Agent Societies
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.
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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.
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Queue Up Your Regrets: Achieving the Dynamic Capacity Region of Multiplayer Bandits
Consider $N$ cooperative agents such that for $T$ turns, each agent n takes an action $a_{n}$ and receives a stochastic reward $r_{n}\left(a_{1},\ldots,a_{N}\right)$. Agents cannot observe the actions of other agents and do not know even their own reward function. The agents can communicate with their neighbors on a connected graph $G$ with diameter $d\left(G\right)$. We want each agent $n$ to achieve an expected average reward of at least $\lambda_{n}$ over time, for a given quality of service (QoS) vector $\boldsymbol{\lambda}$. A QoS vector $\boldsymbol{\lambda}$ is not necessarily achievable.
On Sample Optimality in Personalized Collaborative and Federated Learning
In personalized federated learning, each member of a potentially large set of agents aims to train a model minimizing its loss function averaged over its local data distribution. We study this problem under the lens of stochastic optimization, focusing on a scenario with a large number of agents, that each possess very few data samples from their local data distribution. Specifically, we prove novel matching lower and upper bounds on the number of samples required from all agents to approximately minimize the generalization error of a fixed agent. We provide strategies matching these lower bounds, based on a gradient filtering approach: given prior knowledge on some notion of distance between local data distributions, agents filter and aggregate stochastic gradients received from other agents, in order to achieve an optimal bias-variance trade-off. Finally, we quantify the impact of using rough estimations of the distances between local distributions of agents, based on a very small number of local samples.
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Convergence Guarantees for Federated SARSA with Local Training and Heterogeneous Agents
Mangold, Paul, Berthier, Eloïse, Moulines, Eric
We present a novel theoretical analysis of Federated SARSA (FedSARSA) with linear function approximation and local training. We establish convergence guarantees for FedSARSA in the presence of heterogeneity, both in local transitions and rewards, providing the first sample and communication complexity bounds in this setting. At the core of our analysis is a new, exact multi-step error expansion for single-agent SARSA, which is of independent interest. Our analysis precisely quantifies the impact of heterogeneity, demonstrating the convergence of FedSARSA with multiple local updates. Crucially, we show that FedSARSA achieves linear speed-up with respect to the number of agents, up to higher-order terms due to Markovian sampling. Numerical experiments support our theoretical findings.
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Distributionally Robust Markov Games with Average Reward
We study distributionally robust Markov games (DR-MGs) with the average-reward criterion, a framework for multi-agent decision-making under uncertainty over extended horizons. In average reward DR-MGs, agents aim to maximize their worst-case infinite-horizon average reward, to ensure satisfactory performance under environment uncertainties and opponent actions. We first establish a connection between the best-response policies and the optimal policies for the induced single-agent problems. Under a standard irreducible assumption, we derive a correspondence between the optimal policies and the solutions of the robust Bellman equation, and derive the existence of stationary Nash Equilibrium (NE) based on these results. We further study DR-MGs under the weakly communicating setting, where we construct a set-valued map and show its value is a subset of the best-response policies, convex and upper hemi-continuous, and derive the existence of NE. We then explore algorithmic solutions, by first proposing a Robust Nash-Iteration algorithm and providing convergence guarantees under some additional assumptions and a NE computing oracle. We further develop a temporal-difference based algorithm for DR-MGs, and provide convergence guarantees without any additional oracle or assumptions. Finally, we connect average-reward robust NE to discounted ones, showing that the average reward robust NE can be approximated by the discounted ones under a large discount factor. Our studies provide a comprehensive theoretical and algorithmic foundation for decision-making in complex, uncertain, and long-running multi-player environments.
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Robustness and Adaptability of Reinforcement Learning based Cooperative Autonomous Driving in Mixed-autonomy Traffic
Valiente, Rodolfo, Toghi, Behrad, Pedarsani, Ramtin, Fallah, Yaser P.
