Agent Societies
Distributed Multi-agent Interaction Generation with Imagined Potential Games
Sun, Lingfeng, Hung, Pin-Yun, Wang, Changhao, Tomizuka, Masayoshi, Xu, Zhuo
Interactive behavior modeling of multiple agents is an essential challenge in simulation, especially in scenarios when agents need to avoid collisions and cooperate at the same time. Humans can interact with others without explicit communication and navigate in scenarios when cooperation is required. In this work, we aim to model human interactions in this realistic setting, where each agent acts based on its observation and does not communicate with others. We propose a framework based on distributed potential games, where each agent imagines a cooperative game with other agents and solves the game using its estimation of their behavior. We utilize iLQR to solve the games and closed-loop simulate the interactions. We demonstrate the benefits of utilizing distributed imagined games in our framework through various simulation experiments. We show the high success rate, the increased navigation efficiency, and the ability to generate rich and realistic interactions with interpretable parameters. Illustrative examples are available at https://sites.google.com/berkeley.edu/distributed-interaction.
Learn to Follow: Decentralized Lifelong Multi-agent Pathfinding via Planning and Learning
Skrynnik, Alexey, Andreychuk, Anton, Nesterova, Maria, Yakovlev, Konstantin, Panov, Aleksandr
Multi-agent Pathfinding (MAPF) problem generally asks to find a set of conflict-free paths for a set of agents confined to a graph and is typically solved in a centralized fashion. Conversely, in this work, we investigate the decentralized MAPF setting, when the central controller that posses all the information on the agents' locations and goals is absent and the agents have to sequientially decide the actions on their own without having access to a full state of the environment. We focus on the practically important lifelong variant of MAPF, which involves continuously assigning new goals to the agents upon arrival to the previous ones. To address this complex problem, we propose a method that integrates two complementary approaches: planning with heuristic search and reinforcement learning through policy optimization. Planning is utilized to construct and re-plan individual paths. We enhance our planning algorithm with a dedicated technique tailored to avoid congestion and increase the throughput of the system. We employ reinforcement learning to discover the collision avoidance policies that effectively guide the agents along the paths. The policy is implemented as a neural network and is effectively trained without any reward-shaping or external guidance. We evaluate our method on a wide range of setups comparing it to the state-of-the-art solvers. The results show that our method consistently outperforms the learnable competitors, showing higher throughput and better ability to generalize to the maps that were unseen at the training stage. Moreover our solver outperforms a rule-based one in terms of throughput and is an order of magnitude faster than a state-of-the-art search-based solver.
All by Myself: Learning Individualized Competitive Behaviour with a Contrastive Reinforcement Learning optimization
Barros, Pablo, Sciutti, Alessandra
In a competitive game scenario, a set of agents have to learn decisions that maximize their goals and minimize their adversaries' goals at the same time. Besides dealing with the increased dynamics of the scenarios due to the opponents' actions, they usually have to understand how to overcome the opponent's strategies. Most of the common solutions, usually based on continual learning or centralized multi-agent experiences, however, do not allow the development of personalized strategies to face individual opponents. In this paper, we propose a novel model composed of three neural layers that learn a representation of a competitive game, learn how to map the strategy of specific opponents, and how to disrupt them. The entire model is trained online, using a composed loss based on a contrastive optimization, to learn competitive and multiplayer games. We evaluate our model on a pokemon duel scenario and the four-player competitive Chef's Hat card game. Our experiments demonstrate that our model achieves better performance when playing against offline, online, and competitive-specific models, in particular when playing against the same opponent multiple times. We also present a discussion on the impact of our model, in particular on how well it deals with on specific strategy learning for each of the two scenarios.
Multi-Agent Bayesian Optimization with Coupled Black-Box and Affine Constraints
Xu, Wenjie, Jiang, Yuning, Svetozarevic, Bratislav, Jones, Colin N.
