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We propose a model for multi-objective optimization, a credo, for agents in a system that are configured into multiple groups (i.e., teams). Our model of credo regulates how agents optimize their behavior for the component groups they belong to. We evaluate credo in the context of challenging social dilemmas with reinforcement learning agents. Our results indicate that the interests of teammates, or the entire system, are not required to be fully aligned for globally beneficial outcomes. We identify two scenarios without full common interest that achieve high equality and significantly higher mean population rewards compared to when the interests of all agents are aligned.

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We describe an extension of the Fanoos XAI system [Bayani et al 2022] which enables the system to learn the appropriate action to take in order to satisfy a user's request for description to be made more or less abstract. Specifically, descriptions of systems under analysis are stored in states, and in order to make a description more or less abstract, Fanoos selects an operator from a large library to apply to the state and generate a new description. Prior work on Fanoos predominately used hand-written methods for operator-selection; this current work allows Fanoos to leverage experience to learn the best operator to apply in a particular situation, balancing exploration and exploitation, leveraging expert insights when available, and utilizing similarity between the current state and past states. Additionally, in order to bootstrap the learning process (i.e., like in curriculum learning), we describe a simulated user which we implemented; this simulation allows Fanoos to gain general insights that enable reasonable courses of action, insights which later can be refined by experience with real users, as opposed to interacting with humans completely from scratch. Code implementing the methods described in the paper can be found at //github/DBay-ani/Operator_Selection_Learning_Extensions_For_Fanoos.

Aggregating signals from a collection of noisy sources is a fundamental problem in many domains including crowd-sourcing, multi-agent planning, sensor networks, signal processing, voting, ensemble learning, and federated learning. The core question is how to aggregate signals from multiple sources (e.g. experts) in order to reveal an underlying ground truth. While a full answer depends on the type of signal, correlation of signals, and desired output, a problem common to all of these applications is that of differentiating sources based on their quality and weighting them accordingly. It is often assumed that this differentiation and aggregation is done by a single, accurate central mechanism or agent (e.g. judge). We complicate this model in two ways. First, we investigate the setting with both a single judge, and one with multiple judges. Second, given this multi-agent interaction of judges, we investigate various constraints on the judges' reporting space. We build on known results for the optimal weighting of experts and prove that an ensemble of sub-optimal mechanisms can perform optimally under certain conditions. We then show empirically that the ensemble approximates the performance of the optimal mechanism under a broader range of conditions.

Incrementality, which is used to measure the causal effect of showing an ad to a potential customer (e.g. a user in an internet platform) versus not, is a central object for advertisers in online advertising platforms. This paper investigates the problem of how an advertiser can learn to optimize the bidding sequence in an online manner \emph{without} knowing the incrementality parameters in advance. We formulate the offline version of this problem as a specially structured episodic Markov Decision Process (MDP) and then, for its online learning counterpart, propose a novel reinforcement learning (RL) algorithm with regret at most $\widetilde{O}(H^2\sqrt{T})$, which depends on the number of rounds $H$ and number of episodes $T$, but does not depend on the number of actions (i.e., possible bids). A fundamental difference between our learning problem from standard RL problems is that the realized reward feedback from conversion incrementality is \emph{mixed} and \emph{delayed}. To handle this difficulty we propose and analyze a novel pairwise moment-matching algorithm to learn the conversion incrementality, which we believe is of independent of interest.

Graph mining tasks arise from many different application domains, ranging from social networks, transportation, E-commerce, etc., which have been receiving great attention from the theoretical and algorithm design communities in recent years, and there has been some pioneering work using the hotly researched reinforcement learning (RL) techniques to address graph data mining tasks. However, these graph mining algorithms and RL models are dispersed in different research areas, which makes it hard to compare different algorithms with each other. In this survey, we provide a comprehensive overview of RL models and graph mining and generalize these algorithms to Graph Reinforcement Learning (GRL) as a unified formulation. We further discuss the applications of GRL methods across various domains and summarize the method description, open-source codes, and benchmark datasets of GRL methods. Finally, we propose possible important directions and challenges to be solved in the future. This is the latest work on a comprehensive survey of GRL literature, and this work provides a global view for researchers as well as a learning resource for researchers outside the domain. In addition, we create an online open-source for both interested researchers who want to enter this rapidly developing domain and experts who would like to compare GRL methods.

