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Multi-Agent First Order Constrained Optimization in Policy Space

Neural Information Processing Systems

In the realm of multi-agent reinforcement learning (MARL), achieving high performance is crucial for a successful multi-agent system.Meanwhile, the ability to avoid unsafe actions is becoming an urgent and imperative problem to solve for real-life applications. Whereas, it is still challenging to develop a safety-aware method for multi-agent systems in MARL. In this work, we introduce a novel approach called Multi-Agent First Order Constrained Optimization in Policy Space (MAFOCOPS), which effectively addresses the dual objectives of attaining satisfactory performance and enforcing safety constraints. Using data generated from the current policy, MAFOCOPS first finds the optimal update policy by solving a constrained optimization problem in the nonparameterized policy space. Then, the update policy is projected back into the parametric policy space to achieve a feasible policy.


Exploration-Exploitation in Multi-Agent Competition: Convergence with Bounded Rationality

Neural Information Processing Systems

The interplay between exploration and exploitation in competitive multi-agent learning is still far from being well understood. Motivated by this, we study smooth Q-learning, a prototypical learning model that explicitly captures the balance between game rewards and exploration costs. We show that Q-learning always converges to the unique quantal-response equilibrium (QRE), the standard solution concept for games under bounded rationality, in weighted zero-sum polymatrix games with heterogeneous learning agents using positive exploration rates. Complementing recent results about convergence in weighted potential games [16,34], we show that fast convergence of Q-learning in competitive settings obtains regardless of the number of agents and without any need for parameter fine-tuning. As showcased by our experiments in network zero-sum games, these theoretical results provide the necessary guarantees for an algorithmic approach to the currently open problem of equilibrium selection in competitive multi-agent settings.


Near-Optimal No-Regret Learning Dynamics for General Convex Games

Neural Information Processing Systems

A recent line of work has established uncoupled learning dynamics such that, when employed by all players in a game, each player's regret after T repetitions grows polylogarithmically in T, an exponential improvement over the traditional guarantees within the no-regret framework. However, so far these results have only been limited to certain classes of games with structured strategy spaces---such as normal-form and extensive-form games. The question as to whether O(\mathrm{polylog} T) regret bounds can be obtained for general convex and compact strategy sets---as is the case in many fundamental models in economics and multiagent systems---while retaining efficient strategy updates is an important question. In this paper, we answer this in the positive by establishing the first uncoupled learning algorithm with O(\log T) per-player regret in general convex games, that is, games with concave utility functions supported on arbitrary convex and compact strategy sets. Our learning dynamics are based on an instantiation of optimistic follow-the-regularized-leader over an appropriately lifted space using a self-concordant regularizer that is peculiarly not a barrier for the feasible region.


SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning

Neural Information Processing Systems

The availability of challenging benchmarks has played a key role in the recent progress of machine learning. In cooperative multi-agent reinforcement learning, the StarCraft Multi-Agent Challenge (SMAC) has become a popular testbed for centralised training with decentralised execution. However, after years of sustained improvement on SMAC, algorithms now achieve near-perfect performance. In this work, we conduct new analysis demonstrating that SMAC lacks the stochasticity and partial observability to require complex closed-loop policies. In particular, we show that an open-loop policy conditioned only on the timestep can achieve non-trivial win rates for many SMAC scenarios.


Multi-agent Performative Prediction with Greedy Deployment and Consensus Seeking Agents

Neural Information Processing Systems

We consider a scenario where multiple agents are learning a common decision vector from data which can be influenced by the agents' decisions. This leads to the problem of multi-agent performative prediction (Multi-PfD). In this paper, we formulate Multi-PfD as a decentralized optimization problem that minimizes a sum of loss functions, where each loss function is based on a distribution influenced by the local decision vector. We first prove the necessary and sufficient condition for the Multi-PfD problem to admit a unique multi-agent performative stable (Multi-PS) solution. We show that enforcing consensus leads to a laxer condition for existence of Multi-PS solution with respect to the distributions' sensitivities, compared to the single agent case.


