198 research outputs found

    Correlated learning for aggregation systems

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    Learning Individual Policies in Large Multi-agent Systems through Local Variance Minimization

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    In multi-agent systems with large number of agents, typically the contribution of each agent to the value of other agents is minimal (e.g., aggregation systems such as Uber, Deliveroo). In this paper, we consider such multi-agent systems where each agent is self-interested and takes a sequence of decisions and represent them as a Stochastic Non-atomic Congestion Game (SNCG). We derive key properties for equilibrium solutions in SNCG model with non-atomic and also nearly non-atomic agents. With those key equilibrium properties, we provide a novel Multi-Agent Reinforcement Learning (MARL) mechanism that minimizes variance across values of agents in the same state. To demonstrate the utility of this new mechanism, we provide detailed results on a real-world taxi dataset and also a generic simulator for aggregation systems. We show that our approach reduces the variance in revenues earned by taxi drivers, while still providing higher joint revenues than leading approaches.Comment: arXiv admin note: substantial text overlap with arXiv:2003.0708

    Transferable Curricula through Difficulty Conditioned Generators

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    Advancements in reinforcement learning (RL) have demonstrated superhuman performance in complex tasks such as Starcraft, Go, Chess etc. However, knowledge transfer from Artificial "Experts" to humans remain a significant challenge. A promising avenue for such transfer would be the use of curricula. Recent methods in curricula generation focuses on training RL agents efficiently, yet such methods rely on surrogate measures to track student progress, and are not suited for training robots in the real world (or more ambitiously humans). In this paper, we introduce a method named Parameterized Environment Response Model (PERM) that shows promising results in training RL agents in parameterized environments. Inspired by Item Response Theory, PERM seeks to model difficulty of environments and ability of RL agents directly. Given that RL agents and humans are trained more efficiently under the "zone of proximal development", our method generates a curriculum by matching the difficulty of an environment to the current ability of the student. In addition, PERM can be trained offline and does not employ non-stationary measures of student ability, making it suitable for transfer between students. We demonstrate PERM's ability to represent the environment parameter space, and training with RL agents with PERM produces a strong performance in deterministic environments. Lastly, we show that our method is transferable between students, without any sacrifice in training quality.Comment: IJCAI'2

    Diversity Induced Environment Design via Self-Play

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    Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (DivSP), shows compelling performance over existing methods

    Neural Approximate Dynamic Programming for On-Demand Ride-Pooling

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    On-demand ride-pooling (e.g., UberPool) has recently become popular because of its ability to lower costs for passengers while simultaneously increasing revenue for drivers and aggregation companies. Unlike in Taxi on Demand (ToD) services -- where a vehicle is only assigned one passenger at a time -- in on-demand ride-pooling, each (possibly partially filled) vehicle can be assigned a group of passenger requests with multiple different origin and destination pairs. To ensure near real-time response, existing solutions to the real-time ride-pooling problem are myopic in that they optimise the objective (e.g., maximise the number of passengers served) for the current time step without considering its effect on future assignments. This is because even a myopic assignment in ride-pooling involves considering what combinations of passenger requests that can be assigned to vehicles, which adds a layer of combinatorial complexity to the ToD problem. A popular approach that addresses the limitations of myopic assignments in ToD problems is Approximate Dynamic Programming (ADP). Existing ADP methods for ToD can only handle Linear Program (LP) based assignments, however, while the assignment problem in ride-pooling requires an Integer Linear Program (ILP) with bad LP relaxations. To this end, our key technical contribution is in providing a general ADP method that can learn from ILP-based assignments. Additionally, we handle the extra combinatorial complexity from combinations of passenger requests by using a Neural Network based approximate value function and show a connection to Deep Reinforcement Learning that allows us to learn this value-function with increased stability and sample-efficiency. We show that our approach outperforms past approaches on a real-world dataset by up to 16%, a significant improvement in city-scale transportation problems.Comment: Accepted for publication to the Thirty-Fourth AAAI Conference on Artificial Intelligence (AAAI-20
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