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Multi-Agent Generative Adversarial Imitation Learning

Neural Information Processing Systems

Imitation learning algorithms can be used to learn a policy from expert demonstrations without access to a reward signal. However, most existing approaches are not applicable in multi-agent settings due to the existence of multiple (Nash) equilibria and non-stationary environments. We propose a new framework for multi-agent imitation learning for general Markov games, where we build upon a generalized notion of inverse reinforcement learning. We further introduce a practical multi-agent actor-critic algorithm with good empirical performance. Our method can be used to imitate complex behaviors in high-dimensional environments with multiple cooperative or competing agents. Papers published at the Neural Information Processing Systems Conference.


A multi-agent control framework for co-adaptation in brain-computer interfaces

Neural Information Processing Systems

In a closed-loop brain-computer interface (BCI), adaptive decoders are used to learn parameters suited to decoding the user's neural response. Feedback to the user provides information which permits the neural tuning to also adapt. We present an approach to model this process of co-adaptation between the encoding model of the neural signal and the decoding algorithm as a multi-agent formulation of the linear quadratic Gaussian (LQG) control problem. In simulation we characterize how decoding performance improves as the neural encoding and adaptive decoder optimize, qualitatively resembling experimentally demonstrated closed-loop improvement. We then propose a novel, modified decoder update rule which is aware of the fact that the encoder is also changing and show it can improve simulated co-adaptation dynamics.


Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments

Neural Information Processing Systems

We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.


Countering Feedback Delays in Multi-Agent Learning

Neural Information Processing Systems

We consider a model of game-theoretic learning based on online mirror descent (OMD) with asynchronous and delayed feedback information. Instead of focusing on specific games, we consider a broad class of continuous games defined by the general equilibrium stability notion, which we call λ-variational stability. Our first contribution is that, in this class of games, the actual sequence of play induced by OMD-based learning converges to Nash equilibria provided that the feedback delays faced by the players are synchronous and bounded. Subsequently, to tackle fully decentralized, asynchronous environments with (possibly) unbounded delays between actions and feedback, we propose a variant of OMD which we call delayed mirror descent (DMD), and which relies on the repeated leveraging of past information. With this modification, the algorithm converges to Nash equilibria with no feedback synchronicity assumptions and even when the delays grow superlinearly relative to the horizon of play.


Local Aggregative Games

Neural Information Processing Systems

Aggregative games provide a rich abstraction to model strategic multi-agent interactions. We focus on learning local aggregative games, where the payoff of each player is a function of its own action and the aggregate behavior of its neighbors in a connected digraph. We show the existence of a pure strategy epsilon-Nash equilibrium in such games when the payoff functions are convex or sub-modular. We prove an information theoretic lower bound, in a value oracle model, on approximating the structure of the digraph with non-negative monotone sub-modular cost functions on the edge set cardinality. We also introduce gamma-aggregative games that generalize local aggregative games, and admit epsilon-Nash equilibrium that are stable with respect to small changes in some specified graph property.


A primal-dual method for conic constrained distributed optimization problems

Neural Information Processing Systems

We consider cooperative multi-agent consensus optimization problems over an undirected network of agents, where only those agents connected by an edge can directly communicate. The objective is to minimize the sum of agent-specific composite convex functions over agent-specific private conic constraint sets; hence, the optimal consensus decision should lie in the intersection of these private sets. We provide convergence rates in sub-optimality, infeasibility and consensus violation; examine the effect of underlying network topology on the convergence rates of the proposed decentralized algorithms; and show how to extend these methods to handle time-varying communication networks. Papers published at the Neural Information Processing Systems Conference.


Learning in Games with Lossy Feedback

Neural Information Processing Systems

We consider a game-theoretical multi-agent learning problem where the feedback information can be lost during the learning process and rewards are given by a broad class of games known as variationally stable games. We propose a simple variant of the classical online gradient descent algorithm, called reweighted online gradient descent (ROGD) and show that in variationally stable games, if each agent adopts ROGD, then almost sure convergence to the set of Nash equilibria is guaranteed, even when the feedback loss is asynchronous and arbitrarily corrrelated among agents. We then extend the framework to deal with unknown feedback loss probabilities by using an estimator (constructed from past data) in its replacement. Finally, we further extend the framework to accomodate both asynchronous loss and stochastic rewards and establish that multi-agent ROGD learning still converges to the set of Nash equilibria in such settings. Together, these results contribute to the broad lanscape of multi-agent online learning by significantly relaxing the feedback information that is required to achieve desirable outcomes.


Policy Gradient With Value Function Approximation For Collective Multiagent Planning

Neural Information Processing Systems

Decentralized (PO)MDPs provide an expressive framework for sequential decision making in a multiagent system. Given their computational complexity, recent research has focused on tractable yet practical subclasses of Dec-POMDPs. We address such a subclass called CDec-POMDP where the collective behavior of a population of agents affects the joint-reward and environment dynamics. Our main contribution is an actor-critic (AC) reinforcement learning method for optimizing CDec-POMDP policies. Vanilla AC has slow convergence for larger problems.


A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning

Neural Information Processing Systems

There has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of its experience as part of its (non stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe a meta-algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game theoretic analysis to compute meta-strategies for policy selection.


A message-passing algorithm for multi-agent trajectory planning

Neural Information Processing Systems

We describe a novel approach for computing collision-free \emph{global} trajectories for $p$ agents with specified initial and final configurations, based on an improved version of the alternating direction method of multipliers (ADMM) algorithm. Compared with existing methods, our approach is naturally parallelizable and allows for incorporating different cost functionals with only minor adjustments. We apply our method to classical challenging instances and observe that its computational requirements scale well with $p$ for several cost functionals. We also show that a specialization of our algorithm can be used for {\em local} motion planning by solving the problem of joint optimization in velocity space. Papers published at the Neural Information Processing Systems Conference.