Despite the recent progress in deep learning, most approaches still go for a silo-like solution, focusing on learning each task in isolation: training a separate neural network for each individual task. Many real-world problems, however, call for a multi-modal approach and, therefore, for multi-tasking models. Multi-task learning (MTL) aims to leverage useful information across tasks to improve the generalization capability of a model. This thesis is concerned with multi-task learning in the context of computer vision. First, we review existing approaches for MTL. Next, we propose several methods that tackle important aspects of multi-task learning. The proposed methods are evaluated on various benchmarks. The results show several advances in the state-of-the-art of multi-task learning. Finally, we discuss several possibilities for future work.

Recent years have witnessed significant advances in technologies and services in modern network applications, including smart grid management, wireless communication, cybersecurity as well as multi-agent autonomous systems. Considering the heterogeneous nature of networked entities, emerging network applications call for game-theoretic models and learning-based approaches in order to create distributed network intelligence that responds to uncertainties and disruptions in a dynamic or an adversarial environment. This paper articulates the confluence of networks, games and learning, which establishes a theoretical underpinning for understanding multi-agent decision-making over networks. We provide an selective overview of game-theoretic learning algorithms within the framework of stochastic approximation theory, and associated applications in some representative contexts of modern network systems, such as the next generation wireless communication networks, the smart grid and distributed machine learning. In addition to existing research works on game-theoretic learning over networks, we highlight several new angles and research endeavors on learning in games that are related to recent developments in artificial intelligence. Some of the new angles extrapolate from our own research interests. The overall objective of the paper is to provide the reader a clear picture of the strengths and challenges of adopting game-theoretic learning methods within the context of network systems, and further to identify fruitful future research directions on both theoretical and applied studies.

In humans, Attention is a core property of all perceptual and cognitive operations. Given our limited ability to process competing sources, attention mechanisms select, modulate, and focus on the information most relevant to behavior. For decades, concepts and functions of attention have been studied in philosophy, psychology, neuroscience, and computing. For the last six years, this property has been widely explored in deep neural networks. Currently, the state-of-the-art in Deep Learning is represented by neural attention models in several application domains. This survey provides a comprehensive overview and analysis of developments in neural attention models. We systematically reviewed hundreds of architectures in the area, identifying and discussing those in which attention has shown a significant impact. We also developed and made public an automated methodology to facilitate the development of reviews in the area. By critically analyzing 650 works, we describe the primary uses of attention in convolutional, recurrent networks and generative models, identifying common subgroups of uses and applications. Furthermore, we describe the impact of attention in different application domains and their impact on neural networks' interpretability. Finally, we list possible trends and opportunities for further research, hoping that this review will provide a succinct overview of the main attentional models in the area and guide researchers in developing future approaches that will drive further improvements.

Over the past few years, we have seen fundamental breakthroughs in core problems in machine learning, largely driven by advances in deep neural networks. At the same time, the amount of data collected in a wide array of scientific domains is dramatically increasing in both size and complexity. Taken together, this suggests many exciting opportunities for deep learning applications in scientific settings. But a significant challenge to this is simply knowing where to start. The sheer breadth and diversity of different deep learning techniques makes it difficult to determine what scientific problems might be most amenable to these methods, or which specific combination of methods might offer the most promising first approach. In this survey, we focus on addressing this central issue, providing an overview of many widely used deep learning models, spanning visual, sequential and graph structured data, associated tasks and different training methods, along with techniques to use deep learning with less data and better interpret these complex models --- two central considerations for many scientific use cases. We also include overviews of the full design process, implementation tips, and links to a plethora of tutorials, research summaries and open-sourced deep learning pipelines and pretrained models, developed by the community. We hope that this survey will help accelerate the use of deep learning across different scientific domains.

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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