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Wolpert, David H.

Publications and source records attributed to Wolpert, David H..

47 records · Page 3

Learning Sequences of Actions in Collectives of Autonomous Agents

In this paper we focus on the problem of designing a collective of autonomous agents that individually learn sequences of actions such that the resultant sequence of joint actions achieves a predetermined global objective. We are particularly interested in instances of this problem where centralized control is either impossible or impractical. For single agent systems in similar domains, machine learning methods (e.g., reinforcement learners) have been successfully used. However, applying such solutions directly to multi-agent systems often proves problematic, as agents may work at cross-purposes, or have difficulty in evaluating their contribution to achievement of the global objective, or both. Accordingly, the crucial design step in multiagent systems centers on determining the private objectives of each agent so that as the agents strive for those objectives, the system reaches a good global solution. In this work we consider a version of this problem involving multiple autonomous agents in a grid world. We use concepts from collective intelligence to design goals for the agents that are 'aligned' with the global goal, and are 'learnable' in that agents can readily see how their behavior affects their utility. We show that reinforcement learning agents using those goals outperform both 'natural' extensions of single agent algorithms and global reinforcement, learning solutions based on 'team games'.

Turner, Kagan↗

Adaptivity in Agent-Based Routing for Data Networks

Adaptivity, both of the individual agents and of the interaction structure among the agents, seems indispensable for scaling up multi-agent systems (MAS s) in noisy environments. One important consideration in designing adaptive agents is choosing their action spaces to be as amenable as possible to machine learning techniques, especially to reinforcement learning (RL) techniques. One important way to have the interaction structure connecting agents itself be adaptive is to have the intentions and/or actions of the agents be in the input spaces of the other agents, much as in Stackelberg games. We consider both kinds of adaptivity in the design of a MAS to control network packet routing. We demonstrate on the OPNET event-driven network simulator the perhaps surprising fact that simply changing the action space of the agents to be better suited to RL can result in very large improvements in their potential performance: at their best settings, our learning-amenable router agents achieve throughputs up to three and one half times better than that of the standard Bellman-Ford routing algorithm, even when the Bellman-Ford protocol traffic is maintained. We then demonstrate that much of that potential improvement can be realized by having the agents learn their settings when the agent interaction structure is itself adaptive.

Wolpert, David H.↗

Optimal Wonderful Life Utility Functions in Multi-Agent Systems

The mathematics of Collective Intelligence (COINs) is concerned with the design of multi-agent systems so as to optimize an overall global utility function when those systems lack centralized communication and control. Typically in COINs each agent runs a distinct Reinforcement Learning (RL) algorithm, so that much of the design problem reduces to how best to initialize/update each agent's private utility function, as far as the ensuing value of the global utility is concerned. Traditional team game solutions to this problem assign to each agent the global utility as its private utility function. In previous work we used the COIN framework to derive the alternative Wonderful Life Utility (WLU), and experimentally established that having the agents use it induces global utility performance up to orders of magnitude superior to that induced by use of the team game utility. The WLU has a free parameter (the clamping parameter) which we simply set to zero in that previous work. Here we derive the optimal value of the clamping parameter, and demonstrate experimentally that using that optimal value can result in significantly improved performance over that of clamping to zero, over and above the improvement beyond traditional approaches.

Wolpert, David H.↗

Reinforcement Learning in Distributed Domains: Beyond Team Games

Distributed search algorithms are crucial in dealing with large optimization problems, particularly when a centralized approach is not only impractical but infeasible. Many machine learning concepts have been applied to search algorithms in order to improve their effectiveness. In this article we present an algorithm that blends Reinforcement Learning (RL) and hill climbing directly, by using the RL signal to guide the exploration step of a hill climbing algorithm. We apply this algorithm to the domain of a constellations of communication satellites where the goal is to minimize the loss of importance weighted data. We introduce the concept of 'ghost' traffic, where correctly setting this traffic induces the satellites to act to optimize the world utility. Our results indicated that the bi-utility search introduced in this paper outperforms both traditional hill climbing algorithms and distributed RL approaches such as team games.

