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 Agent Societies


A Visual Communication Map for Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent learning distinctly poses significant challenges in the effort to allocate a concealed communication medium. Agents receive thorough knowledge from the medium to determine subsequent actions in a distributed nature. Apparently, the goal is to leverage the cooperation of multiple agents to achieve a designated objective efficiently. Recent studies typically combine a specialized neural network with reinforcement learning to enable communication between agents. This approach, however, limits the number of agents or necessitates the homogeneity of the system. In this paper, we have proposed a more scalable approach that not only deals with a great number of agents but also enables collaboration between dissimilar functional agents and compatibly combined with any deep reinforcement learning methods. Specifically, we create a global communication map to represent the status of each agent in the system visually. The visual map and the environmental state are fed to a shared-parameter network to train multiple agents concurrently. Finally, we select the Asynchronous Advantage Actor-Critic (A3C) algorithm to demonstrate our proposed scheme, namely Visual communication map for Multi-agent A3C (VMA3C). Simulation results show that the use of visual communication map improves the performance of A3C regarding learning speed, reward achievement, and robustness in multi-agent problems.


Multi Type Mean Field Reinforcement Learning

arXiv.org Artificial Intelligence

Mean field theory provides an effective way of scaling multiagent reinforcement learning algorithms to environments with many agents that can be abstracted by a virtual mean agent. In this paper, we extend mean field multiagent algorithms to multiple types. The types enable the relaxation of a core assumption in mean field games, which is that all agents in the environment are playing almost similar strategies and have the same goal. We conduct experiments on three different testbeds for the field of many agent reinforcement learning, based on the standard MAgents framework. We consider two different kinds of mean field games: a) Games where agents belong to predefined types that are known a priori and b) Games where the type of each agent is unknown and therefore must be learned based on observations. We introduce new algorithms for each type of game and demonstrate their superior performance over state of the art algorithms that assume that all agents belong to the same type and other baseline algorithms in the MAgent framework.


Sequential Cooperative Bayesian Inference

arXiv.org Machine Learning

Learning often occurs sequentially, as opposed to in batch, and from data provided by other agents, as opposed to from a fixed random sampling process. The canonical example of sequential learning from an agent occurs in educational contexts where the other agent is a teacher whose goal is to help the learner. However, instances appear across a wide range of contexts including informal learning, language, and robotics. In contrast with typical contexts considered in machine learning, it is reasonable to expect the cooperative agent to adapt their sampling process after each trial, consistent with the goal of helping the learner learn more quickly. It is also reasonable to expect that learners, in dealing with such cooperative agents, would know the other agent intends to cooperate and incorporate that knowledge when updating their beliefs.


Diverse Randomized Agents Vote to Win

Neural Information Processing Systems

We investigate the power of voting among diverse, randomized software agents. With teams of computer Go agents in mind, we develop a novel theoretical model of two-stage noisy voting that builds on recent work in machine learning. This model allows us to reason about a collection of agents with different biases (determined by the first-stage noise models), which, furthermore, apply randomized algorithms to evaluate alternatives and produce votes (captured by the second-stage noise models). We analytically demonstrate that a uniform team, consisting of multiple instances of any single agent, must make a significant number of mistakes, whereas a diverse team converges to perfection as the number of agents grows. Our experiments, which pit teams of computer Go agents against strong agents, provide evidence for the effectiveness of voting when agents are diverse.


Extended Markov Games to Learn Multiple Tasks in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

This paper focus on formally extending Markov Learning (RL) has recently attracted interest as a way for singleagent Games (MGs), the mathematical model that is traditionally used in RL to learn multiple-task specifications. In this paper we extend MARL, to build a new general model, i.e, not focused solely in one this convergence to multi-agent settings and formally define Extended kind of multi-agent game, that allows multiple learning agents to Markov Games as a general mathematical model that allows concurrently fulfill various non-Markovian specifications in multiagent multiple RL agents to concurrently learn various non-Markovian settings. To support our model with empirical evidence, we specifications. To introduce this new model we provide formal definitions also extended two logic-based RL algorithms to multi-agents systems and proofs as well as empirical tests of RL algorithms running in order to show how various learning agents can fulfill different on this framework. Specifically, we use our model to train two different types of non-Markovian specifications expressed in co-safe- Lineartime logic-based multi-agent RL algorithms to solve diverse settings Temporal Logic (LT L). Our results are promising and point to of non-Markovian co-safe LT L specifications.


