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Michael Wooldridge

Publications and source records attributed to Michael Wooldridge.

At least 55 records · Page 3Linked to original sources

Some challenges of calibrating differentiable agent-based models

Agent-based models (ABMs) are a promising approach to modelling and reasoning about complex systems, yet their application in practice is impeded by their complexity, discrete nature, and the difficulty of performing parameter inference and optimisation tasks. This in turn has sparked interest in the construction of differentiable ABMs as a strategy for combatting these difficulties, yet a number of challenges remain. In this paper, we discuss and present experiments that highlight some of these challenges, along with potential solutions.

cs.MA↗

Bayesian calibration of differentiable agent-based models

Agent-based modelling (ABMing) is a powerful and intuitive approach to modelling complex systems; however, the intractability of ABMs' likelihood functions and the non-differentiability of the mathematical operations comprising these models present a challenge to their use in the real world. These difficulties have in turn generated research on approximate Bayesian inference methods for ABMs and on constructing differentiable approximations to arbitrary ABMs, but little work has been directed towards designing approximate Bayesian inference techniques for the specific case of differentiable ABMs. In this work, we aim to address this gap and discuss how generalised variational inference procedures may be employed to provide misspecification-robust Bayesian parameter inferences for differentiable ABMs. We demonstrate with experiments on a differentiable ABM of the COVID-19 pandemic that our approach can result in accurate inferences, and discuss avenues for future work.

cs.MA↗

Principal-Agent Boolean Games

We introduce and study a computational version of the principal-agent problem -- a classic problem in Economics that arises when a principal desires to contract an agent to carry out some task, but has incomplete information about the agent or their subsequent actions. The key challenge in this setting is for the principal to design a contract for the agent such that the agent's preferences are then aligned with those of the principal. We study this problem using a variation of Boolean games, where multiple players each choose valuations for Boolean variables under their control, seeking the satisfaction of a personal goal, given as a Boolean logic formula. In our setting, the principal can only observe some subset of these variables, and the principal chooses a contract which rewards players on the basis of the assignments they make for the variables that are observable to the principal. The principal's challenge is to design a contract so that, firstly, the principal's goal is achieved in some or all Nash equilibrium choices, and secondly, that the principal is able to verify that their goal is satisfied. In this paper, we formally define this problem and completely characterise the computational complexity of the most relevant decision problems associated with it.

cs.GT↗

Reasoning about Causality in Games

Causal reasoning and game-theoretic reasoning are fundamental topics in artificial intelligence, among many other disciplines: this paper is concerned with their intersection. Despite their importance, a formal framework that supports both these forms of reasoning has, until now, been lacking. We offer a solution in the form of (structural) causal games, which can be seen as extending Pearl's causal hierarchy to the game-theoretic domain, or as extending Koller and Milch's multi-agent influence diagrams to the causal domain. We then consider three key questions: i) How can the (causal) dependencies in games - either between variables, or between strategies - be modelled in a uniform, principled manner? ii) How may causal queries be computed in causal games, and what assumptions does this require? iii) How do causal games compare to existing formalisms? To address question i), we introduce mechanised games, which encode dependencies between agents' decision rules and the distributions governing the game. In response to question ii), we present definitions of predictions, interventions, and counterfactuals, and discuss the assumptions required for each. Regarding question iii), we describe correspondences between causal games and other formalisms, and explain how causal games can be used to answer queries that other causal or game-theoretic models do not support. Finally, we highlight possible applications of causal games, aided by an extensive open-source Python library.

cs.AI↗

k-Prize Weighted Voting Games

We introduce a natural variant of weighted voting games, which we refer to as k-Prize Weighted Voting Games. Such games consist of n players with weights, and k prizes, of possibly differing values. The players form coalitions, and the i-th largest coalition (by the sum of weights of its members) wins the i-th largest prize, which is then shared among its members. We present four solution concepts to analyse the games in this class, and characterise the existence of stable outcomes in games with three players and two prizes, and in games with uniform prizes. We then explore the efficiency of stable outcomes in terms of Pareto optimality and utilitarian social welfare. Finally, we study the computational complexity of finding stable outcomes.

