multi-agent environment
PettingZoo: A Standard API for Multi-Agent Reinforcement Learning J. K. Terry
This paper introduces the PettingZoo library and the accompanying Agent Environment Cycle ("AEC") games model. PettingZoo is a library of diverse sets of multi-agent environments with a universal, elegant Python API. PettingZoo was developed with the goal of accelerating research in Multi-Agent Reinforcement Learning ("MARL "), by making work more interchangeable, accessible and reproducible akin to what OpenAI's Gym library did for single-agent reinforcement
- North America > United States > Maryland > Prince George's County > College Park (0.14)
- Asia > Middle East > Jordan (0.04)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents > Agent Societies (0.46)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.35)
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. Our work points toward more opportunities and challenges along the path to ensure the common good in a multi-agent future.
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VS-Bench: Evaluating VLMs for Strategic Abilities in Multi-Agent Environments
Xu, Zelai, Xu, Zhexuan, Yi, Xiangmin, Yuan, Huining, Guang, Mo, Long, Kaiwen, Chen, Xinlei, Wu, Yi, Yu, Chao, Wang, Yu
Recent advancements in Vision Language Models (VLMs) have expanded their capabilities to interactive agent tasks, yet existing benchmarks remain limited to single-agent or text-only environments. In contrast, real-world scenarios often involve multiple agents interacting within rich visual and textual contexts, posing challenges with both multimodal observations and strategic interactions. To bridge this gap, we introduce Visual Strategic Bench (VS-Bench), a multimodal benchmark that evaluates VLMs for strategic abilities in multi-agent environments. VS-Bench comprises ten vision-grounded environments that cover cooperative, competitive, and mixed-motive interactions. The performance of VLM agents is evaluated across three dimensions: perception measured by element recognition accuracy; strategic reasoning measured by next-action prediction accuracy; and decision-making measured by normalized episode return. Extensive experiments on fifteen leading VLMs show that, although current models exhibit strong perception abilities, there remains a significant gap to optimal performance in reasoning and decision-making, with the best-performing model attaining 46.6% prediction accuracy and 31.4% normalized return. We further analyze the key factors influencing performance, conduct human experiments, and examine failure modes to provide a deeper understanding of VLMs' strategic abilities. By standardizing the evaluation and highlighting the limitations of existing models, we envision VS-Bench as a foundation for future research on strategic multimodal agents. Code and data are available at https://vs-bench.github.io.
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents > Agent Societies (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Chatbot (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
A Theory of Multi-Agent Generative Flow Networks
Brunswic, Leo Maxime, Wang, Haozhi, Luo, Shuang, Hao, Jianye, Rasouli, Amir, Li, Yinchuan
Generative flow networks utilize a flow-matching loss to learn a stochastic policy for generating objects from a sequence of actions, such that the probability of generating a pattern can be proportional to the corresponding given reward. However, a theoretical framework for multi-agent generative flow networks (MA-GFlowNets) has not yet been proposed. In this paper, we propose the theory framework of MA-GFlowNets, which can be applied to multiple agents to generate objects collaboratively through a series of joint actions. We further propose four algorithms: a centralized flow network for centralized training of MA-GFlowNets, an independent flow network for decentralized execution, a joint flow network for achieving centralized training with decentralized execution, and its updated conditional version. Joint Flow training is based on a local-global principle allowing to train a collection of (local) GFN as a unique (global) GFN. This principle provides a loss of reasonable complexity and allows to leverage usual results on GFN to provide theoretical guarantees that the independent policies generate samples with probability proportional to the reward function. Experimental results demonstrate the superiority of the proposed framework compared to reinforcement learning and MCMC-based methods.
