N-agent ad hoc teamwork (NAHT) is a newly introduced challenge in multi-agent reinforcement learning, where controlled subteams of varying sizes must dynamically collaborate with varying numbers and types of unknown teammates without pre-coordination. The existing learning algorithm (POAM) considers only independent learning for its flexibility in dealing with a changing number of agents. However, independent learning fails to fully capture the inter-agent dynamics essential for effective collaboration. Based on our observation that transformers deal effectively with sequences with varying lengths and have been shown to be highly effective for a variety of machine learning problems, this work introduces a centralized, transformer-based method for N-agent ad hoc teamwork. Our proposed approach incorporates historical observations and actions of all controlled agents, enabling optimal responses to diverse and unseen teammates in partially observable environments. Empirical evaluation on a StarCraft II task demonstrates that MAT-NAHT outperforms POAM, achieving superior sample efficiency and generalization, without auxiliary agent-modeling objectives.
Fault detection is a key challenge in the management of complex systems. In the context of SparkCognition's efforts towards predictive maintenance in large scale industrial systems, this problem is often framed in terms of anomaly detection - identifying patterns of behavior in the data which deviate from normal. Patterns of normal behavior aren't captured simply in the coarse statistics of measured signals. Rather, the multivariate sequential pattern itself can be indicative of normal vs. abnormal behavior. For this reason, normal behavior modeling that relies on snapshots of the data without taking into account temporal relationships as they evolve would be lacking. However, common strategies for dealing with temporal dependence, such as Recurrent Neural Networks or attention mechanisms are oftentimes computationally expensive and difficult to train. In this paper, we propose a fast and efficient approach to anomaly detection and alert filtering based on sequential pattern similarities. In our empirical analysis section, we show how this approach can be leveraged for a variety of purposes involving anomaly detection on a large scale real-world industrial system. Subsequently, we test our approach on a publicly-available dataset in order to establish its general applicability and robustness compared to a state-of-the-art baseline. We also demonstrate an efficient way of optimizing the framework based on an alert recall objective function.
Current approaches to learning cooperative multi-agent behaviors assume relatively restrictive settings. In standard fully cooperative multi-agent reinforcement learning, the learning algorithm controls all agents in the scenario, while in ad hoc teamwork, the learning algorithm usually assumes control over only a single agent in the scenario. However, many cooperative settings in the real world are much less restrictive. For example, in an autonomous driving scenario, a company might train its cars with the same learning algorithm, yet once on the road, these cars must cooperate with cars from another company. Towards expanding the class of scenarios that cooperative learning methods may optimally address, we introduce N-agent ad hoc teamwork (NAHT), where a set of autonomous agents must interact and cooperate with dynamically varying numbers and types of teammates. This paper formalizes the problem, and proposes the Policy Optimization with Agent Modelling (POAM) algorithm. POAM is a policy gradient, multi-agent reinforcement learning approach to the NAHT problem, that enables adaptation to diverse teammate behaviors by learning representations of teammate behaviors. Empirical evaluation on tasks from the multi-agent particle environment and StarCraft II shows that POAM improves cooperative task returns compared to baseline approaches, and enables out-of-distribution generalization to unseen teammates.
