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Appendix for Regularized Softmax Deep Multi-Agent Q-Learning Ling Pan

Neural Information Processing Systems

A darker color represents a larger value. Work done while at University of Oxford. B.2 Algorithm and More Details for Computing the Approximate Softmax Operator The full algorithm for computing the approximate softmax operator is in Algorithm 1.Algorithm 1 Approximate softmax operator E.1 Experimental Setup T asks. SC2.4.6.2.69232, and performance is not always comparable across versions. All experiments are run on P100 GPU.


FACMAC: Factored Multi-Agent Centralised Policy Gradients

Neural Information Processing Systems

We propose FACtored Multi-Agent Centralised policy gradients (FACMAC), a new method for cooperative multi-agent reinforcement learning in both discrete and continuous action spaces. Like MADDPG, a popular multi-agent actor-critic method, our approach uses deep deterministic policy gradients to learn policies. However, FACMAC learns a centralised but factored critic, which combines per-agent utilities into the joint action-value function via a non-linear monotonic function, as in QMIX, a popular multi-agent $Q$-learning algorithm. However, unlike QMIX, there are no inherent constraints on factoring the critic. We thus also employ a nonmonotonic factorisation and empirically demonstrate that its increased representational capacity allows it to solve some tasks that cannot be solved with monolithic, or monotonically factored critics. In addition, FACMAC uses a centralised policy gradient estimator that optimises over the entire joint action space, rather than optimising over each agent's action space separately as in MADDPG. This allows for more coordinated policy changes and fully reaps the benefits of a centralised critic. We evaluate FACMAC on variants of the multi-agent particle environments, a novel multi-agent MuJoCo benchmark, and a challenging set of StarCraft II micromanagement tasks. Empirical results demonstrate FACMAC's superior performance over MADDPG and other baselines on all three domains.


Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning

Neural Information Processing Systems

QMIX is a popular $Q$-learning algorithm for cooperative MARL in the centralised training and decentralised execution paradigm. In order to enable easy decentralisation, QMIX restricts the joint action $Q$-values it can represent to be a monotonic mixing of each agent's utilities. However, this restriction prevents it from representing value functions in which an agent's ordering over its actions can depend on other agents' actions. To analyse this representational limitation, we first formalise the objective QMIX optimises, which allows us to view QMIX as an operator that first computes the $Q$-learning targets and then projects them into the space representable by QMIX. This projection returns a representable $Q$-value that minimises the unweighted squared error across all joint actions. We show in particular that this projection can fail to recover the optimal policy even with access to $Q^*$, which primarily stems from the equal weighting placed on each joint action. We rectify this by introducing a weighting into the projection, in order to place more importance on the better joint actions. We propose two weighting schemes and prove that they recover the correct maximal action for any joint action $Q$-values, and therefore for $Q^*$ as well. Based on our analysis and results in the tabular setting we introduce two scalable versions of our algorithm, Centrally-Weighted (CW) QMIX and Optimistically-Weighted (OW) QMIX and demonstrate improved performance on both predator-prey and challenging multi-agent StarCraft benchmark tasks (Samvelyan et al., 2019).


Regularized Softmax Deep Multi-Agent Q-Learning

Neural Information Processing Systems

Tackling overestimation in $Q$-learning is an important problem that has been extensively studied in single-agent reinforcement learning, but has received comparatively little attention in the multi-agent setting. In this work, we empirically demonstrate that QMIX, a popular $Q$-learning algorithm for cooperative multi-agent reinforcement learning (MARL), suffers from a more severe overestimation in practice than previously acknowledged, and is not mitigated by existing approaches. We rectify this with a novel regularization-based update scheme that penalizes large joint action-values that deviate from a baseline and demonstrate its effectiveness in stabilizing learning. Furthermore, we propose to employ a softmax operator, which we efficiently approximate in a novel way in the multi-agent setting, to further reduce the potential overestimation bias. Our approach, Regularized Softmax (RES) Deep Multi-Agent $Q$-Learning, is general and can be applied to any $Q$-learning based MARL algorithm. We demonstrate that, when applied to QMIX, RES avoids severe overestimation and significantly improves performance, yielding state-of-the-art results in a variety of cooperative multi-agent tasks, including the challenging StarCraft II micromanagement benchmarks.


MAVEN: Multi-Agent Variational Exploration

Anuj Mahajan, Tabish Rashid, Mikayel Samvelyan, Shimon Whiteson

Neural Information Processing Systems

However, two key challenges stand between cooperative MARL and such real-world applications. First, scalability is limited by the fact that the size of the joint action space grows exponentially in the number of agents. Second, while the training process can typically be centralised, partial observability and communication constraints often mean that execution must be decentralised, i.e., each agent can condition its actions only on its local action-observation history, a setting known as centralised


Super Hard

Neural Information Processing Systems

We thank all the reviewers for their feedback. All reviewers are concerned whether we substantially outperform QMIX. Since StarCraft II experiments take a long time, we could not include all the results in the submission. Samvelyan et al. have classified as Easy, Hard & Super Hard. Results on several maps are shown below.