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On Blame Attribution for Accountable Multi-Agent Sequential Decision Making

Neural Information Processing Systems

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.


Calibration of Shared Equilibria in General Sum Partially Observable Markov Games

Neural Information Processing Systems

Training multi-agent systems (MAS) to achieve realistic equilibria gives us a useful tool to understand and model real-world systems. We consider a general sum partially observable Markov game where agents of different types share a single policy network, conditioned on agent-specific information. This paper aims at i) formally understanding equilibria reached by such agents, and ii) matching emergent phenomena of such equilibria to real-world targets. Parameter sharing with decentralized execution has been introduced as an efficient way to train multiple agents using a single policy network. However, the nature of resulting equilibria reached by such agents has not been yet studied: we introduce the novel concept of Shared equilibrium as a symmetric pure Nash equilibrium of a certain Functional Form Game (FFG) and prove convergence to the latter for a certain class of games using self-play. In addition, it is important that such equilibria satisfy certain constraints so that MAS are calibrated to real world data for practical use: we solve this problem by introducing a novel dual-Reinforcement Learning based approach that fits emergent behaviors of agents in a Shared equilibrium to externally-specified targets, and apply our methods to a n-player market example. We do so by calibrating parameters governing distributions of agent types rather than individual agents, which allows both behavior differentiation among agents and coherent scaling of the shared policy network to multiple agents.


Multi-Agent Reinforcement Learning is a Sequence Modeling Problem

Neural Information Processing Systems

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.


Learning to Ground Multi-Agent Communication with Autoencoders

Neural Information Processing Systems

Communication requires having a common language, a lingua franca, between agents. This language could emerge via a consensus process, but it may require many generations of trial and error. Alternatively, the lingua franca can be given by the environment, where agents ground their language in representations of the observed world. We demonstrate a simple way to ground language in learned representations, which facilitates decentralized multi-agent communication and coordination. We find that a standard representation learning algorithm -- autoencoding -- is sufficient for arriving at a grounded common language. When agents broadcast these representations, they learn to understand and respond to each other's utterances and achieve surprisingly strong task performance across a variety of multi-agent communication environments.


Multi-agent active perception with prediction rewards

Neural Information Processing Systems

Multi-agent active perception is a task where a team of agents cooperatively gathers observations to compute a joint estimate of a hidden variable. The task is decentralized and the joint estimate can only be computed after the task ends by fusing observations of all agents. The objective is to maximize the accuracy of the estimate. The accuracy is quantified by a centralized prediction reward determined by a centralized decision-maker who perceives the observations gathered by all agents after the task ends. In this paper, we model multi-agent active perception as a decentralized partially observable Markov decision process (Dec-POMDP) with a convex centralized prediction reward. We prove that by introducing individual prediction actions for each agent, the problem is converted into a standard Dec-POMDP with a decentralized prediction reward. The loss due to decentralization is bounded, and we give a sufficient condition for when it is zero. Our results allow application of any Dec-POMDP solution algorithm to multi-agent active perception problems, and enable planning to reduce uncertainty without explicit computation of joint estimates. We demonstrate the empirical usefulness of our results by applying a standard Dec-POMDP algorithm to multi-agent active perception problems, showing increased scalability in the planning horizon.


Neurosymbolic Transformers for Multi-Agent Communication

Neural Information Processing Systems

We study the problem of inferring communication structures that can solve cooperative multi-agent planning problems while minimizing the amount of communication. We quantify the amount of communication as the maximum degree of the communication graph; this metric captures settings where agents have limited bandwidth. Minimizing communication is challenging due to the combinatorial nature of both the decision space and the objective; for instance, we cannot solve this problem by training neural networks using gradient descent. We propose a novel algorithm that synthesizes a control policy that combines a programmatic communication policy used to generate the communication graph with a transformer policy network used to choose actions. Our algorithm first trains the transformer policy, which implicitly generates a soft communication graph; then, it synthesizes a programmatic communication policy that hardens this graph, forming a neurosymbolic transformer. Our experiments demonstrate how our approach can synthesize policies that generate low-degree communication graphs while maintaining near-optimal performance.