This paper studies the problem of distributed multi-agent Bayesian optimization with both coupled black-box constraints and known affine constraints. A primal-dual distributed algorithm is proposed that achieves similar regret/violation bounds as those in the single-agent case for the black-box objective and constraint functions. Additionally, the algorithm guarantees an $\mathcal{O}(N\sqrt{T})$ bound on the cumulative violation for the known affine constraints, where $N$ is the number of agents. Hence, it is ensured that the average of the samples satisfies the affine constraints up to the error $\mathcal{O}({N}/{\sqrt{T}})$. Furthermore, we characterize certain conditions under which our algorithm can bound a stronger metric of cumulative violation and provide best-iterate convergence without affine constraint. The method is then applied to both sampled instances from Gaussian processes and a real-world optimal power allocation problem for wireless communication; the results show that our method simultaneously provides close-to-optimal performance and maintains minor violations on average, corroborating our theoretical analysis.
COMPOSER: Scalable and Robust Modular Policies for Snake Robots
Zhang, Yuyou, Niu, Yaru, Liu, Xingyu, Zhao, Ding
Snake robots have showcased remarkable compliance and adaptability in their interaction with environments, mirroring the traits of their natural counterparts. While their hyper-redundant and high-dimensional characteristics add to this adaptability, they also pose great challenges to robot control. Instead of perceiving the hyper-redundancy and flexibility of snake robots as mere challenges, there lies an unexplored potential in leveraging these traits to enhance robustness and generalizability at the control policy level. We seek to develop a control policy that effectively breaks down the high dimensionality of snake robots while harnessing their redundancy. In this work, we consider the snake robot as a modular robot and formulate the control of the snake robot as a cooperative Multi-Agent Reinforcement Learning (MARL) problem. Each segment of the snake robot functions as an individual agent. Specifically, we incorporate a self-attention mechanism to enhance the cooperative behavior between agents. A high-level imagination policy is proposed to provide additional rewards to guide the low-level control policy. We validate the proposed method COMPOSER with five snake robot tasks, including goal reaching, wall climbing, shape formation, tube crossing, and block pushing. COMPOSER achieves the highest success rate across all tasks when compared to a centralized baseline and four modular policy baselines. Additionally, we show enhanced robustness against module corruption and significantly superior zero-shot generalizability in our proposed method. The videos of this work are available on our project page: https://sites.google.com/view/composer-snake/.
Semantically Aligned Task Decomposition in Multi-Agent Reinforcement Learning
Li, Wenhao, Qiao, Dan, Wang, Baoxiang, Wang, Xiangfeng, Jin, Bo, Zha, Hongyuan
The difficulty of appropriately assigning credit is particularly heightened in cooperative MARL with sparse reward, due to the concurrent time and structural scales involved. Automatic subgoal generation (ASG) has recently emerged as a viable MARL approach inspired by utilizing subgoals in intrinsically motivated reinforcement learning. However, end-to-end learning of complex task planning from sparse rewards without prior knowledge, undoubtedly requires massive training samples. Moreover, the diversity-promoting nature of existing ASG methods can lead to the "over-representation" of subgoals, generating numerous spurious subgoals of limited relevance to the actual task reward and thus decreasing the sample efficiency of the algorithm. To address this problem and inspired by the disentangled representation learning, we propose a novel "disentangled" decision-making method, Semantically Aligned task decomposition in MARL (SAMA), that prompts pretrained language models with chain-of-thought that can suggest potential goals, provide suitable goal decomposition and subgoal allocation as well as self-reflection-based replanning. Additionally, SAMA incorporates language-grounded RL to train each agent's subgoal-conditioned policy. SAMA demonstrates considerable advantages in sample efficiency compared to state-of-the-art ASG methods, as evidenced by its performance on two challenging sparse-reward tasks, Overcooked and MiniRTS.
