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Multi-Agent RL

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More Centralized Training, Still Decentralized Execution: Multi-Agent Conditional Policy Factorization

Jiangxing Wang, Deheng Ye, Zongqing Lu

In cooperative multi-agent reinforcement learning (MARL), combining value decomposition with actor-critic enables agents to learn stochastic policies, which are more suitable for the partially observable environment. Given the goal of learning local policies that enable decentralized execution, agents are commonly assumed to be independent of each other, even in centralized training. However, such an assumption may prohibit agents from learning the optimal joint policy. To address this problem, we explicitly take the dependency among agents into centralized training. Although this leads to the optimal joint policy, it may not be factorized for decentralized execution. Nevertheless, we theoretically show that from such a joint policy, we can always derive another joint policy that achieves the same optimality but can be factorized for decentralized execution. To this end, we propose multi-agent conditional policy factorization (MACPF), which takes more centralized training but still enables decentralized execution. We empirically verify MACPF in various cooperative MARL tasks and demonstrate that MACPF achieves better performance or faster convergence than baselines. Our code is available at https://github.com/PKU-RL/FOP-DMAC-MACPF.

Asynchronous Gradient Play in Zero-Sum Multi-agent Games

Ruicheng Ao, Shicong Cen, Yuejie Chi

Finding equilibria via gradient play in competitive multi-agent games has been attracting a growing amount of attention in recent years, with emphasis on designing efficient strategies where the agents operate in a decentralized and symmetric manner with guaranteed convergence. While significant efforts have been made in understanding zero-sum two-player matrix games, the performance in zero-sum multi-agent games remains inadequately explored, especially in the presence of delayed feedbacks, leaving the scalability and resiliency of gradient play open to questions. In this paper, we make progress by studying asynchronous gradient plays in zero-sum polymatrix games under delayed feedbacks. We first establish that the last iterate of entropy-regularized optimistic multiplicative weight updates (OMWU) method converges linearly to the quantal response equilibrium (QRE), the solution concept under bounded rationality, in the absence of delays. The linear convergence continues to hold even when the feedbacks are randomly delayed under mild statistical assumptions, albeit at a slower rate. Moving beyond random delays, we further demonstrate entropy-regularized OMWU with two-timescale learning rates enjoys faster last-iterate convergence under fixed delays, and continues to converge provably even when the delays are arbitrarily bounded. Our methods also lead to finite-time guarantees to approximate the Nash equilibrium (NE) by moderating the amount of regularization. To the best of our knowledge, this work is the first that aims to understand asynchronous gradient play in zero-sum polymatrix games under a wide range of delay assumptions.

Adversarial Diversity in Hanabi

Brandon Cui, Andrei Lupu, Samuel Sokota, Hengyuan Hu, David J Wu, Jakob Nicolaus Foerster

Many Dec-POMDPs admit a qualitatively diverse set of ''reasonable'' joint policies, where reasonableness is indicated by symmetry equivariance, non-sabotaging behaviour and the graceful degradation of performance when paired with ad-hoc partners. Some of the work in diversity literature is concerned with generating these policies. Unfortunately, existing methods fail to produce teams of agents that are simultaneously diverse, high performing, and reasonable. In this work, we propose a novel approach, adversarial diversity (ADVERSITY), which is designed for turn-based Dec-POMDPs with public actions. ADVERSITY relies on off-belief learning to encourage reasonableness and skill, and on ''repulsive'' fictitious transitions to encourage diversity. We use this approach to generate new agents with distinct but reasonable play styles for the card game Hanabi and open-source our agents to be used for future research on (ad-hoc) coordination.

MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning

Mikayel Samvelyan, Akbir Khan, Michael D Dennis, Minqi Jiang, Jack Parker-Holder, Jakob Nicolaus Foerster, Roberta Raileanu, Tim Rocktäschel

Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.

Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective

Yiming Gao, Feiyu Liu, Liang Wang, Zhenjie Lian, Weixuan Wang, Siqin Li, Xianliang Wang, Xianhan Zeng, Rundong Wang, Jiawei Wang, Qiang Fu, Yang Wei, Lanxiao Huang, Wei Liu

MOBA games, e.g., Dota2 and Honor of Kings, have been actively used as the testbed for the recent AI research on games, and various AI systems have been developed at the human level so far. However, these AI systems mainly focus on how to compete with humans, less on exploring how to collaborate with humans. To this end, this paper makes the first attempt to investigate human-agent collaboration in MOBA games. In this paper, we propose to enable humans and agents to collaborate through explicit communication by designing an efficient and interpretable Meta-Command Communication-based framework, dubbed MCC, for accomplishing effective human-agent collaboration in MOBA games. The MCC framework consists of two pivotal modules: 1) an interpretable communication protocol, i.e., the Meta-Command, to bridge the communication gap between humans and agents; 2) a meta-command value estimator, i.e., the Meta-Command Selector, to select a valuable meta-command for each agent to achieve effective human-agent collaboration. Experimental results in Honor of Kings demonstrate that MCC agents can collaborate reasonably well with human teammates and even generalize to collaborate with different levels and numbers of human teammates. Videos are available at https://sites.google.com/view/mcc-demo.

Taking a Step Back with KCal: Multi-Class Kernel-Based Calibration for Deep Neural Networks

Zhen Lin, Shubhendu Trivedi, Jimeng Sun

Deep neural network (DNN) classifiers are often overconfident, producing miscalibrated class probabilities. In high-risk applications like healthcare, practitioners require fully calibrated probability predictions for decision-making. That is, conditioned on the prediction vector, every class’ probability should be close to the predicted value. Most existing calibration methods either lack theoretical guarantees for producing calibrated outputs, reduce classification accuracy in the process, or only calibrate the predicted class. This paper proposes a new Kernel-based calibration method called KCal. Unlike existing calibration procedures, KCal does not operate directly on the logits or softmax outputs of the DNN. Instead, KCal learns a metric space on the penultimate-layer latent embedding and generates predictions using kernel density estimates on a calibration set. We first analyze KCal theoretically, showing that it enjoys a provable full calibration guarantee. Then, through extensive experiments across a variety of datasets, we show that KCal consistently outperforms baselines as measured by the calibration error and by proper scoring rules like the Brier Score.

Revisiting Populations in multi-agent Communication

Paul Michel, Mathieu Rita, Kory Wallace Mathewson, Olivier Tieleman, Angeliki Lazaridou

Despite evidence from cognitive sciences that larger groups of speakers tend to develop more structured languages in human communication, scaling up to populations has failed to yield significant benefits in emergent multi-agent communication. In this paper we advocate for an alternate population-level training paradigm for referential games based on the idea of "partitioning" the agents into sender-receiver pairs and limiting co-adaptation across pairs. We show that this results in optimizing a different objective at the population level, where agents maximize (1) their respective "internal" communication accuracy and (2) some measure of alignment between agents. In experiments, we find that this leads to the emergence of languages that are significantly more compositional. Moreover, when agents are trained in populations that are not fully connected (ie. not all agent pairs interact at training time), this approach reduces multi-linguality and improves zero-shot communication with new agents (ie. agents are able to communicate successfully with other agents outside their training partners).

Recon: Reducing Conflicting Gradients From the Root For Multi-Task Learning

Guangyuan SHI, Qimai Li, Wenlong Zhang, Jiaxin Chen, Xiao-Ming Wu

A fundamental challenge for multi-task learning is that different tasks may conflict with each other when they are solved jointly, and a cause of this phenomenon is conflicting gradients during optimization. Recent works attempt to mitigate the influence of conflicting gradients by directly altering the gradients based on some criteria. However, our empirical study shows that ``gradient surgery'' cannot effectively reduce the occurrence of conflicting gradients. In this paper, we take a different approach to reduce conflicting gradients from the root. In essence, we investigate the task gradients w.r.t. each shared network layer, select the layers with high conflict scores, and turn them to task-specific layers. Our experiments show that such a simple approach can greatly reduce the occurrence of conflicting gradients in the remaining shared layers and achieve better performance, with only a slight increase in model parameters in many cases. Our approach can be easily applied to improve various state-of-the-art methods including gradient manipulation methods and branched architecture search methods. Given a network architecture (e.g., ResNet18), it only needs to search for the conflict layers once, and the network can be modified to be used with different methods on the same or even different datasets to gain performance improvement. The source code is available at https://github.com/moukamisama/Recon.

