Agents
Robust Multi-agent Counterfactual Prediction
Peysakhovich, Alexander, Kroer, Christian, Lerer, Adam
We consider the problem of using logged data to make predictions about what would happen if we changed the rules of the game' in a multi-agent system. This task is difficult because in many cases we observe actions individuals take but not their private information or their full reward functions. In addition, agents are strategic, so when the rules change, they will also change their actions. They make counterfactual predictions by using observed actions to learn the underlying utility function (a.k.a. This approach imposes heavy assumptions such as the rationality of the agents being observed and a correct model of the environment and agents' utility functions.
Multiple Futures Prediction
Tang, Charlie, Salakhutdinov, Russ R.
Temporal prediction is critical for making intelligent and robust decisions in complex dynamic environments. Motion prediction needs to model the inherently uncertain future which often contains multiple potential outcomes, due to multi-agent interactions and the latent goals of others. Towards these goals, we introduce a probabilistic framework that efficiently learns latent variables to jointly model the multi-step future motions of agents in a scene. Our framework is data-driven and learns semantically meaningful latent variables to represent the multimodal future, without requiring explicit labels. Using a dynamic attention-based state encoder, we learn to encode the past as well as the future interactions among agents, efficiently scaling to any number of agents.
Learning Fairness in Multi-Agent Systems
Fairness is essential for human society, contributing to stability and productivity. Similarly, fairness is also the key for many multi-agent systems. Taking fairness into multi-agent learning could help multi-agent systems become both efficient and stable. However, learning efficiency and fairness simultaneously is a complex, multi-objective, joint-policy optimization. To tackle these difficulties, we propose FEN, a novel hierarchical reinforcement learning model.
Fast and Furious Learning in Zero-Sum Games: Vanishing Regret with Non-Vanishing Step Sizes
Bailey, James, Piliouras, Georgios
We show for the first time that it is possible to reconcile in online learning in zero-sum games two seemingly contradictory objectives: vanishing time-average regret and non-vanishing step sizes. This phenomenon, that we coin fast and furious" learning in games, sets a new benchmark about what is possible both in max-min optimization as well as in multi-agent systems. Our analysis does not depend on introducing a carefully tailored dynamic. Instead we focus on the most well studied online dynamic, gradient descent. Similarly, we focus on the simplest textbook class of games, two-agent two-strategy zero-sum games, such as Matching Pennies.
Multiagent Evaluation under Incomplete Information
Rowland, Mark, Omidshafiei, Shayegan, Tuyls, Karl, Perolat, Julien, Valko, Michal, Piliouras, Georgios, Munos, Remi
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called $\alpha$-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or $\alpha$-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice.
Modelling the Dynamics of Multiagent Q-Learning in Repeated Symmetric Games: a Mean Field Theoretic Approach
Hu, Shuyue, Leung, Chin-wing, Leung, Ho-fung
Modelling the dynamics of multi-agent learning has long been an important research topic, but all of the previous works focus on 2-agent settings and mostly use evolutionary game theoretic approaches. In this paper, we study an n-agent setting with n tends to infinity, such that agents learn their policies concurrently over repeated symmetric bimatrix games with some other agents. Using mean field theory, we approximate the effects of other agents on a single agent by an averaged effect. A Fokker-Planck equation that describes the evolution of the probability distribution of Q-values in the agent population is derived. To the best of our knowledge, this is the first time to show the Q-learning dynamics under an n-agent setting can be described by a system of only three equations.
Multi-Agent Common Knowledge Reinforcement Learning
Witt, Christian Schroeder de, Foerster, Jakob, Farquhar, Gregory, Torr, Philip, Boehmer, Wendelin, Whiteson, Shimon
Cooperative multi-agent reinforcement learning often requires decentralised policies, which severely limit the agents' ability to coordinate their behaviour. In this paper, we show that common knowledge between agents allows for complex decentralised coordination. Common knowledge arises naturally in a large number of decentralised cooperative multi-agent tasks, for example, when agents can reconstruct parts of each others' observations. Since agents can independently agree on their common knowledge, they can execute complex coordinated policies that condition on this knowledge in a fully decentralised fashion. We propose multi-agent common knowledge reinforcement learning (MACKRL), a novel stochastic actor-critic algorithm that learns a hierarchical policy tree.
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
Rashid, Tabish, Samvelyan, Mikayel, de Witt, Christian Schroeder, Farquhar, Gregory, Foerster, Jakob, Whiteson, Shimon
In many real-world settings, a team of agents must coordinate its behaviour while acting in a decentralised fashion. At the same time, it is often possible to train the agents in a centralised fashion where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a mixing network that estimates joint action-values as a monotonic combination of per-agent values. We structurally enforce that the joint-action value is monotonic in the per-agent values, through the use of non-negative weights in the mixing network, which guarantees consistency between the centralised and decentralised policies. To evaluate the performance of QMIX, we propose the StarCraft Multi-Agent Challenge (SMAC) as a new benchmark for deep multi-agent reinforcement learning. We evaluate QMIX on a challenging set of SMAC scenarios and show that it significantly outperforms existing multi-agent reinforcement learning methods.
Redistribution Systems and PRAM
Redistribution systems iteratively redistribute mass between groups under the control of rules. PRAM is a framework for building redistribution systems. We discuss the relationships between redistribution systems, agent-based systems, compartmental models and Bayesian models. PRAM puts agent-based models on a sound probabilistic footing by reformulating them as redistribution systems. This provides a basis for integrating agent-based and probabilistic models. \pram/ extends the themes of probabilistic relational models and lifted inference to incorporate dynamical models and simulation. We illustrate PRAM with an epidemiological example.
Decentralized MCTS via Learned Teammate Models
Czechowski, Aleksander, Oliehoek, Frans
A key difficulty of cooperative decentralized planning lies in making accurate predictions about the decisions of other agents. In this paper we present a policy improvement operator for learning to plan in iterated cooperative multi-agent scenarios. At each application of our method, a selected agent learns an approximation of policies of its teammates from data from past simulations. Under the assumption of ideal function approximation, successive iterations of our algorithm are guaranteed to improve the policies, and eventually lead to convergence to a Nash equilibrium in a coordinate ascent manner. We combine the policy improvement operator with the decentralized Monte Carlo Tree Search planning method and demonstrate the application of the algorithm on several scenarios in the spatial task allocation problem introduced in (Claes et al., 2015). We show that deep learning and convolutional neural networks can be efficiently employed to produce policy approximators which exploit the spatial features of the problem, and that the proposed algorithm improves over the baseline planning performance for particularly challenging domain configurations.