Agents
Learning to Cooperate with Humans using Generative Agents
Training agents that can coordinate zero-shot with humans is a key mission in multi-agent reinforcement learning (MARL). Current algorithms focus on training simulated human partner policies which are then used to train a Cooperator agent. The simulated human is produced either through behavior cloning over a dataset of human cooperation behavior, or by using MARL to create a population of simulated agents. However, these approaches often struggle to produce a Cooperator that can coordinate well with real humans, since the simulated humans fail to cover the diverse strategies and styles employed by people in the real world. We show \emph{learning a generative model of human partners} can effectively address this issue.
No-Regret Learning for Fair Multi-Agent Social Welfare Optimization
We consider the problem of online multi-agent Nash social welfare (NSW) maximization. While previous works of Hossain et al. [2021], Jones et al. [2023] study similar problems in stochastic multi-agent multi-armed bandits and show that \sqrt{T} -regret is possible after T rounds, their fairness measure is the product of all agents' rewards, instead of their NSW (that is, their geometric mean). Given the fundamental role of NSW in the fairness literature, it is more than natural to ask whether no-regret fair learning with NSW as the objective is possible. In this work, we provide a complete answer to this question in various settings. We then consider a more challenging version of the problem with adversarial rewards.
Diversity Is Not All You Need: Training A Robust Cooperative Agent Needs Specialist Partners
Partner diversity is known to be crucial for training a robust generalist cooperative agent. In this paper, we show that partner specialization, in addition to diversity, is crucial for the robustness of a downstream generalist agent. We propose a principled method for quantifying both the diversity and specialization of a partner population based on the concept of mutual information. Then, we observe that the recently proposed cross-play minimization (XP-min) technique produces diverse and specialized partners. However, the generated partners are overfit, reducing their usefulness as training partners.
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.
MACM: Utilizing a Multi-Agent System for Condition Mining in Solving Complex Mathematical Problems
Recent advancements in large language models, such as GPT-4, have demonstrated remarkable capabilities in processing standard queries. Despite these advancements, their performance substantially declines in advanced mathematical problems requiring complex, multi-step logical reasoning. To enhance their inferential capabilities, current research has delved into prompting engineering, exemplified by methodologies such as the Tree of Thought and Graph of Thought.Nonetheless, these existing approaches encounter two significant limitations. Firstly, their effectiveness in tackling complex mathematical problems is somewhat constrained. Secondly, the necessity to design distinct prompts for individual problems hampers their generalizability.In response to these limitations, this paper introduces the Multi-Agent System for conditional Mining (MACM) prompting method.
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX
Benchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms.
RoleAgent: Building, Interacting, and Benchmarking High-quality Role-Playing Agents from Scripts
Believable agents can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication. Recently, generative agents have been proposed to simulate believable human behavior by using Large Language Models. However, the existing method heavily relies on human-annotated agent profiles (e.g., name, age, personality, relationships with others, and so on) for the initialization of each agent, which cannot be scaled up easily. In this paper, we propose a scalable RoleAgent framework to generate high-quality role-playing agents from raw scripts, which includes building and interacting stages. Specifically, in the building stage, we use a hierarchical memory system to extract and summarize the structure and high-level information of each agent for the raw script.
ZSC-Eval: An Evaluation Toolkit and Benchmark for Multi-agent Zero-shot Coordination
Zero-shot coordination (ZSC) is a new cooperative multi-agent reinforcement learning (MARL) challenge that aims to train an ego agent to work with diverse, unseen partners during deployment. The significant difference between the deployment-time partners' distribution and the training partners' distribution determined by the training algorithm makes ZSC a unique out-of-distribution (OOD) generalization challenge. The potential distribution gap between evaluation and deployment-time partners leads to inadequate evaluation, which is exacerbated by the lack of appropriate evaluation metrics. ZSC-Eval consists of: 1) Generation of evaluation partner candidates through behavior-preferring rewards to approximate deployment-time partners' distribution; 2) Selection of evaluation partners by Best-Response Diversity (BR-Div); 3) Measurement of generalization performance with various evaluation partners via the Best-Response Proximity (BR-Prox) metric. We use ZSC-Eval to benchmark ZSC algorithms in Overcooked and Google Research Football environments and get novel empirical findings.
Grounded Answers for Multi-agent Decision-making Problem through Generative World Model
Recent progress in generative models has stimulated significant innovations in many fields, such as image generation and chatbots. Despite their success, these models often produce sketchy and misleading solutions for complex multi-agent decision-making problems because they miss the trial-and-error experience and reasoning as humans. To address this limitation, we explore a paradigm that integrates a language-guided simulator into the multi-agent reinforcement learning pipeline to enhance the generated answer. The simulator is a world model that separately learns dynamics and reward, where the dynamics model comprises an image tokenizer as well as a causal transformer to generate interaction transitions autoregressively, and the reward model is a bidirectional transformer learned by maximizing the likelihood of trajectories in the expert demonstrations under language guidance. Given an image of the current state and the task description, we use the world model to train the joint policy and produce the image sequence as the answer by running the converged policy on the dynamics model.
Aligning Individual and Collective Objectives in Multi-Agent Cooperation
Among the research topics in multi-agent learning, mixed-motive cooperation is one of the most prominent challenges, primarily due to the mismatch between individual and collective goals. The cutting-edge research is focused on incorporating domain knowledge into rewards and introducing additional mechanisms to incentivize cooperation. However, these approaches often face shortcomings such as the effort on manual design and the absence of theoretical groundings. To close this gap, we model the mixed-motive game as a differentiable game for the ease of illuminating the learning dynamics towards cooperation. More detailed, we introduce a novel optimization method named \textbf{\textit{A}}ltruistic \textbf{\textit{G}}radient \textbf{\textit{A}}djustment (\textbf{\textit{AgA}}) that employs gradient adjustments to progressively align individual and collective objectives. Furthermore, we theoretically prove that AgA effectively attracts gradients to stable fixed points of the collective objective while considering individual interests, and we validate these claims with empirical evidence.