Collaborative Pure Exploration in Kernel Bandit

Yihan Du, Wei Chen, Yuko Kuroki, Longbo Huang

In this paper, we propose a novel Collaborative Pure Exploration in Kernel Bandit model (CoPE-KB), where multiple agents collaborate to complete different but related tasks with limited communication. Our model generalizes prior CoPE formulation with the single-task and classic MAB setting to allow multiple tasks and general reward structures. We propose a novel communication scheme with an efficient kernelized estimator, and design optimal algorithms CoKernelFC and CoKernelFB for CoPE-KB with fixed-confidence and fixed-budget objectives, respectively. Nearly matching upper and lower bounds in both sampling and communication complexity are established to demonstrate the optimality of our algorithms. Our theoretical results explicitly quantify how task similarities influence learning speedup, and only depend on the effective dimension of feature space. Our novel techniques including an efficient kernelized estimator and linear structured instance transformation, which overcome the communication difficulty in high-dimensional feature space and derive communication round lower bounds, can be of independent interests.

Enhancing Meta Learning via Multi-Objective Soft Improvement Functions

Runsheng Yu, Weiyu Chen, Xinrun Wang, James Kwok

Meta-learning tries to leverage information from similar learning tasks. In the commonly-used bilevel optimization formulation, the shared parameter is learned in the outer loop by minimizing the average loss over all tasks. However, the converged solution may be comprised in that it only focuses on optimizing on a small subset of tasks. To alleviate this problem, we consider meta-learning as a multi-objective optimization (MOO) problem, in which each task is an objective. However, existing MOO solvers need to access all the objectives’ gradients in each iteration, and cannot scale to the huge number of tasks in typical meta-learning settings. To alleviate this problem, we propose a scalable gradient-based solver with the use of mini-batch. We provide theoretical guarantees on the Pareto optimality or Pareto stationarity of the converged solution. Empirical studies on various machine learning settings demonstrate that the proposed method is efficient, and achieves better performance than the baselines, particularly on improving the performance of the poorly-performing tasks and thus alleviating the compromising phenomenon.

Can We Find Nash Equilibria at a Linear Rate in Markov Games?

Zhuoqing Song, Jason D. Lee, Zhuoran Yang

We study decentralized learning in two-player zero-sum discounted Markov games where the goal is to design a policy optimization algorithm for either agent satisfying two properties. First, the player does not need to know the policy of the opponent to update its policy. Second, when both players adopt the algorithm, their joint policy converges to a Nash equilibrium of the game. To this end, we construct a meta-algorithm, dubbed as $\texttt{Homotopy-PO}$, which provably finds a Nash equilibrium at a global linear rate. In particular, $\texttt{Homotopy-PO}$ interweaves two base algorithms $\texttt{Local-Fast}$ and $\texttt{Global-Slow}$ via homotopy continuation. $\texttt{Local-Fast}$ is an algorithm that enjoys local linear convergence while $\texttt{Global-Slow}$ is an algorithm that converges globally but at a slower sublinear rate. By switching between these two base algorithms, $\texttt{Global-Slow}$ essentially serves as a ``guide'' which identifies a benign neighborhood where $\texttt{Local-Fast}$ enjoys fast convergence. However, since the exact size of such a neighborhood is unknown, we apply a doubling trick to switch between these two base algorithms. The switching scheme is delicately designed so that the aggregated performance of the algorithm is driven by $\texttt{Local-Fast}$. Furthermore, we prove that $\texttt{Local-Fast}$ and $\texttt{Global-Slow}$ can both be instantiated by variants of optimistic gradient descent/ascent (OGDA) method, which is of independent interest.

