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Sumitra Ganesh

Publications and source records attributed to Sumitra Ganesh.

46 records · Page 3Linked to original sources

Phantom -- A RL-driven multi-agent framework to model complex systems

Agent based modelling (ABM) is a computational approach to modelling complex systems by specifying the behaviour of autonomous decision-making components or agents in the system and allowing the system dynamics to emerge from their interactions. Recent advances in the field of Multi-agent reinforcement learning (MARL) have made it feasible to study the equilibrium of complex environments where multiple agents learn simultaneously. However, most ABM frameworks are not RL-native, in that they do not offer concepts and interfaces that are compatible with the use of MARL to learn agent behaviours. In this paper, we introduce a new open-source framework, Phantom, to bridge the gap between ABM and MARL. Phantom is an RL-driven framework for agent-based modelling of complex multi-agent systems including, but not limited to economic systems and markets. The framework aims to provide the tools to simplify the ABM specification in a MARL-compatible way - including features to encode dynamic partial observability, agent utility functions, heterogeneity in agent preferences or types, and constraints on the order in which agents can act (e.g. Stackelberg games, or more complex turn-taking environments). In this paper, we present these features, their design rationale and present two new environments leveraging the framework.

cs.AI↗

Inapplicable Actions Learning for Knowledge Transfer in Reinforcement Learning

Reinforcement Learning (RL) algorithms are known to scale poorly to environments with many available actions, requiring numerous samples to learn an optimal policy. The traditional approach of considering the same fixed action space in every possible state implies that the agent must understand, while also learning to maximize its reward, to ignore irrelevant actions such as $\textit{inapplicable actions}$ (i.e. actions that have no effect on the environment when performed in a given state). Knowing this information can help reduce the sample complexity of RL algorithms by masking the inapplicable actions from the policy distribution to only explore actions relevant to finding an optimal policy. While this technique has been formalized for quite some time within the Automated Planning community with the concept of precondition in the STRIPS language, RL algorithms have never formally taken advantage of this information to prune the search space to explore. This is typically done in an ad-hoc manner with hand-crafted domain logic added to the RL algorithm. In this paper, we propose a more systematic approach to introduce this knowledge into the algorithm. We (i) standardize the way knowledge can be manually specified to the agent; and (ii) present a new framework to autonomously learn the partial action model encapsulating the precondition of an action jointly with the policy. We show experimentally that learning inapplicable actions greatly improves the sample efficiency of the algorithm by providing a reliable signal to mask out irrelevant actions. Moreover, we demonstrate that thanks to the transferability of the knowledge acquired, it can be reused in other tasks and domains to make the learning process more efficient.

cs.LG↗

Certifiably Robust Policy Learning against Adversarial Communication in Multi-agent Systems

Communication is important in many multi-agent reinforcement learning (MARL) problems for agents to share information and make good decisions. However, when deploying trained communicative agents in a real-world application where noise and potential attackers exist, the safety of communication-based policies becomes a severe issue that is underexplored. Specifically, if communication messages are manipulated by malicious attackers, agents relying on untrustworthy communication may take unsafe actions that lead to catastrophic consequences. Therefore, it is crucial to ensure that agents will not be misled by corrupted communication, while still benefiting from benign communication. In this work, we consider an environment with $N$ agents, where the attacker may arbitrarily change the communication from any $C<\frac{N-1}{2}$ agents to a victim agent. For this strong threat model, we propose a certifiable defense by constructing a message-ensemble policy that aggregates multiple randomly ablated message sets. Theoretical analysis shows that this message-ensemble policy can utilize benign communication while being certifiably robust to adversarial communication, regardless of the attacking algorithm. Experiments in multiple environments verify that our defense significantly improves the robustness of trained policies against various types of attacks.

cs.LG↗

Consensus Multiplicative Weights Update: Learning to Learn using Projector-based Game Signatures

Cheung and Piliouras (2020) recently showed that two variants of the Multiplicative Weights Update method - OMWU and MWU - display opposite convergence properties depending on whether the game is zero-sum or cooperative. Inspired by this work and the recent literature on learning to optimize for single functions, we introduce a new framework for learning last-iterate convergence to Nash Equilibria in games, where the update rule's coefficients (learning rates) along a trajectory are learnt by a reinforcement learning policy that is conditioned on the nature of the game: \textit{the game signature}. We construct the latter using a new decomposition of two-player games into eight components corresponding to commutative projection operators, generalizing and unifying recent game concepts studied in the literature. We compare the performance of various update rules when their coefficients are learnt, and show that the RL policy is able to exploit the game signature across a wide range of game types. In doing so, we introduce CMWU, a new algorithm that extends consensus optimization to the constrained case, has local convergence guarantees for zero-sum bimatrix games, and show that it enjoys competitive performance on both zero-sum games with constant coefficients and across a spectrum of games when its coefficients are learnt.

