Agents
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.
A Structured Prediction Approach for Generalization in Cooperative Multi-Agent Reinforcement Learning
Carion, Nicolas, Usunier, Nicolas, Synnaeve, Gabriel, Lazaric, Alessandro
Effective coordination is crucial to solve multi-agent collaborative (MAC) problems. While centralized reinforcement learning methods can optimally solve small MAC instances, they do not scale to large problems and they fail to generalize to scenarios different from those seen during training. In this paper, we consider MAC problems with some intrinsic notion of locality (e.g., geographic proximity) such that interactions between agents and tasks are locally limited. By leveraging this property, we introduce a novel structured prediction approach to assign agents to tasks. At each step, the assignment is obtained by solving a centralized optimization problem (the inference procedure) whose objective function is parameterized by a learned scoring model.
MAVEN: Multi-Agent Variational Exploration
Mahajan, Anuj, Rashid, Tabish, Samvelyan, Mikayel, Whiteson, Shimon
Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments. We specifically focus on QMIX, the current state-of-the-art in this domain. We show that the representation constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control. The value-based agents condition their behaviour on the shared latent variable controlled by a hierarchical policy.
Unsupervised Emergence of Egocentric Spatial Structure from Sensorimotor Prediction
Laflaquiรจre, Alban, Ortiz, Michael Garcia
Despite its omnipresence in robotics application, the nature of spatial knowledge and the mechanisms that underlie its emergence in autonomous agents are still poorly understood. Recent theoretical works suggest that the Euclidean structure of space induces invariants in an agent's raw sensorimotor experience. We hypothesize that capturing these invariants is beneficial for sensorimotor prediction and that, under certain exploratory conditions, a motor representation capturing the structure of the external space should emerge as a byproduct of learning to predict future sensory experiences. We propose a simple sensorimotor predictive scheme, apply it to different agents and types of exploration, and evaluate the pertinence of these hypotheses. We show that a naive agent can capture the topology and metric regularity of its sensor's position in an egocentric spatial frame without any a priori knowledge, nor extraneous supervision.
No-Press Diplomacy: Modeling Multi-Agent Gameplay
Paquette, Philip, Lu, Yuchen, BOCCO, SETON STEVEN, Smith, Max, O.-G., Satya, Kummerfeld, Jonathan K., Pineau, Joelle, Singh, Satinder, Courville, Aaron C.
Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play.
LIIR: Learning Individual Intrinsic Reward in Multi-Agent Reinforcement Learning
Du, Yali, Han, Lei, Fang, Meng, Liu, Ji, Dai, Tianhong, Tao, Dacheng
A great challenge in cooperative decentralized multi-agent reinforcement learning (MARL) is generating diversified behaviors for each individual agent when receiving only a team reward. Prior studies have paid much effort on reward shaping or designing a centralized critic that can discriminatively credit the agents. In this paper, we propose to merge the two directions and learn each agent an intrinsic reward function which diversely stimulates the agents at each time step. Specifically, the intrinsic reward for a specific agent will be involved in computing a distinct proxy critic for the agent to direct the updating of its individual policy. Meanwhile, the parameterized intrinsic reward function will be updated towards maximizing the expected accumulated team reward from the environment so that the objective is consistent with the original MARL problem. The proposed method is referred to as learning individual intrinsic reward (LIIR) in MARL.
Individual Regret in Cooperative Nonstochastic Multi-Armed Bandits
Bar-On, Yogev, Mansour, Yishay
We study agents communicating over an underlying network by exchanging messages, in order to optimize their individual regret in a common nonstochastic multi-armed bandit problem. We derive regret minimization algorithms that guarantee for each agent $v$ an individual expected regret of $\widetilde{O}\left(\sqrt{\left(1 \frac{K}{\left \mathcal{N}\left(v\right)\right }\right)T}\right)$, where $T$ is the number of time steps, $K$ is the number of actions and $\mathcal{N}\left(v\right)$ is the set of neighbors of agent $v$ in the communication graph. We present algorithms both for the case that the communication graph is known to all the agents, and for the case that the graph is unknown. When the graph is unknown, each agent knows only the set of its neighbors and an upper bound on the total number of agents. The individual regret between the models differs only by a logarithmic factor.
A Crash Course in Game Theory for Machine Learning: Classic and New Ideas - KDnuggets
Game theory is one of the most fascinating areas of mathematics that have influenced diverse fields such as economics, social sciences, biology and, obviously, computer science. Games are playing a key role in the evolution of artificial intelligence(AI). For starters, game environments are becoming a popular training mechanism in areas such as reinforcement learning or imitation learning. In theory, any multi-agent AI system can be subjected to gamified interactions between its participants. The branch of mathematics that formulates the principles of games is known as game theory.