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Evolution of Teamwork in Multiagent Systems

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Title: Evolution of Teamwork in Multiagent Systems


1
Evolution of Teamwork in Multiagent Systems
  • Research Preparation Examination
  • by Jacob Schrum

2
Why Multiple Agents?
  • Many applications
  • Physical World
  • Robotics
  • Autonomous automobiles
  • Military applications
  • Network Systems
  • Artificial World
  • Games
  • Graphics
  • Entertainment
  • Artificial Life

3
Why Multiagent Perspective?
  • Decentralized control
  • Failure recovery
  • Individual agents simpler
    than whole
  • Some environments dont
    support central control
  • Human interaction
  • Humans are also agents
  • Agents interacting with
    humans are in MAS

4
Teamwork in Multiagent Systems
  • Problem divided amongst many agents
  • Teamwork often required for success
  • Communication sometimes an issue
  • How to learn teamwork open question

5
Direct Approach Careful Design
  • Hand code everything
  • Benefits
  • Understand end product
  • Drawbacks
  • Not general
  • Difficult
  • Programmer time
  • Common in
  • Robotics
  • Video games
  • Most deployed systems
  • What if no one knows how to program it?

6
Learn it Reinforcement Learning
  • Environment is Markov Decision Process
  • Learn optimal policy
  • Depends on value function (TD methods)
  • Proven convergence in tabular case
  • Function approximation needed for bigger problems
  • Problems with Partially Observable MDPs
  • Successes in
  • Pred/Prey Scenarios (Tan 1993)
  • Soccer keep away
    (Kalyanakrishnan, Stone 2009)
  • Robocup soccer (many)

7
Breed it Evolution
  • Based on evolution via natural selection
  • Benefits
  • Less restrictive policy representation
  • Demonstrated success in POMDP domains
  • Drawbacks
  • Computationally intensive
  • Time intensive
  • Focus of talk

8
Evolution Basics
  1. Initialize population P
  2. Evaluate all p in P (assign fitness)
  3. Derive P by selecting/modifying members of P
    based on their fitness scores
  4. Repeat from step 2 with P as P until done
  • P is usually similar to P, but slightly better
  • Many variations
  • Genetic Algorithms, Evolution Strategies, etc.

9
Evolution in Multiagent Systems
  • Team Composition
  • Homogeneous
  • Heterogeneous
  • Heterogeneous from Subpopulations
  • Entire population
  • Type of Selection
  • Individual
  • Team
  • Self-Selection
  • Multiple Objectives

Pick one member from each subpopulation to make a
team
10
1.A. Homogeneous Teams
  • Team members share same policy
  • Members know what to expect from team members
  • One individual evaluated per trial
  • Evaluations reliable because of consistent team
    composition

11
1.B. Heterogeneous Teams
  • Team composed of several policies
  • Uncertainty as to who teammates will be
  • Multiple individuals evaluated per trial
  • Evaluation differs depending on choice of team
    members

12
1.C. Subpopulations
  • Each slot filled by representative from specific
    subpopulation
  • Subpopulations specialize
  • Individuals know what to expect of members in
    each slot
  • Team composition is still heterogeneous

13
1.D. Entire Population
  • The entire population is seen as a cooperating
    team
  • Team level selection not possible
  • Population may divide into competing
    subpopulations
  • Mating restrictions
  • Genetic/Tag-based recognition

14
2.A. Individual Selection
  • Individuals selected based on own fitness
  • Commonly used with heterogeneous teams
  • Can result in selfish behaviors
  • Altruism relevant
  • sacrificing own fitness to raise fitness of
    another
  • Reciprocity relevant
  • helping another to get help in return

15
2.B. Team Selection
  • Individuals selected based on team fitness
  • Common fitness, sum, average, etc.
  • Commonly used with homogeneous teams
  • Enables slackers in heterogeneous teams
  • Altruism and reciprocity have no meaning
  • No credit assignment problems between members

16
2.C. Self-Selection
  • Individuals choose when and with whom to mate
  • Common in Artificial Life simulations
  • AL studies emergence of biological phenomena
  • Usually involves a spatial component
  • Extinction is possible
  • Auto restart
  • Spawn new members