cs.GT↗

Cooperative Concurrent Games

In rational verification, the aim is to verify which temporal logic properties will obtain in a multi-agent system, under the assumption that agents ("players") in the system choose strategies for acting that form a game theoretic equilibrium. Preferences are typically defined by assuming that agents act in pursuit of individual goals, specified as temporal logic formulae. To date, rational verification has been studied using non-cooperative solution concepts - Nash equilibrium and refinements thereof. Such non-cooperative solution concepts assume that there is no possibility of agents forming binding agreements to cooperate, and as such they are restricted in their applicability. In this article, we extend rational verification to cooperative solution concepts, as studied in the field of cooperative game theory. We focus on the core, as this is the most fundamental (and most widely studied) cooperative solution concept. We begin by presenting a variant of the core that seems well-suited to the concurrent game setting, and we show that this version of the core can be characterised using ATL*. We then study the computational complexity of key decision problems associated with the core, which range from problems in PSPACE to problems in 3EXPTIME. We also investigate conditions that are sufficient to ensure that the core is non-empty, and explore when it is invariant under bisimilarity. We then introduce and study a number of variants of the main definition of the core, leading to the issue of credible deviations, and to stronger notions of collective stable behaviour. Finally, we study cooperative rational verification using an alternative model of preferences, in which players seek to maximise the mean-payoff they obtain over an infinite play in games where quantitative information is allowed.

cs.GT↗

Replication-Robust Payoff-Allocation for Machine Learning Data Markets

Submodular functions have been a powerful mathematical model for a wide range of real-world applications. Recently, submodular functions are becoming increasingly important in machine learning (ML) for modelling notions such as information and redundancy among entities such as data and features. Among these applications, a key question is payoff allocation, i.e., how to evaluate the importance of each entity towards the collective objective? To this end, classic solution concepts from cooperative game theory offer principled approaches to payoff allocation. However, despite the extensive body of game-theoretic literature, payoff allocation in submodular games are relatively under-researched. In particular, an important notion that arises in the emerging submodular applications is redundancy, which may occur from various sources such as abundant data or malicious manipulations where a player replicates its resource and act under multiple identities. Though many game-theoretic solution concepts can be directly used in submodular games, naively applying them for payoff allocation in these settings may incur robustness issues against replication. In this paper, we systematically study the replication manipulation in submodular games and investigate replication robustness, a metric that quantitatively measures the robustness of solution concepts against replication. Using this metric, we present conditions which theoretically characterise the robustness of semivalues, a wide family of solution concepts including the Shapley and Banzhaf value. Moreover, we empirically validate our theoretical results on an emerging submodular ML application, i.e., the ML data market.

cs.LG↗

Ten Years after ImageNet: A 360° Perspective on AI

It is ten years since neural networks made their spectacular comeback. Prompted by this anniversary, we take a holistic perspective on Artificial Intelligence (AI). Supervised Learning for cognitive tasks is effectively solved - provided we have enough high-quality labeled data. However, deep neural network models are not easily interpretable, and thus the debate between blackbox and whitebox modeling has come to the fore. The rise of attention networks, self-supervised learning, generative modeling, and graph neural networks has widened the application space of AI. Deep Learning has also propelled the return of reinforcement learning as a core building block of autonomous decision making systems. The possible harms made possible by new AI technologies have raised socio-technical issues such as transparency, fairness, and accountability. The dominance of AI by Big-Tech who control talent, computing resources, and most importantly, data may lead to an extreme AI divide. Failure to meet high expectations in high profile, and much heralded flagship projects like self-driving vehicles could trigger another AI winter.

cs.LG↗

On the Complexity of Rational Verification

Rational verification refers to the problem of checking which temporal logic properties hold of a concurrent multiagent system, under the assumption that agents in the system choose strategies that form a game-theoretic equilibrium. Rational verification can be understood as a counterpart to model checking for multiagent systems, but while classical model checking can be done in polynomial time for some temporal logic specification languages such as CTL, and polynomial space with LTL specifications, rational verification is much harder: the key decision problems for rational verification are 2EXPTIME-complete with LTL specifications, even when using explicit-state system representations. Against this background, our contributions in this paper are threefold. First, we show that the complexity of rational verification can be greatly reduced by restricting specifications to GR(1), a fragment of LTL that can represent a broad and practically useful class of response properties of reactive systems. In particular, we show that for a number of relevant settings, rational verification can be done in polynomial space and even in polynomial time. Second, we provide improved complexity results for rational verification when considering players' goals given by mean-payoff utility functions; arguably the most widely used approach for quantitative objectives in concurrent and multiagent systems. Finally, we consider the problem of computing outcomes that satisfy social welfare constraints. To this end, we consider both utilitarian and egalitarian social welfare and show that computing such outcomes is either PSPACE-complete or NP-complete.

