Effective communication is an important skill for enabling information exchange and cooperation in multi-agent settings. Indeed, emergent communication is now a vibrant field of research, with common settings involving discrete cheap-talk channels. One limitation of this setting is that it does not allow for the emergent protocols to generalize beyond the training partners. Furthermore, so far emergent communication has primarily focused on the use of symbolic channels. In this work, we extend this line of work to a new modality, by studying agents that learn to communicate via actuating their joints in a 3D environment. We show that under realistic assumptions, a non-uniform distribution of intents and a common-knowledge energy cost, these agents can find protocols that generalize to novel partners. We also explore and analyze specific difficulties associated with finding these solutions in practice. Finally, we propose and evaluate initial training improvements to address these challenges, involving both specific training curricula and providing the latent feature that can be coordinated on during training.
For neural models to garner widespread public trust and ensure fairness, we must have human-intelligible explanations for their predictions. Recently, an increasing number of works focus on explaining the predictions of neural models in terms of the relevance of the input features. In this work, we show that feature-based explanations pose problems even for explaining trivial models. We show that, in certain cases, there exist at least two ground-truth feature-based explanations, and that, sometimes, neither of them is enough to provide a complete view of the decision-making process of the model. Moreover, we show that two popular classes of explainers, Shapley explainers and minimal sufficient subsets explainers, target fundamentally different types of ground-truth explanations, despite the apparently implicit assumption that explainers should look for one specific feature-based explanation. These findings bring an additional dimension to consider in both developing and choosing explainers.
In many real-world settings, a team of agents must coordinate its behaviour while acting in a decentralised fashion. At the same time, it is often possible to train the agents in a centralised fashion where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a mixing network that estimates joint action-values as a monotonic combination of per-agent values. We structurally enforce that the joint-action value is monotonic in the per-agent values, through the use of non-negative weights in the mixing network, which guarantees consistency between the centralised and decentralised policies. To evaluate the performance of QMIX, we propose the StarCraft Multi-Agent Challenge (SMAC) as a new benchmark for deep multi-agent reinforcement learning. We evaluate QMIX on a challenging set of SMAC scenarios and show that it significantly outperforms existing multi-agent reinforcement learning methods.
We consider the problem of zero-shot coordination - constructing AI agents that can coordinate with novel partners they have not seen before (e.g. humans). Standard Multi-Agent Reinforcement Learning (MARL) methods typically focus on the self-play (SP) setting where agents construct strategies by playing the game with themselves repeatedly. Unfortunately, applying SP naively to the zero-shot coordination problem can produce agents that establish highly specialized conventions that do not carry over to novel partners they have not been trained with. We introduce a novel learning algorithm called other-play (OP), that enhances self-play by looking for more robust strategies, exploiting the presence of known symmetries in the underlying problem. We characterize OP theoretically as well as experimentally. We study the cooperative card game Hanabi and show that OP agents achieve higher scores when paired with independently trained agents. In preliminary results we also show that our OP agents obtains higher average scores when paired with human players, compared to state-of-the-art SP agents.
A promising approach for teaching artificial agents to use natural language involves using human-in-the-loop training. However, recent work suggests that current machine learning methods are too data inefficient to be trained in this way from scratch. In this paper, we investigate the relationship between two categories of learning signals with the ultimate goal of improving sample efficiency: imitating human language data via supervised learning, and maximizing reward in a simulated multi-agent environment via self-play (as done in emergent communication), and introduce the term supervised self-play (S2P) for algorithms using both of these signals. We find that first training agents via supervised learning on human data followed by self-play outperforms the converse, suggesting that it is not beneficial to emerge languages from scratch. We then empirically investigate various S2P schedules that begin with supervised learning in two environments: a Lewis signaling game with symbolic inputs, and an image-based referential game with natural language descriptions. Lastly, we introduce population based approaches to S2P, which further improves the performance over single-agent methods.
