Agents
Reviews: Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments
Summary ----------------- The paper presents a novel actor-critic algorithm, named MADDPG, for both cooperative and competitive multiagent problems. MADDPG relies on a number of key ideas: 1) The action value functions are learned in a'centralized' manner, meaning that it takes into account the actions of all other players. This allows to evaluate the effect of the joint policy on each agents long term reward. To remove the need of knowing other agents' actions, the authors suggest that each agent could learn an approximate model of their policies. At each episode during the learning process, each agent draws uniformaly a policy from its ensemble.
Reviews: Credit Assignment For Collective Multiagent RL With Global Rewards
The paper tackles a multi-agent credit assignment problem, an egregious problem within multi-agent systems by extending existing methods on difference rewards for settings in which the population of the system is large. Though the results are relevant and lead to an improvement for large population systems, the contribution is nonetheless limited to a modification of existing techniques for a specific setting which seemingly requires the number of agents to be large and for the agents to observe a count of the agents within their neighbourhood. The results of the paper enable improved credit assignment in the presence of noise from other agents' actions, an improved baseline leading to reduced variance and, in turn, better estimates of the collective policy gradient (under homogeneity assumptions). The analysis of the paper applies to a specific setting in which the reward function has a term that is common to all agents and therefore is not decomposable. The extent to which this property is to be found in multi-agent systems, however, is not discussed.
Reviews: A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning
Summary: "A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning" presents a novel scalable algorithm that is shown to converge to better behaviours in partially-observable Multi-Agent Reinforcement Learning scenarios compared to previous methods. The paper begins with describing the problem, mainly that training reinforcement learning agents independently (i.e. each agent ignores the behaviours of the other agents and treats them as part of the environment) results in policies which can significantly overfit to only the agent behaviours observed during training time, failing to generalize when later set against new opponent behaviours. The paper then describes its solution, a generalization of the Double Oracle algorithm. The algorithm works using the following process: first, given a set of initial policies for each player, an empirical payoff tensor is created and from that a meta-strategy is learnt for each player which is the mixture over that initial policy set which achieves the highest value. Then each player i in the game is iterated, and a new policy is trained against policies sampled from the meta-strategies of the other agents not equal to i.
Reviews: Countering Feedback Delays in Multi-Agent Learning
If we accept that distributed learning is interesting, then this article presents a nice treatment of distributed mirror descent in which feedback may be asynchronous and delayed. Indeed, we are presented with a provably convergent learning algorithm for continuous action sets (in classes of games) even when individual players' feedback are received with differing levels of delay; further more the regret at time T is controlled as a function of the total delay to time T. This is a strong result, achieved by using a suite of very current proof techniques - lambda-Fenchel couplings serving as primula-dual Bregman divergences and associated tools. I have some concerns, but overall I think this is a good paper. If the concept of variational stability implies that all Nash equilibria of a game are in a closed and convex set, to me this is a major restriction on the class of games for which the result is relevant.
Reviews: Multi-Agent Generative Adversarial Imitation Learning
This paper proposes several alternative extensions of GAIL to multi-agent imitation learning settings. The paper includes strong, positive results on a wide range of environments against a suitable selection of baselines. However, insufficient details of the environments is provided to reproduce or fully appreciate the complexity of these environments. If accepted, I would request the authors add these to the appendix and would appreciate details (space permitting) to be discussed in the rebuttal - particularly the state representation. The more pressing point I would like to raise for discussion in the rebuttal is with regard to the MACK algorithm proposed for the generator. The authors make a justified argument for the novelty of the algorithm, but do not thoroughly justify why they used this algorithm instead of an established MARL algorithm (e.g.
Initialization of Monocular Visual Navigation for Autonomous Agents Using Modified Structure from Small Motion
Florez, Juan-Diego, Dor, Mehregan, Tsiotras, Panagiotis
We propose a standalone monocular visual Simultaneous Localization and Mapping (vSLAM) initialization pipeline for autonomous space robots. Our method, a state-of-the-art factor graph optimization pipeline, extends Structure from Small Motion (SfSM) to robustly initialize a monocular agent in spacecraft inspection trajectories, addressing visual estimation challenges such as weak-perspective projection and center-pointing motion, which exacerbates the bas-relief ambiguity, dominant planar geometry, which causes motion estimation degeneracies in classical Structure from Motion, and dynamic illumination conditions, which reduce the survivability of visual information. We validate our approach on realistic, simulated satellite inspection image sequences with a tumbling spacecraft and demonstrate the method's effectiveness over existing monocular initialization procedures.