cs.LO↗

Multiagent Model-based Credit Assignment for Continuous Control

Deep reinforcement learning (RL) has recently shown great promise in robotic continuous control tasks. Nevertheless, prior research in this vein center around the centralized learning setting that largely relies on the communication availability among all the components of a robot. However, agents in the real world often operate in a decentralised fashion without communication due to latency requirements, limited power budgets and safety concerns. By formulating robotic components as a system of decentralised agents, this work presents a decentralised multiagent reinforcement learning framework for continuous control. To this end, we first develop a cooperative multiagent PPO framework that allows for centralized optimisation during training and decentralised operation during execution. However, the system only receives a global reward signal which is not attributed towards each agent. To address this challenge, we further propose a generic game-theoretic credit assignment framework which computes agent-specific reward signals. Last but not least, we also incorporate a model-based RL module into our credit assignment framework, which leads to significant improvement in sample efficiency. We demonstrate the effectiveness of our framework on experimental results on Mujoco locomotion control tasks. For a demo video please visit: https://youtu.be/gFyVPm4svEY.

cs.AI↗

Rational Verification for Probabilistic Systems

Rational verification is the problem of determining which temporal logic properties will hold in a multi-agent system, under the assumption that agents in the system act rationally, by choosing strategies that collectively form a game-theoretic equilibrium. Previous work in this area has largely focussed on deterministic systems. In this paper, we develop the theory and algorithms for rational verification in probabilistic systems. We focus on concurrent stochastic games (CSGs), which can be used to model uncertainty and randomness in complex multi-agent environments. We study the rational verification problem for both non-cooperative games and cooperative games in the qualitative probabilistic setting. In the former case, we consider LTL properties satisfied by the Nash equilibria of the game and in the latter case LTL properties satisfied by the core. In both cases, we show that the problem is 2EXPTIME-complete, thus not harder than the much simpler verification problem of model checking LTL properties of systems modelled as Markov decision processes (MDPs).

cs.MA↗

Equilibrium Design for Concurrent Games

In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance, an equilibrium satisfying a given temporal logic property -- a problem that we call equilibrium design. We base our study on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. In particular, we consider system specifications given by LTL and GR(1) formulae, and show that implementing a mechanism to ensure that a given temporal logic property is satisfied on some/every Nash equilibrium of the game, whenever such a mechanism exists, can be done in PSPACE for LTL properties and in NP/$Σ^{P}_{2}$ for GR(1) specifications. We also study the complexity of various related decision and optimisation problems, such as optimality and uniqueness of solutions, and show that the complexities of all such problems lie within the polynomial hierarchy. As an application, equilibrium design can be used as an alternative solution to the rational synthesis and verification problems for concurrent games with mean-payoff objectives whenever no solution exists, or as a technique to repair, whenever possible, concurrent games with undesirable rational outcomes (Nash equilibria) in an optimal way.

cs.GT↗

Multi-Agent Reinforcement Learning with Temporal Logic Specifications

In this paper, we study the problem of learning to satisfy temporal logic specifications with a group of agents in an unknown environment, which may exhibit probabilistic behaviour. From a learning perspective these specifications provide a rich formal language with which to capture tasks or objectives, while from a logic and automated verification perspective the introduction of learning capabilities allows for practical applications in large, stochastic, unknown environments. The existing work in this area is, however, limited. Of the frameworks that consider full linear temporal logic or have correctness guarantees, all methods thus far consider only the case of a single temporal logic specification and a single agent. In order to overcome this limitation, we develop the first multi-agent reinforcement learning technique for temporal logic specifications, which is also novel in its ability to handle multiple specifications. We provide correctness and convergence guarantees for our main algorithm - ALMANAC (Automaton/Logic Multi-Agent Natural Actor-Critic) - even when using function approximation. Alongside our theoretical results, we further demonstrate the applicability of our technique via a set of preliminary experiments.

