Generative Adversarial Imitation Learning (GAIL) trains a generative policy to mimic a demonstrator. It uses on-policy Reinforcement Learning (RL) to optimize a reward signal derived from a GAN-like discriminator. A major drawback of GAIL is its training instability - it inherits the complex training dynamics of GANs, and the distribution shift introduced by RL. This can cause oscillations during training, harming its sample efficiency and final policy performance. Recent work has shown that control theory can help with the convergence of a GAN's training. This paper extends this line of work, conducting a control-theoretic analysis of GAIL and deriving a novel controller that not only pushes GAIL to the desired equilibrium but also achieves asymptotic stability in a 'one-step' setting. Based on this, we propose a practical algorithm 'Controlled-GAIL' (C-GAIL). On MuJoCo tasks, our controlled variant is able to speed up the rate of convergence, reduce the range of oscillation and match the expert's distribution more closely both for vanilla GAIL and GAIL-DAC.
Collaborative vehicle routing occurs when carriers collaborate through sharing their transportation requests and performing transportation requests on behalf of each other. This achieves economies of scale, thus reducing cost, greenhouse gas emissions and road congestion. But which carrier should partner with whom, and how much should each carrier be compensated? Traditional game theoretic solution concepts are expensive to calculate as the characteristic function scales exponentially with the number of agents. This would require solving the vehicle routing problem (NP-hard) an exponential number of times. We therefore propose to model this problem as a coalitional bargaining game solved using deep multi-agent reinforcement learning, where - crucially - agents are not given access to the characteristic function. Instead, we implicitly reason about the characteristic function; thus, when deployed in production, we only need to evaluate the expensive post-collaboration vehicle routing problem once. Our contribution is that we are the first to consider both the route allocation problem and gain sharing problem simultaneously - without access to the expensive characteristic function. Through decentralised machine learning, our agents bargain with each other and agree to outcomes that correlate well with the Shapley value - a fair profit allocation mechanism. Importantly, we are able to achieve a reduction in run-time of 88%.
Collaborative Vehicle Routing is where delivery companies cooperate by sharing their delivery information and performing delivery requests on behalf of each other. This achieves economies of scale and thus reduces cost, greenhouse gas emissions, and road congestion. But which company should partner with whom, and how much should each company be compensated? Traditional game theoretic solution concepts, such as the Shapley value or nucleolus, are difficult to calculate for the real-world problem of Collaborative Vehicle Routing due to the characteristic function scaling exponentially with the number of agents. This would require solving the Vehicle Routing Problem (an NP-Hard problem) an exponential number of times. We therefore propose to model this problem as a coalitional bargaining game where - crucially - agents are not given access to the characteristic function. Instead, we implicitly reason about the characteristic function, and thus eliminate the need to evaluate the VRP an exponential number of times - we only need to evaluate it once. Our contribution is that our decentralised approach is both scalable and considers the self-interested nature of companies. The agents learn using a modified Independent Proximal Policy Optimisation. Our RL agents outperform a strong heuristic bot. The agents correctly identify the optimal coalitions 79% of the time with an average optimality gap of 4.2% and reduction in run-time of 62%.
Multi-agent football poses an unsolved challenge in AI research. Existing work has focused on tackling simplified scenarios of the game, or else leveraging expert demonstrations. In this paper, we develop a multi-agent system to play the full 11 vs. 11 game mode, without demonstrations. This game mode contains aspects that present major challenges to modern reinforcement learning algorithms; multi-agent coordination, long-term planning, and non-transitivity. To address these challenges, we present TiZero; a self-evolving, multi-agent system that learns from scratch. TiZero introduces several innovations, including adaptive curriculum learning, a novel self-play strategy, and an objective that optimizes the policies of multiple agents jointly. Experimentally, it outperforms previous systems by a large margin on the Google Research Football environment, increasing win rates by over 30%. To demonstrate the generality of TiZero's innovations, they are assessed on several environments beyond football; Overcooked, Multi-agent Particle-Environment, Tic-Tac-Toe and Connect-Four.
Diffusion models have emerged as powerful generative models in the text-to-image domain. This paper studies their application as observation-to-action models for imitating human behaviour in sequential environments. Human behaviour is stochastic and multimodal, with structured correlations between action dimensions. Meanwhile, standard modelling choices in behaviour cloning are limited in their expressiveness and may introduce bias into the cloned policy. We begin by pointing out the limitations of these choices. We then propose that diffusion models are an excellent fit for imitating human behaviour, since they learn an expressive distribution over the joint action space. We introduce several innovations to make diffusion models suitable for sequential environments; designing suitable architectures, investigating the role of guidance, and developing reliable sampling strategies. Experimentally, diffusion models closely match human demonstrations in a simulated robotic control task and a modern 3D gaming environment.
This paper considers doing quantile regression on censored data using neural networks (NNs). This adds to the survival analysis toolkit by allowing direct prediction of the target variable, along with a distribution-free characterisation of uncertainty, using a flexible function approximator. We begin by showing how an algorithm popular in linear models can be applied to NNs. However, the resulting procedure is inefficient, requiring sequential optimisation of an individual NN at each desired quantile. Our major contribution is a novel algorithm that simultaneously optimises a grid of quantiles output by a single NN. To offer theoretical insight into our algorithm, we show firstly that it can be interpreted as a form of expectation-maximisation, and secondly that it exhibits a desirable `self-correcting' property. Experimentally, the algorithm produces quantiles that are better calibrated than existing methods on 10 out of 12 real datasets.
After an autoencoder (AE) has learnt to reconstruct one dataset, it might be expected that the likelihood on an out-of-distribution (OOD) input would be low. This has been studied as an approach to detect OOD inputs. Recent work showed this intuitive approach can fail for the dataset pairs FashionMNIST vs MNIST. This paper suggests this is due to the use of Bernoulli likelihood and analyses why this is the case, proposing two fixes: 1) Compute the uncertainty of likelihood estimate by using a Bayesian version of the AE. 2) Use alternative distributions to model the likelihood.
It is often remarked that neural networks fail to increase their uncertainty when predicting on data far from the training distribution. Yet naively using softmax confidence as a proxy for uncertainty achieves modest success in tasks exclusively testing for this, e.g., out-of-distribution (OOD) detection. This paper investigates this contradiction, identifying two implicit biases that do encourage softmax confidence to correlate with epistemic uncertainty: 1) Approximately optimal decision boundary structure, and 2) Filtering effects of deep networks. It describes why low-dimensional intuitions about softmax confidence are misleading. Diagnostic experiments quantify reasons softmax confidence can fail, finding that extrapolations are less to blame than overlap between training and OOD data in final-layer representations. Pre-trained/fine-tuned networks reduce this overlap.
This paper describes an AI agent that plays the popular first-person-shooter (FPS) video game `Counter-Strike; Global Offensive' (CSGO) from pixel input. The agent, a deep neural network, matches the performance of the medium difficulty built-in AI on the deathmatch game mode, whilst adopting a humanlike play style. Unlike much prior work in games, no API is available for CSGO, so algorithms must train and run in real-time. This limits the quantity of on-policy data that can be generated, precluding many reinforcement learning algorithms. Our solution uses behavioural cloning - training on a large noisy dataset scraped from human play on online servers (4 million frames, comparable in size to ImageNet), and a smaller dataset of high-quality expert demonstrations. This scale is an order of magnitude larger than prior work on imitation learning in FPS games.