MultiNash-PF: A Particle Filtering Approach for Computing Multiple Local Generalized Nash Equilibria in Trajectory Games
Bhatt, Maulik, Askari, Iman, Yu, Yue, Topcu, Ufuk, Fang, Huazhen, Mehr, Negar
Modern-world robotics involves complex environments where multiple autonomous agents must interact with each other and other humans. This necessitates advanced interactive multi-agent motion planning techniques. Generalized Nash equilibrium(GNE), a solution concept in constrained game theory, provides a mathematical model to predict the outcome of interactive motion planning, where each agent needs to account for other agents in the environment. However, in practice, multiple local GNEs may exist. Finding a single GNE itself is complex as it requires solving coupled constrained optimal control problems. Furthermore, finding all such local GNEs requires exploring the solution space of GNEs, which is a challenging task. This work proposes the MultiNash-PF framework to efficiently compute multiple local GNEs in constrained trajectory games. Potential games are a class of games for which a local GNE of a trajectory game can be found by solving a single constrained optimal control problem. We propose MultiNash-PF that integrates the potential game approach with implicit particle filtering, a sample-efficient method for non-convex trajectory optimization. We first formulate the underlying game as a constrained potential game and then utilize the implicit particle filtering to identify the coarse estimates of multiple local minimizers of the game's potential function. MultiNash-PF then refines these estimates with optimization solvers, obtaining different local GNEs. We show through numerical simulations that MultiNash-PF reduces computation time by up to 50\% compared to a baseline approach.
Intuitions of Compromise: Utilitarianism vs. Contractualism
Moore, Jared, Choi, Yejin, Levine, Sydney
What is the best compromise in a situation where different people value different things? The most commonly accepted method for answering this question -- in fields across the behavioral and social sciences, decision theory, philosophy, and artificial intelligence development -- is simply to add up utilities associated with the different options and pick the solution with the largest sum. This ``utilitarian'' approach seems like the obvious, theory-neutral way of approaching the problem. But there is an important, though often-ignored, alternative: a ``contractualist'' approach, which advocates for an agreement-driven method of deciding. Remarkably, no research has presented empirical evidence directly comparing the intuitive plausibility of these two approaches. In this paper, we systematically explore the proposals suggested by each algorithm (the ``Utilitarian Sum'' and the contractualist ''Nash Product''), using a paradigm that applies those algorithms to aggregating preferences across groups in a social decision-making context. While the dominant approach to value aggregation up to now has been utilitarian, we find that people strongly prefer the aggregations recommended by the contractualist algorithm. Finally, we compare the judgments of large language models (LLMs) to that of our (human) participants, finding important misalignment between model and human preferences.
Scalable and Accurate Graph Reasoning with LLM-based Multi-Agents
Hu, Yuwei, Lei, Runlin, Huang, Xinyi, Wei, Zhewei, Liu, Yongchao
Recent research has explored the use of Large Language Models (LLMs) for tackling complex graph reasoning tasks. However, due to the intricacies of graph structures and the inherent limitations of LLMs in handling long text, current approaches often fail to deliver satisfactory accuracy, even on small-scale graphs and simple tasks. To address these challenges, we introduce GraphAgent-Reasoner, a fine-tuning-free framework that utilizes a multi-agent collaboration strategy for explicit and precise graph reasoning. Inspired by distributed graph computation theory, our framework decomposes graph problems into smaller, node-centric tasks that are distributed among multiple agents. The agents collaborate to solve the overall problem, significantly reducing the amount of information and complexity handled by a single LLM, thus enhancing the accuracy of graph reasoning. By simply increasing the number of agents, GraphAgent-Reasoner can efficiently scale to accommodate larger graphs with over 1,000 nodes. Evaluated on the GraphInstruct dataset, our framework demonstrates near-perfect accuracy on polynomial-time graph reasoning tasks, significantly outperforming the best available models, both closed-source and fine-tuned open-source variants. Our framework also demonstrates the capability to handle real-world graph reasoning applications such as webpage importance analysis.