ICLR 2022 Papers

International Conference on Learning Representations

Decision breakdown

1,095papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    555.0%
  • Spotlight
    17415.9%
  • Poster
    86679.1%

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Topic: AI Agents · 20 papers · Reset filters

Communication-Efficient Actor-Critic Methods for Homogeneous Markov Games

Dingyang Chen, Yile Li, Qi Zhang

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Recent success in cooperative multi-agent reinforcement learning (MARL) relies on centralized training and policy sharing. Centralized training eliminates the issue of non-stationarity MARL yet induces large communication costs, and policy sharing is empirically crucial to efficient learning in certain tasks yet lacks theoretical justification. In this paper, we formally characterize a subclass of cooperative Markov games where agents exhibit a certain form of homogeneity such that policy sharing provably incurs no suboptimality. This enables us to develop the first consensus-based decentralized actor-critic method where the consensus update is applied to both the actors and the critics while ensuring convergence. We also develop practical algorithms based on our decentralized actor-critic method to reduce the communication cost during training, while still yielding policies comparable with centralized training.

Poster
Context-Aware Sparse Deep Coordination Graphs

Tonghan Wang, Liang Zeng, Weijun Dong, Qianlan Yang, Yang Yu, Chongjie Zhang

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Learning sparse coordination graphs adaptive to the coordination dynamics among agents is a long-standing problem in cooperative multi-agent learning. This paper studies this problem and proposes a novel method using the variance of payoff functions to construct context-aware sparse coordination topologies. We theoretically consolidate our method by proving that the smaller the variance of payoff functions is, the less likely action selection will change after removing the corresponding edge. Moreover, we propose to learn action representations to effectively reduce the influence of payoff functions' estimation errors on graph construction. To empirically evaluate our method, we present the Multi-Agent COordination (MACO) benchmark by collecting classic coordination problems in the literature, increasing their difficulty, and classifying them into different types. We carry out a case study and experiments on the MACO and StarCraft II micromanagement benchmark to demonstrate the dynamics of sparse graph learning, the influence of graph sparseness, and the learning performance of our method.

Spotlight
Decentralized Learning for Overparameterized Problems: A Multi-Agent Kernel Approximation Approach

Prashant Khanduri, Haibo Yang, Mingyi Hong, Jia Liu, Hoi To Wai, Sijia Liu

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This work develops a novel framework for communication-efficient distributed learning where the models to be learned are overparameterized. We focus on a class of kernel learning problems (which includes the popular neural tangent kernel (NTK) learning as a special case) and propose a novel {\it multi-agent kernel approximation} technique that allows the agents to distributedly estimate the full kernel function, and subsequently perform decentralized optimization, without directly exchanging any local data or parameters. The proposed framework is a significant departure from the classical consensus-based approaches, because the agents do not exchange problem parameters, and no consensus is required. We analyze the optimization and the generalization performance of the proposed framework for the $\ell_2$ loss. We show that with $M$ agents and $N$ total samples when certain generalized inner-product kernels (resp. the random features kernel) are used, each agent needs to communicate $\mathcal{O}\big({N^2}/{M}\big)$ bits (resp. $\mathcal{O}\big(N \sqrt{N}/M \big)$ real values) to achieve minimax optimal generalization performance. We validate the theoretical results on 90 UCI benchmarking datasets (with average data size $N \approx 1000$) and show that each agent needs to share a total of $200N/M$ bits (resp. $3N/M$ real values) to closely match the performance of the centralized algorithms, and these numbers are independent of parameter and feature dimensions.

Poster
Continuously Discovering Novel Strategies via Reward-Switching Policy Optimization

Zihan Zhou, Wei Fu, Bingliang Zhang, Yi Wu

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We present Reward-Switching Policy Optimization (RSPO), a paradigm to discover diverse strategies in complex RL environments by iteratively finding novel policies that are both locally optimal and sufficiently different from existing ones. To encourage the learning policy to consistently converge towards a previously undiscovered local optimum, RSPO switches between extrinsic and intrinsic rewards via a trajectory-based novelty measurement during the optimization process. When a sampled trajectory is sufficiently distinct, RSPO performs standard policy optimization with extrinsic rewards. For trajectories with high likelihood under existing policies, RSPO utilizes an intrinsic diversity reward to promote exploration. Experiments show that RSPO is able to discover a wide spectrum of strategies in a variety of domains, ranging from single-agent navigation tasks and MuJoCo control to multi-agent stag-hunt games and the StarCraft II Multi-Agent Challenge.

