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Review for NeurIPS paper: Model-Based Multi-Agent RL in Zero-Sum Markov Games with Near-Optimal Sample Complexity

Neural Information Processing Systems

Additional Feedback: NOTE (post rebuttal): I didn't change my review, as a matter of expediency. But, I appreciate the authors' acknowledgement of my comments and support the plan for addressing them. I guess a brief clarification wouldn't hurt, but I wouldn't suggest using space to delve into the setting more deeply.) "corner stones" - "cornerstones" "the sample complexity of model based MARL algorithms has rarely been investigated": The Rmax paper was one of the first papers to study RL sample complexity AND dealt with MARL. Maybe it hasn't been "recently" investigated?



Reviews: LIIR: Learning Individual Intrinsic Reward in Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Overall, the method provided is a straightforward application of a known IR method to MARL, the results are promising and the writing is clear. As such, this work has limited novelty but provides good empirical contributions, though these too could be improved by considering more domains. A more detailed review of the paper, along with feedback and clarifications required are provided below. The work is motivated by the claim that providing individual IRs to different agents in a population (in a MARL setting) will allow diverse behaviours. The analysis at the end of the paper shows that a lot of the learned IR curves do overlap.


Reviews: LIIR: Learning Individual Intrinsic Reward in Multi-Agent Reinforcement Learning

Neural Information Processing Systems

The paper extends the idea of learning intrinsic rewards to the centralized learning - decentralized execution, cooperative multi-agent setting. This setting has become popular in past years, as a setting that has high potential for real world applications and being amenable to progress towards tractable solutions. The approach presented by this work is easy to conceptually simple and well motivated. The authors empirically show that it outperforms existing state of the art approaches on challenging StarCraft benchmark tasks. Reviewers raised several concerns about the paper, including clarity (experiment details, precise description of the approach and distinction from existing approaches), and the need for further analysis.


Reviews: Learning Mean-Field Games

Neural Information Processing Systems

This paper considers learning in mean-field games (MFG). MFGs take the limit of an infinite number of agents, which are considered indistinguishable. Based on a motivating example consisting of a repeated Ad auction problem, the authors introduce a "general" mean-field game (GMFG), a model-free version of the standard MFG. The authors revisit standard Q-Learning and a soft version of it, and provide convergence and complexity results of such an algorithm. These methods are compared numerically on the auction problem together with a recently proposed approach and show better performance.


Multi-Agent Feedback Motion Planning using Probably Approximately Correct Nonlinear Model Predictive Control

arXiv.org Artificial Intelligence

For many tasks, multi-robot teams often provide greater efficiency, robustness, and resiliency. However, multi-robot collaboration in real-world scenarios poses a number of major challenges, especially when dynamic robots must balance competing objectives like formation control and obstacle avoidance in the presence of stochastic dynamics and sensor uncertainty. In this paper, we propose a distributed, multi-agent receding-horizon feedback motion planning approach using Probably Approximately Correct Nonlinear Model Predictive Control (PAC-NMPC) that is able to reason about both model and measurement uncertainty to achieve robust multi-agent formation control while navigating cluttered obstacle fields and avoiding inter-robot collisions. Our approach relies not only on the underlying PAC-NMPC algorithm but also on a terminal cost-function derived from gyroscopic obstacle avoidance. Through numerical simulation, we show that our distributed approach performs on par with a centralized formulation, that it offers improved performance in the case of significant measurement noise, and that it can scale to more complex dynamical systems.


Procedural Generation of 3D Maize Plant Architecture from LIDAR Data

arXiv.org Artificial Intelligence

This study introduces a robust framework for generating procedural 3D models of maize (Zea mays) plants from LiDAR point cloud data, offering a scalable alternative to traditional field-based phenotyping. Our framework leverages Non-Uniform Rational B-Spline (NURBS) surfaces to model the leaves of maize plants, combining Particle Swarm Optimization (PSO) for an initial approximation of the surface and a differentiable programming framework for precise refinement of the surface to fit the point cloud data. In the first optimization phase, PSO generates an approximate NURBS surface by optimizing its control points, aligning the surface with the LiDAR data, and providing a reliable starting point for refinement. The second phase uses NURBS-Diff, a differentiable programming framework, to enhance the accuracy of the initial fit by refining the surface geometry and capturing intricate leaf details. Our results demonstrate that, while PSO establishes a robust initial fit, the integration of differentiable NURBS significantly improves the overall quality and fidelity of the reconstructed surface. This hierarchical optimization strategy enables accurate 3D reconstruction of maize leaves across diverse genotypes, facilitating the subsequent extraction of complex traits like phyllotaxy. We demonstrate our approach on diverse genotypes of field-grown maize plants. All our codes are open-source to democratize these phenotyping approaches.


