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Karl Tuyls

Publications and source records attributed to Karl Tuyls.

At least 37 records · Page 2Linked to original sources

Time-series Imputation of Temporally-occluded Multiagent Trajectories

In multiagent environments, several decision-making individuals interact while adhering to the dynamics constraints imposed by the environment. These interactions, combined with the potential stochasticity of the agents' decision-making processes, make such systems complex and interesting to study from a dynamical perspective. Significant research has been conducted on learning models for forward-direction estimation of agent behaviors, for example, pedestrian predictions used for collision-avoidance in self-driving cars. However, in many settings, only sporadic observations of agents may be available in a given trajectory sequence. For instance, in football, subsets of players may come in and out of view of broadcast video footage, while unobserved players continue to interact off-screen. In this paper, we study the problem of multiagent time-series imputation, where available past and future observations of subsets of agents are used to estimate missing observations for other agents. Our approach, called the Graph Imputer, uses forward- and backward-information in combination with graph networks and variational autoencoders to enable learning of a distribution of imputed trajectories. We evaluate our approach on a dataset of football matches, using a projective camera module to train and evaluate our model for the off-screen player state estimation setting. We illustrate that our method outperforms several state-of-the-art approaches, including those hand-crafted for football.

cs.LG↗

From Motor Control to Team Play in Simulated Humanoid Football

Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to serve goals defined on much longer timescales, and in terms of relations that extend far beyond the body itself, ultimately involving coordination with other agents. Recent research in artificial intelligence has shown the promise of learning-based approaches to the respective problems of complex movement, longer-term planning and multi-agent coordination. However, there is limited research aimed at their integration. We study this problem by training teams of physically simulated humanoid avatars to play football in a realistic virtual environment. We develop a method that combines imitation learning, single- and multi-agent reinforcement learning and population-based training, and makes use of transferable representations of behaviour for decision making at different levels of abstraction. In a sequence of stages, players first learn to control a fully articulated body to perform realistic, human-like movements such as running and turning; they then acquire mid-level football skills such as dribbling and shooting; finally, they develop awareness of others and play as a team, bridging the gap between low-level motor control at a timescale of milliseconds, and coordinated goal-directed behaviour as a team at the timescale of tens of seconds. We investigate the emergence of behaviours at different levels of abstraction, as well as the representations that underlie these behaviours using several analysis techniques, including statistics from real-world sports analytics. Our work constitutes a complete demonstration of integrated decision-making at multiple scales in a physically embodied multi-agent setting. See project video at https://youtu.be/KHMwq9pv7mg.

cs.AI↗

Scaling up Mean Field Games with Online Mirror Descent

We address scaling up equilibrium computation in Mean Field Games (MFGs) using Online Mirror Descent (OMD). We show that continuous-time OMD provably converges to a Nash equilibrium under a natural and well-motivated set of monotonicity assumptions. This theoretical result nicely extends to multi-population games and to settings involving common noise. A thorough experimental investigation on various single and multi-population MFGs shows that OMD outperforms traditional algorithms such as Fictitious Play (FP). We empirically show that OMD scales up and converges significantly faster than FP by solving, for the first time to our knowledge, examples of MFGs with hundreds of billions states. This study establishes the state-of-the-art for learning in large-scale multi-agent and multi-population games.

cs.AI↗

Game Plan: What AI can do for Football, and What Football can do for AI

The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).

cs.AI↗

Navigating the Landscape of Multiplayer Games

Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better informed by characterizing games and their topological landscape. Tackling this latter question can facilitate understanding of agents and help determine what game an agent should target next as part of its training. Here, we show how network measures applied to response graphs of large-scale games enable the creation of a landscape of games, quantifying relationships between games of varying sizes and characteristics. We illustrate our findings in domains ranging from canonical games to complex empirical games capturing the performance of trained agents pitted against one another. Our results culminate in a demonstration leveraging this information to generate new and interesting games, including mixtures of empirical games synthesized from real world games.

cs.AI↗

OpenSpiel: A Framework for Reinforcement Learning in Games

OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.