Wolpert, David H.↗

Any Two Learning Algorithms Are (Almost) Exactly Identical

This paper shows that if one is provided with a loss function, it can be used in a natural way to specify a distance measure quantifying the similarity of any two supervised learning algorithms, even non-parametric algorithms. Intuitively, this measure gives the fraction of targets and training sets for which the expected performance of the two algorithms differs significantly. Bounds on the value of this distance are calculated for the case of binary outputs and 0-1 loss, indicating that any two learning algorithms are almost exactly identical for such scenarios. As an example, for any two algorithms A and B, even for small input spaces and training sets, for less than 2e(-50) of all targets will the difference between A's and B's generalization performance of exceed 1%. In particular, this is true if B is bagging applied to A, or boosting applied to A. These bounds can be viewed alternatively as telling us, for example, that the simple English phrase 'I expect that algorithm A will generalize from the training set with an accuracy of at least 75% on the rest of the target' conveys 20,000 bytes of information concerning the target. The paper ends by discussing some of the subtleties of extending the distance measure to give a full (non-parametric) differential geometry of the manifold of learning algorithms.

Wolpert, David H.↗

Optimal Reward Functions in Distributed Reinforcement Learning

We consider the design of multi-agent systems so as to optimize an overall world utility function when (1) those systems lack centralized communication and control, and (2) each agents runs a distinct Reinforcement Learning (RL) algorithm. A crucial issue in such design problems is to initialize/update each agent's private utility function, so as to induce best possible world utility. Traditional 'team game' solutions to this problem sidestep this issue and simply assign to each agent the world utility as its private utility function. In previous work we used the 'Collective Intelligence' framework to derive a better choice of private utility functions, one that results in world utility performance up to orders of magnitude superior to that ensuing from use of the team game utility. In this paper we extend these results. We derive the general class of private utility functions that both are easy for the individual agents to learn and that, if learned well, result in high world utility. We demonstrate experimentally that using these new utility functions can result in significantly improved performance over that of our previously proposed utility, over and above that previous utility's superiority to the conventional team game utility.

Wolpert, David H.↗

On The Computational Capabilities of Physical Systems: Relationship With Conventional Computer Science - Part 2

In the first of this pair of papers, it was proven that there cannot be a physical computer to which one can properly pose any and all computational tasks concerning the physical universe. It was then further proven that no physical computer C can correctly carry out all computational tasks that can be posed to C. As a particular example, this result means that no physical computer that can, for any physical system external to that computer, take the specification of that external system's state as input and then correctly predict its future state before that future state actually occurs; one cannot build a physical computer that can be assured of correctly "processing information faster than the universe does". These results do not rely on systems that are infinite, and/or non-classical, and/or obey chaotic dynamics. They also hold even if one uses an infinitely fast, infinitely dense computer, with computational powers greater than that of a Turing Machine. This generality is a direct consequence of the fact that a novel definition of computation - "physical computation" - is needed to address the issues considered in these papers, which concern real physical computers. While this novel definition does not fit into the traditional Chomsky hierarchy, the mathematical structure and impossibility results associated with it have parallels in the mathematics of the Chomsky hierarchy. This second paper of the pair presents a preliminary exploration of some of this mathematical structure. Analogues of Chomskian results concerning universal Turing Machines and the Halting theorem are derived, as are results concerning the (im)possibility of certain kinds of error-correcting codes. In addition, an analogue of algorithmic information complexity, "prediction complexity", is elaborated. A task-independent bound is derived on how much the prediction complexity of a computational task can differ for two different reference universal physical computers used to solve that task, a bound similar to the "encoding" bound governing how much the algorithm information complexity of a Turing machine calculation can differ for two reference universal Turing machines. Finally, it is proven that either the Hamiltonian of our universe proscribes a certain type of computation, or prediction complexity is unique (unlike algorithmic information complexity), in that there is one and only version of it that can be applicable throughout our universe.

