Agent Societies
VAST: Value Function Factorization with Variable Agent Sub-Teams
Value function factorization (VFF) is a popular approach to cooperative multi-agent reinforcement learning in order to learn local value functions from global rewards. However, state-of-the-art VFF is limited to a handful of agents in most domains. We hypothesize that this is due to the flat factorization scheme, where the VFF operator becomes a performance bottleneck with an increasing number of agents. Therefore, we propose VFF with variable agent sub-teams (VAST). VAST approximates a factorization for sub-teams which can be defined in an arbitrary way and vary over time, e.g., to adapt to different situations. The sub-team values are then linearly decomposed for all sub-team members. Thus, VAST can learn on a more focused and compact input representation of the original VFF operator. We evaluate VAST in three multi-agent domains and show that VAST can significantly outperform state-of-the-art VFF, when the number of agents is sufficiently large.
The Sensory Neuron as a Transformer: Permutation-Invariant Neural Networks for Reinforcement Learning
In complex systems, we often observe complex global behavior emerge from a collection of agents interacting with each other in their environment, with each individual agent acting only on locally available information, without knowing the full picture. Such systems have inspired development of artificial intelligence algorithms in areas such as swarm optimization and cellular automata. Motivated by the emergence of collective behavior from complex cellular systems, we build systems that feed each sensory input from the environment into distinct, but identical neural networks, each with no fixed relationship with one another. We show that these sensory networks can be trained to integrate information received locally, and through communication via an attention mechanism, can collectively produce a globally coherent policy. Moreover, the system can still perform its task even if the ordering of its inputs is randomly permuted several times during an episode. These permutation invariant systems also display useful robustness and generalization properties that are broadly applicable.
Inverse Factorized Soft Q-Learning for Cooperative Multi-agent Imitation Learning
This paper concerns imitation learning (IL) in cooperative multi-agent systems.The learning problem under consideration poses several challenges, characterized by high-dimensional state and action spaces and intricate inter-agent dependencies. In a single-agent setting, IL was shown to be done efficiently via an inverse soft-Q learning process. However, extending this framework to a multi-agent context introduces the need to simultaneously learn both local value functions to capture local observations and individual actions, and a joint value function for exploiting centralized learning.In this work, we introduce a new multi-agent IL algorithm designed to address these challenges. Our approach enables thecentralized learning by leveraging mixing networks to aggregate decentralized Q functions.We further establish conditions for the mixing networks under which the multi-agent IL objective function exhibits convexity within the Q function space.We present extensive experiments conducted on some challenging multi-agent game environments, including an advanced version of the Star-Craft multi-agent challenge (SMACv2), which demonstrates the effectiveness of our algorithm.
Taming Communication and Sample Complexities in Decentralized Policy Evaluation for Cooperative Multi-Agent Reinforcement Learning
Cooperative multi-agent reinforcement learning (MARL) has received increasing attention in recent years and has found many scientific and engineering applications. However, a key challenge arising from many cooperative MARL algorithm designs (e.g., the actor-critic framework) is the policy evaluation problem, which can only be conducted in a {\em decentralized} fashion. In this paper, we focus on decentralized MARL policy evaluation with nonlinear function approximation, which is often seen in deep MARL. We first show that the empirical decentralized MARL policy evaluation problem can be reformulated as a decentralized nonconvex-strongly-concave minimax saddle point problem. We then develop a decentralized gradient-based descent ascent algorithm called GT-GDA that enjoys a convergence rate of $\mathcal{O}(1/T)$.
Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement Learning
In multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent agent-wise exploration is appealing, this approach fails on tasks that require elaborate group strategies. We argue that coordinating the agents' policies can guide their exploration and we investigate techniques to promote such an inductive bias. We propose two policy regularization methods: TeamReg, which is based on inter-agent action predictability and CoachReg that relies on synchronized behavior selection. We evaluate each approach on four challenging continuous control tasks with sparse rewards that require varying levels of coordination as well as on the discrete action Google Research Football environment. Our experiments show improved performance across many cooperative multi-agent problems. Finally, we analyze the effects of our proposed methods on the policies that our agents learn and show that our methods successfully enforce the qualities that we propose as proxies for coordinated behaviors.
On Blame Attribution for Accountable Multi-Agent Sequential Decision Making
Blame attribution is one of the key aspects of accountable decision making, as it provides means to quantify the responsibility of an agent for a decision making outcome. In this paper, we study blame attribution in the context of cooperative multi-agent sequential decision making. As a particular setting of interest, we focus on cooperative decision making formalized by Multi-Agent Markov Decision Processes (MMDPs), and we analyze different blame attribution methods derived from or inspired by existing concepts in cooperative game theory. We formalize desirable properties of blame attribution in the setting of interest, and we analyze the relationship between these properties and the studied blame attribution methods. Interestingly, we show that some of the well known blame attribution methods, such as Shapley value, are not performance-incentivizing, while others, such as Banzhaf index, may over-blame agents. To mitigate these value misalignment and fairness issues, we introduce a novel blame attribution method, unique in the set of properties it satisfies, which trade-offs explanatory power (by under-blaming agents) for the aforementioned properties. We further show how to account for uncertainty about agents' decision making policies, and we experimentally: a) validate the qualitative properties of the studied blame attribution methods, and b) analyze their robustness to uncertainty.
