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We investigate the use of a multi-agent multi-armed bandit (MA-MAB) setting for modeling repeated Cournot oligopoly games, where the firms acting as agents choose from the set of arms representing production quantity (a discrete value). Agents interact with separate and independent bandit problems. In this formulation, each agent makes sequential choices among arms to maximize its own reward. Agents do not have any information about the environment; they can only see their own rewards after taking an action. However, the market demand is a stationary function of total industry output, and random entry or exit from the market is not allowed. Given these assumptions, we found that an $\epsilon$-greedy approach offers a more viable learning mechanism than other traditional MAB approaches, as it does not require any additional knowledge of the system to operate. We also propose two novel approaches that take advantage of the ordered action space: $\epsilon$-greedy+HL and $\epsilon$-greedy+EL. These new approaches help firms to focus on more profitable actions by eliminating less profitable choices and hence are designed to optimize the exploration. We use computer simulations to study the emergence of various equilibria in the outcomes and do the empirical analysis of joint cumulative regrets.

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We study reinforcement learning for two-player zero-sum Markov games with simultaneous moves in the finite-horizon setting, where the transition kernel of the underlying Markov games can be parameterized by a linear function over the current state, both players' actions and the next state. In particular, we assume that we can control both players and aim to find the Nash Equilibrium by minimizing the duality gap. We propose an algorithm Nash-UCRL based on the principle "Optimism-in-Face-of-Uncertainty". Our algorithm only needs to find a Coarse Correlated Equilibrium (CCE), which is computationally efficient. Specifically, we show that Nash-UCRL can provably achieve an $\tilde{O}(dH\sqrt{T})$ regret, where $d$ is the linear function dimension, $H$ is the length of the game and $T$ is the total number of steps in the game. To assess the optimality of our algorithm, we also prove an $\tilde{\Omega}( dH\sqrt{T})$ lower bound on the regret. Our upper bound matches the lower bound up to logarithmic factors, which suggests the optimality of our algorithm.

Applications of Reinforcement Learning (RL), in which agents learn to make a sequence of decisions despite lacking complete information about the latent states of the controlled system, that is, they act under partial observability of the states, are ubiquitous. Partially observable RL can be notoriously difficult -- well-known information-theoretic results show that learning partially observable Markov decision processes (POMDPs) requires an exponential number of samples in the worst case. Yet, this does not rule out the existence of large subclasses of POMDPs over which learning is tractable. In this paper we identify such a subclass, which we call weakly revealing POMDPs. This family rules out the pathological instances of POMDPs where observations are uninformative to a degree that makes learning hard. We prove that for weakly revealing POMDPs, a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to guarantee polynomial sample complexity. To the best of our knowledge, this is the first provably sample-efficient result for learning from interactions in overcomplete POMDPs, where the number of latent states can be larger than the number of observations.

Reinforcement learning (RL) has shown promise as a tool for engineering safe, ethical, or legal behaviour in autonomous agents. Its use typically relies on assigning punishments to state-action pairs that constitute unsafe or unethical choices. Despite this assignment being a crucial step in this approach, however, there has been limited discussion on generalizing the process of selecting punishments and deciding where to apply them. In this paper, we adopt an approach that leverages an existing framework -- the normative supervisor of (Neufeld et al., 2021) -- during training. This normative supervisor is used to dynamically translate states and the applicable normative system into defeasible deontic logic theories, feed these theories to a theorem prover, and use the conclusions derived to decide whether or not to assign a punishment to the agent. We use multi-objective RL (MORL) to balance the ethical objective of avoiding violations with a non-ethical objective; we will demonstrate that our approach works for a multiplicity of MORL techniques, and show that it is effective regardless of the magnitude of the punishment we assign.

We study the joint active/passive beamforming and channel blocklength (CBL) allocation in a non-ideal reconfigurable intelligent surface (RIS)-aided ultra-reliable and low-latency communication (URLLC) system. The considered scenario is a finite blocklength (FBL) regime and the problem is solved by leveraging a novel deep reinforcement learning (DRL) algorithm named twin-delayed deep deterministic policy gradient (TD3). First, assuming an industrial automation system with multiple actuators, the signal-to-interference-plus-noise ratio and achievable rate in the FBL regime are identified for each actuator in terms of the phase shift configuration matrix at the RIS. Next, the joint active/passive beamforming and CBL optimization problem is formulated where the objective is to maximize the total achievable FBL rate in all actuators, subject to non-linear amplitude response at the RIS elements, BS transmit power budget, and total available CBL. Since the amplitude response equality constraint is highly non-convex and non-linear, we resort to employing an actor-critic policy gradient DRL algorithm based on TD3. The considered method relies on interacting RIS with the industrial automation environment by taking actions which are the phase shifts at the RIS elements, CBL variables, and BS beamforming to maximize the expected observed reward, i.e., the total FBL rate. We assess the performance loss of the system when the RIS is non-ideal, i.e., with non-linear amplitude response, and compare it with ideal RIS without impairments. The numerical results show that optimizing the RIS phase shifts, BS beamforming, and CBL variables via the proposed TD3 method is highly beneficial to improving the network total FBL rate as the proposed method with deterministic policy outperforms conventional methods.

