Agents
Delayed Propagation Transformer: A Universal Computation Engine towards Practical Control in Cyber-Physical Systems
Multi-agent control is a central theme in the Cyber-Physical Systems (CPS). However, current control methods either receive non-Markovian states due to insufficient sensing and decentralized design, or suffer from poor convergence. This paper presents the Delayed Propagation Transformer (DePT), a new transformer-based model that specializes in the global modeling of CPS while taking into account the immutable constraints from the physical world. DePT induces a cone-shaped spatial-temporal attention prior, which injects the information propagation and aggregation principles and enables a global view. With physical constraint inductive bias baked into its design, our DePT is ready to plug and play for a broad class of multi-agent systems. The experimental results on one of the most challenging CPS -- network-scale traffic signal control system in the open world -- show that our model outperformed the state-of-the-art expert methods on synthetic and real-world datasets.
Shared Experience Actor-Critic for Multi-Agent Reinforcement Learning
Exploration in multi-agent reinforcement learning is a challenging problem, especially in environments with sparse rewards. We propose a general method for efficient exploration by sharing experience amongst agents. Our proposed algorithm, called shared Experience Actor-Critic(SEAC), applies experience sharing in an actor-critic framework by combining the gradients of different agents. We evaluate SEAC in a collection of sparse-reward multi-agent environments and find that it consistently outperforms several baselines and state-of-the-art algorithms by learning in fewer steps and converging to higher returns. In some harder environments, experience sharing makes the difference between learning to solve the task and not learning at all.
Robust Multi-Agent Reinforcement Learning with Model Uncertainty
In this work, we study the problem of multi-agent reinforcement learning (MARL) with model uncertainty, which is referred to as robust MARL. This is naturally motivated by some multi-agent applications where each agent may not have perfectly accurate knowledge of the model, e.g., all the reward functions of other agents. Little a priori work on MARL has accounted for such uncertainties, neither in problem formulation nor in algorithm design. In contrast, we model the problem as a robust Markov game, where the goal of all agents is to find policies such that no agent has the incentive to deviate, i.e., reach some equilibrium point, which is also robust to the possible uncertainty of the MARL model. We first introduce the solution concept of robust Nash equilibrium in our setting, and develop a Q-learning algorithm to find such equilibrium policies, with convergence guarantees under certain conditions. In order to handle possibly enormous state-action spaces in practice, we then derive the policy gradients for robust MARL, and develop an actor-critic algorithm with function approximation. Our experiments demonstrate that the proposed algorithm outperforms several baseline MARL methods that do not account for the model uncertainty, in several standard but uncertain cooperative and competitive MARL environments.
Incorporating Pragmatic Reasoning Communication into Emergent Language
Emergentism and pragmatics are two research fields that study the dynamics of linguistic communication along quite different timescales and intelligence levels. From the perspective of multi-agent reinforcement learning, they correspond to stochastic games with reinforcement training and stage games with opponent awareness, respectively. Given that their combination has been explored in linguistics, in this work, we combine computational models of short-term mutual reasoning-based pragmatics with long-term language emergentism. We explore this for agent communication in two settings, referential games and Starcraft II, assessing the relative merits of different kinds of mutual reasoning pragmatics models both empirically and theoretically. Our results shed light on their importance for making inroads towards getting more natural, accurate, robust, fine-grained, and succinct utterances.
Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
QMIX is a popular $Q$-learning algorithm for cooperative MARL in the centralised training and decentralised execution paradigm. In order to enable easy decentralisation, QMIX restricts the joint action $Q$-values it can represent to be a monotonic mixing of each agent's utilities. However, this restriction prevents it from representing value functions in which an agent's ordering over its actions can depend on other agents' actions. To analyse this representational limitation, we first formalise the objective QMIX optimises, which allows us to view QMIX as an operator that first computes the $Q$-learning targets and then projects them into the space representable by QMIX. This projection returns a representable $Q$-value that minimises the unweighted squared error across all joint actions. We show in particular that this projection can fail to recover the optimal policy even with access to $Q^*$, which primarily stems from the equal weighting placed on each joint action. We rectify this by introducing a weighting into the projection, in order to place more importance on the better joint actions. We propose two weighting schemes and prove that they recover the correct maximal action for any joint action $Q$-values, and therefore for $Q^*$ as well. Based on our analysis and results in the tabular setting we introduce two scalable versions of our algorithm, Centrally-Weighted (CW) QMIX and Optimistically-Weighted (OW) QMIX and demonstrate improved performance on both predator-prey and challenging multi-agent StarCraft benchmark tasks (Samvelyan et al., 2019).