cs.AI↗

Equilibrium Refinements for Multi-Agent Influence Diagrams: Theory and Practice

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

cs.MA↗

Automated Temporal Equilibrium Analysis: Verification and Synthesis of Multi-Player Games

In the context of multi-agent systems, the rational verification problem is concerned with checking which temporal logic properties will hold in a system when its constituent agents are assumed to behave rationally and strategically in pursuit of individual objectives. Typically, those objectives are expressed as temporal logic formulae which the relevant agent desires to see satisfied. Unfortunately, rational verification is computationally complex, and requires specialised techniques in order to obtain practically useable implementations. In this paper, we present such a technique. This technique relies on a reduction of the rational verification problem to the solution of a collection of parity games. Our approach has been implemented in the Equilibrium Verification Environment (EVE) system. The EVE system takes as input a model of a concurrent/multi-agent system represented using the Simple Reactive Modules Language (SRML), where agent goals are represented as Linear Temporal Logic (LTL) formulae, together with a claim about the equilibrium behaviour of the system, also expressed as an LTL formula. EVE can then check whether the LTL claim holds on some (or every) computation of the system that could arise through agents choosing Nash equilibrium strategies; it can also check whether a system has a Nash equilibrium, and synthesise individual strategies for players in the multi-player game. After presenting our basic framework, we describe our new technique and prove its correctness. We then describe our implementation in the EVE system, and present experimental results which show that EVE performs favourably in comparison to other existing tools that support rational verification.

cs.LO↗

Equilibria for Games with Combined Qualitative and Quantitative Objectives

The overall aim of our research is to develop techniques to reason about the equilibrium properties of multi-agent systems. We model multi-agent systems as concurrent games, in which each player is a process that is assumed to act independently and strategically in pursuit of personal preferences. In this article, we study these games in the context of finite-memory strategies, and we assume players' preferences are defined by a qualitative and a quantitative objective, which are related by a lexicographic order: a player first prefers to satisfy its qualitative objective (given as a formula of Linear Temporal Logic) and then prefers to minimise costs (given by a mean-payoff function). Our main result is that deciding the existence of a strict epsilon Nash equilibrium in such games is 2ExpTime-complete (and hence decidable), even if players' deviations are implemented as infinite-memory strategies.

cs.LO↗

Multi-Player Games with LDL Goals over Finite Traces

Linear Dynamic Logic on finite traces LDLf is a powerful logic for reasoning about the behaviour of concurrent and multi-agent systems. In this paper, we investigate techniques for both the characterisation and verification of equilibria in multi-player games with goals/objectives expressed using logics based on LDLf. This study builds upon a generalisation of Boolean games, a logic-based game model of multi-agent systems where players have goals succinctly represented in a logical way. Because LDLf goals are considered, in the settings we study -- Reactive Modules games and iterated Boolean games with goals over finite traces -- players' goals can be defined to be regular properties while achieved in a finite, but arbitrarily large, trace. In particular, using alternating automata, the paper investigates automata-theoretic approaches to the characterisation and verification of (pure strategy Nash) equilibria, shows that the set of Nash equilibria in multi-player games with LDLf objectives is regular, and provides complexity results for the associated automata constructions.

cs.LO↗

Monte Carlo Techniques for Approximating the Myerson Value -- Theoretical and Empirical Analysis

Myerson first introduced graph-restricted games in order to model the interaction of cooperative players with an underlying communication network. A dedicated solution concept -- the Myerson value -- is perhaps the most important normative solution concept for cooperative games on graphs. Unfortunately, its computation is computationally challenging. In particular, although exact algorithms have been proposed, they must traverse all connected coalitions of the graph of which there may be exponentially many. In this paper, we consider the issue of approximating the Myerson value for arbitrary graphs and characteristic functions. While Monte Carlo approximations have been proposed for the related concept of the Shapley value, their suitability for the Myerson value has not been studied. Given this, we evaluate and compare (both theoretically and empiraclly) three Monte Carlo sampling methods for the Myerson value: conventional method of sampling permutations; a new, hybrid algorithm that combines exact computations and sampling; and sampling of connected coalitions. We find that our hybrid algorithm performs very well and also significantly improves on the conventional methods.

cs.SI↗