Poster
Iterated Reasoning with Mutual Information in Cooperative and Byzantine Decentralized Teaming

Sachin G Konan, Esmaeil Seraj, Matthew Gombolay

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Information sharing is key in building team cognition and enables coordination and cooperation. High-performing human teams also benefit from acting strategically with hierarchical levels of iterated communication and rationalizability, meaning a human agent can reason about the actions of their teammates in their decision-making. Yet, the majority of prior work in Multi-Agent Reinforcement Learning (MARL) does not support iterated rationalizability and only encourage inter-agent communication, resulting in a suboptimal equilibrium cooperation strategy. In this work, we show that reformulating an agent's policy to be conditional on the policies of its neighboring teammates inherently maximizes Mutual Information (MI) lower-bound when optimizing under Policy Gradient (PG). Building on the idea of decision-making under bounded rationality and cognitive hierarchy theory, we show that our modified PG approach not only maximizes local agent rewards but also implicitly reasons about MI between agents without the need for any explicit ad-hoc regularization terms. Our approach, InfoPG, outperforms baselines in learning emergent collaborative behaviors and sets the state-of-the-art in decentralized cooperative MARL tasks. Our experiments validate the utility of InfoPG by achieving higher sample efficiency and significantly larger cumulative reward in several complex cooperative multi-agent domains.

Poster
Global Convergence of Multi-Agent Policy Gradient in Markov Potential Games

Stefanos Leonardos, Will Overman, Ioannis Panageas, Georgios Piliouras

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Potential games are arguably one of the most important and widely studied classes of normal form games. They define the archetypal setting of multi-agent coordination in which all agents utilities are perfectly aligned via a common potential function. Can this intuitive framework be transplanted in the setting of Markov games? What are the similarities and differences between multi-agent coordination with and without state dependence? To answer these questions, we study a natural class of Markov Potential Games (MPGs) that generalize prior attempts at capturing complex stateful multi-agent coordination. Counter-intuitively, insights from normal-form potential games do not carry over as MPGs involve settings where state-games can be zero-sum games. In the opposite direction, Markov games where every state-game is a potential game are not necessarily MPGs. Nevertheless, MPGs showcase standard desirable properties such as the existence of deterministic Nash policies. In our main technical result, we prove convergence of independent policy gradient and its stochastic counterpart to Nash policies (polynomially fast in the approximation error) by adapting recent gradient dominance property arguments developed for single-agent Markov decision processes to multi-agent learning settings.

Poster
A Fine-Tuning Approach to Belief State Modeling

Samuel Sokota, Hengyuan Hu, David J Wu, J Zico Kolter, Jakob Nicolaus Foerster, Noam Brown

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We investigate the challenge of modeling the belief state of a partially observable Markov system, given sample-access to its dynamics model. This problem setting is often approached using parametric sequential generative modeling methods. However, these methods do not leverage any additional computation at inference time to increase their accuracy. Moreover, applying these methods to belief state modeling in certain multi-agent settings would require passing policies into the belief model---at the time of writing, there have been no successful demonstrations of this. Toward addressing these shortcomings, we propose an inference-time improvement framework for parametric sequential generative modeling methods called belief fine-tuning (BFT). BFT leverages approximate dynamic programming in the form of fine-tuning to determine the model parameters at each time step. It can improve the accuracy of the belief model at test time because it specializes the model to the space of local observations. Furthermore, because this specialization occurs after the action or policy has already been decided, BFT does not require the belief model to process it as input. As a result of the latter point, BFT enables, for the first time, approximate public belief state search in imperfect-information games where the number of possible information states is too large to track tabularly. We exhibit these findings on large-scale variants of the benchmark game Hanabi.

