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Stephen McAleer

Publications and source records attributed to Stephen McAleer.

At least 19 recordsLinked to original sources

Automated Design of Affine Maximizer Mechanisms in Dynamic Settings

Dynamic mechanism design is a challenging extension to ordinary mechanism design in which the mechanism designer must make a sequence of decisions over time in the face of possibly untruthful reports of participating agents. Optimizing dynamic mechanisms for welfare is relatively well understood. However, there has been less work on optimizing for other goals (e.g. revenue), and without restrictive assumptions on valuations, it is remarkably challenging to characterize good mechanisms. Instead, we turn to automated mechanism design to find mechanisms with good performance in specific problem instances. In fact, the situation is similar even in static mechanism design. However, in the static case, optimization/machine learning-based automated mechanism design techniques have been successful in finding high-revenue mechanisms in cases beyond the reach of analytical results. We extend the class of affine maximizer mechanisms to MDPs where agents may untruthfully report their rewards. This extension results in a challenging bilevel optimization problem in which the upper problem involves choosing optimal mechanism parameters, and the lower problem involves solving the resulting MDP. Our approach can find truthful dynamic mechanisms that achieve strong performance on goals other than welfare, and can be applied to essentially any problem setting-without restrictions on valuations-for which RL can learn optimal policies.

cs.GT

Ensemble Value Functions for Efficient Exploration in Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) requires agents to explore within a vast joint action space to find joint actions that lead to coordination. Existing value-based MARL algorithms commonly rely on random exploration, such as $ε$-greedy, to explore the environment which is not systematic and inefficient at identifying effective actions in multi-agent problems. Additionally, the concurrent training of the policies of multiple agents during training can render the optimisation non-stationary. This can lead to unstable value estimates, highly variant gradients, and ultimately hinder coordination between agents. To address these challenges, we propose ensemble value functions for multi-agent exploration (EMAX). EMAX is a framework to seamlessly extend value-based MARL algorithms. EMAX leverages an ensemble of value functions for each agent to guide their exploration, reduce the variance of their optimisation, and makes their policies more robust to miscoordination. EMAX achieves these benefits by (1) systematically guiding the exploration of agents with a UCB policy towards parts of the environment that require multiple agents to coordinate. (2) EMAX computes average value estimates across the ensemble as target values to reduce the variance of gradients and make optimisation more stable. (3) During evaluation, EMAX selects actions following a majority vote across the ensemble to reduce the likelihood of miscoordination. We first instantiate independent DQN with EMAX and evaluate it in 11 general-sum tasks with sparse rewards. We show that EMAX improves final evaluation returns by 185% across all tasks. We then evaluate EMAX on top of IDQN, VDN and QMIX in 21 common-reward tasks, and show that EMAX improves sample efficiency and final evaluation returns across all tasks over all three vanilla algorithms by 60%, 47%, and 538%, respectively.

cs.MA

Sample-Efficient Regret-Minimizing Double Oracle in Extensive-Form Games

Extensive-Form Game (EFG) represents a fundamental model for analyzing sequential interactions among multiple agents and the primary challenge to solve it lies in mitigating sample complexity. Existing research indicated that Double Oracle (DO) can reduce the sample complexity dependence on the information set number $|S|$ to the final restricted game size $X$ in solving EFG. This is attributed to the early convergence of full-game Nash Equilibrium (NE) through iteratively solving restricted games. However, we prove that the state-of-the-art Extensive-Form Double Oracle (XDO) exhibits \textit{exponential} sample complexity of $X$, due to its exponentially increasing restricted game expansion frequency. Here we introduce Adaptive Double Oracle (AdaDO) to significantly alleviate sample complexity to \textit{polynomial} by deploying the optimal expansion frequency. Furthermore, to comprehensively study the principles and influencing factors underlying sample complexity, we introduce a novel theoretical framework Regret-Minimizing Double Oracle (RMDO) to provide directions for designing efficient DO algorithms. Empirical results demonstrate that AdaDO attains the more superior approximation of NE with less sample complexity than the strong baselines including Linear CFR, MCCFR and existing DO. Importantly, combining RMDO with warm starting and stochastic regret minimization further improves convergence rate and scalability, thereby paving the way for addressing complex multi-agent tasks.