Multi-Agent Reinforcement Learning is a Sequence Modeling Problem
Large sequence models (SM) such as GPT series and BERT have displayed outstanding performance and generalization capabilities in natural language process, vision and recently reinforcement learning. A natural follow-up question is how to abstract multi-agent decision making also as an sequence modeling problem and benefit from the prosperous development of the SMs. In this paper, we introduce a novel architecture named Multi-Agent Transformer (MAT) that effectively casts cooperative multi-agent reinforcement learning (MARL) into SM problems wherein the objective is to map agents' observation sequences to agents' optimal action sequences. Our goal is to build the bridge between MARL and SMs so that the modeling power of modern sequence models can be unleashed for MARL. Central to our MAT is an encoder-decoder architecture which leverages the multi-agent advantage decomposition theorem to transform the joint policy search problem into a sequential decision making process; this renders only linear time complexity for multi-agent problems and, most importantly, endows MAT with monotonic performance improvement guarantee. Unlike prior arts such as Decision Transformer fit only pre-collected offline data, MAT is trained by online trial and error from the environment in an on-policy fashion. To validate MAT, we conduct extensive experiments on StarCraftII, Multi-Agent MuJoCo, Dexterous Hands Manipulation, and Google Research Football benchmarks. Results demonstrate that MAT achieves superior performance and data efficiency compared to strong baselines including MAPPO and HAPPO.
Variational Automatic Curriculum Learning for Sparse-Reward Cooperative Multi-Agent Problems
We introduce an automatic curriculum algorithm, Variational Automatic Curriculum Learning (VACL), for solving challenging goal-conditioned cooperative multi-agent reinforcement learning problems. We motivate our curriculum learning paradigm through a variational perspective, where the learning objective can be decomposed into two terms: task learning on the current curriculum, and curriculum update to a new task distribution. Local optimization over the second term suggests that the curriculum should gradually expand the training tasks from easy to hard. Our VACL algorithm implements this variational paradigm with two practical components, task expansion and entity curriculum, which produces a series of training tasks over both the task configurations as well as the number of entities in the task. Experiment results show that VACL solves a collection of sparse-reward problems with a large number of agents. Particularly, using a single desktop machine, VACL achieves 98% coverage rate with 100 agents in the simple-spread benchmark and reproduces the ramp-use behavior originally shown in OpenAI's hide-and-seek project.
Society of Agents: Regret Bounds of Concurrent Thompson Sampling
We consider the concurrent reinforcement learning problem where $n$ agents simultaneously learn to make decisions in the same environment by sharing experience with each other. Existing works in this emerging area have empirically demonstrated that Thompson sampling (TS) based algorithms provide a particularly attractive alternative for inducing cooperation, because each agent can independently sample a belief environment (and compute a corresponding optimal policy) from the joint posterior computed by aggregating all agents' data, which induces diversity in exploration among agents while benefiting shared experience from all agents. However, theoretical guarantees in this area remain under-explored; in particular, no regret bound is known on TS based concurrent RL algorithms. In this paper, we fill in this gap by considering two settings. In the first, we study the simple finite-horizon episodic RL setting, where TS is naturally adapted into the concurrent setup by having each agent sample from the current joint posterior at the beginning of each episode. We establish a $\tilde{O}(HS\sqrt{\frac{AT}{n}})$ per-agent regret bound, where $H$ is the horizon of the episode, $S$ is the number of states, $A$ is the number of actions, $T$ is the number of episodes and $n$ is the number of agents. In the second setting, we consider the infinite-horizon RL problem, where a policy is measured by its long-run average reward. Here, despite not having natural episodic breakpoints, we show that by a doubling-horizon schedule, we can adapt TS to the infinite-horizon concurrent learning setting to achieve a regret bound of $\tilde{O}(DS\sqrt{ATn})$, where $D$ is the standard notion of diameter of the underlying MDP and $T$ is the number of timesteps. Note that in both settings, the per-agent regret decreases at an optimal rate of $\Theta(\frac{1}{\sqrt{n}})$, which manifests the power of cooperation in concurrent RL.
Self-Organized Group for Cooperative Multi-agent Reinforcement Learning
Centralized training with decentralized execution (CTDE) has achieved great success in cooperative multi-agent reinforcement learning (MARL) in practical applications. However, CTDE-based methods typically suffer from poor zero-shot generalization ability with dynamic team composition and varying partial observability. To tackle these issues, we propose a spontaneously grouping mechanism, termed Self-Organized Group (SOG), which is featured with conductor election (CE) and message summary (MS). In CE, a certain number of conductors are elected every $T$ time-steps to temporally construct groups, each with conductor-follower consensus where the followers are constrained to only communicate with their conductor. In MS, each conductor summarize and distribute the received messages to all affiliate group members to hold a unified scheduling. SOG provides zero-shot generalization ability to the dynamic number of agents and the varying partial observability.