Multi-Player Zero-Sum Markov Games with Networked Separable Interactions

Neural Information Processing Systems

We study a new class of Markov games, \textit{(multi-player) zero-sum Markov Games} with {\it Networked separable interactions} (zero-sum NMGs), to model the local interaction structure in non-cooperative multi-agent sequential decision-making. We define a zero-sum NMG as a model where {the payoffs of the auxiliary games associated with each state are zero-sum and} have some separable (i.e., polymatrix) structure across the neighbors over some interaction network. We first identify the necessary and sufficient conditions under which an MG can be presented as a zero-sum NMG, and show that the set of Markov coarse correlated equilibrium (CCE) collapses to the set of Markov Nash equilibrium (NE) in these games, in that the {product of} per-state marginalization of the former for all players yields the latter. Furthermore, we show that finding approximate Markov \emph{stationary} CCE in infinite-horizon discounted zero-sum NMGs is \texttt{PPAD}-hard, unless the underlying network has a star topology''. Then, we propose fictitious-play-type dynamics, the classical learning dynamics in normal-form games, for zero-sum NMGs, and establish convergence guarantees to Markov stationary NE under a star-shaped network structure.


Semi-Supervised Generative Models for Multiagent Trajectories

Neural Information Processing Systems

Analyzing the spatiotemporal behavior of multiple agents is of great interest to many communities. Existing probabilistic models in this realm are formalized either in an unsupervised framework, where the latent space is described by discrete or continuous variables, or in a supervised framework, where weakly preserved labels add explicit information to continuous latent representations. To overcome inherent limitations, we propose a novel objective function for processing multi-agent trajectories based on semi-supervised variational autoencoders, where equivariance and interaction of agents are captured via customized graph networks. The resulting architecture disentangles discrete and continuous latent effects and provides a natural solution for injecting expensive domain knowledge into interactive sequential systems. Empirically, our model not only outperforms various state-of-the-art baselines in trajectory forecasting, but also learns to effectively leverage unsupervised multi-agent sequences for classification tasks on interactive real-world sports datasets.


Scalable Primal-Dual Actor-Critic Method for Safe Multi-Agent RL with General Utilities

Neural Information Processing Systems

We investigate safe multi-agent reinforcement learning, where agents seek to collectively maximize an aggregate sum of local objectives while satisfying their own safety constraints. The objective and constraints are described by general utilities, i.e., nonlinear functions of the long-term state-action occupancy measure, which encompass broader decision-making goals such as risk, exploration, or imitations. The exponential growth of the state-action space size with the number of agents presents challenges for global observability, further exacerbated by the global coupling arising from agents' safety constraints. To tackle this issue, we propose a primal-dual method utilizing shadow reward and \kappa -hop neighbor truncation under a form of correlation decay property, where \kappa is the communication radius. In the exact setting, our algorithm converges to a first-order stationary point (FOSP) at the rate of \mathcal{O}\left(T {-2/3}\right) .


Heterogeneous Skill Learning for Multi-agent Tasks

Neural Information Processing Systems

Heterogeneous behaviours are widespread in many multi-agent tasks, which have not been paid much attention in the community of multi-agent reinforcement learning. It would be a key factor for improving the learning performance to efficiently characterize and automatically find heterogeneous behaviours. In this paper, we introduce the concept of the skill to explore the ability of heterogeneous behaviours. We propose a novel skill-based multi-agent reinforcement learning framework to enable agents to master diverse skills. Specifically, our framework consists of the skill representation mechanism, the skill selector and the skill-based policy learning mechanism.


Mixed-Initiative Multiagent Apprenticeship Learning for Human Training of Robot Teams

Neural Information Processing Systems

Extending recent advances in Learning from Demonstration (LfD) frameworks to multi-robot settings poses critical challenges such as environment non-stationarity due to partial observability which is detrimental to the applicability of existing methods. Although prior work has shown that enabling communication among agents of a robot team can alleviate such issues, creating inter-agent communication under existing Multi-Agent LfD (MA-LfD) frameworks requires the human expert to provide demonstrations for both environment actions and communication actions, which necessitates an efficient communication strategy on a known message spaces. To address this problem, we propose Mixed-Initiative Multi-Agent Apprenticeship Learning (MixTURE). MixTURE enables robot teams to learn from a human expert-generated data a preferred policy to accomplish a collaborative task, while simultaneously learning emergent inter-agent communication to enhance team coordination. The key ingredient to MixTURE's success is automatically learning a communication policy, enhanced by a mutual-information maximizing reverse model that rationalizes the underlying expert demonstrations without the need for human generated data or an auxiliary reward function.