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and communicate with other agents in cooperative partially observable environments as well. These settings commonly require participants to both interpret the actions of others and to act in a way that is informative when being interpreted. Those abilities are typically summarized as theory f mind and are seen as crucial for social interactions. In this paper we propose two different search techniques that can be applied to improve an arbitrary agreed-upon policy in a cooperative partially observable game. The first one, single-agent search, effectively converts the problem into a single agent setting by making all but one of the agents play according to the agreed-upon policy. In contrast, in multi-agent search all agents carry out the same common-knowledge search procedure whenever doing so is computationally feasible, and fall back to playing according to the agreed-upon policy otherwise. We prove that these search procedures are theoretically guaranteed to at least maintain the original performance of the agreed-upon policy (up to a bounded approximation error). In the benchmark challenge problem of Hanabi, our search technique greatly improves the performance of every agent we tested and when applied to a policy trained using RL achieves a new state-of-the-art score of 24.61 / 25 in the game, compared to a previous-best of 24.08 / 25.
Many recent works have discussed the propensity, or lack thereof, for emergent languages to exhibit properties of natural languages. A favorite in the literature is learning compositionality. We note that most of those works have focused on communicative bandwidth as being of primary importance. While important, it is not the only contributing factor. In this paper, we investigate the learning biases that affect the efficacy and compositionality of emergent languages. Our foremost contribution is to explore how capacity of a neural network impacts its ability to learn a compositional language. We additionally introduce a set of evaluation metrics with which we analyze the learned languages. Our hypothesis is that there should be a specific range of model capacity and channel bandwidth that induces compositional structure in the resulting language and consequently encourages systematic generalization. While we empirically see evidence for the bottom of this range, we curiously do not find evidence for the top part of the range and believe that this is an open question for the community.
For AI systems to garner widespread public acceptance, we must develop methods capable of explaining the decisions of black-box models such as neural networks. In this work, we identify two issues of current explanatory methods. First, we show that two prevalent perspectives on explanations---feature-additivity and feature-selection---lead to fundamentally different instance-wise explanations. In the literature, explainers from different perspectives are currently being directly compared, despite their distinct explanation goals. The second issue is that current post-hoc explainers have only been thoroughly validated on simple models, such as linear regression, and, when applied to real-world neural networks, explainers are commonly evaluated under the assumption that the learned models behave reasonably. However, neural networks often rely on unreasonable correlations, even when producing correct decisions. We introduce a verification framework for explanatory methods under the feature-selection perspective. Our framework is based on a non-trivial neural network architecture trained on a real-world task, and for which we are able to provide guarantees on its inner workings. We validate the efficacy of our evaluation by showing the failure modes of current explainers. We aim for this framework to provide a publicly available, off-the-shelf evaluation when the feature-selection perspective on explanations is needed.
Gradient-based methods for optimisation of objectives in stochastic settings with unknown or intractable dynamics require estimators of derivatives. We derive an objective that, under automatic differentiation, produces low-variance unbiased estimators of derivatives at any order. Our objective is compatible with arbitrary advantage estimators, which allows the control of the bias and variance of any-order derivatives when using function approximation. Furthermore, we propose a method to trade off bias and variance of higher order derivatives by discounting the impact of more distant causal dependencies. We demonstrate the correctness and utility of our objective in analytically tractable MDPs and in meta-reinforcement-learning for continuous control.
To be successful in real-world tasks, Reinforcement Learning (RL) needs to exploit the compositional, relational, and hierarchical structure of the world, and learn to transfer it to the task at hand. Recent advances in representation learning for language make it possible to build models that acquire world knowledge from text corpora and integrate this knowledge into downstream decision making problems. We thus argue that the time is right to investigate a tight integration of natural language understanding into RL in particular. We survey the state of the field, including work on instruction following, text games, and learning from textual domain knowledge. Finally, we call for the development of new environments as well as further investigation into the potential uses of recent Natural Language Processing (NLP) techniques for such tasks.