Communication is a widely used mechanism to promote cooperation in multi-agent systems. In the field of emergent communication, agents are typically trained in specific environments: cooperative, competitive or mixed-motive. Motivated by the idea that real-world settings are characterized by incomplete information and that humans face daily interactions under a wide spectrum of incentives, we aim to explore the role of emergent communication when simultaneously exploited across all these contexts. In this work, we pursue this line of research by focusing on social dilemmas. To do this, we developed an extended version of the Public Goods Game, which allows us to train independent reinforcement learning agents simultaneously in different scenarios where incentives are (mis)aligned to various extents. Additionally, agents experience uncertainty in terms of the alignment of their incentives with those of others. We equip agents with the ability to learn a communication policy and study the impact of emergent communication in the face of uncertainty among agents. Our findings show that in settings where all agents have the same level of uncertainty, communication can enhance the cooperation of the whole group. However, in cases of asymmetric uncertainty, the agents that do not face uncertainty learn to use communication to deceive and exploit their uncertain peers.
Swarming systems, such as for example multi-drone networks, excel at cooperative tasks like monitoring, surveillance, or disaster assistance in critical environments, where autonomous agents make decentralized decisions in order to fulfill team-level objectives in a robust and efficient manner. Unfortunately, team-level coordinated strategies in the wild are vulnerable to data poisoning attacks, resulting in either inaccurate coordination or adversarial behavior among the agents. To address this challenge, we contribute a framework that investigates the effects of such data poisoning attacks, using explainable AI methods. We model the interaction among agents using evolutionary intelligence, where an optimal coalition strategically emerges to perform coordinated tasks. Then, through a rigorous evaluation, the swarm model is systematically poisoned using data manipulation attacks. We showcase the applicability of explainable AI methods to quantify the effects of poisoning on the team strategy and extract footprint characterizations that enable diagnosing. Our findings indicate that when the model is poisoned above 10 non-optimal strategies resulting in inefficient cooperation can be identified.
Many challenging tasks such as managing traffic systems, electricity grids, or supply chains involve complex decision-making processes that must balance multiple conflicting objectives and coordinate the actions of various independent decision-makers (DMs). One perspective for formalising and addressing such tasks is multi-objective multi-agent reinforcement learning (MOMARL). MOMARL broadens reinforcement learning (RL) to problems with multiple agents each needing to consider multiple objectives in their learning process. In reinforcement learning research, benchmarks are crucial in facilitating progress, evaluation, and reproducibility. The significance of benchmarks is underscored by the existence of numerous benchmark frameworks developed for various RL paradigms, including single-agent RL (e.g., Gymnasium), multi-agent RL (e.g., PettingZoo), and single-agent multi-objective RL (e.g., MO-Gymnasium). To support the advancement of the MOMARL field, we introduce MOMAland, the first collection of standardised environments for multi-objective multi-agent reinforcement learning. MOMAland addresses the need for comprehensive benchmarking in this emerging field, offering over 10 diverse environments that vary in the number of agents, state representations, reward structures, and utility considerations. To provide strong baselines for future research, MOMAland also includes algorithms capable of learning policies in such settings.
Most complex problems of social relevance, such as climate change mitigation, traffic management, taxation policy design, or infrastructure management, involve both multiple stakeholders and multiple potentially conflicting objectives. In a nutshell, the majority of real world problems are multi-agent and multi-objective in nature. Artificial intelligence (AI) is a pivotal tool in designing solutions for such critical domains that come with high impact and ramifications across many dimensions, from societal and economic well-being, to ethical, political, and legal levels. Given the current theoretical and algorithmic developments in AI, it is an opportune moment to take a holistic approach and design decision-support tools that: (i) tackle all the prominent challenges of such problems and consider both the multi-agent and multi-objective aspects; (ii) exhibit vital characteristics, such as explainability and transparency, in order to enhance user agency and alignment. These are the challenges that I will discuss during the Frontiers in AI session at ECAI 2024, together with a brief overview of my work and next steps for this field. This paper summarises my contribution to the session.