Poster
Dealing with Non-Stationarity in MARL via Trust-Region Decomposition

Wenhao Li, Xiangfeng Wang, Bo Jin, Junjie Sheng, Hongyuan Zha

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Non-stationarity is one thorny issue in cooperative multi-agent reinforcement learning (MARL). One of the reasons is the policy changes of agents during the learning process. Some existing works have discussed various consequences caused by non-stationarity with several kinds of measurement indicators. This makes the objectives or goals of existing algorithms are inevitably inconsistent and disparate. In this paper, we introduce a novel notion, the $\delta$-$stationarity$ measurement, to explicitly measure the non-stationarity of a policy sequence, which can be further proved to be bounded by the KL-divergence of consecutive joint policies. A straightforward but highly non-trivial way is to control the joint policies' divergence, which is difficult to estimate accurately by imposing the trust-region constraint on the joint policy. Although it has lower computational complexity to decompose the joint policy and impose trust-region constraints on the factorized policies, simple policy factorization like mean-field approximation will lead to more considerable policy divergence, which can be considered as the trust-region decomposition dilemma. We model the joint policy as a pairwise Markov random field and propose a trust-region decomposition network (TRD-Net) based on message passing to estimate the joint policy divergence more accurately. The Multi-Agent Mirror descent policy algorithm with Trust region decomposition, called MAMT, is established by adjusting the trust-region of the local policies adaptively in an end-to-end manner. MAMT can approximately constrain the consecutive joint policies' divergence to satisfy $\delta$-stationarity and alleviate the non-stationarity problem. Our method can bring noticeable and stable performance improvement compared with baselines in cooperative tasks of different complexity.

Poster
Planning in Stochastic Environments with a Learned Model

Ioannis Antonoglou, Julian Schrittwieser, Sherjil Ozair, Thomas K Hubert, David Silver

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Model-based reinforcement learning has proven highly successful. However, learning a model in isolation from its use during planning is problematic in complex environments. To date, the most effective techniques have instead combined value-equivalent model learning with powerful tree-search methods. This approach is exemplified by MuZero, which has achieved state-of-the-art performance in a wide range of domains, from board games to visually rich environments, with discrete and continuous action spaces, in online and offline settings. However, previous instantiations of this approach were limited to the use of deterministic models. This limits their performance in environments that are inherently stochastic, partially observed, or so large and complex that they appear stochastic to a finite agent. In this paper we extend this approach to learn and plan with stochastic models. Specifically, we introduce a new algorithm, Stochastic MuZero, that learns a stochastic model incorporating afterstates, and uses this model to perform a stochastic tree search. Stochastic MuZero matched or exceeded the state of the art in a set of canonical single and multi-agent environments, including 2048 and backgammon, while maintaining the same performance as standard MuZero in the game of Go.

Spotlight
THOMAS: Trajectory Heatmap Output with learned Multi-Agent Sampling

Thomas Gilles, Stefano Sabatini, Dzmitry Tsishkou, Bogdan Stanciulescu, Fabien Moutarde

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In this paper, we propose THOMAS, a joint multi-agent trajectory prediction framework allowing for an efficient and consistent prediction of multi-agent multi-modal trajectories. We present a unified model architecture for simultaneous agent future heatmap estimation, in which we leverage hierarchical and sparse image generation for fast and memory-efficient inference. We propose a learnable trajectory recombination model that takes as input a set of predicted trajectories for each agent and outputs its consistent reordered recombination. This recombination module is able to realign the initially independent modalities so that they do no collide and are coherent with each other. We report our results on the Interaction multi-agent prediction challenge and rank $1^{st}$ on the online test leaderboard.

Poster
Reinforcement Learning under a Multi-agent Predictive State Representation Model: Method and Theory

Zhi Zhang, Zhuoran Yang, Han Liu, Pratap Tokekar, Furong Huang

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We study reinforcement learning for partially observable multi-agent systems where each agent only has access to its own observation and reward and aims to maximize its cumulative rewards. To handle partial observations, we propose graph-assisted predictive state representations (GAPSR), a scalable multi-agent representation learning framework that leverages the agent connectivity graphs to aggregate local representations computed by each agent. In addition, our representations are readily able to incorporate dynamic interaction graphs and kernel space embeddings of the predictive states, and thus have strong flexibility and representation power. Based on GAPSR, we propose an end-to-end MARL algorithm that simultaneously infers the predictive representations and uses the representations as the input of a policy optimization algorithm. Empirically, we demonstrate the efficacy of the proposed algorithm provided on both a MAMuJoCo robotic learning experiment and a multi-agent particle learning environment.

