td error
4547dff5fd7604f18c8ee32cf3da41d7-Supplemental.pdf
In training every agent we use a distributed framework for simulation and training. For simulation, we run 6400 Hanabi environments in parallel and the trajectories are batched together for efficient GPU computation. This is done efficiently as every thread can hold many environments in which many agents interact. Every agent chooses actions based on neural network calls, which are more intensive and done by GPUs. By doing these calls asynchronously it allows a thread to support multiple environments while waiting for prior agents' actions to be computed.
Episodic Multi agent Reinforcement Learning with Curiosity driven Exploration
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the "induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local actionobservation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.
Prioritizing Samples in Reinforcement Learning with Reducible Loss
Most reinforcement learning algorithms take advantage of an experience replay buffer to repeatedly train on samples the agent has observed in the past. Not all samples carry the same amount of significance and simply assigning equal importance to each of the samples is a naive strategy. In this paper, we propose a method to prioritize samples based on how much we can learn from a sample.
R-learninginactor-criticmodeloffersabiologically relevantmechanismforsequentialdecision-making
Afewstudies haveexplored sequential stay-or-leavedecisions in humans, or rodents - the model organism used to access neuronal activity at high resolution. In both cases, decision patterns were collected inforaging tasks-the experimental settings where subjects decide when to leave depleting resources (2).