Addressing the question of how to achieve optimal decision-making under risk and uncertainty is crucial for enhancing the capabilities of artificial agents that collaborate with or support humans. In this work, we address this question in the context of Public Goods Games. We study learning in a novel multiobjective version of the Public Goods Game where agents have different risk preferences, by means of multi-objective reinforcement learning. We introduce a parametric non-linear utility function to model risk preferences at the level of individual agents, over the collective and individual reward components of the game. We study the interplay between such preference modelling and environmental uncertainty on the incentive alignment level in the game. We demonstrate how different combinations of individual preferences and environmental uncertainty sustain the emergence of cooperative patterns in non-cooperative environments (i.e., where competitive strategies are dominant), while others sustain competitive patterns in cooperative environments (i.e., where cooperative strategies are dominant).
Infectious disease outbreaks can have a disruptive impact on public health and societal processes. As decisionmaking in the context of epidemic mitigation is multi -dimensional hence complex, reinforcement learning in combination with complex epidemic models provides a methodology to design refined prevention strategies. Current research focuses on optimizing policies with respect to a single objective, such as the pathogen's attack rate. However, as the mitigation of epidemics involves distinct, and possibly conflicting, criteria (i.a., mortality, morbidity, economic cost, well-being), a multi -objective decision approach is warranted to obtain balanced policies. To enhance future decision -making, we propose a deep multi -objective reinforcement learning approach by building upon a state-of-the-art algorithm called Pareto Conditioned Networks (PCN) to obtain a set of solutions for distinct outcomes of the decision problem. We consider different deconfinement strategies after the first Belgian lockdown within the COVID-19 pandemic and aim to minimize both COVID-19 cases (i.e., infections and hospitalizations) and the societal burden induced by the mitigation measures. As such, we connected a multi -objective Markov decision process with a stochastic compartment model designed to approximate the Belgian COVID-19 waves and explore reactive strategies. As these social mitigation measures are implemented in a continuous action space that modulates the contact matrix of the age -structured epidemic model, we extend PCN to this setting. We evaluate the solution set that PCN returns, and observe that it explored the whole range of possible social restrictions, leading to high -quality trade-offs, as it captured the problem dynamics. In this work, we demonstrate that multi -objective reinforcement learning adds value to epidemiological modeling and provides essential insights to balance mitigation policies.
Understanding the emergence of cooperation in systems of computational agents is crucial for the development of effective cooperative AI. Interaction among individuals in real-world settings are often sparse and occur within a broad spectrum of incentives, which often are only partially known. In this work, we explore how cooperation can arise among reinforcement learning agents in scenarios characterised by infrequent encounters, and where agents face uncertainty about the alignment of their incentives with those of others. To do so, we train the agents under a wide spectrum of environments ranging from fully competitive, to fully cooperative, to mixed-motives. Under this type of uncertainty we study the effects of mechanisms, such as reputation and intrinsic rewards, that have been proposed in the literature to foster cooperation in mixed-motives environments. Our findings show that uncertainty substantially lowers the agents' ability to engage in cooperative behaviour, when that would be the best course of action. In this scenario, the use of effective reputation mechanisms and intrinsic rewards boosts the agents' capability to act nearly-optimally in cooperative environments, while greatly enhancing cooperation in mixed-motive environments as well.
Research in multi-objective reinforcement learning (MORL) has introduced the utility-based paradigm, which makes use of both environmental rewards and a function that defines the utility derived by the user from those rewards. In this paper we extend this paradigm to the context of single-objective reinforcement learning (RL), and outline multiple potential benefits including the ability to perform multi-policy learning across tasks relating to uncertain objectives, risk-aware RL, discounting, and safe RL. We also examine the algorithmic implications of adopting a utility-based approach.