Learning Multi-Agent Communication through Structured Attentive Reasoning
Learning communication via deep reinforcement learning has recently been shown to be an effective way to solve cooperative multi-agent tasks. However, learning which communicated information is beneficial for each agent's decision-making process remains a challenging task. In order to address this problem, we explore relational reinforcement learning which leverages attention-based networks to learn efficient and interpretable relations between entities. On the foundation of relations, we introduce a novel communication architecture that exploits a memory-based attention network that selectively reasons about the value of information received from other agents while considering its past experiences. Specifically, the model communicates by first computing the relevance of messages received from other agents and then extracts task-relevant information from memories given the newly received information. We empirically demonstrate the strength of our model in cooperative and competitive multi-agent tasks, where inter-agent communication and reasoning over prior information substantially improves performance compared to baselines. We further show in the accompanying videos and experimental results that the agents learn a sophisticated and diverse set of cooperative behaviors to solve challenging tasks, both for discrete and continuous action spaces using on-policy and off-policy gradient methods. By developing an explicit architecture that is targeted towards communication, our work aims to open new directions to overcome important challenges in multi-agent cooperation through learned communication.
A game-theoretic analysis of networked system control for common-pool resource management using multi-agent reinforcement learning
Multi-agent reinforcement learning has recently shown great promise as an approach to networked system control. Arguably, one of the most difficult and important tasks for which large scale networked system control is applicable is common-pool resource management. Crucial common-pool resources include arable land, fresh water, wetlands, wildlife, fish stock, forests and the atmosphere, of which proper management is related to some of society's greatest challenges such as food security, inequality and climate change. Here we take inspiration from a recent research program investigating the game-theoretic incentives of humans in social dilemma situations such as the well-known \textit{tragedy of the commons}. However, instead of focusing on biologically evolved human-like agents, our concern is rather to better understand the learning and operating behaviour of engineered networked systems comprising general-purpose reinforcement learning agents, subject only to nonbiological constraints such as memory, computation and communication bandwidth. Harnessing tools from empirical game-theoretic analysis, we analyse the differences in resulting solution concepts that stem from employing different information structures in the design of networked multi-agent systems. These information structures pertain to the type of information shared between agents as well as the employed communication protocol and network topology. Our analysis contributes new insights into the consequences associated with certain design choices and provides an additional dimension of comparison between systems beyond efficiency, robustness, scalability and mean control performance.
Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise Bonus
This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle which builds a confidence interval for each point in the joint action space. For two-player zero-sum Markov games, by exploiting the convexity of the strategy-wise bonus, we propose a computationally efficient algorithm whose sample complexity enjoys a better dependency on the number of actions than the prior methods based on the point-wise bonus. Furthermore, for offline multi-agent general-sum Markov games, based on the strategy-wise bonus and a novel surrogate function, we give the first algorithm whose sample complexity only scales $\sum_{i=1}^m A_i$ where $A_i$ is the action size of the $i$-th player and $m$ is the number of players. In sharp contrast, the sample complexity of methods based on the point-wise bonus would scale with the size of the joint action space $\Pi_{i=1}^m A_i$ due to the curse of multiagents. Lastly, all of our algorithms can naturally take a pre-specified strategy class $\Pi$ as input and output a strategy that is close to the best strategy in $\Pi$.
Learning to Simulate Self-driven Particles System with Coordinated Policy Optimization
Self-Driven Particles (SDP) describe a category of multi-agent systems common in everyday life, such as flocking birds and traffic flows. In a SDP system, each agent pursues its own goal and constantly changes its cooperative or competitive behaviors with its nearby agents. Manually designing the controllers for such SDP system is time-consuming, while the resulting emergent behaviors are often not realistic nor generalizable. Thus the realistic simulation of SDP systems remains challenging. Reinforcement learning provides an appealing alternative for automating the development of the controller for SDP.
Mingling Foresight with Imagination: Model-Based Cooperative Multi-Agent Reinforcement Learning
Recently, model-based agents have achieved better performance than model-free ones using the same computational budget and training time in single-agent environments. However, due to the complexity of multi-agent systems, it is tough to learn the model of the environment. The significant compounding error may hinder the learning process when model-based methods are applied to multi-agent tasks. This paper proposes an implicit model-based multi-agent reinforcement learning method based on value decomposition methods. Under this method, agents can interact with the learned virtual environment and evaluate the current state value according to imagined future states in the latent space, making agents have the foresight. Our approach can be applied to any multi-agent value decomposition method. The experimental results show that our method improves the sample efficiency in different partially observable Markov decision process domains.