PAC: Assisted Value Factorization with Counterfactual Predictions in Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Multi-agent reinforcement learning (MARL) has witnessed significant progress with the development of value function factorization methods. It allows optimizing a joint action-value function through the maximization of factorized per-agent utilities. In this paper, we show that in partially observable MARL problems, an agent's ordering over its own actions could impose concurrent constraints (across different states) on the representable function class, causing significant estimation errors during training. We tackle this limitation and propose PAC, a new framework leveraging Assistive information generated from Counterfactual Predictions of optimal joint action selection, which enable explicit assistance to value function factorization through a novel counterfactual loss. A variational inference-based information encoding method is developed to collect and encode the counterfactual predictions from an estimated baseline. To enable decentralized execution, we also derive factorized per-agent policies inspired by a maximum-entropy MARL framework. We evaluate the proposed PAC on multi-agent predator-prey and a set of StarCraft II micromanagement tasks. Empirical results demonstrate improved results of PAC over state-of-the-art value-based and policy-based multi-agent reinforcement learning algorithms on all benchmarks.


Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model

Neural Information Processing Systems

All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called Q-FTRL and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an $\varepsilon$-approximate CCE in a general-sum Markov game using $$ \widetilde{O}\bigg( \frac{H^4 S \sum_{i=1}^m A_i}{\varepsilon^2} \bigg) $$ samples, where $m$ is the number of players, $S$ indicates the number of states, $H$ is the horizon, and $A_i$ denotes the number of actions for the $i$-th player. This is minimax-optimal (up to log factor) when $m$ is fixed. When applied to two-player zero-sum Markov games, our algorithm provably finds an $\varepsilon$-approximate Nash equilibrium with a minimal number of samples. Along the way, we derive a refined regret bound for FTRL that makes explicit the role of variance-type quantities, which might be of independent interest.


Learning to Share in Networked Multi-Agent Reinforcement Learning

Neural Information Processing Systems

In this paper, we study the problem of networked multi-agent reinforcement learning (MARL), where a number of agents are deployed as a partially connected network and each interacts only with nearby agents. Networked MARL requires all agents to make decisions in a decentralized manner to optimize a global objective with restricted communication between neighbors over the network. Inspired by the fact that sharing plays a key role in human's learning of cooperation, we propose LToS, a hierarchically decentralized MARL framework that enables agents to learn to dynamically share reward with neighbors so as to encourage agents to cooperate on the global objective through collectives. For each agent, the high-level policy learns how to share reward with neighbors to decompose the global objective, while the low-level policy learns to optimize the local objective induced by the high-level policies in the neighborhood. The two policies form a bi-level optimization and learn alternately. We empirically demonstrate that LToS outperforms existing methods in both social dilemma and networked MARL scenarios across scales.


Test-time Collective Prediction

Neural Information Processing Systems

An increasingly common setting in machine learning involves multiple parties, each with their own data, who want to jointly make predictions on future test points. Agents wish to benefit from the collective expertise of the full set of agents to make better predictions than they would individually, but may not be willing to release labeled data or model parameters. In this work, we explore a decentralized mechanism to make collective predictions at test time, that is inspired by the literature in social science on human consensus-making. Building on a query model to facilitate information exchange among agents, our approach leverages each agent's pre-trained model without relying on external validation, model retraining, or data pooling. A theoretical analysis shows that our approach recovers inverse mean-squared-error (MSE) weighting in the large-sample limit which is known to be the optimal way to combine independent, unbiased estimators. Empirically, we demonstrate that our scheme effectively combines models with differing quality across the input space: the proposed consensus prediction achieves significant gains over classical model averaging, and even outperforms weighted averaging schemes that have access to additional validation data. Finally, we propose a decentralized Jackknife procedure as a tool to evaluate the sensitivity of the collective predictions with respect to a single agent's opinion.