Agents
No-regret learning in harmonic games: Extrapolation in the face of conflicting interests
Legacci, Davide, Mertikopoulos, Panayotis, Papadimitriou, Christos H., Piliouras, Georgios, Pradelski, Bary S. R.
The long-run behavior of multi-agent learning - and, in particular, no-regret learning - is relatively well-understood in potential games, where players have aligned interests. By contrast, in harmonic games - the strategic counterpart of potential games, where players have conflicting interests - very little is known outside the narrow subclass of 2-player zero-sum games with a fully-mixed equilibrium. Our paper seeks to partially fill this gap by focusing on the full class of (generalized) harmonic games and examining the convergence properties of follow-the-regularized-leader (FTRL), the most widely studied class of no-regret learning schemes. As a first result, we show that the continuous-time dynamics of FTRL are Poincar\'e recurrent, that is, they return arbitrarily close to their starting point infinitely often, and hence fail to converge. In discrete time, the standard, "vanilla" implementation of FTRL may lead to even worse outcomes, eventually trapping the players in a perpetual cycle of best-responses. However, if FTRL is augmented with a suitable extrapolation step - which includes as special cases the optimistic and mirror-prox variants of FTRL - we show that learning converges to a Nash equilibrium from any initial condition, and all players are guaranteed at most O(1) regret. These results provide an in-depth understanding of no-regret learning in harmonic games, nesting prior work on 2-player zero-sum games, and showing at a high level that harmonic games are the canonical complement of potential games, not only from a strategic, but also from a dynamic viewpoint.
M-MAD: Multidimensional Multi-Agent Debate Framework for Fine-grained Machine Translation Evaluation
Feng, Zhaopeng, Su, Jiayuan, Zheng, Jiamei, Ren, Jiahan, Zhang, Yan, Wu, Jian, Wang, Hongwei, Liu, Zuozhu
Recent advancements in large language models (LLMs) have given rise to the LLM-as-a-judge paradigm, showcasing their potential to deliver human-like judgments. However, in the field of machine translation (MT) evaluation, current LLM-as-a-judge methods fall short of learned automatic metrics. In this paper, we propose Multidimensional Multi-Agent Debate (M-MAD), a systematic LLM-based multi-agent framework for advanced LLM-as-a-judge MT evaluation. Our findings demonstrate that M-MAD achieves significant advancements by (1) decoupling heuristic MQM criteria into distinct evaluation dimensions for fine-grained assessments; (2) employing multi-agent debates to harness the collaborative reasoning capabilities of LLMs; (3) synthesizing dimension-specific results into a final evaluation judgment to ensure robust and reliable outcomes. Comprehensive experiments show that M-MAD not only outperforms all existing LLM-as-a-judge methods but also competes with state-of-the-art reference-based automatic metrics, even when powered by a suboptimal model like GPT-4o mini. Detailed ablations and analysis highlight the superiority of our framework design, offering a fresh perspective for LLM-as-a-judge paradigm. Our code and data are publicly available at https://github.com/SU-JIAYUAN/M-MAD.
AuctionNet: A Novel Benchmark for Decision-Making in Large-Scale Games
Su, Kefan, Huo, Yusen, Zhang, Zhilin, Dou, Shuai, Yu, Chuan, Xu, Jian, Lu, Zongqing, Zheng, Bo
Decision-making in large-scale games is an essential research area in artificial intelligence (AI) with significant real-world impact. However, the limited access to realistic large-scale game environments has hindered research progress in this area. In this paper, we present AuctionNet, a benchmark for bid decision-making in large-scale ad auctions derived from a real-world online advertising platform. AuctionNet is composed of three parts: an ad auction environment, a pre-generated dataset based on the environment, and performance evaluations of several baseline bid decision-making algorithms. More specifically, the environment effectively replicates the integrity and complexity of real-world ad auctions through the interaction of several modules: the ad opportunity generation module employs deep generative networks to bridge the gap between simulated and real-world data while mitigating the risk of sensitive data exposure; the bidding module implements diverse auto-bidding agents trained with different decision-making algorithms; and the auction module is anchored in the classic Generalized Second Price (GSP) auction but also allows for customization of auction mechanisms as needed. To facilitate research and provide insights into the environment, we have also pre-generated a substantial dataset based on the environment. The dataset contains 10 million ad opportunities, 48 diverse auto-bidding agents, and over 500 million auction records. Performance evaluations of baseline algorithms such as linear programming, reinforcement learning, and generative models for bid decision-making are also presented as a part of AuctionNet. We believe that AuctionNet is applicable not only to research on bid decision-making in ad auctions but also to the general area of decision-making in large-scale games.