cs.GT

AgentKit: Structured LLM Reasoning with Dynamic Graphs

We propose an intuitive LLM prompting framework (AgentKit) for multifunctional agents. AgentKit offers a unified framework for explicitly constructing a complex "thought process" from simple natural language prompts. The basic building block in AgentKit is a node, containing a natural language prompt for a specific subtask. The user then puts together chains of nodes, like stacking LEGO pieces. The chains of nodes can be designed to explicitly enforce a naturally structured "thought process". For example, for the task of writing a paper, one may start with the thought process of 1) identify a core message, 2) identify prior research gaps, etc. The nodes in AgentKit can be designed and combined in different ways to implement multiple advanced capabilities including on-the-fly hierarchical planning, reflection, and learning from interactions. In addition, due to the modular nature and the intuitive design to simulate explicit human thought process, a basic agent could be implemented as simple as a list of prompts for the subtasks and therefore could be designed and tuned by someone without any programming experience. Quantitatively, we show that agents designed through AgentKit achieve SOTA performance on WebShop and Crafter. These advances underscore AgentKit's potential in making LLM agents effective and accessible for a wider range of applications. https://github.com/holmeswww/AgentKit

cs.AI

Tree Search for Language Model Agents

Autonomous agents powered by language models (LMs) have demonstrated promise in their ability to perform decision-making tasks such as web automation. However, a key limitation remains: LMs, primarily optimized for natural language understanding and generation, struggle with multi-step reasoning, planning, and using environmental feedback when attempting to solve realistic computer tasks. Towards addressing this, we propose an inference-time search algorithm for LM agents to explicitly perform exploration and multi-step planning in interactive web environments. Our approach is a form of best-first tree search that operates within the actual environment space, and is complementary with most existing state-of-the-art agents. It is the first tree search algorithm for LM agents that shows effectiveness on realistic web tasks. On the challenging VisualWebArena benchmark, applying our search algorithm on top of a GPT-4o agent yields a 39.7% relative increase in success rate compared to the same baseline without search, setting a state-of-the-art success rate of 26.4%. On WebArena, search also yields a 28.0% relative improvement over a baseline agent, setting a competitive success rate of 19.2%. Our experiments highlight the effectiveness of search for web agents, and we demonstrate that performance scales with increased test-time compute. We conduct a thorough analysis of our results to highlight improvements from search, limitations, and promising directions for future work. Our code and models are publicly released at https://jykoh.com/search-agents.

cs.AI

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

Illusory Attacks: Information-Theoretic Detectability Matters in Adversarial Attacks

Autonomous agents deployed in the real world need to be robust against adversarial attacks on sensory inputs. Robustifying agent policies requires anticipating the strongest attacks possible. We demonstrate that existing observation-space attacks on reinforcement learning agents have a common weakness: while effective, their lack of information-theoretic detectability constraints makes them detectable using automated means or human inspection. Detectability is undesirable to adversaries as it may trigger security escalations. We introduce ε-illusory, a novel form of adversarial attack on sequential decision-makers that is both effective and of ε-bounded statistical detectability. We propose a novel dual ascent algorithm to learn such attacks end-to-end. Compared to existing attacks, we empirically find ε-illusory to be significantly harder to detect with automated methods, and a small study with human participants (IRB approval under reference R84123/RE001) suggests they are similarly harder to detect for humans. Our findings suggest the need for better anomaly detectors, as well as effective hardware- and system-level defenses. The project website can be found at https://tinyurl.com/illusory-attacks.

cs.AI

Game-Theoretic Robust Reinforcement Learning Handles Temporally-Coupled Perturbations

Deploying reinforcement learning (RL) systems requires robustness to uncertainty and model misspecification, yet prior robust RL methods typically only study noise introduced independently across time. However, practical sources of uncertainty are usually coupled across time. We formally introduce temporally-coupled perturbations, presenting a novel challenge for existing robust RL methods. To tackle this challenge, we propose GRAD, a novel game-theoretic approach that treats the temporally-coupled robust RL problem as a partially observable two-player zero-sum game. By finding an approximate equilibrium within this game, GRAD optimizes for general robustness against temporally-coupled perturbations. Experiments on continuous control tasks demonstrate that, compared with prior methods, our approach achieves a higher degree of robustness to various types of attacks on different attack domains, both in settings with temporally-coupled perturbations and decoupled perturbations.

