158,893 research outputs found
Multiagent reinforcement learning in Markov games : asymmetric and symmetric approaches
Modern computing systems are distributed, large, and heterogeneous. Computers, other information processing devices and humans are very tightly connected with each other and therefore it would be preferable to handle these entities more as agents than stand-alone systems. One of the goals of artificial intelligence is to understand interactions between entities, whether they are artificial or natural, and to suggest how to make good decisions while taking other decision makers into account. In this thesis, these interactions between intelligent and rational agents are modeled with Markov games and the emphasis is on adaptation and learning in multiagent systems.
Markov games are a general mathematical tool for modeling interactions between multiple agents. The model is very general, for example common board games are special instances of Markov games, and particularly interesting because it forms an intersection of two distinct research disciplines: machine learning and game theory. Markov games extend Markov decision processes, a well-known tool for modeling single-agent problems, to multiagent domains. On the other hand, Markov games can be seen as a dynamic extension to strategic form games, which are standard models in traditional game theory. From the computer science perspective, Markov games provide a flexible and efficient way to describe different social interactions between intelligent agents.
This thesis studies different aspects of learning in Markov games. From the machine learning perspective, the focus is on a very general learning model, i.e. reinforcement learning, in which the goal is to maximize the long-time performance of the learning agent. The thesis introduces an asymmetric learning model that is computationally efficient in multiagent systems and enables the construction of different agent hierarchies. In multiagent reinforcement learning systems based on Markov games, the space and computational requirements grow very quickly with the number of learning agents and the size of the problem instance. Therefore, it is necessary to use function approximators, such as neural networks, to model agents in many real-world applications. In this thesis, various numeric learning methods are proposed for multiagent learning problems.
The proposed methods are tested with small but non-trivial example problems from different research areas including artificial robot navigation, simplified soccer game, and automated pricing models for intelligent agents. The thesis also contains an extensive literature survey on multiagent reinforcement learning and various methods based on Markov games. Additionally, game-theoretic methods and methods originated from computer science for multiagent learning and decision making are compared.reviewe
Human-Agent Decision-making: Combining Theory and Practice
Extensive work has been conducted both in game theory and logic to model
strategic interaction. An important question is whether we can use these
theories to design agents for interacting with people? On the one hand, they
provide a formal design specification for agent strategies. On the other hand,
people do not necessarily adhere to playing in accordance with these
strategies, and their behavior is affected by a multitude of social and
psychological factors. In this paper we will consider the question of whether
strategies implied by theories of strategic behavior can be used by automated
agents that interact proficiently with people. We will focus on automated
agents that we built that need to interact with people in two negotiation
settings: bargaining and deliberation. For bargaining we will study game-theory
based equilibrium agents and for argumentation we will discuss logic-based
argumentation theory. We will also consider security games and persuasion games
and will discuss the benefits of using equilibrium based agents.Comment: In Proceedings TARK 2015, arXiv:1606.0729
Embodied Artificial Intelligence through Distributed Adaptive Control: An Integrated Framework
In this paper, we argue that the future of Artificial Intelligence research
resides in two keywords: integration and embodiment. We support this claim by
analyzing the recent advances of the field. Regarding integration, we note that
the most impactful recent contributions have been made possible through the
integration of recent Machine Learning methods (based in particular on Deep
Learning and Recurrent Neural Networks) with more traditional ones (e.g.
Monte-Carlo tree search, goal babbling exploration or addressable memory
systems). Regarding embodiment, we note that the traditional benchmark tasks
(e.g. visual classification or board games) are becoming obsolete as
state-of-the-art learning algorithms approach or even surpass human performance
in most of them, having recently encouraged the development of first-person 3D
game platforms embedding realistic physics. Building upon this analysis, we
first propose an embodied cognitive architecture integrating heterogenous
sub-fields of Artificial Intelligence into a unified framework. We demonstrate
the utility of our approach by showing how major contributions of the field can
be expressed within the proposed framework. We then claim that benchmarking
environments need to reproduce ecologically-valid conditions for bootstrapping
the acquisition of increasingly complex cognitive skills through the concept of
a cognitive arms race between embodied agents.Comment: Updated version of the paper accepted to the ICDL-Epirob 2017
conference (Lisbon, Portugal
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