Multi-UAV collision avoidance is a challenging task for UAV swarm applications due to the need of tight cooperation among swarm members for collision-free path planning. Centralized Training with Decentralized Execution (CTDE) in Multi-Agent Reinforcement Learning is a promising method for multi-UAV collision avoidance, in which the key challenge is to effectively learn decentralized policies that can maximize a global reward cooperatively. We propose a new multi-agent critic-actor learning scheme called MACA for UAV swarm collision avoidance. MACA uses a centralized critic to maximize the discounted global reward that considers both safety and energy efficiency, and an actor per UAV to find decentralized policies to avoid collisions. To solve the credit assignment problem in CTDE, we design a counterfactual baseline that marginalizes both an agent's state and action, enabling to evaluate the importance of an agent in the joint observation-action space. To train and evaluate MACA, we design our own simulation environment MACAEnv to closely mimic the realistic behaviors of a UAV swarm. Simulation results show that MACA achieves more than 16% higher average reward than two state-of-the-art MARL algorithms and reduces failure rate by 90% and response time by over 99% compared to a conventional UAV swarm collision avoidance algorithm in all test scenarios.

Embodied AI is a recent research area that aims at creating intelligent agents that can move and operate inside an environment. Existing approaches in this field demand the agents to act in completely new and unexplored scenes. However, this setting is far from realistic use cases that instead require executing multiple tasks in the same environment. Even if the environment changes over time, the agent could still count on its global knowledge about the scene while trying to adapt its internal representation to the current state of the environment. To make a step towards this setting, we propose Spot the Difference: a novel task for Embodied AI where the agent has access to an outdated map of the environment and needs to recover the correct layout in a fixed time budget. To this end, we collect a new dataset of occupancy maps starting from existing datasets of 3D spaces and generating a number of possible layouts for a single environment. This dataset can be employed in the popular Habitat simulator and is fully compliant with existing methods that employ reconstructed occupancy maps during navigation. Furthermore, we propose an exploration policy that can take advantage of previous knowledge of the environment and identify changes in the scene faster and more effectively than existing agents. Experimental results show that the proposed architecture outperforms existing state-of-the-art models for exploration on this new setting.

Collision avoidance is a widely investigated topic in robotic applications. When applying collision avoidance techniques to a mobile robot, how to deal with the spatial structure of the robot still remains a challenge. In this paper, we design a configuration-aware safe control law by solving a Quadratic Programming (QP) with designed Control Barrier Functions (CBFs) constraints, which can safely navigate a mobile robotic arm to a desired region while avoiding collision with environmental obstacles. The advantage of our approach is that it correctly and in an elegant way incorporates the spatial structure of the mobile robotic arm. This is achieved by merging geometric restrictions among mobile robotic arm links into CBFs constraints. Simulations on a rigid rod and the modeled mobile robotic arm are performed to verify the feasibility and time-efficiency of proposed method. Numerical results about the time consuming for different degrees of freedom illustrate that our method scales well with dimension.

Reinforcement learning (RL) has shown great success in solving many challenging tasks via use of deep neural networks. Although using deep learning for RL brings immense representational power, it also causes a well-known sample-inefficiency problem. This means that the algorithms are data-hungry and require millions of training samples to converge to an adequate policy. One way to combat this issue is to use action advising in a teacher-student framework, where a knowledgeable teacher provides action advice to help the student. This work considers how to better leverage uncertainties about when a student should ask for advice and if the student can model the teacher to ask for less advice. The student could decide to ask for advice when it is uncertain or when both it and its model of the teacher are uncertain. In addition to this investigation, this paper introduces a new method to compute uncertainty for a deep RL agent using a secondary neural network. Our empirical results show that using dual uncertainties to drive advice collection and reuse may improve learning performance across several Atari games.

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.

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