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Grounded Answers for Multi-agent Decision-making Problem through Generative World Model

Neural Information Processing Systems

Recent progress in generative models has stimulated significant innovations in many fields, such as image generation and chatbots. Despite their success, these models often produce sketchy and misleading solutions for complex multi-agent decisionmaking problems because they miss the trial-and-error experience and reasoning as humans. To address this limitation, we explore a paradigm that integrates a language-guided simulator into the multi-agent reinforcement learning pipeline to enhance the generated answer. The simulator is a world model that separately learns dynamics and reward, where the dynamics model comprises an image tokenizer as well as a causal transformer to generate interaction transitions autoregressively, and the reward model is a bidirectional transformer learned by maximizing the likelihood of trajectories in the expert demonstrations under language guidance. Given an image of the current state and the task description, we use the world model to train the joint policy and produce the image sequence as the answer by running the converged policy on the dynamics model. The empirical results demonstrate that this framework can improve the answers for multi-agent decision-making problems by showing superior performance on the training and unseen tasks of the StarCraft Multi-Agent Challenge benchmark. In particular, it can generate consistent interaction sequences and explainable reward functions at interaction states, opening the path for training generative models of the future.


Aligning Individual and Collective Objectives in Multi-Agent Cooperation

Neural Information Processing Systems

Among the research topics in multi-agent learning, mixed-motive cooperation is one of the most prominent challenges, primarily due to the mismatch between individual and collective goals. The cutting-edge research is focused on incorporating domain knowledge into rewards and introducing additional mechanisms to incentivize cooperation. However, these approaches often face shortcomings such as the effort on manual design and the absence of theoretical groundings. To close this gap, we model the mixed-motive game as a differentiable game for the ease of illuminating the learning dynamics towards cooperation. More detailed, we introduce a novel optimization method named Altruistic Gradient Adjustment (AgA) that employs gradient adjustments to progressively align individual and collective objectives. Furthermore, we theoretically prove that AgA effectively attracts gradients to stable fixed points of the collective objective while considering individual interests, and we validate these claims with empirical evidence. We evaluate the effectiveness of our algorithm AgA through benchmark environments for testing mixed-motive collaboration with small-scale agents such as the two-player public good game and the sequential social dilemma games, Cleanup and Harvest, as well as our self-developed large-scale environment in the game StarCraft II.


The NetHack Learning Environment Heinrich Kรผttler + Alexander H. Miller + Roberta Raileanu

Neural Information Processing Systems

Progress in Reinforcement Learning (RL) algorithms goes hand-in-hand with the development of challenging environments that test the limits of current methods. While existing RL environments are either sufficiently complex or based on fast simulation, they are rarely both. Here, we present the NetHack Learning Environment (NLE), a scalable, procedurally generated, stochastic, rich, and challenging environment for RL research based on the popular single-player terminalbased roguelike game, NetHack. We argue that NetHack is sufficiently complex to drive long-term research on problems such as exploration, planning, skill acquisition, and language-conditioned RL, while dramatically reducing the computational resources required to gather a large amount of experience. We compare NLE and its task suite to existing alternatives, and discuss why it is an ideal medium for testing the robustness and systematic generalization of RL agents. We demonstrate empirical success for early stages of the game using a distributed Deep RL baseline and Random Network Distillation exploration, alongside qualitative analysis of various agents trained in the environment.


Recovering Private Text in Federated Learning of Language Models

Neural Information Processing Systems

Federated learning allows distributed users to collaboratively train a model while keeping each user's data private. Recently, a growing body of work has demonstrated that an eavesdropping attacker can effectively recover image data from gradients transmitted during federated learning. However, little progress has been made in recovering text data. In this paper, we present a novel attack method FILM for federated learning of language models (LMs). For the first time, we show the feasibility of recovering text from large batch sizes of up to 128 sentences.


PettingZoo: A Standard API for Multi-Agent Reinforcement Learning J. K. Terry Benjamin Black Nathaniel Grammel

Neural Information Processing Systems

This paper introduces the PettingZoo library and the accompanying Agent Environment Cycle ("AEC") games model. PettingZoo is a library of diverse sets of multi-agent environments with a universal, elegant Python API. PettingZoo was developed with the goal of accelerating research in Multi-Agent Reinforcement Learning ("MARL"), by making work more interchangeable, accessible and reproducible akin to what OpenAI's Gym library did for single-agent reinforcement learning. PettingZoo's API, while inheriting many features of Gym, is unique amongst MARL APIs in that it's based around the novel AEC games model. We argue, in part through case studies on major problems in popular MARL environments, that the popular game models are poor conceptual models of games commonly used in MARL and accordingly can promote confusing bugs that are hard to detect, and that the AEC games model addresses these problems.