Group-Agent Reinforcement Learning
It can largely benefit the reinforcement learning (RL) process of each agent if multiple geographically distributed agents perform their separate RL tasks cooperatively. Different from multi-agent reinforcement learning (MARL) where multiple agents are in a common environment and should learn to cooperate or compete with each other, in this case each agent has its separate environment and only communicates with others to share knowledge without any cooperative or competitive behaviour as a learning outcome. In fact, this scenario exists widely in real life whose concept can be utilised in many applications, but is not well understood yet and not well formulated. As the first effort, we propose group-agent system for RL as a formulation of this scenario and the third type of RL system with respect to single-agent and multi-agent systems. We then propose a distributed RL framework called DDAL (Decentralised Distributed Asynchronous Learning) designed for group-agent reinforcement learning (GARL). We show through experiments that DDAL achieved desirable performance with very stable training and has good scalability.
Less Is More: Robust Robot Learning via Partially Observable Multi-Agent Reinforcement Learning
Zhao, Wenshuai, Rantala, Eetu-Aleksi, Pajarinen, Joni, Queralta, Jorge Peรฑa
In many multi-agent and high-dimensional robotic tasks, the controller can be designed in either a centralized or decentralized way. Correspondingly, it is possible to use either single-agent reinforcement learning (SARL) or multi-agent reinforcement learning (MARL) methods to learn such controllers. However, the relationship between these two paradigms remains under-studied in the literature. This work explores research questions in terms of robustness and performance of SARL and MARL approaches to the same task, in order to gain insight into the most suitable methods. We start by analytically showing the equivalence between these two paradigms under the full-state observation assumption. Then, we identify a broad subclass of \textit{Dec-POMDP} tasks where the agents are weakly or partially interacting. In these tasks, we show that partial observations of each agent are sufficient for near-optimal decision-making. Furthermore, we propose to exploit such partially observable MARL to improve the robustness of robots when joint or agent failures occur. Our experiments on both simulated multi-agent tasks and a real robot task with a mobile manipulator validate the presented insights and the effectiveness of the proposed robust robot learning method via partially observable MARL.
Learning Emergent Behavior in Robot Swarms with NEAT
Rajbhandari, Pranav, Sofge, Donald
When researching robot swarms, many studies observe complex group behavior emerging from the individual agents' simple local actions. However, the task of learning an individual policy to produce a desired emergent behavior remains a challenging and largely unsolved problem. We present a method of training distributed robotic swarm algorithms to produce emergent behavior. Inspired by the biological evolution of emergent behavior in animals, we use an evolutionary algorithm to train a 'population' of individual behaviors to approximate a desired group behavior. We perform experiments using simulations of the Georgia Tech Miniature Autonomous Blimps (GT-MABs) aerial robotics platforms conducted in the CoppeliaSim simulator. Additionally, we test on simulations of Anki Vector robots to display our algorithm's effectiveness on various modes of actuation. We evaluate our algorithm on various tasks where a somewhat complex group behavior is required for success. These tasks include an Area Coverage task, a Surround Target task, and a Wall Climb task. We compare behaviors evolved using our algorithm against 'designed policies', which we create in order to exhibit the emergent behaviors we desire.
Counterfactual Conservative Q Learning for Offline Multi-agent Reinforcement Learning
Shao, Jianzhun, Qu, Yun, Chen, Chen, Zhang, Hongchang, Ji, Xiangyang
Offline multi-agent reinforcement learning is challenging due to the coupling effect of both distribution shift issue common in offline setting and the high dimension issue common in multi-agent setting, making the action out-of-distribution (OOD) and value overestimation phenomenon excessively severe. To mitigate this problem, we propose a novel multi-agent offline RL algorithm, named CounterFactual Conservative Q-Learning (CFCQL) to conduct conservative value estimation. Rather than regarding all the agents as a high dimensional single one and directly applying single agent methods to it, CFCQL calculates conservative regularization for each agent separately in a counterfactual way and then linearly combines them to realize an overall conservative value estimation. We prove that it still enjoys the underestimation property and the performance guarantee as those single agent conservative methods do, but the induced regularization and safe policy improvement bound are independent of the agent number, which is therefore theoretically superior to the direct treatment referred to above, especially when the agent number is large. We further conduct experiments on four environments including both discrete and continuous action settings on both existing and our man-made datasets, demonstrating that CFCQL outperforms existing methods on most datasets and even with a remarkable margin on some of them.