Past research has clearly established that music can affect mood and that mood affects emotional and cognitive processing, and thus decision-making. It follows that if a robot interacting with a person needs to predict the person's behavior, knowledge of the music the person is listening to when acting is a potentially relevant feature. To date, however, there has not been any concrete evidence that a robot can improve its human-interactive decision-making by taking into account what the person is listening to. This research fills this gap by reporting the results of an experiment in which human participants were required to complete a task in the presence of an autonomous agent while listening to background music. Specifically, the participants drove a simulated car through an intersection while listening to music. The intersection was not empty, as another simulated vehicle, controlled autonomously, was also crossing the intersection in a different direction. Our results clearly indicate that such background information can be effectively incorporated in an agent's world representation in order to better predict people's behavior. We subsequently analyze how knowledge of music impacted both participant behavior and the resulting learned policy.\setcounter{footnote}{2}\footnote{An earlier version of part of the material in this paper appeared originally in the first author's Ph.D. Dissertation~\cite{liebman2020sequential} but it has not appeared in any pear-reviewed conference or journal.}
Current approaches to multi-agent cooperation rely heavily on centralized mechanisms or explicit communication protocols to ensure convergence. This paper studies the problem of distributed multi-agent learning without resorting to centralized components or explicit communication. It examines the use of distribution matching to facilitate the coordination of independent agents. In the proposed scheme, each agent independently minimizes the distribution mismatch to the corresponding component of a target visitation distribution. The theoretical analysis shows that under certain conditions, each agent minimizing its individual distribution mismatch allows the convergence to the joint policy that generated the target distribution. Further, if the target distribution is from a joint policy that optimizes a cooperative task, the optimal policy for a combination of this task reward and the distribution matching reward is the same joint policy. This insight is used to formulate a practical algorithm (DM$^2$), in which each individual agent matches a target distribution derived from concurrently sampled trajectories from a joint expert policy. Experimental validation on the StarCraft domain shows that combining (1) a task reward, and (2) a distribution matching reward for expert demonstrations for the same task, allows agents to outperform a naive distributed baseline. Additional experiments probe the conditions under which expert demonstrations need to be sampled to obtain the learning benefits.
Current approaches to multi-agent cooperation rely heavily on centralized mechanisms or explicit communication protocols to ensure convergence. This paper studies the problem of distributed multi-agent learning without resorting to explicit coordination schemes. The proposed algorithm (DM) leverages distribution matching to facilitate independent agents’ coordination. Each individual agent matches a target distribution of concurrently sampled trajectories from a joint expert policy. The theoretical analysis shows that under some conditions, if each agent optimizes their individual distribution matching objective, the agents increase a lower bound on the objective of matching the joint expert policy, allowing convergence to the joint expert policy. Further, if the distribution matching objective is aligned with a joint task, a combination of environment reward and distribution matching reward leads to the same equilibrium. Experimental validation on the StarCraft domain shows that combining the reward for distribution matching with the environment reward allows agents to outperform a fully distributed baseline. Additional experiments probe the conditions under which expert demonstrations need to be sampled in order to outperform the fully distributed baseline.
In multiagent reinforcement learning scenarios, it is often the case that independent agents must jointly learn to perform a cooperative task. This paper focuses on such a scenario in which agents have individual preferences regarding how to accomplish the shared task. We consider a framework for this setting which balances individual preferences against task rewards using a linear mixing scheme. In our theoretical analysis we establish that agents can reach an equilibrium that leads to optimal shared task reward even when they consider individual preferences which aren't fully aligned with this task. We then empirically show, somewhat counter-intuitively, that there exist mixing schemes that outperform a purely task-oriented baseline. We further consider empirically how to optimize the mixing scheme.
Computers have been used to analyze and create music since they were first introduced in the 1950s and 1960s. Beginning in the late 1990s, the rise of the Internet and large scale platforms for music recommendation and retrieval have made music an increasingly prevalent domain of machine learning and artificial intelligence research. While still nascent, several different approaches have been employed to tackle what may broadly be referred to as "musical intelligence." This article provides a definition of musical intelligence, introduces a taxonomy of its constituent components, and surveys the wide range of AI methods that can be, and have been, brought to bear in its pursuit, with a particular emphasis on machine learning methods.
In the previous chapter, I discussed the problem of music recommendation as a sequential decision-making problem, as people’s preferences and expectations are informed by what has been played up to any given point in time. However, there are other ways in which people’s preferences and expectations are influenced by music. A relevant question in the context of studying interactive processes between people and automated systems is how background information, and music in particular, impact the way people make decisions. This chapter focuses on this question in two distinct contexts which engage different decision-making processes.