An important challenge in multi-objective reinforcement learning is obtaining a Pareto front of policies to attain optimal performance under different preferences. We introduce Iterated Pareto Referent Optimisation (IPRO), which decomposes finding the Pareto front into a sequence of constrained single-objective problems. This enables us to guarantee convergence while providing an upper bound on the distance to undiscovered Pareto optimal solutions at each step. We evaluate IPRO using utility-based metrics and its hypervolume and find that it matches or outperforms methods that require additional assumptions. By leveraging problem-specific single-objective solvers, our approach also holds promise for applications beyond multi-objective reinforcement learning, such as planning and pathfinding.
A classic model to study strategic decision making in multi-agent systems is the normal-form game. This model can be generalised to allow for an infinite number of pure strategies leading to continuous games. Multi-objective normal-form games are another generalisation that model settings where players receive separate payoffs in more than one objective. We bridge the gap between the two models by providing a theoretical guarantee that a game from one setting can always be transformed to a game in the other. We extend the theoretical results to include guaranteed equivalence of Nash equilibria. The mapping makes it possible to apply algorithms from one field to the other. We demonstrate this by introducing a fictitious play algorithm for multi-objective games and subsequently applying it to two well-known continuous games. We believe the equivalence relation will lend itself to new insights by translating the theoretical guarantees from one formalism to another. Moreover, it may lead to new computational approaches for continuous games when a problem is more naturally solved in the succinct format of multi-objective games.
We present a detailed analysis of Nash equilibria in multi-objective normal-form games, which are normal-form games with vectorial payoffs. Our approach is based on modelling each player’s utility using a utility function that maps a vector to a scalar utility. For mixed strategies, we can apply the utility function before calculating the expectation of the payoff vector as well as after, resulting in two distinct optimisation criteria. We show that when computing the utility from the expected payoff, a Nash equilibrium can be guaranteed when players have quasiconcave utility functions. In addition, we show that when players have quasiconvex utility functions, pure strategy Nash equilibria are equal under both optimisation criteria. We extend this to settings where some players optimise for one criterion, while others optimise for the second. We combine these results and formulate an algorithm that computes all pure strategy Nash equilibria given quasiconvex utility functions.
Silver et al. (2021) posit that scalar reward maximisation is sufficient to underpin all intelligence and provides a suitable basis for artificial general intelligence (AGI). This extended abstract summarises the counter-argument from our JAAMAS paper.
We consider preference communication in two-player multi-objective normal-form games. In such games, the payoffs resulting from joint actions are vector-valued. Taking a utility-based approach, we assume there exists a utility function for each player which maps vectors to scalar utilities and consider agents that aim to maximise the utility of expected payoff vectors. As agents typically do not know their opponent's utility function or strategy, they must learn policies to interact with each other. Inspired by Stackelberg games, we introduce four novel preference communication protocols to aid agents in arriving at adequate solutions. Each protocol describes a specific approach for one agent to communicate preferences over their actions and how another agent responds. Additionally, to study when communication emerges, we introduce a communication protocol where agents must learn when to communicate. These protocols are subsequently evaluated on a set of five benchmark games against baseline agents that do not communicate. We find that preference communication can alter the learning process and lead to the emergence of cyclic policies which had not been previously observed in this setting. We further observe that the resulting policies can heavily depend on the characteristics of the game that is played. Lastly, we find that communication naturally emerges in both cooperative and self-interested settings.
Real-world sequential decision-making tasks are generally complex, requiring trade-offs between multiple, often conflicting, objectives. Despite this, the majority of research in reinforcement learning and decision-theoretic planning either assumes only a single objective, or that multiple objectives can be adequately handled via a simple linear combination. Such approaches may oversimplify the underlying problem and hence produce suboptimal results. This paper serves as a guide to the application of multi-objective methods to difficult problems, and is aimed at researchers who are already familiar with single-objective reinforcement learning and planning methods who wish to adopt a multi-objective perspective on their research, as well as practitioners who encounter multi-objective decision problems in practice. It identifies the factors that may influence the nature of the desired solution, and illustrates by example how these influence the design of multi-objective decision-making systems for complex problems.
