Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-SolversLuke Marris, Paul Muller, Marc Lanctot et al.
Two-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games.
4.4LGJun 8, 2021
Time-series Imputation of Temporally-occluded Multiagent TrajectoriesShayegan Omidshafiei, Daniel Hennes, Marta Garnelo et al.
In multiagent environments, several decision-making individuals interact while adhering to the dynamics constraints imposed by the environment. These interactions, combined with the potential stochasticity of the agents' decision-making processes, make such systems complex and interesting to study from a dynamical perspective. Significant research has been conducted on learning models for forward-direction estimation of agent behaviors, for example, pedestrian predictions used for collision-avoidance in self-driving cars. However, in many settings, only sporadic observations of agents may be available in a given trajectory sequence. For instance, in football, subsets of players may come in and out of view of broadcast video footage, while unobserved players continue to interact off-screen. In this paper, we study the problem of multiagent time-series imputation, where available past and future observations of subsets of agents are used to estimate missing observations for other agents. Our approach, called the Graph Imputer, uses forward- and backward-information in combination with graph networks and variational autoencoders to enable learning of a distribution of imputed trajectories. We evaluate our approach on a dataset of football matches, using a projective camera module to train and evaluate our model for the off-screen player state estimation setting. We illustrate that our method outperforms several state-of-the-art approaches, including those hand-crafted for football.
20.2AINov 18, 2020
Game Plan: What AI can do for Football, and What Football can do for AIKarl Tuyls, Shayegan Omidshafiei, Paul Muller et al.
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players' and coordinated teams' behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
A Generalized Training Approach for Multiagent LearningPaul Muller, Shayegan Omidshafiei, Mark Rowland et al.
This paper investigates a population-based training regime based on game-theoretic principles called Policy-Spaced Response Oracles (PSRO). PSRO is general in the sense that it (1) encompasses well-known algorithms such as fictitious play and double oracle as special cases, and (2) in principle applies to general-sum, many-player games. Despite this, prior studies of PSRO have been focused on two-player zero-sum games, a regime wherein Nash equilibria are tractably computable. In moving from two-player zero-sum games to more general settings, computation of Nash equilibria quickly becomes infeasible. Here, we extend the theoretical underpinnings of PSRO by considering an alternative solution concept, $α$-Rank, which is unique (thus faces no equilibrium selection issues, unlike Nash) and applies readily to general-sum, many-player settings. We establish convergence guarantees in several games classes, and identify links between Nash equilibria and $α$-Rank. We demonstrate the competitive performance of $α$-Rank-based PSRO against an exact Nash solver-based PSRO in 2-player Kuhn and Leduc Poker. We then go beyond the reach of prior PSRO applications by considering 3- to 5-player poker games, yielding instances where $α$-Rank achieves faster convergence than approximate Nash solvers, thus establishing it as a favorable general games solver. We also carry out an initial empirical validation in MuJoCo soccer, illustrating the feasibility of the proposed approach in another complex domain.
OpenSpiel: A Framework for Reinforcement Learning in GamesMarc Lanctot, Edward Lockhart, Jean-Baptiste Lespiau et al.
OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi- agent) zero-sum, cooperative and general-sum, one-shot and sequential, strictly turn-taking and simultaneous-move, perfect and imperfect information games, as well as traditional multiagent environments such as (partially- and fully- observable) grid worlds and social dilemmas. OpenSpiel also includes tools to analyze learning dynamics and other common evaluation metrics. This document serves both as an overview of the code base and an introduction to the terminology, core concepts, and algorithms across the fields of reinforcement learning, computational game theory, and search.
17.0NEJul 6, 2018
Accelerated physical emulation of Bayesian inference in spiking neural networksAkos F. Kungl, Sebastian Schmitt, Johann Klähn et al.
