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Experimental advances enabling high-resolution external control create new opportunities to produce materials with exotic properties. In this work, we investigate how a multi-agent reinforcement learning approach can be used to design external control protocols for self-assembly. We find that a fully decentralized approach performs remarkably well even with a "coarse" level of external control. More importantly, we see that a partially decentralized approach, where we include information about the local environment allows us to better control our system towards some target distribution. We explain this by analyzing our approach as a partially-observed Markov decision process. With a partially decentralized approach, the agent is able to act more presciently, both by preventing the formation of undesirable structures and by better stabilizing target structures as compared to a fully decentralized approach.

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Recent research has turned to Reinforcement Learning (RL) to solve challenging decision problems, as an alternative to hand-tuned heuristics. RL can learn good policies without the need for modeling the environment's dynamics. Despite this promise, RL remains an impractical solution for many real-world systems problems. A particularly challenging case occurs when the environment changes over time, i.e. it exhibits non-stationarity. In this work, we characterize the challenges introduced by non-stationarity and develop a framework for addressing them to train RL agents in live systems. Such agents must explore and learn new environments, without hurting the system's performance, and remember them over time. To this end, our framework (1) identifies different environments encountered by the live system, (2) explores and trains a separate expert policy for each environment, and (3) employs safeguards to protect the system's performance. We apply our framework to two systems problems: straggler mitigation and adaptive video streaming, and evaluate it against a variety of alternative approaches using real-world and synthetic data. We show that each component of our framework is necessary to cope with non-stationarity.

From learning assistance to companionship, social robots promise to enhance many aspects of daily life. However, social robots have not seen widespread adoption, in part because (1) they do not adapt their behavior to new users, and (2) they do not provide sufficient privacy protections. Centralized learning, whereby robots develop skills by gathering data on a server, contributes to these limitations by preventing online learning of new experiences and requiring storage of privacy-sensitive data. In this work, we propose a decentralized learning alternative that improves the privacy and personalization of social robots. We combine two machine learning approaches, Federated Learning and Continual Learning, to capture interaction dynamics distributed physically across robots and temporally across repeated robot encounters. We define a set of criteria that should be balanced in decentralized robot learning scenarios. We also develop a new algorithm -- Elastic Transfer -- that leverages importance-based regularization to preserve relevant parameters across robots and interactions with multiple humans. We show that decentralized learning is a viable alternative to centralized learning in a proof-of-concept Socially-Aware Navigation domain, and demonstrate how Elastic Transfer improves several of the proposed criteria.

Existing distributed cooperative multi-agent reinforcement learning (MARL) frameworks usually assume undirected coordination graphs and communication graphs while estimating a global reward via consensus algorithms for policy evaluation. Such a framework may induce expensive communication costs and exhibit poor scalability due to requirement of global consensus. In this work, we study MARLs with directed coordination graphs, and propose a distributed RL algorithm where the local policy evaluations are based on local value functions. The local value function of each agent is obtained by local communication with its neighbors through a directed learning-induced communication graph, without using any consensus algorithm. A zeroth-order optimization (ZOO) approach based on parameter perturbation is employed to achieve gradient estimation. By comparing with existing ZOO-based RL algorithms, we show that our proposed distributed RL algorithm guarantees high scalability. A distributed resource allocation example is shown to illustrate the effectiveness of our algorithm.

Centralized Training with Decentralized Execution (CTDE) has been a popular paradigm in cooperative Multi-Agent Reinforcement Learning (MARL) settings and is widely used in many real applications. One of the major challenges in the training process is credit assignment, which aims to deduce the contributions of each agent according to the global rewards. Existing credit assignment methods focus on either decomposing the joint value function into individual value functions or measuring the impact of local observations and actions on the global value function. These approaches lack a thorough consideration of the complicated interactions among multiple agents, leading to an unsuitable assignment of credit and subsequently mediocre results on MARL. We propose Shapley Counterfactual Credit Assignment, a novel method for explicit credit assignment which accounts for the coalition of agents. Specifically, Shapley Value and its desired properties are leveraged in deep MARL to credit any combinations of agents, which grants us the capability to estimate the individual credit for each agent. Despite this capability, the main technical difficulty lies in the computational complexity of Shapley Value who grows factorially as the number of agents. We instead utilize an approximation method via Monte Carlo sampling, which reduces the sample complexity while maintaining its effectiveness. We evaluate our method on StarCraft II benchmarks across different scenarios. Our method outperforms existing cooperative MARL algorithms significantly and achieves the state-of-the-art, with especially large margins on tasks with more severe difficulties.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Discovering causal structure among a set of variables is a fundamental problem in many empirical sciences. Traditional score-based casual discovery methods rely on various local heuristics to search for a Directed Acyclic Graph (DAG) according to a predefined score function. While these methods, e.g., greedy equivalence search, may have attractive results with infinite samples and certain model assumptions, they are usually less satisfactory in practice due to finite data and possible violation of assumptions. Motivated by recent advances in neural combinatorial optimization, we propose to use Reinforcement Learning (RL) to search for the DAG with the best scoring. Our encoder-decoder model takes observable data as input and generates graph adjacency matrices that are used to compute rewards. The reward incorporates both the predefined score function and two penalty terms for enforcing acyclicity. In contrast with typical RL applications where the goal is to learn a policy, we use RL as a search strategy and our final output would be the graph, among all graphs generated during training, that achieves the best reward. We conduct experiments on both synthetic and real datasets, and show that the proposed approach not only has an improved search ability but also allows a flexible score function under the acyclicity constraint.

Existing multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present Mean Field Reinforcement Learning where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent's optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods.

Recent years have witnessed significant progresses in deep Reinforcement Learning (RL). Empowered with large scale neural networks, carefully designed architectures, novel training algorithms and massively parallel computing devices, researchers are able to attack many challenging RL problems. However, in machine learning, more training power comes with a potential risk of more overfitting. As deep RL techniques are being applied to critical problems such as healthcare and finance, it is important to understand the generalization behaviors of the trained agents. In this paper, we conduct a systematic study of standard RL agents and find that they could overfit in various ways. Moreover, overfitting could happen "robustly": commonly used techniques in RL that add stochasticity do not necessarily prevent or detect overfitting. In particular, the same agents and learning algorithms could have drastically different test performance, even when all of them achieve optimal rewards during training. The observations call for more principled and careful evaluation protocols in RL. We conclude with a general discussion on overfitting in RL and a study of the generalization behaviors from the perspective of inductive bias.

We consider the multi-agent reinforcement learning setting with imperfect information in which each agent is trying to maximize its own utility. The reward function depends on the hidden state (or goal) of both agents, so the agents must infer the other players' hidden goals from their observed behavior in order to solve the tasks. We propose a new approach for learning in these domains: Self Other-Modeling (SOM), in which an agent uses its own policy to predict the other agent's actions and update its belief of their hidden state in an online manner. We evaluate this approach on three different tasks and show that the agents are able to learn better policies using their estimate of the other players' hidden states, in both cooperative and adversarial settings.

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.

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