17
3. Multiple Objectives
  • Assume individual has fitness scores
  • F (f1,,fN) in objectives 1 through N
  • Which values of F are best?
  • Traditional approach
  • fitness(F) f1w1 fNwN for weights
    w1,,wN
  • Pareto-based approach
  • Partition population into non-dominated Pareto
    fronts
  • Assign fitness based on Pareto-front

18
Pareto Front Example
  • Each point represents
    an individuals scores
  • Point dominates other points
    in its box
  • 3 Pareto fronts of
    non-dominated points

19
Case Studies
  • Review State of the Art
  • For each study
  • Classify type of selection
  • Classify team composition
  • Identify unanswered questions
  • Future research directions

20
AntFarm
  • Evolve foraging behavior
  • Pheromones to communicate
  • Individual selection
  • Entire population as a team
  • No cooperative foraging!
  • Likely cause individual selection
  • Individual selection offers less incentive for
    teamwork
  • Teamwork especially difficult when there is only
    one team

AntFarm Towards Simulated Evolution. Collins,
Jefferson. 1991
21
Evolving Communication
  • Exploration task
  • Pheromones to communicate
  • Team selection
  • Homogeneous teams vs. static bots
  • Pairs of objectives, Pareto-based
  • Different behaviors in different runs
  • Compromise strategy
  • Blocking strategy
  • Teamwork possible with homogeneous teams
  • Need to move beyond grid-worlds
  • Move beyond two objectives

Emergence of Communication in Competitive
Multi-Agent Systems A Pareto Multi-Objective
Approach. McPartland, Nolfi, Abbass. 2005
22
SwarmEvolveTags
  • Birds visit food stations
  • Energy can be shared
  • Sharing based on tags
  • Self-selection
  • Entire population as team
  • Competing subpopulations emerged
  • Cooperation in entire population without team
    selection
  • Altruism via aiding similar individuals
  • Teamwork as a result of subpopulation homogeneity

Evolution of cooperation without reciprocity.
Riolo, Cohen, Axelrod. 2001
Tags and the Evolution of Cooperation in
Complex Environments. Spector, Klein, Perry. 2004
23
Legion-I
  • Roman legions defend countryside and cities
  • Team level selection
  • Homogeneous teams
  • Multi-modal behavior
  • Defend city
  • Pursue barbarians
  • Homogeneous team members must fill all roles
  • Could not learn more complicated/strategic tasks
  • Example building roads to speed up travel

Neuroevolution for Adaptive Teams. Bryant,
Miikkulainen. 2003
24
Role-Based Cooperation
  • Toroidal predator/prey grid world
  • Individual selection
  • Team fitness shared by team members
  • Multi-Agent ESP subpopulation based
  • Simple non-communicating method
    outperforms communicating method
  • Teamwork without homogeneity
  • Communication not always needed
  • May only apply to simple domains
  • Still need to scale up complexity
  • Get away from grid worlds

Coevolution of Role-Based Cooperation in
Multi-Agent Systems. Yong, Miikkulainen. 2007
25
NERO
  • Machine Learning game
  • Human interaction via fitness function
  • Individual selection
  • Entire population is team
  • Multiple objectives
  • User defines weights dynamically
  • Maintenance of fitness function
  • Old behaviors can be forgotten
    when learning new ones
  • Need to learn multiple tasks simultaneously

Evolving Neural Network Agents in the NERO
Videogame. Stanley, Bryant, Miikkulainen. 2005
26
Pareto Multi-objective NPCs
  • Evolved monsters vs. bot with stick
  • Individual selection
  • Large heterogeneous teams of 15
  • Third of entire population
  • Multiple objectives, Pareto-based
  • Credit assignment trick
  • Learns multiple objectives simultaneously
  • Different runs can lead to very different results
  • Different areas of trade-off surface
  • Population becomes mostly homogeneous

