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Ding, Zihan
A Deep Reinforcement Learning Approach for Finding Non-Exploitable Strategies in Two-Player Atari Games
Ding, Zihan, Su, Dijia, Liu, Qinghua, Jin, Chi
This paper proposes new, end-to-end deep reinforcement learning algorithms for learning two-player zero-sum Markov games. Different from prior efforts on training agents to beat a fixed set of opponents, our objective is to find the Nash equilibrium policies that are free from exploitation by even the adversarial opponents. We propose (a) Nash-DQN algorithm, which integrates the deep learning techniques from single DQN into the classic Nash Q-learning algorithm for solving tabular Markov games; (b) Nash-DQN-Exploiter algorithm, which additionally adopts an exploiter to guide the exploration of the main agent. We conduct experimental evaluation on tabular examples as well as various two-player Atari games. Our empirical results demonstrate that (i) the policies found by many existing methods including Neural Fictitious Self Play and Policy Space Response Oracle can be prone to exploitation by adversarial opponents; (ii) the output policies of our algorithms are robust to exploitation, and thus outperform existing methods.
RLzoo: A Comprehensive and Adaptive Reinforcement Learning Library
Ding, Zihan, Yu, Tianyang, Huang, Yanhua, Zhang, Hongming, Mai, Luo, Dong, Hao
Recently, we have seen a rapidly growing adoption of Deep Reinforcement Learning (DRL) technologies. Fully achieving the promise of these technologies in practice is, however, extremely difficult. Users have to invest tremendous efforts in building DRL agents, incorporating the agents into various external training environments, and tuning agent implementation/hyper-parameters so that they can reproduce state-of-the-art (SOTA) performance. In this paper, we propose RLzoo, a new DRL library that aims to make it easy to develop and reproduce DRL algorithms. RLzoo has both high-level APIs and low-level APIs, useful for constructing and customising DRL agents, respectively. It has an adaptive agent construction algorithm that can automatically integrate custom RLzoo agents into various external training environments. To help reproduce the results of SOTA algorithms, RLzoo provides rich reference DRL algorithm implementations and effective hyper-parameter settings. Extensive evaluation results show that RLzoo not only outperforms existing DRL libraries in its simplicity of API design; but also provides the largest number of reference DRL algorithm implementations.
Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence
Song, Yuhang, Wang, Jianyi, Lukasiewicz, Thomas, Xu, Zhenghua, Xu, Mai, Ding, Zihan, Wu, Lianlong
Learning agents that are not only capable of taking tests but are also innovating are becoming a hot topic in artificial intelligence (AI). One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, the existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logic and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided games set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. Code for the games, building toolkit and baselines are released at https://github.com/YuhangSong/Arena-BuildingToolkit and https://github.com/YuhangSong/Arena-Baselines.
Deep Reinforcement Learning for Intelligent Transportation Systems
Liu, Xiao-Yang, Ding, Zihan, Borst, Sem, Walid, Anwar
Intelligent Transportation Systems (ITSs) are envisioned to play a critical role in improving traffic flow and reducing congestion, which is a pervasive issue impacting urban areas around the globe. Rapidly advancing vehicular communication and edge cloud computation technologies provide key enablers for smart traffic management. However, operating viable real-time actuation mechanisms on a practically relevant scale involves formidable challenges, e.g., policy iteration and conventional Reinforcement Learning (RL) techniques suffer from poor scalability due to state space explosion. Motivated by these issues, we explore the potential for Deep Q-Networks (DQN) to optimize traffic light control policies. As an initial benchmark, we establish that the DQN algorithms yield the "thresholding" policy in a single-intersection. Next, we examine the scalability properties of DQN algorithms and their performance in a linear network topology with several intersections along a main artery. We demonstrate that DQN algorithms produce intelligent behavior, such as the emergence of "greenwave" patterns, reflecting their ability to learn favorable traffic light actuations.