Decentralized Unlabeled Multi-Agent Navigation in Continuous Space
Dergachev, Stepan, Yakovlev, Konstantin
In this work, we study the problem where a group of mobile agents needs to reach a set of goal locations, but it does not matter which agent reaches a specific goal. Unlike most of the existing works on this topic that typically assume the existence of the centralized planner (or controller) and limit the agents' moves to a predefined graph of locations and transitions between them, in this work we focus on the decentralized scenarios, when each agent acts individually relying only on local observations/communications and is free to move in arbitrary direction at any time. Our iterative approach involves agents individually selecting goals, exchanging them, planning paths, and at each time step choose actions that balance between progressing along the paths and avoiding collisions. The proposed method is shown to be complete under specific assumptions on how agents progress towards their current goals, and our empirical evaluation demonstrates its superiority over a baseline decentralized navigation approach in success rate (i.e. is able to solve more problem instances under a given time limit) and a comparison with the centralized TSWAP algorithm reveals its efficiency in minimizing trajectory lengths for mission accomplishment.
Investigating the Impact of Communication-Induced Action Space on Exploration of Unknown Environments with Decentralized Multi-Agent Reinforcement Learning
Calzolari, Gabriele, Sumathy, Vidya, Kanellakis, Christoforos, Nikolakopoulos, George
This paper introduces a novel enhancement to the Decentralized Multi-Agent Reinforcement Learning (D-MARL) exploration by proposing communication-induced action space to improve the mapping efficiency of unknown environments using homogeneous agents. Efficient exploration of large environments relies heavily on inter-agent communication as real-world scenarios are often constrained by data transmission limits, such as signal latency and bandwidth. Our proposed method optimizes each agent's policy using the heterogeneous-agent proximal policy optimization algorithm, allowing agents to autonomously decide whether to communicate or to explore, that is whether to share the locally collected maps or continue the exploration. We propose and compare multiple novel reward functions that integrate inter-agent communication and exploration, enhance mapping efficiency and robustness, and minimize exploration overlap. This article presents a framework developed in ROS2 to evaluate and validate the investigated architecture. Specifically, four TurtleBot3 Burgers have been deployed in a Gazebo-designed environment filled with obstacles to evaluate the efficacy of the trained policies in mapping the exploration arena.
Reinforcement Learning Driven Multi-Robot Exploration via Explicit Communication and Density-Based Frontier Search
Calzolari, Gabriele, Sumathy, Vidya, Kanellakis, Christoforos, Nikolakopoulos, George
Collaborative multi-agent exploration of unknown environments is crucial for search and rescue operations. Effective real-world deployment must address challenges such as limited inter-agent communication and static and dynamic obstacles. This paper introduces a novel decentralized collaborative framework based on Reinforcement Learning to enhance multi-agent exploration in unknown environments. Our approach enables agents to decide their next action using an agent-centered field-of-view occupancy grid, and features extracted from $\text{A}^*$ algorithm-based trajectories to frontiers in the reconstructed global map. Furthermore, we propose a constrained communication scheme that enables agents to share their environmental knowledge efficiently, minimizing exploration redundancy. The decentralized nature of our framework ensures that each agent operates autonomously, while contributing to a collective exploration mission. Extensive simulations in Gymnasium and real-world experiments demonstrate the robustness and effectiveness of our system, while all the results highlight the benefits of combining autonomous exploration with inter-agent map sharing, advancing the development of scalable and resilient robotic exploration systems.
LLM-based Multi-Agent Systems: Techniques and Business Perspectives
Yang, Yingxuan, Peng, Qiuying, Wang, Jun, Wen, Ying, Zhang, Weinan
In the era of (multi-modal) large language models, most operational processes can be reformulated and reproduced using LLM agents. The LLM agents can perceive, control, and get feedback from the environment so as to accomplish the given tasks in an autonomous manner. Besides the environment-interaction property, the LLM agents can call various external tools to ease the task completion process. The tools can be regarded as a predefined operational process with private or real-time knowledge that does not exist in the parameters of LLMs. As a natural trend of development, the tools for calling are becoming autonomous agents, thus the full intelligent system turns out to be a LLM-based Multi-Agent System (LaMAS). Compared to the previous single-LLM-agent system, LaMAS has the advantages of i) dynamic task decomposition and organic specialization, ii) higher flexibility for system changing, iii) proprietary data preserving for each participating entity, and iv) feasibility of monetization for each entity. This paper discusses the technical and business landscapes of LaMAS. To support the ecosystem of LaMAS, we provide a preliminary version of such LaMAS protocol considering technical requirements, data privacy, and business incentives. As such, LaMAS would be a practical solution to achieve artificial collective intelligence in the near future.
