Agents
Multi-Agent Common Knowledge Reinforcement Learning
Cooperative multi-agent reinforcement learning often requires decentralised policies, which severely limit the agents' ability to coordinate their behaviour. In this paper, we show that common knowledge between agents allows for complex decentralised coordination. Common knowledge arises naturally in a large number of decentralised cooperative multi-agent tasks, for example, when agents can reconstruct parts of each others' observations. Since agents can independently agree on their common knowledge, they can execute complex coordinated policies that condition on this knowledge in a fully decentralised fashion. We propose multi-agent common knowledge reinforcement learning (MACKRL), a novel stochastic actor-critic algorithm that learns a hierarchical policy tree.
MAVEN: Multi-Agent Variational Exploration
Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments. We specifically focus on QMIX, the current state-of-the-art in this domain. We show that the representation constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control.
Near-Optimal Collaborative Learning in Bandits
This paper introduces a general multi-agent bandit model in which each agent is facing a finite set of arms and may communicate with other agents through a central controller in order to identify -in pure exploration- or play -in regret minimization- its optimal arm. The twist is that the optimal arm for each agent is the arm with largest expected mixed reward, where the mixed reward of an arm is a weighted sum of the rewards of this arm for all agents. This makes communication between agents often necessary. This general setting allows to recover and extend several recent models for collaborative bandit learning, including the recently proposed federated learning with personalization [Shi et al., 2021]. In this paper, we provide new lower bounds on the sample complexity of pure exploration and on the regret.
Decentralized Langevin Dynamics for Bayesian Learning
Motivated by decentralized approaches to machine learning, we propose a collaborative Bayesian learning algorithm taking the form of decentralized Langevin dynamics in a non-convex setting. Our analysis show that the initial KL-divergence between the Markov Chain and the target posterior distribution is exponentially decreasing while the error contributions to the overall KL-divergence from the additive noise is decreasing in polynomial time. We further show that the polynomial-term experiences speed-up with number of agents and provide sufficient conditions on the time-varying step-sizes to guarantee convergence to the desired distribution. The performance of the proposed algorithm is evaluated on a wide variety of machine learning tasks. The empirical results show that the performance of individual agents with locally available data is on par with the centralized setting with considerable improvement in the convergence rate.
Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement Learning
In multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent agent-wise exploration is appealing, this approach fails on tasks that require elaborate group strategies. We argue that coordinating the agents' policies can guide their exploration and we investigate techniques to promote such an inductive bias. We propose two policy regularization methods: TeamReg, which is based on inter-agent action predictability and CoachReg that relies on synchronized behavior selection. We evaluate each approach on four challenging continuous control tasks with sparse rewards that require varying levels of coordination as well as on the discrete action Google Research Football environment.
Test-time Collective Prediction
An increasingly common setting in machine learning involves multiple parties, each with their own data, who want to jointly make predictions on future test points. Agents wish to benefit from the collective expertise of the full set of agents to make better predictions than they would individually, but may not be willing to release labeled data or model parameters. In this work, we explore a decentralized mechanism to make collective predictions at test time, that is inspired by the literature in social science on human consensus-making. Building on a query model to facilitate information exchange among agents, our approach leverages each agent's pre-trained model without relying on external validation, model retraining, or data pooling. A theoretical analysis shows that our approach recovers inverse mean-squared-error (MSE) weighting in the large-sample limit which is known to be the optimal way to combine independent, unbiased estimators.
Envy-free Policy Teaching to Multiple Agents
We study envy-free policy teaching. A number of agents independently explore a common Markov decision process (MDP), but each with their own reward function and discounting rate. A teacher wants to teach a target policy to this diverse group of agents, by means of modifying the agents' reward functions: providing additional bonuses to certain actions, or penalizing them. When personalized reward modification programs are used, an important question is how to design the programs so that the agents think they are treated fairly. We adopt the notion of envy-freeness (EF) from the literature on fair division to formalize this problem and investigate several fundamental questions about the existence of EF solutions in our setting, the computation of cost-minimizing solutions, as well as the price of fairness (PoF), which measures the increase of cost due to the consideration of fairness.
Settling the Variance of Multi-Agent Policy Gradients
Policy gradient (PG) methods are popular reinforcement learning (RL) methods where a baseline is often applied to reduce the variance of gradient estimates. In multi-agent RL (MARL), although the PG theorem can be naturally extended, the effectiveness of multi-agent PG (MAPG) methods degrades as the variance of gradient estimates increases rapidly with the number of agents. In this paper, we offer a rigorous analysis of MAPG methods by, firstly, quantifying the contributions of the number of agents and agents' explorations to the variance of MAPG estimators. Based on this analysis, we derive the optimal baseline (OB) that achieves the minimal variance. Considering using deep neural networks, we also propose a surrogate version of OB, which can be seamlessly plugged into any existing PG methods in MARL.
Learning to Incentivize Other Learning Agents
The challenge of developing powerful and general Reinforcement Learning (RL) agents has received increasing attention in recent years. Much of this effort has focused on the single-agent setting, in which an agent maximizes a predefined extrinsic reward function. However, a long-term question inevitably arises: how will such independent agents cooperate when they are continually learning and acting in a shared multi-agent environment? Observing that humans often provide incentives to influence others' behavior, we propose to equip each RL agent in a multi-agent environment with the ability to give rewards directly to other agents, using a learned incentive function. Each agent learns its own incentive function by explicitly accounting for its impact on the learning of recipients and, through them, the impact on its own extrinsic objective. We demonstrate in experiments that such agents significantly outperform standard RL and opponent-shaping agents in challenging general-sum Markov games, often by finding a near-optimal division of labor.
Exploiting Opponents Under Utility Constraints in Sequential Games
Recently, game-playing agents based on AI techniques have demonstrated super-human performance in several sequential games, such as chess, Go, and poker. Surprisingly, the multi-agent learning techniques that allowed to reach these achievements do not take into account the actual behavior of the human player, potentially leading to an impressive gap in performances. In this paper, we address the problem of designing artificial agents that learn how to effectively exploit unknown human opponents while playing repeatedly against them in an online fashion. We study the case in which the agent's strategy during each repetition of the game is subject to constraints ensuring that the human's expected utility is within some lower and upper thresholds. Our framework encompasses several real-world problems, such as human engagement in repeated game playing and human education by means of serious games.