- Asia > China > Ningxia Hui Autonomous Region > Yinchuan (0.05)
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- Asia > China > Tianjin Province > Tianjin (0.04)
- Research Report > Experimental Study (1.00)
- Research Report > New Finding (0.66)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents > Agent Societies (0.68)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.67)
An Efficient Open World Environment for Multi-Agent Social Learning
Ye, Eric, Tao, Ren, Jaques, Natasha
Many challenges remain before AI agents can be deployed in real-world environments. However, one virtue of such environments is that they are inherently multi-agent and contain human experts. Using advanced social intelligence in such an environment can help an AI agent learn adaptive skills and behaviors that a known expert exhibits. While social intelligence could accelerate training, it is currently difficult to study due to the lack of open-ended multi-agent environments. In this work, we present an environment in which multiple self-interested agents can pursue complex and independent goals, reflective of real world challenges. This environment will enable research into the development of socially intelligent AI agents in open-ended multi-agent settings, where agents may be implicitly incentivized to cooperate to defeat common enemies, build and share tools, and achieve long horizon goals. In this work, we investigate the impact on agent performance due to social learning in the presence of experts and implicit cooperation such as emergent collaborative tool use, and whether agents can benefit from either cooperation or competition in this environment.
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- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
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PettingZoo: A Standard API for Multi-Agent Reinforcement Learning J. K. Terry
This paper introduces the PettingZoo library and the accompanying Agent Environment Cycle ("AEC") games model. PettingZoo is a library of diverse sets of multi-agent environments with a universal, elegant Python API. PettingZoo was developed with the goal of accelerating research in Multi-Agent Reinforcement Learning ("MARL "), by making work more interchangeable, accessible and reproducible akin to what OpenAI's Gym library did for single-agent reinforcement
- North America > United States > Maryland > Prince George's County > College Park (0.14)
- Asia > Middle East > Jordan (0.04)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents > Agent Societies (0.46)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.35)
Maximizing utility in multi-agent environments by anticipating the behavior of other learners
Learning algorithms are often used to make decisions in sequential decision-making environments. In multi-agent settings, the decisions of each agent can affect the utilities/losses of the other agents. Therefore, if an agent is good at anticipating the behavior of the other agents, in particular how they will make decisions in each round as a function of their experience that far, it could try to judiciously make its own decisions over the rounds of the interaction so as to influence the other agents to behave in a way that ultimately benefits its own utility. In this paper, we study repeated two-player games involving two types of agents: a learner, which employs an online learning algorithm to choose its strategy in each round; and an optimizer, which knows the learner's utility function and the learner's online learning algorithm. The optimizer wants to plan ahead to maximize its own utility, while taking into account the learner's behavior.
Multi-Agent Environments for Vehicle Routing Problems
Gama, Ricardo, Fuertes, Daniel, del-Blanco, Carlos R., Fernandes, Hugo L.
Research on Reinforcement Learning (RL) approaches for discrete optimization problems has increased considerably, extending RL to an area classically dominated by Operations Research (OR). Vehicle routing problems are a good example of discrete optimization problems with high practical relevance where RL techniques have had considerable success. Despite these advances, open-source development frameworks remain scarce, hampering both the testing of algorithms and the ability to objectively compare results. This ultimately slows down progress in the field and limits the exchange of ideas between the RL and OR communities. Here we propose a library composed of multi-agent environments that simulates classic vehicle routing problems. The library, built on PyTorch, provides a flexible modular architecture design that allows easy customization and incorporation of new routing problems. It follows the Agent Environment Cycle ("AEC") games model and has an intuitive API, enabling rapid adoption and easy integration into existing reinforcement learning frameworks. The library allows for a straightforward use of classical OR benchmark instances in order to narrow the gap between the test beds for algorithm benchmarking used by the RL and OR communities. Additionally, we provide benchmark instance sets for each environment, as well as baseline RL models and training code.
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Optimization (1.00)
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- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.48)
Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm can train more efficiently and achieve improved performance in a two-player game if it leverages the knowledge from the single-player version of the same game. This study examines the proposed idea in ten different Atari 2600 environments using the Atari 2600 RAM as the input state. We discuss the advantages of using transfer learning from a single-player training process over training in a two-player setting from scratch, and demonstrate our results in a few measures such as training time and average total reward. We also discuss a method of calculating RAM complexity and its relationship to performance.
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