cs.GT↗

Mixture of basis for interpretable continual learning with distribution shifts

Continual learning in environments with shifting data distributions is a challenging problem with several real-world applications. In this paper we consider settings in which the data distribution(task) shifts abruptly and the timing of these shifts are not known. Furthermore, we consider a semi-supervised task-agnostic setting in which the learning algorithm has access to both task-segmented and unsegmented data for offline training. We propose a novel approach called mixture of Basismodels (MoB) for addressing this problem setting. The core idea is to learn a small set of basis models and to construct a dynamic, task-dependent mixture of the models to predict for the current task. We also propose a new methodology to detect observations that are out-of-distribution with respect to the existing basis models and to instantiate new models as needed. We test our approach in multiple domains and show that it attains better prediction error than existing methods in most cases while using fewer models than other multiple model approaches. Moreover, we analyze the latent task representations learned by MoB and show that similar tasks tend to cluster in the latent space and that the latent representation shifts at the task boundaries when tasks are dissimilar.

cs.LG↗

Factored Policy Gradients: Leveraging Structure for Efficient Learning in MOMDPs

Policy gradient methods can solve complex tasks but often fail when the dimensionality of the action-space or objective multiplicity grow very large. This occurs, in part, because the variance on score-based gradient estimators scales quadratically. In this paper, we address this problem through a factor baseline which exploits independence structure encoded in a novel action-target influence network. Factored policy gradients (FPGs), which follow, provide a common framework for analysing key state-of-the-art algorithms, are shown to generalise traditional policy gradients, and yield a principled way of incorporating prior knowledge of a problem domain's generative processes. We provide an analysis of the proposed estimator and identify the conditions under which variance is reduced. The algorithmic aspects of FPGs are discussed, including optimal policy factorisation, as characterised by minimum biclique coverings, and the implications for the bias-variance trade-off of incorrectly specifying the network. Finally, we demonstrate the performance advantages of our algorithm on large-scale bandit and traffic intersection problems, providing a novel contribution to the latter in the form of a spatial approximation.

cs.LG↗

Towards a fully RL-based Market Simulator

We present a new financial framework where two families of RL-based agents representing the Liquidity Providers and Liquidity Takers learn simultaneously to satisfy their objective. Thanks to a parametrized reward formulation and the use of Deep RL, each group learns a shared policy able to generalize and interpolate over a wide range of behaviors. This is a step towards a fully RL-based market simulator replicating complex market conditions particularly suited to study the dynamics of the financial market under various scenarios.

cs.MA↗

Calibration of Shared Equilibria in General Sum Partially Observable Markov Games

Training multi-agent systems (MAS) to achieve realistic equilibria gives us a useful tool to understand and model real-world systems. We consider a general sum partially observable Markov game where agents of different types share a single policy network, conditioned on agent-specific information. This paper aims at i) formally understanding equilibria reached by such agents, and ii) matching emergent phenomena of such equilibria to real-world targets. Parameter sharing with decentralized execution has been introduced as an efficient way to train multiple agents using a single policy network. However, the nature of resulting equilibria reached by such agents has not been yet studied: we introduce the novel concept of Shared equilibrium as a symmetric pure Nash equilibrium of a certain Functional Form Game (FFG) and prove convergence to the latter for a certain class of games using self-play. In addition, it is important that such equilibria satisfy certain constraints so that MAS are calibrated to real world data for practical use: we solve this problem by introducing a novel dual-Reinforcement Learning based approach that fits emergent behaviors of agents in a Shared equilibrium to externally-specified targets, and apply our methods to a n-player market example. We do so by calibrating parameters governing distributions of agent types rather than individual agents, which allows both behavior differentiation among agents and coherent scaling of the shared policy network to multiple agents.

cs.MA↗

Risk-Sensitive Reinforcement Learning: a Martingale Approach to Reward Uncertainty

We introduce a novel framework to account for sensitivity to rewards uncertainty in sequential decision-making problems. While risk-sensitive formulations for Markov decision processes studied so far focus on the distribution of the cumulative reward as a whole, we aim at learning policies sensitive to the uncertain/stochastic nature of the rewards, which has the advantage of being conceptually more meaningful in some cases. To this end, we present a new decomposition of the randomness contained in the cumulative reward based on the Doob decomposition of a stochastic process, and introduce a new conceptual tool - the \textit{chaotic variation} - which can rigorously be interpreted as the risk measure of the martingale component associated to the cumulative reward process. We innovate on the reinforcement learning side by incorporating this new risk-sensitive approach into model-free algorithms, both policy gradient and value function based, and illustrate its relevance on grid world and portfolio optimization problems.

cs.LG↗

Reinforcement Learning for Market Making in a Multi-agent Dealer Market

Market makers play an important role in providing liquidity to markets by continuously quoting prices at which they are willing to buy and sell, and managing inventory risk. In this paper, we build a multi-agent simulation of a dealer market and demonstrate that it can be used to understand the behavior of a reinforcement learning (RL) based market maker agent. We use the simulator to train an RL-based market maker agent with different competitive scenarios, reward formulations and market price trends (drifts). We show that the reinforcement learning agent is able to learn about its competitor's pricing policy; it also learns to manage inventory by smartly selecting asymmetric prices on the buy and sell sides (skewing), and maintaining a positive (or negative) inventory depending on whether the market price drift is positive (or negative). Finally, we propose and test reward formulations for creating risk averse RL-based market maker agents.

q-fin.TR↗