Constructing Complex NPC Behavior via
Multi-Objective Neuroevolution. Schrum,
Miikkulainen. 2008
27
Dead End Game
  • Human prey vs. predators
  • Offline evolution vs. bot
  • Team level selection
  • Homogeneous teams
  • Online evolution vs. human
  • Individual selection
  • Small heterogeneous team
  • Different configurations appropriate at different
    levels
  • Sometimes the domain leaves no choice

Interactive Opponents Generate Interesting
Games. Yannakakis, Hallam. 2004
28
Cooperating Robots
  • Retrieve tokens
  • Simulation ? Robots
  • Compared selection levels
  • Individual vs. Team
  • Compared team compositions
  • Homogeneous vs. heterogeneous
  • Homogeneous better with teamwork and altruism
  • Homogeneous best with team selection
  • Heterogeneous best with individual selection
  • Did not consider subpopulations
  • Tasks only involved foraging (no other objectives)

Genetic Team Composition and Level of Selection
in the Evolution of Cooperation. Waibel,
Keller, Floreano. 2008
29
Summary of Issues
  • More complexity
  • Move beyond grid worlds
  • Need multiple contradictory objectives
  • Act in continuous, real-time world
  • Best evolutionary configuration
  • More comparisons between team compositions
  • Especially subpopulation-based method
  • Task/configuration pairings?
  • Credit assignment issues
  • Multi-modal behavior
  • What to do and when

30
Experiment
  • Four monsters vs. bot with stick
  • Smaller team makes task harder
  • Compare homogeneous, heterogeneous and
    subpopulation
  • Homogeneous uses team selection
  • Others use individual selection
  • Multiple objectives
  • Group damage
  • Individual injury
  • Individual time alive

31
Heterogeneous Results
  • Many generations (600)
  • Not that long in real time
  • Mostly selfish
  • Good teamwork can arise though (Baiting)
  • Teamwork depends on population being homogeneous

Teamwork
Selfish
32
Homogeneous Results
  • Fewer Generations (100-200)
  • Actually longer in real time
  • Always some form a teamwork
  • Baiting
  • Timed Assault

Time Assault
Baiting
33
Subpopulations Results
  • Many Generations (400)
  • Each generation takes a lot of real time
  • Easy for slacker subpopulation to persist
  • Limited teamwork
  • Only some members participate

Cooperating Pair
34
Discussion
  • Can subpopulation method do better?
  • Better credit assignment
  • Team level selection (how?)
  • Speed up homogeneous and subpopulations
  • Heterogeneous discourage selfishness

35
Future Research Questions
  • Credit assignment issues
  • Cooperating individuals cannot be identified
  • Objectives define best evolutionary
    configuration?
  • Complex domains/real problems
  • Many objectives
  • Continuous, real-time
  • Potential challenge domains
  • Robocup Soccer
  • Unreal Tournament

36
Conclusion
  • Teamwork in Multiagent Systems important area
  • Evolution has been successful
  • Better understand why
  • Team configuration
  • Level of selection
  • Presence/absence of credit assignment problems
  • Apply to harder domains
  • Real-time
  • Continuous/noisy
  • Multiple contradictory objectives

37
Questions?
  • schrum2_at_cs.utexas.edu

38
Auxiliary Slides
39
Cooperation Without Reciprocity
  • Abstract study of the evolution of cooperation
  • Donor/recipient model
  • 3 random pairings with option of donating fitness
    c so that recipient can gain fitness b
  • Choice to donate based on similarity of tags
  • Individual selection with entire population as
    team
  • Subpopulations emerged based on tags
  • Donation rate changes cyclically, but generally
    stays high (73) for c lt b
  • Need to apply in actual domain requiring teamwork

Evolution of cooperation without reciprocity.
Riolo, Cohen, Axelrod. 2001
40
Cooperation Without Reciprocity Results
41
Team Composition in MAS
  • Taxonomy proposed by Stone

Heterogeneous Communicating Agents Heterogeneous Non-communicating Agents
Homogeneous Communicating Agents Homogeneous Non-communicating Agents
  • Definition of communication is broad
  • Message passing, blackboard, information sharing,
    etc.

Multiagent Systems A Survey from a Machine
Learning Perspective. Stone. 2000
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