Spotlight
Learning Altruistic Behaviours in Reinforcement Learning without External Rewards

Tim Franzmeyer, Mateusz Malinowski, Joao F. Henriques

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Can artificial agents learn to assist others in achieving their goals without knowing what those goals are? Generic reinforcement learning agents could be trained to behave altruistically towards others by rewarding them for altruistic behaviour, i.e., rewarding them for benefiting other agents in a given situation. Such an approach assumes that other agents' goals are known so that the altruistic agent can cooperate in achieving those goals. However, explicit knowledge of other agents' goals is often difficult to acquire. In the case of human agents, their goals and preferences may be difficult to express fully; they might be ambiguous or even contradictory. Thus, it is beneficial to develop agents that do not depend on external supervision and learn altruistic behaviour in a task-agnostic manner. We propose to act altruistically towards other agents by giving them more choice and allowing them to achieve their goals better. Some concrete examples include opening a door for others or safeguarding them to pursue their objectives without interference. We formalize this concept and propose an altruistic agent that learns to increase the choices another agent has by preferring to maximize the number of states that the other agent can reach in its future. We evaluate our approach in three different multi-agent environments where another agent's success depends on altruistic behaviour. Finally, we show that our unsupervised agents can perform comparably to agents explicitly trained to work cooperatively, in some cases even outperforming them.

Spotlight
Multi-Agent MDP Homomorphic Networks

Elise van der Pol, Herke van Hoof, Frans A Oliehoek, Max Welling

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This paper introduces Multi-Agent MDP Homomorphic Networks, a class of networks that allows distributed execution using only local information, yet is able to share experience between global symmetries in the joint state-action space of cooperative multi-agent systems. In cooperative multi-agent systems, complex symmetries arise between different configurations of the agents and their local observations. For example, consider a group of agents navigating: rotating the state globally results in a permutation of the optimal joint policy. Existing work on symmetries in single agent reinforcement learning can only be generalized to the fully centralized setting, because such approaches rely on the global symmetry in the full state-action spaces, and these can result in correspondences across agents. To encode such symmetries while still allowing distributed execution we propose a factorization that decomposes global symmetries into local transformations. Our proposed factorization allows for distributing the computation that enforces global symmetries over local agents and local interactions. We introduce a multi-agent equivariant policy network based on this factorization. We show empirically on symmetric multi-agent problems that globally symmetric distributable policies improve data efficiency compared to non-equivariant baselines.

Poster
Trust Region Policy Optimisation in Multi-Agent Reinforcement Learning

Jakub Grudzien Kuba, Ruiqing Chen, Muning Wen, Ying Wen, Fanglei Sun, Jun Wang, Yaodong Yang

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Trust region methods rigorously enabled reinforcement learning (RL) agents to learn monotonically improving policies, leading to superior performance on a variety of tasks. Unfortunately, when it comes to multi-agent reinforcement learning (MARL), the property of monotonic improvement may not simply apply; this is because agents, even in cooperative games, could have conflicting directions of policy updates. As a result, achieving a guaranteed improvement on the joint policy where each agent acts individually remains an open challenge. In this paper, we extend the theory of trust region learning to MARL. Central to our findings are the multi-agent advantage decomposition lemma and the sequential policy update scheme. Based on these, we develop Heterogeneous-Agent Trust Region Policy Optimisation (HATPRO) and Heterogeneous-Agent Proximal Policy Optimisation (HAPPO) algorithms. Unlike many existing MARL algorithms, HATRPO/HAPPO do not need agents to share parameters, nor do they need any restrictive assumptions on decomposibility of the joint value function. Most importantly, we justify in theory the monotonic improvement property of HATRPO/HAPPO. We evaluate the proposed methods on a series of Multi-Agent MuJoCo and StarCraftII tasks. Results show that HATRPO and HAPPO significantly outperform strong baselines such as IPPO, MAPPO and MADDPG on all tested tasks, thereby establishing a new state of the art.