cs.LG

Grasper: A Generalist Pursuer for Pursuit-Evasion Problems

Pursuit-evasion games (PEGs) model interactions between a team of pursuers and an evader in graph-based environments such as urban street networks. Recent advancements have demonstrated the effectiveness of the pre-training and fine-tuning paradigm in PSRO to improve scalability in solving large-scale PEGs. However, these methods primarily focus on specific PEGs with fixed initial conditions that may vary substantially in real-world scenarios, which significantly hinders the applicability of the traditional methods. To address this issue, we introduce Grasper, a GeneRAlist purSuer for Pursuit-Evasion pRoblems, capable of efficiently generating pursuer policies tailored to specific PEGs. Our contributions are threefold: First, we present a novel architecture that offers high-quality solutions for diverse PEGs, comprising critical components such as (i) a graph neural network (GNN) to encode PEGs into hidden vectors, and (ii) a hypernetwork to generate pursuer policies based on these hidden vectors. As a second contribution, we develop an efficient three-stage training method involving (i) a pre-pretraining stage for learning robust PEG representations through self-supervised graph learning techniques like GraphMAE, (ii) a pre-training stage utilizing heuristic-guided multi-task pre-training (HMP) where heuristic-derived reference policies (e.g., through Dijkstra's algorithm) regularize pursuer policies, and (iii) a fine-tuning stage that employs PSRO to generate pursuer policies on designated PEGs. Finally, we perform extensive experiments on synthetic and real-world maps, showcasing Grasper's significant superiority over baselines in terms of solution quality and generalizability. We demonstrate that Grasper provides a versatile approach for solving pursuit-evasion problems across a broad range of scenarios, enabling practical deployment in real-world situations.

cs.AI

Faster Game Solving via Hyperparameter Schedules

Counterfactual regret minimization (CFR) algorithms are a foundational class of methods for solving imperfect-information games, with the time average of their iterates converging to a Nash equilibrium in two-player zero-sum games. Prior state-of-the-art variants, Discounted CFR (DCFR) and Predictive CFR$^+$ (PCFR$^+$), achieved the fastest known practical performance by improving convergence rates over vanilla CFR through discounting early iterations with a fixed discounting scheme. More recently, Dynamic DCFR (DDCFR) introduced agent-learned dynamic discounting schemes to further accelerate convergence, at the cost of increased complexity. To address this, we propose Hyperparameter Schedules (HSs), a remarkably simple, training-free framework that dynamically adjusts CFR discounting over time. HSs aggressively downweight early updates and gradually transition to trusting late-stage strategies, leading to substantially faster convergence with only a few lines of code modifications. We show that HSs derived from just three small extensive-form games generalize effectively to 17 diverse games (including large-scale realistic poker) in both extensive-form and normal-form settings, without any game-specific tuning. Our method establishes a new state of the art for solving two-player zero-sum games.

cs.GT

Llemma: An Open Language Model For Mathematics

We present Llemma, a large language model for mathematics. We continue pretraining Code Llama on the Proof-Pile-2, a mixture of scientific papers, web data containing mathematics, and mathematical code, yielding Llemma. On the MATH benchmark Llemma outperforms all known open base models, as well as the unreleased Minerva model suite on an equi-parameter basis. Moreover, Llemma is capable of tool use and formal theorem proving without any further finetuning. We openly release all artifacts, including 7 billion and 34 billion parameter models, the Proof-Pile-2, and code to replicate our experiments.

cs.CL

Scalable Mechanism Design for Multi-Agent Path Finding

Multi-Agent Path Finding (MAPF) involves determining paths for multiple agents to travel simultaneously and collision-free through a shared area toward given goal locations. This problem is computationally complex, especially when dealing with large numbers of agents, as is common in realistic applications like autonomous vehicle coordination. Finding an optimal solution is often computationally infeasible, making the use of approximate, suboptimal algorithms essential. Adding to the complexity, agents might act in a self-interested and strategic way, possibly misrepresenting their goals to the MAPF algorithm if it benefits them. Although the field of mechanism design offers tools to align incentives, using these tools without careful consideration can fail when only having access to approximately optimal outcomes. In this work, we introduce the problem of scalable mechanism design for MAPF and propose three strategyproof mechanisms, two of which even use approximate MAPF algorithms. We test our mechanisms on realistic MAPF domains with problem sizes ranging from dozens to hundreds of agents. We find that they improve welfare beyond a simple baseline.

cs.AI

Language Models can Solve Computer Tasks

Agents capable of carrying out general tasks on a computer can improve efficiency and productivity by automating repetitive tasks and assisting in complex problem-solving. Ideally, such agents should be able to solve new computer tasks presented to them through natural language commands. However, previous approaches to this problem require large amounts of expert demonstrations and task-specific reward functions, both of which are impractical for new tasks. In this work, we show that a pre-trained large language model (LLM) agent can execute computer tasks guided by natural language using a simple prompting scheme where the agent Recursively Criticizes and Improves its output (RCI). The RCI approach significantly outperforms existing LLM methods for automating computer tasks and surpasses supervised learning (SL) and reinforcement learning (RL) approaches on the MiniWoB++ benchmark. We compare multiple LLMs and find that RCI with the InstructGPT-3+RLHF LLM is state-of-the-art on MiniWoB++, using only a handful of demonstrations per task rather than tens of thousands, and without a task-specific reward function. Furthermore, we demonstrate RCI prompting's effectiveness in enhancing LLMs' reasoning abilities on a suite of natural language reasoning tasks, outperforming chain of thought (CoT) prompting with external feedback. We find that RCI combined with CoT performs better than either separately. Our code can be found here: https://github.com/posgnu/rci-agent.

