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We introduce $alpha$-Rank, a principled evolutionary dynamics methodology for the evaluation and ranking of agents in large-scale multi-agent interactions, grounded in a novel dynamical game-theoretic solution concept called Markov-Conley chains (MCCs). The approach leverages continuous- and discrete-time evolutionary dynamical systems applied to empirical games, and scales tractably in the number of agents, the type of interactions, and the type of empirical games (symmetric and asymmetric). Current models are fundamentally limited in one or more of these dimensions and are not guaranteed to converge to the desired game-theoretic solution concept (typically the Nash equilibrium). $alpha$-Rank provides a ranking over the set of agents under evaluation and provides insights into their strengths, weaknesses, and long-term dynamics. This is a consequence of the links we establish to the MCC solution concept when the underlying evolutionary models ranking-intensity parameter, $alpha$, is chosen to be large, which exactly forms the basis of $alpha$-Rank. In contrast to the Nash equilibrium, which is a static concept based on fixed points, MCCs are a dynamical solution concept based on the Markov chain formalism, Conleys Fundamental Theorem of Dynamical Systems, and the core ingredients of dynamical systems: fixed points, recurrent sets, periodic orbits, and limit cycles. $alpha$-Rank runs in polynomial time with respect to the total number of pure strategy profiles, whereas computing a Nash equilibrium for a general-sum game is known to be intractable. We introduce proofs that not only provide a unifying perspective of existing continuous- and discrete-time evolutionary evaluation models, but also reveal the formal underpinnings of the $alpha$-Rank methodology. We empirically validate the method in several domains including AlphaGo, AlphaZero, MuJoCo Soccer, and Poker.
We consider the problem of detecting norm violations in open multi-agent systems (MAS). We show how, using ideas from scrip systems, we can design mechanisms where the agents comprising the MAS are incentivised to monitor the actions of other agents for norm violations. The cost of providing the incentives is not borne by the MAS and does not come from fines charged for norm violations (fines may be impossible to levy in a system where agents are free to leave and rejoin again under a different identity). Instead, monitoring incentives come from (scrip) fees for accessing the services provided by the MAS. In some cases, perfect monitoring (and hence enforcement) can be achieved: no norms will be violated in equilibrium. In other cases, we show that, while it is impossible to achieve perfect enforcement, we can get arbitrarily close; we can make the probability of a norm violation in equilibrium arbitrarily small. We show using simulations that our theoretical results hold for multi-agent systems with as few as 1000 agents---the system rapidly converges to the steady-state distribution of scrip tokens necessary to ensure monitoring and then remains close to the steady state.
Existing evaluation suites for multi-agent reinforcement learning (MARL) do not assess generalization to novel situations as their primary objective (unlike supervised-learning benchmarks). Our contribution, Melting Pot, is a MARL evaluation suite that fills this gap, and uses reinforcement learning to reduce the human labor required to create novel test scenarios. This works because one agents behavior constitutes (part of) another agents environment. To demonstrate scalability, we have created over 80 unique test scenarios covering a broad range of research topics such as social dilemmas, reciprocity, resource sharing, and task partitioning. We apply these test scenarios to standard MARL training algorithms, and demonstrate how Melting Pot reveals weaknesses not apparent from training performance alone.
We present a multi-agent learning algorithm, ALMA-Learning, for efficient and fair allocations in large-scale systems. We circumvent the traditional pitfalls of multi-agent learning (e.g., the moving target problem, the curse of dimensionality, or the need for mutually consistent actions) by relying on the ALMA heuristic as a coordination mechanism for each stage game. ALMA-Learning is decentralized, observes only own action/reward pairs, requires no inter-agent communication, and achieves near-optimal (<5% loss) and fair coordination in a variety of synthetic scenarios and a real-world meeting scheduling problem. The lightweight nature and fast learning constitute ALMA-Learning ideal for on-device deployment.
Simulation of population dynamics is a central research theme in computational biology, which contributes to understanding the interactions between predators and preys. Conventional mathematical tools of this theme, however, are incapable of accounting for several important attributes of such systems, such as the intelligent and adaptive behavior exhibited by individual agents. This unrealistic setting is often insufficient to simulate properties of population dynamics found in the real-world. In this work, we leverage multi-agent deep reinforcement learning, and we propose a new model of large-scale predator-prey ecosystems. Using different variants of our proposed environment, we show that multi-agent simulations can exhibit key real-world dynamical properties. To obtain this behavior, we firstly define a mating mechanism such that existing agents reproduce new individuals bound by the conditions of the environment. Furthermore, we incorporate a real-time evolutionary algorithm and show that reinforcement learning enhances the evolution of the agents physical properties such as speed, attack and resilience against attacks.
A Multi-Agent System is a distributed system where the agents or nodes perform complex functions that cannot be written down in analytic form. Multi-Agent Systems are highly connected, and the information they contain is mostly stored in the connections. When agents update their state, they take into account the state of the other agents, and they have access to those states via the connections. There is also external, user-generated input into the Multi-Agent System. As so much information is stored in the connections, agents are often memory-less. This memory-less property, together with the randomness of the external input, has allowed us to model Multi-Agent Systems using Markov chains. In this paper, we look at Multi-Agent Systems that evolve, i.e. the number of agents varies according to the fitness of the individual agents. We extend our Markov chain model, and define stability. This is the start of a methodology to control Multi-Agent Systems. We then build upon this to construct an entropy-based definition for the degree of instability (entropy of the limit probabilities), which we used to perform a stability analysis. We then investigated the stability of evolving agent populations through simulation, and show that the results are consistent with the original definition of stability in non-evolving Multi-Agent Systems, proposed by Chli and De Wilde. This paper forms the theoretical basis for the construction of Digital Business Ecosystems, and applications have been reported elsewhere.