DC↗

Motif-based mean-field approximation of interacting particles on clustered networks

Interacting particles on graphs are routinely used to study magnetic behaviour in physics, disease spread in epidemiology, and opinion dynamics in social sciences. The literature on mean-field approximations of such systems for large graphs is limited to cluster-free graphs for which standard approximations based on degrees and pairs are often reasonably accurate. Here, we propose a motif-based mean-field approximation that considers higher-order subgraph structures in large clustered graphs. Numerically, our equations agree with stochastic simulations where existing methods fail.

physics.soc-ph↗

Approximately Solving Mean Field Games via Entropy-Regularized Deep Reinforcement Learning

The recent mean field game (MFG) formalism facilitates otherwise intractable computation of approximate Nash equilibria in many-agent settings. In this paper, we consider discrete-time finite MFGs subject to finite-horizon objectives. We show that all discrete-time finite MFGs with non-constant fixed point operators fail to be contractive as typically assumed in existing MFG literature, barring convergence via fixed point iteration. Instead, we incorporate entropy-regularization and Boltzmann policies into the fixed point iteration. As a result, we obtain provable convergence to approximate fixed points where existing methods fail, and reach the original goal of approximate Nash equilibria. All proposed methods are evaluated with respect to their exploitability, on both instructive examples with tractable exact solutions and high-dimensional problems where exact methods become intractable. In high-dimensional scenarios, we apply established deep reinforcement learning methods and empirically combine fictitious play with our approximations.

cs.MA↗

Nearest-Neighbor-based Collision Avoidance for Quadrotors via Reinforcement Learning

Collision avoidance algorithms are of central interest to many drone applications. In particular, decentralized approaches may be the key to enabling robust drone swarm solutions in cases where centralized communication becomes computationally prohibitive. In this work, we draw biological inspiration from flocks of starlings (Sturnus vulgaris) and apply the insight to end-to-end learned decentralized collision avoidance. More specifically, we propose a new, scalable observation model following a biomimetic nearest-neighbor information constraint that leads to fast learning and good collision avoidance behavior. By proposing a general reinforcement learning approach, we obtain an end-to-end learning-based approach to integrating collision avoidance with arbitrary tasks such as package collection and formation change. To validate the generality of this approach, we successfully apply our methodology through motion models of medium complexity, modeling momentum and nonetheless allowing direct application to real world quadrotors in conjunction with a standard PID controller. In contrast to prior works, we find that in our sufficiently rich motion model, nearest-neighbor information is indeed enough to learn effective collision avoidance behavior. Our learned policies are tested in simulation and subsequently transferred to real-world drones to validate their real-world applicability.

cs.RO↗

Learning Graphon Mean Field Games and Approximate Nash Equilibria

Recent advances at the intersection of dense large graph limits and mean field games have begun to enable the scalable analysis of a broad class of dynamical sequential games with large numbers of agents. So far, results have been largely limited to graphon mean field systems with continuous-time diffusive or jump dynamics, typically without control and with little focus on computational methods. We propose a novel discrete-time formulation for graphon mean field games as the limit of non-linear dense graph Markov games with weak interaction. On the theoretical side, we give extensive and rigorous existence and approximation properties of the graphon mean field solution in sufficiently large systems. On the practical side, we provide general learning schemes for graphon mean field equilibria by either introducing agent equivalence classes or reformulating the graphon mean field system as a classical mean field system. By repeatedly finding a regularized optimal control solution and its generated mean field, we successfully obtain plausible approximate Nash equilibria in otherwise infeasible large dense graph games with many agents. Empirically, we are able to demonstrate on a number of examples that the finite-agent behavior comes increasingly close to the mean field behavior for our computed equilibria as the graph or system size grows, verifying our theory. More generally, we successfully apply policy gradient reinforcement learning in conjunction with sequential Monte Carlo methods.

cs.GT↗

Discrete-Time Mean Field Control with Environment States

Multi-agent reinforcement learning methods have shown remarkable potential in solving complex multi-agent problems but mostly lack theoretical guarantees. Recently, mean field control and mean field games have been established as a tractable solution for large-scale multi-agent problems with many agents. In this work, driven by a motivating scheduling problem, we consider a discrete-time mean field control model with common environment states. We rigorously establish approximate optimality as the number of agents grows in the finite agent case and find that a dynamic programming principle holds, resulting in the existence of an optimal stationary policy. As exact solutions are difficult in general due to the resulting continuous action space of the limiting mean field Markov decision process, we apply established deep reinforcement learning methods to solve the associated mean field control problem. The performance of the learned mean field control policy is compared to typical multi-agent reinforcement learning approaches and is found to converge to the mean field performance for sufficiently many agents, verifying the obtained theoretical results and reaching competitive solutions.

cs.LG↗

Conflict diagnostics for evidence synthesis in a multiple testing framework

Evidence synthesis models that combine multiple datasets of varying design, to estimate quantities that cannot be directly observed, require the formulation of complex probabilistic models that can be expressed as graphical models. An assessment of whether the different datasets synthesised contribute information that is consistent with each other, and in a Bayesian context, with the prior distribution, is a crucial component of the model criticism process. However, a systematic assessment of conflict suffers from the multiple testing problem, through testing for conflict at multiple locations in a model. We demonstrate the systematic use of conflict diagnostics, while accounting for the multiple hypothesis tests of no conflict at each location in the graphical model. The method is illustrated by a network meta-analysis to estimate treatment effects in smoking cessation programs and an evidence synthesis to estimate HIV prevalence in Poland.

stat.ME↗