cs.CL

Policy Space Diversity for Non-Transitive Games

Policy-Space Response Oracles (PSRO) is an influential algorithm framework for approximating a Nash Equilibrium (NE) in multi-agent non-transitive games. Many previous studies have been trying to promote policy diversity in PSRO. A major weakness in existing diversity metrics is that a more diverse (according to their diversity metrics) population does not necessarily mean (as we proved in the paper) a better approximation to a NE. To alleviate this problem, we propose a new diversity metric, the improvement of which guarantees a better approximation to a NE. Meanwhile, we develop a practical and well-justified method to optimize our diversity metric using only state-action samples. By incorporating our diversity regularization into the best response solving in PSRO, we obtain a new PSRO variant, Policy Space Diversity PSRO (PSD-PSRO). We present the convergence property of PSD-PSRO. Empirically, extensive experiments on various games demonstrate that PSD-PSRO is more effective in producing significantly less exploitable policies than state-of-the-art PSRO variants.

cs.GT

AI Alignment: A Comprehensive Survey

AI alignment aims to make AI systems behave in line with human intentions and values. As AI systems grow more capable, so do risks from misalignment. To provide a comprehensive and up-to-date overview of the alignment field, in this survey, we delve into the core concepts, methodology, and practice of alignment. First, we identify four principles as the key objectives of AI alignment: Robustness, Interpretability, Controllability, and Ethicality (RICE). Guided by these four principles, we outline the landscape of current alignment research and decompose them into two key components: forward alignment and backward alignment. The former aims to make AI systems aligned via alignment training, while the latter aims to gain evidence about the systems' alignment and govern them appropriately to avoid exacerbating misalignment risks. On forward alignment, we discuss techniques for learning from feedback and learning under distribution shift. On backward alignment, we discuss assurance techniques and governance practices. We also release and continually update the website (www.alignmentsurvey.com) which features tutorials, collections of papers, blog posts, and other resources.

cs.AI

Confronting Reward Model Overoptimization with Constrained RLHF

Large language models are typically aligned with human preferences by optimizing $\textit{reward models}$ (RMs) fitted to human feedback. However, human preferences are multi-faceted, and it is increasingly common to derive reward from a composition of simpler reward models which each capture a different aspect of language quality. This itself presents a challenge, as it is difficult to appropriately weight these component RMs when combining them. Compounding this difficulty, because any RM is only a proxy for human evaluation, this process is vulnerable to $\textit{overoptimization}$, wherein past a certain point, accumulating higher reward is associated with worse human ratings. In this paper, we perform, to our knowledge, the first study on overoptimization in composite RMs, showing that correlation between component RMs has a significant effect on the locations of these points. We then introduce an approach to solve this issue using constrained reinforcement learning as a means of preventing the agent from exceeding each RM's threshold of usefulness. Our method addresses the problem of weighting component RMs by learning dynamic weights, naturally expressed by Lagrange multipliers. As a result, each RM stays within the range at which it is an effective proxy, improving evaluation performance. Finally, we introduce an adaptive method using gradient-free optimization to identify and optimize towards these points during a single run.

cs.LG

MANSA: Learning Fast and Slow in Multi-Agent Systems

In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.

cs.MA

ASP: Learn a Universal Neural Solver!

Applying machine learning to combinatorial optimization problems has the potential to improve both efficiency and accuracy. However, existing learning-based solvers often struggle with generalization when faced with changes in problem distributions and scales. In this paper, we propose a new approach called ASP: Adaptive Staircase Policy Space Response Oracle to address these generalization issues and learn a universal neural solver. ASP consists of two components: Distributional Exploration, which enhances the solver's ability to handle unknown distributions using Policy Space Response Oracles, and Persistent Scale Adaption, which improves scalability through curriculum learning. We have tested ASP on several challenging COPs, including the traveling salesman problem, the vehicle routing problem, and the prize collecting TSP, as well as the real-world instances from TSPLib and CVRPLib. Our results show that even with the same model size and weak training signal, ASP can help neural solvers explore and adapt to unseen distributions and varying scales, achieving superior performance. In particular, compared with the same neural solvers under a standard training pipeline, ASP produces a remarkable decrease in terms of the optimality gap with 90.9% and 47.43% on generated instances and real-world instances for TSP, and a decrease of 19% and 45.57% for CVRP.

cs.LG