Toward Scalable Multirobot Control: Fast Policy Learning in Distributed MPC
Zhang, Xinglong, Pan, Wei, Li, Cong, Xu, Xin, Wang, Xiangke, Zhang, Ronghua, Hu, Dewen
Distributed model predictive control (DMPC) is promising in achieving optimal cooperative control in multirobot systems (MRS). However, real-time DMPC implementation relies on numerical optimization tools to periodically calculate local control sequences online. This process is computationally demanding and lacks scalability for large-scale, nonlinear MRS. This article proposes a novel distributed learning-based predictive control (DLPC) framework for scalable multirobot control. Unlike conventional DMPC methods that calculate open-loop control sequences, our approach centers around a computationally fast and efficient distributed policy learning algorithm that generates explicit closed-loop DMPC policies for MRS without using numerical solvers. The policy learning is executed incrementally and forward in time in each prediction interval through an online distributed actor-critic implementation. The control policies are successively updated in a receding-horizon manner, enabling fast and efficient policy learning with the closed-loop stability guarantee. The learned control policies could be deployed online to MRS with varying robot scales, enhancing scalability and transferability for large-scale MRS. Furthermore, we extend our methodology to address the multirobot safe learning challenge through a force field-inspired policy learning approach. We validate our approach's effectiveness, scalability, and efficiency through extensive experiments on cooperative tasks of large-scale wheeled robots and multirotor drones. Our results demonstrate the rapid learning and deployment of DMPC policies for MRS with scales up to 10,000 units.
Bidding Games on Markov Decision Processes with Quantitative Reachability Objectives
Avni, Guy, Kurečka, Martin, Mallik, Kaushik, Novotný, Petr, Sadhukhan, Suman
Graph games are fundamental in strategic reasoning of multi-agent systems and their environments. We study a new family of graph games which combine stochastic environmental uncertainties and auction-based interactions among the agents, formalized as bidding games on (finite) Markov decision processes (MDP). Normally, on MDPs, a single decision-maker chooses a sequence of actions, producing a probability distribution over infinite paths. In bidding games on MDPs, two players -- called the reachability and safety players -- bid for the privilege of choosing the next action at each step. The reachability player's goal is to maximize the probability of reaching a target vertex, whereas the safety player's goal is to minimize it. These games generalize traditional bidding games on graphs, and the existing analysis techniques do not extend. For instance, the central property of traditional bidding games is the existence of a threshold budget, which is a necessary and sufficient budget to guarantee winning for the reachability player. For MDPs, the threshold becomes a relation between the budgets and probabilities of reaching the target. We devise value-iteration algorithms that approximate thresholds and optimal policies for general MDPs, and compute the exact solutions for acyclic MDPs, and show that finding thresholds is at least as hard as solving simple-stochastic games.
Knowledge Graph-Based Multi-Agent Path Planning in Dynamic Environments using WAITR
Holmberg, Ted Edward, Ioup, Elias, Abdelguerfi, Mahdi
This paper addresses the challenge of multi-agent path planning for efficient data collection in dynamic, uncertain environments, exemplified by autonomous underwater vehicles (AUVs) navigating the Gulf of Mexico. Traditional greedy algorithms, though computationally efficient, often fall short in long-term planning due to their short-sighted nature, missing crucial data collection opportunities and increasing exposure to hazards. To address these limitations, we introduce WAITR (Weighted Aggregate Inter-Temporal Reward), a novel path-planning framework that integrates a knowledge graph with pathlet-based planning, segmenting the environment into dynamic, speed-adjusted sub-regions (pathlets). This structure enables coordinated, adaptive planning, as agents can operate within time-bound regions while dynamically responding to environmental changes. WAITR's cumulative scoring mechanism balances immediate data collection with long-term optimization of Points of Interest (POIs), ensuring safer navigation and comprehensive data coverage. Experimental results show that WAITR substantially improves POI coverage and reduces exposure to hazards, achieving up to 27.1\% greater event coverage than traditional greedy methods.