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    Kleanthis Malialis, Sam Devlin, Daniel Kudenko

    Real-world congestion problems (e.g. traffic congestion) are typically very complex and large-scale. Multiagent reinforcement learning (MARL) is a promising candidate for dealing with this emerging complexity by providing an autonomous and distributed solution to these problems. However, there are three …

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    Real-world congestion problems (e.g. traffic congestion) are typically very complex and large-scale. Multiagent reinforcement learning (MARL) is a promising candidate for dealing with this emerging complexity by providing an autonomous and distributed solution to these problems. However, there are three limiting factors that affect the deployability of MARL approaches to congestion problems. These are learning time, scalability and decentralised coordination i.e. no communication between the learning agents. In this paper we introduce Resource Abstraction, an approach that addresses these challenges by allocating the available resources into abstract groups. This abstraction creates new reward functions that provide a more informative signal to the learning agents and aid the coordination amongst them. Experimental work is conducted on two benchmark domains from the literature, an abstract congestion problem and a realistic traffic congestion problem. The current state-of-the-art for solving multiagent congestion problems is a form of reward shaping called difference rewards. We show that the system using Resource Abstraction significantly improves the learning speed and scalability, and achieves the highest possible or near-highest joint performance/social welfare for both congestion problems in large-scale scenarios involving up to 1000 reinforcement learning agents.

    Pablo Hernandez-Leal, Bilal Kartal, Matthew E. Taylor

    Deep reinforcement learning (RL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent learning (MAL) scenarios. …

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    Deep reinforcement learning (RL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent learning (MAL) scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. The primary goal of this article is to provide a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Additionally, we complement the overview with a broader analysis: (i) we revisit previous key components, originally presented in MAL and RL, and highlight how they have been adapted to multiagent deep reinforcement learning settings. (ii) We provide general guidelines to new practitioners in the area: describing lessons learned from MDRL works, pointing to recent benchmarks, and outlining open avenues of research. (iii) We take a more critical tone raising practical challenges of MDRL (e.g., implementation and computational demands). We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists (e.g., RL and MAL) in a joint effort to promote fruitful research in the multiagent community.

    Navyata Sanghvi, Ryo Yonetani, Kris Kitani

    Toward enabling next-generation robots capable of socially intelligent interaction with humans, we present a $\mathbf{computational\; model}$ of interactions in a social environment of multiple agents and multiple groups. The Multiagent Group Perception and Interaction (MGpi) network is a deep neural …

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    Toward enabling next-generation robots capable of socially intelligent interaction with humans, we present a $\mathbf{computational\; model}$ of interactions in a social environment of multiple agents and multiple groups. The Multiagent Group Perception and Interaction (MGpi) network is a deep neural network that predicts the appropriate social action to execute in a group conversation (e.g., speak, listen, respond, leave), taking into account neighbors' observable features (e.g., location of people, gaze orientation, distraction, etc.). A central component of MGpi is the Kinesic-Proxemic-Message (KPM) gate, that performs social signal gating to extract important information from a group conversation. In particular, KPM gate filters incoming social cues from nearby agents by observing their body gestures (kinesics) and spatial behavior (proxemics). The MGpi network and its KPM gate are learned via imitation learning, using demonstrations from our designed $\mathbf{social\; interaction\; simulator}$. Further, we demonstrate the efficacy of the KPM gate as a social attention mechanism, achieving state-of-the-art performance on the task of $\mathbf{group\; identification}$ without using explicit group annotations, layout assumptions, or manually chosen parameters.

    Kurt Dresner, Peter Stone
    Denizalp Goktas, Amy Greenwald, Sadie Zhao, Alec Koppel, Sumitra Ganesh

    In this paper, we study inverse game theory (resp. inverse multiagent learning) in which the goal is to find parameters of a game's payoff functions for which the expected (resp. sampled) behavior is an equilibrium. We formulate these problems as …

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    In this paper, we study inverse game theory (resp. inverse multiagent learning) in which the goal is to find parameters of a game's payoff functions for which the expected (resp. sampled) behavior is an equilibrium. We formulate these problems as generative-adversarial (i.e., min-max) optimization problems, for which we develop polynomial-time algorithms to solve, the former of which relies on an exact first-order oracle, and the latter, a stochastic one. We extend our approach to solve inverse multiagent simulacral learning in polynomial time and number of samples. In these problems, we seek a simulacrum, meaning parameters and an associated equilibrium that replicate the given observations in expectation. We find that our approach outperforms the widely-used ARIMA method in predicting prices in Spanish electricity markets based on time-series data.

    Doran Chakraborty
    Stefano Mariani, Marco Picone, Alessandro Ricci

    Digital Twins (DTs) are rapidly emerging as a fundamental brick of engineering cyber-physical systems, but their notion is still mostly bound to specific business domains (e.g. manufacturing), goals (e.g. product design), or application domains (e.g. the Internet of Things). As …

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    Digital Twins (DTs) are rapidly emerging as a fundamental brick of engineering cyber-physical systems, but their notion is still mostly bound to specific business domains (e.g. manufacturing), goals (e.g. product design), or application domains (e.g. the Internet of Things). As such, their value as general purpose engineering abstractions is yet to be fully revealed. In this paper, we relate DTs with agents and multiagent systems, as the latter are arguably the most rich abstractions available for the engineering of complex socio-technical and cyber-physical systems, and the former could both fill in some gaps in agent-oriented engineering and benefit from an agent-oriented interpretation -- in a cross-fertilisation journey.

    Elizabeth Sklar, Mathew Davies