/cgtproject

Code and report for the final project of the Computational Game Theory course at Vrije Universitetit Brussel (VUB) WS2017.

Primary LanguageTeXGNU General Public License v3.0GPL-3.0

Computational Game Theory Project

Code and report for the final project of the Computational Game Theory course at Vrije Universitetit Brussel (VUB) WS2017.

Paper: Accelerating multi-agent reinforcement learning with dynamic co-learning

Directories

Explanation of the proposed directory structure. Feel free to change anything you don't like.

  • code: All code written to reproduce the results.
  • report: All files needed to generate the report (figures, bibliography...)
  • assets: All additional material (referenced papers, templates, problem specification...)

Links

Any useful links concerning the project

Group decisions

The decision made in group meetings that define the project approach

  • Programming language: Scala (with Akka framework)
  • Next meating: 03.01.2018 (with prior discussion on slack on 02.01.2018)

Tasks

  • Writing/formatting of the report
    • Responsible:
      • Steve, Fabian: Methods
      • Matthias: Introduction (and formatting)
      • Quentin, Matthias: Abstract, Conclusion
      • Everyone: Results and Discussion
    • Deadline: 08.01.2018
  • Write code to reproduce results from the papes
    • Responsible: Steve, Fabian
    • Deadline: 05.01.2018 (?)
  • Reproduce figures from the paper
    • Responsible: Matthias
    • Deadline: 06.01.2018 (?)
  • Additional work extending the paper to gain extra points:
    • Responsible: Everyone
    • Deadline: 05.01.2018 (?)
  • Review article of other group:
    • Responsible:
    • Deadline: 15.01.2018
  • (PowerPoint) Presentation of our work for the exam:
    • Responsible: Quentin
    • Deadline: 18.01.2018 (Exam is on the 19th)

System components and parameterization

Summary of the parameters and components provided in the paper to implement the system.

  • Setting: Distributed load balancing domain. A cooperative multi-agent system in which the agents try to minimize the joint service time of a set of tasks.
  • Agents: 100 (default), 324, 729
    • Each agent maintains a queue of tasks called the processing queue (each with a service time s).
    • Agents can decide to work on the current task themselves (task moves from routing queue to processing queue) or to forward it to any of its neighbors.
    • Compress knowledge to be shared by performing linear regression over last K time steps (learning window)
    • Service time s: How many time units does this task take to be completed
    • Learning window K: 50, 75, 100, 115 (default), 200, 300, 400, 500
    • Reward function: 1/average service time over last K time steps
    • Reward: 1/s upon selection of a task
    • Value function (Q values): The actual service time s needed to complete the task?
    • Context feature vector C: Proxy for true state transition and reward model of environment. Composed of (1) rate of task receival from the environment of neighbors, (2) rate of task receival from other agents of neighbors, (3) load (probably sum of service time s of tasks in the agents processing queue?) relative to mean load of neighbors
  • Environment: Creates tasks and associates them with an agent by placing the task in the agents routing queue.
    • How are those tasks generated?
    • How does the agent association work?
  • Supervisory agents: 0 (baseline), 1, 4, 9
    • Responsible for a set U of agents
    • Serve as communication channel between agents
    • Identify agents which have made similar experiences
    • Shares compatible knowledge between such learning groups
    • Distance measure for reward function similarity D_R: (Symmetric) Kullback–Leibler divergence (SKL) between reward functions of two agents
    • Distance measure for state transition function similarity D_S: SKL between state transition model of two agents
    • Compatibility measure for agents: Minimum of sum of D_R and D_S, balancing influence of D_R and D_S with parameter lambda.
    • How is lambda chosen?
  • Run length: 10000 time units
  • Noise level: 0, 0.25, 0.5, 0.75, 1
  • Simulations: 30 (for mean/variance plot)
  • Primary measure of performance: area under the learning curve (AUC)

Insights

Load Balancing

When the task has finally been completed, agents receive a signal propagated back through the routing channel that they can use to update their service time based on how long the forwarded task took to complete.

This just means that when the task is done, whoever ended up with it has to alert the automated task creator with the actual completion time.

Area Under the learning Curve (AUC)

Our primary measure of performance is the area under the learning curve (AUC), which is an exponential moving average of the mean task service time over all tasks completed in the network. Before computing the area, we first “lower” this curve onto the x-axis by subtracting the minimum y-value.

This works as follows:

  1. Choose learning window size K
  2. Run algorithm and record, for each time step, the sum of the service time s of all completed tasks in this time step
  3. After K time steps, take the mean of the sums computed for each time step
  4. When the simulation terminates, find the minimum of the computed means and subract it from all means (this lowers the curve onto the x-axis)
  5. Apply an exponential moving average (https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average) onto the resulting curve to smooth it
  6. Compute the area under this curve

Cheaters

The template we propose to perform this transformation is to use a summarization routine accepting a time k, a reference agent i, and a set of d agents in i’s neighborhood, and returning a context feature vector V_i_tk.

The summarization routine is supposed to be problem-agnostic, but they are explicitly taking problem-domain information in the form of 'neighborhood agents' as part of their summarization routine. Then, in their choice of context features, they are potentially utilizing information from outside the memory of the supervisor. hould we do it right and only utilize the agent's experiences or cheat like them and feed problem-domain info?

Problems in Context Feature Summarization and Transformation

(Referring to 6.2 Algorithms) Alright so I'm realizing that they most likely cheated in there summarization routine for the transformation of experiences to context features. I believe they're using information gained from outside the experiences of agent i.

If we limit ourselves to transforming solely from experiences:

  • Ideally, you'd be able to get all of agent i's neighbors based on the set of agents that agent i has routed to in a learning window of size K, but only if agent i routed to all of its neighbors at least once in that window.
  • If we take that subset of neighbors, and then look at the supervisor's memory for those neighbors' experiences (which we are allowed to do), we should be able to find the appropiate context features required by the paper (at least for that subset). However, agent i may be routing to a neighbor that is not also a subordinate of agent i's supervisor, meaning that neighbor won't be in the supervisor's memory.
  • Therefore, when computing context features that require information of agent i's neighbors, we can only actually utilize the subset of neighbors that: 1) agent i has routed to in this learning window, and 2) are subordinates of agent i's supervisor

If we don't limit ourselves to transformating solely from experiences:

  • We can easily calculate the context features as they do in the paper, but...
  • The supervisory structure no longer becomes problem-agnostic and becomes tightly coupled with the load-balancing problem