AdaSociety: An Adaptive Environment with Social Structures for Multi-Agent Decision-Making * 2

Neural Information Processing Systems

Traditional interactive environments limit agents' intelligence growth with fixed tasks. Recently, single-agent environments address this by generating new tasks based on agent actions, enhancing task diversity. We consider the decision-making problem in multi-agent settings, where tasks are further influenced by social connections, affecting rewards and information access. However, existing multi-agent environments lack a combination of adaptive physical surroundings and social connections, hindering the learning of intelligent behaviors. To address this, we introduce AdaSociety, a customizable multi-agent environment featuring expanding state and action spaces, alongside explicit and alterable social structures. As agents progress, the environment adaptively generates new tasks with social structures for agents to undertake. In AdaSociety, we develop three mini-games showcasing distinct social structures and tasks. Initial results demonstrate that specific social structures can promote both individual and collective benefits, though current reinforcement learning and LLM-based algorithms show limited effectiveness in leveraging social structures to enhance performance. Overall, AdaSociety serves as a valuable research platform for exploring intelligence in diverse physical and social settings.


Grounded Reinforcement Learning: Learning to Win the Game under Human Commands

Neural Information Processing Systems

We consider the problem of building a reinforcement learning (RL) agent that can both accomplish non-trivial tasks, like winning a real-time strategy game, and strictly follow high-level language commands from humans, like "attack", even if a command is sub-optimal. We call this novel yet important problem, Grounded Reinforcement Learning (GRL). Compared with other language grounding tasks, GRL is particularly non-trivial and cannot be simply solved by pure RL or behavior cloning (BC). From the RL perspective, it is extremely challenging to derive a precise reward function for human preferences since the commands are abstract and the valid behaviors are highly complicated and multi-modal. From the BC perspective, it is impossible to obtain perfect demonstrations since human strategies in complex games are typically sub-optimal. We tackle GRL via a simple, tractable, and practical constrained RL objective and develop an iterative RL algorithm, REinforced demonstration Distillation (RED), to obtain a strong GRL policy. We evaluate the policies derived by RED, BC and pure RL methods on a simplified real-time strategy game, MiniRTS. Experiment results and human studies show that the RED policy is able to consistently follow human commands and, at the same time, achieve a higher win rate than the baselines. We release our code and present more examples at https://sites.google.com/view/grounded-rl.


Exploiting Opponents under Utility Constraints in Sequential Games

Neural Information Processing Systems

Recently, game-playing agents based on AI techniques have demonstrated superhuman performance in several sequential games, such as chess, Go, and poker. Surprisingly, the multi-agent learning techniques that allowed to reach these achievements do not take into account the actual behavior of the human player, potentially leading to an impressive gap in performances. In this paper, we address the problem of designing artificial agents that learn how to effectively exploit unknown human opponents while playing repeatedly against them in an online fashion. We study the case in which the agent's strategy during each repetition of the game is subject to constraints ensuring that the human's expected utility is within some lower and upper thresholds. Our framework encompasses several real-world problems, such as human engagement in repeated game playing and human education by means of serious games. As a first result, we formalize a set of linear inequalities encoding the conditions that the agent's strategy must satisfy at each iteration in order to do not violate the given bounds for the human's expected utility. Then, we use such formulation in an upper confidence bound algorithm, and we prove that the resulting procedure suffers from sublinear regret and guarantees that the constraints are satisfied with high probability at each iteration. Finally, we empirically evaluate the convergence of our algorithm on standard testbeds of sequential games.


GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps

Neural Information Processing Systems

Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate their planning capabilities by proposing GameTraversalBenchmark (GTB), a benchmark consisting of diverse 2D grid-based game maps. An LLM succeeds if it can traverse through given objectives, with a minimum number of steps and a minimum number of generation errors. We evaluate a number of LLMs on GTB and found that GPT-4-Turbo achieved the highest score of 44.97% on GTB_Score (GTBS), a composite score that combines the three above criteria. Furthermore, we preliminarily test large reasoning models, namely o1, which scores 67.84% on GTBS, indicating that the benchmark remains challenging for current models.