Wolpert, David H.↗

On the Computational Capabilities of Physical Systems: The Impossibility of Infallible Computation - Part 1

In this first of two papers, strong limits on the accuracy of physical computation are established. First it is proven that there cannot be a physical computer C to which one can pose any and all computational tasks concerning the physical universe. Next it is proven that no physical computer C can correctly carry out any computational task in the subset of such tasks that can be posed to C. This result holds whether the computational tasks concern a system that is physically isolated from C, or instead concern a system that is coupled to C. As a particular example, this result means that there cannot be a physical computer that can, for any physical system external to that computer, take the specification of that external system's state as input and then correctly predict its future state before that future state actually occurs; one cannot build a physical computer that can be assured of correctly 'processing information faster than the universe does'. The results also mean that there cannot exist an infallible, general-purpose observation apparatus, and that there cannot be an infallible, general-purpose control apparatus. These results do not rely on systems that are infinite, and/or non-classical, and/or obey chaotic dynamics. They also hold even if one uses an infinitely fast, infinitely dense computer, with computational powers greater than that of a Turing Machine. This generality is a direct consequence of the fact that a novel definition of computation - a definition of 'physical computation' - is needed to address the issues considered in these papers. While this definition does not fit into the traditional Chomsky hierarchy, the mathematical structure and impossibility results associated with it have parallels in the mathematics of the Chomsky hierarchy. The second in this pair of papers presents a preliminary exploration of some of this mathematical structure, including in particular that of prediction complexity, which is a 'physical computation analogue' of algorithmic information complexity. It is proven in that second paper that either the Hamiltonian of our universe proscribes a certain type of computation, or prediction complexity is unique (unlike algorithmic information complexity), in that there is one and only version of it that can be applicable throughout our universe.

Wolpert, David H.↗

A Survey of Collective Intelligence

This chapter presents the science of "COllective INtelligence" (COIN). A COIN is a large multi-agent systems where: i) the agents each run reinforcement learning (RL) algorithms; ii) there is little to no centralized communication or control; iii) there is a provided world utility function that, rates the possible histories of tile full system. Tile conventional approach to designing large distributed systems to optimize a world utility does not use agents running RL algorithms. Rather that approach begins with explicit modeling of the overall system's dynamics, followed by detailed hand-tuning of the interactions between the components to ensure that they "cooperate" as far as the world utility is concerned. This approach is labor-intensive, often results in highly non-robust systems, and usually results in design techniques that, have limited applicability. In contrast, with COINs we wish to solve the system design problems implicitly, via the 'adaptive' character of the RL algorithms of each of the agents. This COIN approach introduces an entirely new, profound design problem: Assuming the RL algorithms are able to achieve high rewards, what reward functions for the individual agents will, when pursued by those agents, result in high world utility? In other words, what reward functions will best ensure that we do not have phenomena like the tragedy of the commons, or Braess's paradox? Although still very young, the science of COINs has already resulted in successes in artificial domains, in particular in packet-routing, the leader-follower problem, and in variants of Arthur's "El Farol bar problem". It is expected that as it matures not only will COIN science expand greatly the range of tasks addressable by human engineers, but it will also provide much insight into already established scientific fields, such as economics, game theory, or population biology.

Wolpert, David H.↗

Distributed Control with Collective Intelligence

We consider systems of interacting reinforcement learning (RL) algorithms that do not work at cross purposes , in that their collective behavior maximizes a global utility function. We call such systems COllective INtelligences (COINs). We present the theory of designing COINs. Then we present experiments validating that theory in the context of two distributed control problems: We show that COINs perform near-optimally in a difficult variant of Arthur's bar problem [Arthur] (and in particular avoid the tragedy of the commons for that problem), and we also illustrate optimal performance in the master-slave problem.

Wolpert, David H.↗

Using Collective Intelligence to Route Internet Traffic

A Collective Intelligence (COIN) is a community of interacting reinforcement learning (RL) algorithms designed so that their collective behavior maximizes a global utility function. We introduce the theory of COINs, then present experiments using that theory to design COINs to control internet traffic routing. These experiments indicate that COINs outperform previous RL-based systems for such routing that have previously been investigated.

Wolpert, David H.↗