The massively parallel nature of biological information processing plays an important role for its superiority to human-engineered computing devices. In particular, it may hold the key to overcoming the von Neumann bottleneck that limits contemporary computer architectures. Physical-model neuromorphic devices seek to replicate not only this inherent parallelism, but also aspects of its microscopic dynamics in analog circuits emulating neurons and synapses. However, these machines require network models that are not only adept at solving particular tasks, but that can also cope with the inherent imperfections of analog substrates. We present a spiking network model that performs Bayesian inference through sampling on the BrainScaleS neuromorphic platform, where we use it for generative and discriminative computations on visual data. By illustrating its functionality on this platform, we implicitly demonstrate its robustness to various substrate-specific distortive effects, as well as its accelerated capability for computation. These results showcase the advantages of brain-inspired physical computation and provide important building blocks for large-scale neuromorphic applications.
11.3NEMar 21, 2017
An Accelerated Analog Neuromorphic Hardware System Emulating NMDA- and Calcium-Based Non-Linear DendritesJohannes Schemmel, Laura Kriener, Paul Müller et al.
This paper presents an extension of the BrainScaleS accelerated analog neuromorphic hardware model. The scalable neuromorphic architecture is extended by the support for multi-compartment models and non-linear dendrites. These features are part of a \SI{65}{\nano\meter} prototype ASIC. It allows to emulate different spike types observed in cortical pyramidal neurons: NMDA plateau potentials, calcium and sodium spikes. By replicating some of the structures of these cells, they can be configured to perform coincidence detection within a single neuron. Built-in plasticity mechanisms can modify not only the synaptic weights, but also the dendritic synaptic composition to efficiently train large multi-compartment neurons. Transistor-level simulations demonstrate the functionality of the analog implementation and illustrate analogies to biological measurements.
8.6NCMar 17, 2017
Pattern representation and recognition with accelerated analog neuromorphic systemsMihai A. Petrovici, Sebastian Schmitt, Johann Klähn et al.
Despite being originally inspired by the central nervous system, artificial neural networks have diverged from their biological archetypes as they have been remodeled to fit particular tasks. In this paper, we review several possibilites to reverse map these architectures to biologically more realistic spiking networks with the aim of emulating them on fast, low-power neuromorphic hardware. Since many of these devices employ analog components, which cannot be perfectly controlled, finding ways to compensate for the resulting effects represents a key challenge. Here, we discuss three different strategies to address this problem: the addition of auxiliary network components for stabilizing activity, the utilization of inherently robust architectures and a training method for hardware-emulated networks that functions without perfect knowledge of the system's dynamics and parameters. For all three scenarios, we corroborate our theoretical considerations with experimental results on accelerated analog neuromorphic platforms.
10.8NCApr 29, 2014
Characterization and Compensation of Network-Level Anomalies in Mixed-Signal Neuromorphic Modeling PlatformsMihai A. Petrovici, Bernhard Vogginger, Paul Müller et al.
Advancing the size and complexity of neural network models leads to an ever increasing demand for computational resources for their simulation. Neuromorphic devices offer a number of advantages over conventional computing architectures, such as high emulation speed or low power consumption, but this usually comes at the price of reduced configurability and precision. In this article, we investigate the consequences of several such factors that are common to neuromorphic devices, more specifically limited hardware resources, limited parameter configurability and parameter variations. Our final aim is to provide an array of methods for coping with such inevitable distortion mechanisms. As a platform for testing our proposed strategies, we use an executable system specification (ESS) of the BrainScaleS neuromorphic system, which has been designed as a universal emulation back-end for neuroscientific modeling. We address the most essential limitations of this device in detail and study their effects on three prototypical benchmark network models within a well-defined, systematic workflow. For each network model, we start by defining quantifiable functionality measures by which we then assess the effects of typical hardware-specific distortion mechanisms, both in idealized software simulations and on the ESS. For those effects that cause unacceptable deviations from the original network dynamics, we suggest generic compensation mechanisms and demonstrate their effectiveness. Both the suggested workflow and the investigated compensation mechanisms are largely back-end independent and do not require additional hardware configurability beyond the one required to emulate the benchmark networks in the first place. We hereby provide a generic methodological environment for configurable neuromorphic devices that are targeted at emulating large-scale, functional neural networks.