cs.LG↗

The Advantage Regret-Matching Actor-Critic

Regret minimization has played a key role in online learning, equilibrium computation in games, and reinforcement learning (RL). In this paper, we describe a general model-free RL method for no-regret learning based on repeated reconsideration of past behavior. We propose a model-free RL algorithm, the AdvantageRegret-Matching Actor-Critic (ARMAC): rather than saving past state-action data, ARMAC saves a buffer of past policies, replaying through them to reconstruct hindsight assessments of past behavior. These retrospective value estimates are used to predict conditional advantages which, combined with regret matching, produces a new policy. In particular, ARMAC learns from sampled trajectories in a centralized training setting, without requiring the application of importance sampling commonly used in Monte Carlo counterfactual regret (CFR) minimization; hence, it does not suffer from excessive variance in large environments. In the single-agent setting, ARMAC shows an interesting form of exploration by keeping past policies intact. In the multiagent setting, ARMAC in self-play approaches Nash equilibria on some partially-observable zero-sum benchmarks. We provide exploitability estimates in the significantly larger game of betting-abstracted no-limit Texas Hold'em.

cs.AI↗

Real World Games Look Like Spinning Tops

This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resemble a spinning top, with the upright axis representing transitive strength, and the radial axis, which corresponds to the number of cycles that exist at a particular transitive strength, representing the non-transitive dimension. We prove the existence of this geometry for a wide class of real world games, exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily re-constructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence in these games.

cs.LG↗

Actor-Critic Policy Optimization in Partially Observable Multiagent Environments

Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero sum games, without any domain-specific state space reductions.

cs.LG↗

Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent

In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms.

cs.AI↗

Neural Replicator Dynamics

Policy gradient and actor-critic algorithms form the basis of many commonly used training techniques in deep reinforcement learning. Using these algorithms in multiagent environments poses problems such as nonstationarity and instability. In this paper, we first demonstrate that standard softmax-based policy gradient can be prone to poor performance in the presence of even the most benign nonstationarity. By contrast, it is known that the replicator dynamics, a well-studied model from evolutionary game theory, eliminates dominated strategies and exhibits convergence of the time-averaged trajectories to interior Nash equilibria in zero-sum games. Thus, using the replicator dynamics as a foundation, we derive an elegant one-line change to policy gradient methods that simply bypasses the gradient step through the softmax, yielding a new algorithm titled Neural Replicator Dynamics (NeuRD). NeuRD reduces to the exponential weights/Hedge algorithm in the single-state all-actions case. Additionally, NeuRD has formal equivalence to softmax counterfactual regret minimization, which guarantees convergence in the sequential tabular case. Importantly, our algorithm provides a straightforward way of extending the replicator dynamics to the function approximation setting. Empirical results show that NeuRD quickly adapts to nonstationarities, outperforming policy gradient significantly in both tabular and function approximation settings, when evaluated on the standard imperfect information benchmarks of Kuhn Poker, Leduc Poker, and Goofspiel.

cs.LG↗

The Automated Inspection of Opaque Liquid Vaccines

In the pharmaceutical industry the screening of opaque vaccines containing suspensions is currently a manual task carried out by trained human visual inspectors. We show that deep learning can be used to effectively automate this process. A moving contrast is required to distinguish anomalies from other particles, reflections and dust resting on a vial's surface. We train 3D-ConvNets to predict the likelihood of 20-frame video samples containing anomalies. Our unaugmented dataset consists of hand-labelled samples, recorded using vials provided by the HAL Allergy Group, a pharmaceutical company. We trained ten randomly initialized 3D-ConvNets to provide a benchmark, observing mean AUROC scores of 0.94 and 0.93 for positive samples (containing anomalies) and negative (anomaly-free) samples, respectively. Using Frame-Completion Generative Adversarial Networks we: (i) introduce an algorithm for computing saliency maps, which we use to verify that the 3D-ConvNets are indeed identifying anomalies; (ii) propose a novel self-training approach using the saliency maps to determine if multiple networks agree on the location of anomalies. Our self-training approach allows us to augment our data set by labelling 217,888 additional samples. 3D-ConvNets trained with our augmented dataset improve on the results we get when we train only on the unaugmented dataset.

cs.CV↗

From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization

In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincaré recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG).