Poster
Latent Variable Sequential Set Transformers for Joint Multi-Agent Motion Prediction

Roger Girgis, Florian Golemo, Felipe Codevilla, Martin Weiss, Jim Aldon D'Souza, Samira Ebrahimi Kahou, Felix Heide, Christopher Pal

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Robust multi-agent trajectory prediction is essential for the safe control of robotic systems. A major challenge is to efficiently learn a representation that approximates the true joint distribution of contextual, social, and temporal information to enable planning. We propose Latent Variable Sequential Set Transformers which are encoder-decoder architectures that generate scene-consistent multi-agent trajectories. We refer to these architectures as “AutoBots”. The encoder is a stack of interleaved temporal and social multi-head self-attention (MHSA) modules which alternately perform equivariant processing across the temporal and social dimensions. The decoder employs learnable seed parameters in combination with temporal and social MHSA modules allowing it to perform inference over the entire future scene in a single forward pass efficiently. AutoBots can produce either the trajectory of one ego-agent or a distribution over the future trajectories for all agents in the scene. For the single-agent prediction case, our model achieves top results on the global nuScenes vehicle motion prediction leaderboard, and produces strong results on the Argoverse vehicle prediction challenge. In the multi-agent setting, we evaluate on the synthetic partition of TrajNet++ dataset to showcase the model’s socially-consistent predictions. We also demonstrate our model on general sequences of sets and provide illustrative experiments modelling the sequential structure of the multiple strokes that make up symbols in the Omniglot data. A distinguishing feature of AutoBots is that all models are trainable on a single desktop GPU (1080 Ti) in under 48h.

Spotlight
Actor-Critic Policy Optimization in a Large-Scale Imperfect-Information Game

Haobo Fu, Weiming Liu, Shuang Wu, Yijia Wang, Tao Yang, Kai Li, Junliang Xing, Bin Li, Bo Ma, Qiang Fu, Yang Wei

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The deep policy gradient method has demonstrated promising results in many large-scale games, where the agent learns purely from its own experience. Yet, policy gradient methods with self-play suffer convergence problems to a Nash Equilibrium (NE) in multi-agent situations. Counterfactual regret minimization (CFR) has a convergence guarantee to a NE in 2-player zero-sum games, but it usually needs domain-specific abstractions to deal with large-scale games. Inheriting merits from both methods, in this paper we extend the actor-critic algorithm framework in deep reinforcement learning to tackle a large-scale 2-player zero-sum imperfect-information game, 1-on-1 Mahjong, whose information set size and game length are much larger than poker. The proposed algorithm, named Actor-Critic Hedge (ACH), modifies the policy optimization objective from originally maximizing the discounted returns to minimizing a type of weighted cumulative counterfactual regret. This modification is achieved by approximating the regret via a deep neural network and minimizing the regret via generating self-play policies using Hedge. ACH is theoretically justified as it is derived from a neural-based weighted CFR, for which we prove the convergence to a NE under certain conditions. Experimental results on the proposed 1-on-1 Mahjong benchmark and benchmarks from the literature demonstrate that ACH outperforms related state-of-the-art methods. Also, the agent obtained by ACH defeats a human champion in 1-on-1 Mahjong.

Poster
LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning

David Henry Mguni, Taher Jafferjee, Jianhong Wang, Nicolas Perez-Nieves, Oliver Slumbers, Feifei Tong, Yang Li, Jiangcheng Zhu, Yaodong Yang, Jun Wang

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Efficient exploration is important for reinforcement learners (RL) to achieve high rewards. In multi-agent systems, coordinated exploration and behaviour is critical for agents to jointly achieve optimal outcomes. In this paper, we introduce a new general framework for improving coordination and performance of multi-agent reinforcement learners (MARL). Our framework, named Learnable Intrinsic-Reward Generation Selection algorithm (LIGS) introduces an adaptive learner, Generator that observes the agents and learns to construct intrinsic rewards online that coordinate the agents’ joint exploration and joint behaviour. Using a novel combination of reinforcement learning (RL) and switching controls, LIGS determines the best states to learn to add intrinsic rewards which leads to a highly efficient learning process. LIGS can subdivide complex tasks making them easier to solve and enables systems of RL agents to quickly solve environments with sparse rewards. LIGS can seamlessly adopt existing multi-agent RL algorithms and our theory shows that it ensures convergence to joint policies that deliver higher system performance. We demonstrate the superior performance of the LIGS framework in challenging tasks in Foraging and StarCraft II and show LIGS is capable of tackling tasks previously unsolvable by MARL methods.