UI-TARS: Pioneering Automated GUI Interaction with Native Agents

arXiv.org Artificial Intelligence

This paper introduces UI-TARS, a native GUI agent model that solely perceives the screenshots as input and performs human-like interactions (e.g., keyboard and mouse operations). Unlike prevailing agent frameworks that depend on heavily wrapped commercial models (e.g., GPT-4o) with expert-crafted prompts and workflows, UI-TARS is an end-to-end model that outperforms these sophisticated frameworks. Experiments demonstrate its superior performance: UI-TARS achieves SOTA performance in 10+ GUI agent benchmarks evaluating perception, grounding, and GUI task execution (see below). Notably, in the OSWorld benchmark, UI-TARS achieves scores of 24.6 with 50 steps and 22.7 with 15 steps, outperforming Claude's 22.0 and 14.9 respectively. In AndroidWorld, UI-TARS achieves 46.6, surpassing GPT-4o's 34.5. UI-TARS incorporates several key innovations: (1) Enhanced Perception: leveraging a large-scale dataset of GUI screenshots for context-aware understanding of UI elements and precise captioning; (2) Unified Action Modeling, which standardizes actions into a unified space across platforms and achieves precise grounding and interaction through large-scale action traces; (3) System-2 Reasoning, which incorporates deliberate reasoning into multi-step decision making, involving multiple reasoning patterns such as task decomposition, reflection thinking, milestone recognition, etc. (4) Iterative Training with Reflective Online Traces, which addresses the data bottleneck by automatically collecting, filtering, and reflectively refining new interaction traces on hundreds of virtual machines. Through iterative training and reflection tuning, UI-TARS continuously learns from its mistakes and adapts to unforeseen situations with minimal human intervention. We also analyze the evolution path of GUI agents to guide the further development of this domain.


Heterogeneous Multi-Player Multi-Armed Bandits Robust To Adversarial Attacks

arXiv.org Machine Learning

We consider a multi-player multi-armed bandit setting in the presence of adversaries that attempt to negatively affect the rewards received by the players in the system. The reward distributions for any given arm are heterogeneous across the players. In the event of a collision (more than one player choosing the same arm), all the colliding users receive zero rewards. The adversaries use collisions to affect the rewards received by the players, i.e., if an adversary attacks an arm, any player choosing that arm will receive zero reward. At any time step, the adversaries may attack more than one arm. It is assumed that the players in the system do not deviate from a pre-determined policy used by all the players, and that the probability that none of the arms face adversarial attacks is strictly positive at every time step. In order to combat the adversarial attacks, the players are allowed to communicate using a single bit for $O(\log T)$ time units, where $T$ is the time horizon, and each player can only observe their own actions and rewards at all time steps. We propose a {policy that is used by all the players, which} achieves near order optimal regret of order $O(\log^{1+\delta}T + W)$, where $W$ is total number of time units for which there was an adversarial attack on at least one arm.


Tackling Uncertainties in Multi-Agent Reinforcement Learning through Integration of Agent Termination Dynamics

arXiv.org Artificial Intelligence

Multi-Agent Reinforcement Learning (MARL) has gained significant traction for solving complex real-world tasks, but the inherent stochasticity and uncertainty in these environments pose substantial challenges to efficient and robust policy learning. While Distributional Reinforcement Learning has been successfully applied in single-agent settings to address risk and uncertainty, its application in MARL is substantially limited. In this work, we propose a novel approach that integrates distributional learning with a safety-focused loss function to improve convergence in cooperative MARL tasks. Specifically, we introduce a Barrier Function based loss that leverages safety metrics, identified from inherent faults in the system, into the policy learning process. This additional loss term helps mitigate risks and encourages safer exploration during the early stages of training. We evaluate our method in the StarCraft II micromanagement benchmark, where our approach demonstrates improved convergence and outperforms state-of-the-art baselines in terms of both safety and task completion. Our results suggest that incorporating safety considerations can significantly enhance learning performance in complex, multi-agent environments.