HE development of autonomous vehicles (A Vs) is on the verge of passing beyond the laboratory and simulation tests and is shifting towards addressing the challenges that limit their practicality in today's society. While there is still need for further technological improvements to enable safe and smooth operation of a single A V, a great deal of research attention is being focused on the emerging challenge of operating multiple A Vs and the co-existence of A Vs and human-driven vehicles (HVs) [1], [2]. A realistic outlook for the adoption of autonomous vehicles on the roads is a mixed-traffic scenario in which human drivers with different driving styles and social preferences share the road with A Vs that are perhaps built by different manufacturers and hence follow different policies [3], [4]. In this work, we seek a solution that can ensure the safety and robustness of A Vs in the presence of human drivers with heterogeneous behavioral traits. Connected & autonomous vehicles (CA Vs) via vehicle-to-vehicle (V2V) communication allow vehicles to directly communicate with their neighbors, creating an extended perception that enables explicit coordination among vehicles to overcome the limitations of an isolated agent [5]-[11]. While planning in a fully A V scenario is relatively easy to achieve, coordination in the presence of HVs is a significantly more challenging task, as the A Vs not only need to react to road objects but also need to consider the behaviors of HVs [3], [4], [12]. We start by identifying the major challenges in the domain of behavior planning and prediction for A Vs in mixed-autonomy traffic.
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Distributed scalable coupled policy algorithm for networked multi-agent reinforcement learning
Dai, Pengcheng, Wang, Dongming, Yu, Wenwu, Ren, Wei
This paper studies networked multi-agent reinforcement learning (NMARL) with interdependent rewards and coupled policies. In this setting, each agent's reward depends on its own state-action pair as well as those of its direct neighbors, and each agent's policy is parameterized by its local parameters together with those of its $κ_{p}$-hop neighbors, with $κ_{p}\geq 1$ denoting the coupled radius. The objective of the agents is to collaboratively optimize their policies to maximize the discounted average cumulative reward. To address the challenge of interdependent policies in collaborative optimization, we introduce a novel concept termed the neighbors' averaged $Q$-function and derive a new expression for the coupled policy gradient. Based on these theoretical foundations, we develop a distributed scalable coupled policy (DSCP) algorithm, where each agent relies only on the state-action pairs of its $κ_{p}$-hop neighbors and the rewards of its $(κ_{p}+1)$-hop neighbors. Specially, in the DSCP algorithm, we employ a geometric 2-horizon sampling method that does not require storing a full $Q$-table to obtain an unbiased estimate of the coupled policy gradient. Moreover, each agent interacts exclusively with its direct neighbors to obtain accurate policy parameters, while maintaining local estimates of other agents' parameters to execute its local policy and collect samples for optimization. These estimates and policy parameters are updated via a push-sum protocol, enabling distributed coordination of policy updates across the network. We prove that the joint policy produced by the proposed algorithm converges to a first-order stationary point of the objective function. Finally, the effectiveness of DSCP algorithm is demonstrated through simulations in a robot path planning environment, showing clear improvement over state-of-the-art methods.
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On Mobile Ad Hoc Networks for Coverage of Partially Observable Worlds
Meriaux, Edwin, Wen, Shuo, Langevin, Louis-Roy, Precup, Doina, Loría, Antonio, Dudek, Gregory
This paper addresses the movement and placement of mobile agents to establish a communication network in initially unknown environments. We cast the problem in a computational-geometric framework by relating the coverage problem and line-of-sight constraints to the Cooperative Guard Art Gallery Problem, and introduce its partially observable variant, the Partially Observable Cooperative Guard Art Gallery Problem (POCGAGP). We then present two algorithms that solve POCGAGP: CADENCE, a centralized planner that incrementally selects 270 degree corners at which to deploy agents, and DADENCE, a decentralized scheme that coordinates agents using local information and lightweight messaging. Both approaches operate under partial observability and target simultaneous coverage and connectivity. We evaluate the methods in simulation across 1,500 test cases of varied size and structure, demonstrating consistent success in forming connected networks while covering and exploring unknown space. These results highlight the value of geometric abstractions for communication-driven exploration and show that decentralized policies are competitive with centralized performance while retaining scalability.
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Dynamic one-time delivery of critical data by small and sparse UAV swarms: a model problem for MARL scaling studies
Persson, Mika, Lidman, Jonas, Ljungberg, Jacob, Sandelius, Samuel, Andersson, Adam
This work presents a conceptual study on the application of Multi-Agent Reinforcement Learning (MARL) for decentralized control of unmanned aerial vehicles to relay a critical data package to a known position. For this purpose, a family of deterministic games is introduced, designed for scaling studies for MARL. A robust baseline policy is proposed, which is based on restricting agent motion envelopes and applying Dijkstra's algorithm. Experimental results show that two off-the-shelf MARL algorithms perform competitively with the baseline for a small number of agents, but scalability issues arise as the number of agents increase.
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