cs.GT↗

A Generalized Training Approach for Multiagent Learning

This paper investigates a population-based training regime based on game-theoretic principles called Policy-Spaced Response Oracles (PSRO). PSRO is general in the sense that it (1) encompasses well-known algorithms such as fictitious play and double oracle as special cases, and (2) in principle applies to general-sum, many-player games. Despite this, prior studies of PSRO have been focused on two-player zero-sum games, a regime wherein Nash equilibria are tractably computable. In moving from two-player zero-sum games to more general settings, computation of Nash equilibria quickly becomes infeasible. Here, we extend the theoretical underpinnings of PSRO by considering an alternative solution concept, $α$-Rank, which is unique (thus faces no equilibrium selection issues, unlike Nash) and applies readily to general-sum, many-player settings. We establish convergence guarantees in several games classes, and identify links between Nash equilibria and $α$-Rank. We demonstrate the competitive performance of $α$-Rank-based PSRO against an exact Nash solver-based PSRO in 2-player Kuhn and Leduc Poker. We then go beyond the reach of prior PSRO applications by considering 3- to 5-player poker games, yielding instances where $α$-Rank achieves faster convergence than approximate Nash solvers, thus establishing it as a favorable general games solver. We also carry out an initial empirical validation in MuJoCo soccer, illustrating the feasibility of the proposed approach in another complex domain.

cs.MA↗

Multiagent Evaluation under Incomplete Information

This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called α-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or α-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.

cs.MA↗

$α$-Rank: Multi-Agent Evaluation by Evolution

We introduce $α$-Rank, a principled evolutionary dynamics methodology for the evaluation and ranking of agents in large-scale multi-agent interactions, grounded in a novel dynamical game-theoretic solution concept called Markov-Conley chains (MCCs). The approach leverages continuous- and discrete-time evolutionary dynamical systems applied to empirical games, and scales tractably in the number of agents, the type of interactions, and the type of empirical games (symmetric and asymmetric). Current models are fundamentally limited in one or more of these dimensions and are not guaranteed to converge to the desired game-theoretic solution concept (typically the Nash equilibrium). $α$-Rank provides a ranking over the set of agents under evaluation and provides insights into their strengths, weaknesses, and long-term dynamics. This is a consequence of the links we establish to the MCC solution concept when the underlying evolutionary model's ranking-intensity parameter, $α$, is chosen to be large, which exactly forms the basis of $α$-Rank. In contrast to the Nash equilibrium, which is a static concept based on fixed points, MCCs are a dynamical solution concept based on the Markov chain formalism, Conley's Fundamental Theorem of Dynamical Systems, and the core ingredients of dynamical systems: fixed points, recurrent sets, periodic orbits, and limit cycles. $α$-Rank runs in polynomial time with respect to the total number of pure strategy profiles, whereas computing a Nash equilibrium for a general-sum game is known to be intractable. We introduce proofs that not only provide a unifying perspective of existing continuous- and discrete-time evolutionary evaluation models, but also reveal the formal underpinnings of the $α$-Rank methodology. We empirically validate the method in several domains including AlphaGo, AlphaZero, MuJoCo Soccer, and Poker.

cs.MA↗

Differentiable Game Mechanics

Deep learning is built on the foundational guarantee that gradient descent on an objective function converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, that exhibit multiple interacting losses. The behavior of gradient-based methods in games is not well understood -- and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new tools to understand and control the dynamics in n-player differentiable games. The key result is to decompose the game Jacobian into two components. The first, symmetric component, is related to potential games, which reduce to gradient descent on an implicit function. The second, antisymmetric component, relates to Hamiltonian games, a new class of games that obey a conservation law akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in differentiable games. Basic experiments show SGA is competitive with recently proposed algorithms for finding stable fixed points in GANs -- while at the same time being applicable to, and having guarantees in, much more general cases.

cs.LG↗

Negative Update Intervals in Deep Multi-Agent Reinforcement Learning

In Multi-Agent Reinforcement Learning (MA-RL), independent cooperative learners must overcome a number of pathologies to learn optimal joint policies. Addressing one pathology often leaves approaches vulnerable towards others. For instance, hysteretic Q-learning addresses miscoordination while leaving agents vulnerable towards misleading stochastic rewards. Other methods, such as leniency, have proven more robust when dealing with multiple pathologies simultaneously. However, leniency has predominately been studied within the context of strategic form games (bimatrix games) and fully observable Markov games consisting of a small number of probabilistic state transitions. This raises the question of whether these findings scale to more complex domains. For this purpose we implement a temporally extend version of the Climb Game, within which agents must overcome multiple pathologies simultaneously, including relative overgeneralisation, stochasticity, the alter-exploration and moving target problems, while learning from a large observation space. We find that existing lenient and hysteretic approaches fail to consistently learn near optimal joint-policies in this environment. To address these pathologies we introduce Negative Update Intervals-DDQN (NUI-DDQN), a Deep MA-RL algorithm which discards episodes yielding cumulative rewards outside the range of expanding intervals. NUI-DDQN consistently gravitates towards optimal joint-policies in our environment, overcoming the outlined pathologies.

cs.MA↗