Learning Structured Communication for Multi-agent Reinforcement Learning

arXiv.org Machine Learning

This work explores the large-scale multi-agent communication mechanism under a multi-agent reinforcement learning (MARL) setting. We summarize the general categories of topology for communication structures in MARL literature, which are often manually specified. Then we propose a novel framework termed as Learning Structured Communication (LSC) by using a more flexible and efficient communication topology. Our framework allows for adaptive agent grouping to form different hierarchical formations over episodes, which is generated by an auxiliary task combined with a hierarchical routing protocol. Given each formed topology, a hierarchical graph neural network is learned to enable effective message information generation and propagation among inter- and intra-group communications. In contrast to existing communication mechanisms, our method has an explicit while learnable design for hierarchical communication. Experiments on challenging tasks show the proposed LSC enjoys high communication efficiency, scalability, and global cooperation capability.


Q-Learning for Mean-Field Controls

arXiv.org Machine Learning

Multi-agent reinforcement learning (MARL) has been applied to many challenging problems including two-team computer games, autonomous drivings, and real-time biddings. Despite the empirical success, there is a conspicuous absence of theoretical study of different MARL algorithms: this is mainly due to the curse of dimensionality caused by the exponential growth of the joint state-action space as the number of agents increases. Mean-field controls (MFC) with infinitely many agents and deterministic flows, meanwhile, provide good approximations to $N$-agent collaborative games in terms of both game values and optimal strategies. In this paper, we study the collaborative MARL under an MFC approximation framework: we develop a model-free kernel-based Q-learning algorithm (CDD-Q) and show that its convergence rate and sample complexity are independent of the number of agents. Our empirical studies on MFC examples demonstrate strong performances of CDD-Q. Moreover, the CDD-Q algorithm can be applied to a general class of Markov decision problems (MDPs) with deterministic dynamics and continuous state-action space.


Transfer Heterogeneous Knowledge Among Peer-to-Peer Teammates: A Model Distillation Approach

arXiv.org Artificial Intelligence

Peer-to-peer knowledge transfer in distributed environments has emerged as a promising method since it could accelerate learning and improve team-wide performance without relying on pre-trained teachers in deep reinforcement learning. However, for traditional peer-to-peer methods such as action advising, they have encountered difficulties in how to efficiently expressed knowledge and advice. As a result, we propose a brand new solution to reuse experiences and transfer value functions among multiple students via model distillation. But it is still challenging to transfer Q-function directly since it is unstable and not bounded. To address this issue confronted with existing works, we adopt Categorical Deep Q-Network. We also describe how to design an efficient communication protocol to exploit heterogeneous knowledge among multiple distributed agents. Our proposed framework, namely Learning and Teaching Categorical Reinforcement (LTCR), shows promising performance on stabilizing and accelerating learning progress with improved team-wide reward in four typical experimental environments.


Neural MMO v1.3: A Massively Multiagent Game Environment for Training and Evaluating Neural Networks

arXiv.org Artificial Intelligence

Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting.


Regret Bounds for Decentralized Learning in Cooperative Multi-Agent Dynamical Systems

arXiv.org Machine Learning

Regret analysis is challenging in Multi-Agent Reinforcement Learning (MARL) primarily due to the dynamical environments and the decentralized information among agents. We attempt to solve this challenge in the context of decentralized learning in multi-agent linear-quadratic (LQ) dynamical systems. We begin with a simple setup consisting of two agents and two dynamically decoupled stochastic linear systems, each system controlled by an agent. The systems are coupled through a quadratic cost function. When both systems' dynamics are unknown and there is no communication among the agents, we show that no learning policy can generate sub-linear in $T$ regret, where $T$ is the time horizon. When only one system's dynamics are unknown and there is one-directional communication from the agent controlling the unknown system to the other agent, we propose a MARL algorithm based on the construction of an auxiliary single-agent LQ problem. The auxiliary single-agent problem in the proposed MARL algorithm serves as an implicit coordination mechanism among the two learning agents. This allows the agents to achieve a regret within $O(\sqrt{T})$ of the regret of the auxiliary single-agent problem. Consequently, using existing results for single-agent LQ regret, our algorithm provides a $\tilde{O}(\sqrt{T})$ regret bound. (Here $\tilde{O}(\cdot)$ hides constants and logarithmic factors). Our numerical experiments indicate that this bound is matched in practice. From the two-agent problem, we extend our results to multi-agent LQ systems with certain communication patterns.