Music is one of the most widespread and prevalent expressions of human culture. It has accompanied the human experience throughout history, and the enjoyment of music is one of the most common human activities. As an activity, music listening sessions commonly span over a sequence of songs, rather than a single song in isolation. Importantly, it is well established that music is experienced in temporal context and in sequence [, ].
Recent years have seen a growing focus on automated personalized services, with music recommendations a particularly prominent domain for such contributions. However, while most prior work on music recommender systems has focused on preferences for songs and artists, a fundamental aspect of human music perception is that music is experienced in a temporal context and in sequence. Hence, listeners’ preferences also may be affected by the sequence in which songs are being played and the corresponding song transitions. Moreover, a listener’s sequential preferences may vary across circumstances, such as in response to different emotional or functional needs, so that different song sequences may be more satisfying at different times. It is therefore useful to develop methods that can learn and adapt to individuals’ sequential preferences in real time, so as to adapt to a listener’s contextual preferences during a listening session. Prior work on personalized playlists either considered batch learning from large historical data sets, attempted to learn preferences for songs or artists irrespective of the sequence in which they are played, or assumed that adaptation occurs over extended periods of time. Hence, this prior work did not aim to adapt to a listener’s current song and sequential preferences in real time, during a listening session. This paper develops and evaluates a novel framework for online learning of and adaptation to a listener’s current song and sequence preferences exclusively by interacting with the listener, during a listening session. We evaluate the framework using both real playlist datasets and an experiment with human listeners. The results establish that the framework effectively learns and adapts to a listeners’ transition preferences during a listening session, and that it yields a significantly better listener experience. Our research also establishes that future advances of online adaptation to listener’s temporal preferences is a valuable avenue for research, and suggests that similar benefits may be possible from exploring online learning of temporal preferences for other personalized services.
In order to better understand the contributions of this book it is important to put them in context. Given the breadth and complexity of research work at the intersection of AI research and music informatics, a need arises to find useful ways of breaking down and organizing previous research. Indeed, in this section I will not only introduce a broad overview of the related literature, but also propose a unified framework for parsing this varied and complex body of work, delineating a taxonomy for music AI tasks, and mapping out the overall state of the art. In doing so, this chapter constitutes Contribution 1 of this book.
My main research motivation is to develop complete autonomous agents that interact with people socially. For an agent to be social with respect to humans, it needs to be able to parse and process the multitude of aspects that comprise the human cultural experience. That in itself gives rise to many fascinating learning problems. I am interested in tackling these fundamental problems from an empirical as well as a theoretical perspective. Music, as a general target domain, serves as an excellent testbed for these research ideas. Musical skills---playing music (alone or in a group), analyzing music or composing it---all involve extremely advanced knowledge representation and problem solving tools. Creating "musical agents"---agents that can interact richly with people in the music domain---is a challenge that holds the potential of advancing social agents research, and contributing important and broadly applicable AI knowledge. This belief is fueled not just by my background in computer science and artificial intelligence, but also by my deep passion for music as well as my extensive musical training. One key aspect of musical intelligence which hasn’t been sufficiently studied is that of sequential decision-making. My thesis strives to answer the following question: How can a sequential decision making perspective guide us in the creation of better music agents, and social agents in general? More specifically, this thesis focuses on two aspects of musical intelligence: music recommendation and multiagent interaction in the context of music.
Concept drift - a change, either sudden or gradual, in the underlying properties of data - is one of the most prevalent challenges to maintaining high-performing learned models over time in autonomous systems. In the face of concept drift, one can hope that the old model is sufficiently representative of the new data despite the concept drift, one can discard the old data and retrain a new model with (often limited) new data, or one can use transfer learning methods to combine the old data with the new to create an updated model. Which of these three options is chosen affects not only near-term decisions, but also future needs to transfer or retrain. In this paper, we thus model response to concept drift as a sequential decision making problem and formally frame it as a Markov Decision Process. Our reinforcement learning approach to the problem shows promising results on one synthetic and two real-world datasets.