Poster
When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently?

Ziang Song, Song Mei, Yu Bai

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Multi-agent reinforcement learning has made substantial empirical progresses in solving games with a large number of players. However, theoretically, the best known sample complexity for finding a Nash equilibrium in general-sum games scales exponentially in the number of players due to the size of the joint action space, and there is a matching exponential lower bound. This paper investigates what learning goals admit better sample complexities in the setting of $m$-player general-sum Markov games with $H$ steps, $S$ states, and $A_i$ actions per player. First, we design algorithms for learning an $\epsilon$-Coarse Correlated Equilibrium (CCE) in $\widetilde{\mathcal{O}}(H^5S\max_{i\le m} A_i / \epsilon^2)$ episodes, and an $\epsilon$-Correlated Equilibrium (CE) in $\widetilde{\mathcal{O}}(H^6S\max_{i\le m} A_i^2 / \epsilon^2)$ episodes. This is the first line of results for learning CCE and CE with sample complexities polynomial in $\max_{i\le m} A_i$. Our algorithm for learning CE integrates an adversarial bandit subroutine which minimizes a weighted swap regret, along with several novel designs in the outer loop. Second, we consider the important special case of Markov Potential Games, and design an algorithm that learns an $\epsilon$-approximate Nash equilibrium within $\widetilde{\mathcal{O}}(S\sum_{i\le m} A_i / \epsilon^3)$ episodes (when only highlighting the dependence on $S$, $A_i$, and $\epsilon$), which only depends linearly in $\sum_{i\le m} A_i$ and significantly improves over the existing efficient algorithm in the $\epsilon$ dependence. Overall, our results shed light on what equilibria or structural assumptions on the game may enable sample-efficient learning with many players.

Poster
ToM2C: Target-oriented Multi-agent Communication and Cooperation with Theory of Mind

Yuanfei Wang, fangwei zhong, Jing Xu, Yizhou Wang

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Being able to predict the mental states of others is a key factor to effective social interaction. It is also crucial for distributed multi-agent systems, where agents are required to communicate and cooperate. In this paper, we introduce such an important social-cognitive skill, i.e. Theory of Mind (ToM), to build socially intelligent agents who are able to communicate and cooperate effectively to accomplish challenging tasks. With ToM, each agent is capable of inferring the mental states and intentions of others according to its (local) observation. Based on the inferred states, the agents decide "when'' and with "whom'' to share their intentions. With the information observed, inferred, and received, the agents decide their sub-goals and reach a consensus among the team. In the end, the low-level executors independently take primitive actions to accomplish the sub-goals. We demonstrate the idea in two typical target-oriented multi-agent tasks: cooperative navigation and multi-sensor target coverage. The experiments show that the proposed model not only outperforms the state-of-the-art methods on reward and communication efficiency, but also shows good generalization across different scales of the environment.

Poster
Finite-Time Convergence and Sample Complexity of Multi-Agent Actor-Critic Reinforcement Learning with Average Reward

FNU Hairi, Jia Liu, Songtao Lu

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In this paper, we establish the first finite-time convergence result of the actor-critic algorithm for fully decentralized multi-agent reinforcement learning (MARL) problems with average reward. In this problem, a set of $N$ agents work cooperatively to maximize the global average reward through interacting with their neighbors over a communication network. We consider a practical MARL setting, where the rewards and actions of each agent are only known to itself, and the knowledge of joint actions of the agents is not assumed. Toward this end, we propose a mini-batch Markovian sampled fully decentralized actor-critic algorithm and analyze its finite-time convergence and sample complexity. We show that the sample complexity of this algorithm is $\mathcal{O}(N^{2}/\epsilon^{2}\log(N/\epsilon))$. Interestingly, this sample complexity bound matches that of the state-of-the-art single-agent actor-critic algorithms for reinforcement learning.

Spotlight