We provide an in-depth study of Nash equilibria in multi-objective normal-form games (MONFGs), i.e., normal-form games with vectorial payoffs. Taking a utility-based approach, we assume that each player’s utility can be modelled with a utility function that maps a vector to a scalar utility. In the case of a mixed strategy, it is meaningful to apply such a scalarisation both before calculating the expectation of the payoff vector as well as after. This distinction leads to two optimisation criteria. With the first criterion, players aim to optimise the expected value of their utility function applied to the payoff vectors obtained in the game. With the second criterion, players aim to optimise the utility of expected payoff vectors given a joint strategy. Under this latter criterion, it was shown that Nash equilibria need not exist. Our first contribution is to provide a sufficient condition under which Nash equilibria are guaranteed to exist. Secondly, we show that when Nash equilibria do exist under both criteria, no equilibrium needs to be shared between the two criteria, and even the number of equilibria can differ. Thirdly, we contribute a study of pure strategy Nash equilibria under both criteria. We show that when assuming quasiconvex utility functions for players, the sets of pure strategy Nash equilibria under both optimisation criteria are equivalent. This result is further extended to games in which players adhere to different optimisation criteria. Finally, given these theoretical results, we construct an algorithm to compute all pure strategy Nash equilibria in MONFGs where players have a quasiconvex utility function.
The recent paper “Reward is Enough” by Silver, Singh, Precup and Sutton posits that the concept of reward maximisation is sufficient to underpin all intelligence, both natural and artificial, and provides a suitable basis for the creation of artificial general intelligence. We contest the underlying assumption of Silver et al. that such reward can be scalar-valued. In this paper we explain why scalar rewards are insufficient to account for some aspects of both biological and computational intelligence, and argue in favour of explicitly multi-objective models of reward maximisation. Furthermore, we contend that even if scalar reward functions can trigger intelligent behaviour in specific cases, this type of reward is insufficient for the development of human-aligned artificial general intelligence due to unacceptable risks of unsafe or unethical behaviour.
Today, computational models of emergent communication in populations of autonomous agents are studied through two main methodological paradigms: multi-agent reinforcement learning (MARL) and the language game paradigm. While both paradigms share their main objectives and employ strikingly similar methods, the interaction between both communities has so far been surprisingly limited. This can to a large extent be ascribed to the use of different terminologies and experimental designs, which sometimes hinder the detection and interpretation of one another’s results and progress. Through this paper, we aim to remedy this situation by (1) formulating the challenge of re-conceptualising the language game experimental paradigm in the framework of MARL, and by (2) providing both an alignment between their terminologies and an MARL−based reformulation of the canonical naming game experiment. Tackling this challenge will enable future language game experiments to benefit from the rapid and promising methodological advances in the MARL community, while it will enable future MARL experiments on learning emergent communication to benefit from the insights and results gained through language game experiments. We strongly believe that this cross-pollination has the potential to lead to major breakthroughs in the modelling of how human-like languages can emerge and evolve in multi-agent systems.
Many real-world multi-agent interactions consider multiple distinct criteria, i.e. the payoffs are multi-objective in nature. However, the same multi-objective payoff vector may lead to different utilities for each participant. Therefore, it is essential for an agent to learn about the behaviour of other agents in the system. In this work, we present the first study of the effects of such opponent modelling on multi-objective multi-agent interactions with non-linear utilities. Specifically, we consider two-player multi-objective normal form games with non-linear utility functions under the scalarised expected returns optimisation criterion. We contribute novel actor-critic and policy gradient formulations to allow reinforcement learning of mixed strategies in this setting, along with extensions that incorporate opponent policy reconstruction and learning with opponent learning awareness (i.e., learning while considering the impact of one's policy when anticipating the opponent's learning step). Empirical results in five different MONFGs demonstrate that opponent learning awareness and modelling can drastically alter the learning dynamics in this setting. When equilibria are present, opponent modelling can confer significant benefits on agents that implement it. When there are no Nash equilibria, opponent learning awareness and modelling allows agents to still converge to meaningful solutions that approximate equilibria.