Certifiably Robust Policy Learning against Adversarial Multi-Agent Communication

Yanchao Sun, Ruijie Zheng, Parisa Hassanzadeh, Yongyuan Liang, Soheil Feizi, Sumitra Ganesh, Furong Huang

Communication is important in many multi-agent reinforcement learning (MARL) problems for agents to share information and make good decisions. However, when deploying trained communicative agents in a real-world application where noise and potential attackers exist, the safety of communication-based policies becomes a severe issue that is underexplored. Specifically, if communication messages are manipulated by malicious attackers, agents relying on untrustworthy communication may take unsafe actions that lead to catastrophic consequences. Therefore, it is crucial to ensure that agents will not be misled by corrupted communication, while still benefiting from benign communication. In this work, we consider an environment with $N$ agents, where the attacker may arbitrarily change the communication from any $C<\frac{N-1}{2}$ agents to a victim agent. For this strong threat model, we propose a certifiable defense by constructing a message-ensemble policy that aggregates multiple randomly ablated message sets. Theoretical analysis shows that this message-ensemble policy can utilize benign communication while being certifiably robust to adversarial communication, regardless of the attacking algorithm. Experiments in multiple environments verify that our defense significantly improves the robustness of trained policies against various types of attacks.

Cheap Talk Discovery and Utilization in Multi-Agent Reinforcement Learning

Yat Long Lo, Christian Schroeder de Witt, Samuel Sokota, Jakob Nicolaus Foerster, Shimon Whiteson

By enabling agents to communicate, recent cooperative multi-agent reinforcement learning (MARL) methods have demonstrated better task performance and more coordinated behavior. Most existing approaches facilitate inter-agent communication by allowing agents to send messages to each other through free communication channels, i.e., \emph{cheap talk channels}. Current methods require these channels to be constantly accessible and known to the agents a priori. In this work, we lift these requirements such that the agents must discover the cheap talk channels and learn how to use them. Hence, the problem has two main parts: \emph{cheap talk discovery} (CTD) and \emph{cheap talk utilization} (CTU). We introduce a novel conceptual framework for both parts and develop a new algorithm based on mutual information maximization that outperforms existing algorithms in CTD/CTU settings. We also release a novel benchmark suite to stimulate future research in CTD/CTU.

Is a Caption Worth a Thousand Images? A Study on Representation Learning

Shibani Santurkar, Yann Dubois, Rohan Taori, Percy Liang, Tatsunori Hashimoto

The development of CLIP [Radford et al., 2021] has sparked a debate on whether adding language supervision can yield vision models with more transferable representations than traditional image-only methods. Our work studies this question through a carefully controlled comparison of two approaches, in terms of their ability to learn representations that generalize to downstream classification tasks. We find that when the pre-training data meets certain criteria---it is sufficiently large and contains descriptive captions with low variability----image-only methods do not match CLIP's performance even when they are trained with more image data. However, contrary to what one might expect, there are practical settings in which these criteria are not met, wherein added supervision through captions is actually detrimental. Motivated by our findings, we devise simple data and algorithmic interventions to improve the transfer performance of CLIP-style models.

Scaling Laws for a Multi-Agent Reinforcement Learning Model

Oren Neumann, Claudius Gros

The recent observation of neural power-law scaling relations has made a significant impact in the field of deep learning. A substantial amount of attention has been dedicated as a consequence to the description of scaling laws, although mostly for supervised learning and only to a reduced extent for reinforcement learning frameworks. In this paper we present an extensive study of performance scaling for a cornerstone reinforcement learning algorithm, AlphaZero. On the basis of a relationship between Elo rating, playing strength and power-law scaling, we train AlphaZero agents on the games Connect Four and Pentago and analyze their performance. We find that player strength scales as a power law in neural network parameter count when not bottlenecked by available compute, and as a power of compute when training optimally sized agents. We observe nearly identical scaling exponents for both games. Combining the two observed scaling laws we obtain a power law relating optimal size to compute similar to the ones observed for language models. We find that the predicted scaling of optimal neural network size fits our data for both games. This scaling law implies that previously published state-of-the-art game-playing models are significantly smaller than their optimal size, given the respective compute budgets. We also show that large AlphaZero models are more sample efficient, performing better than smaller models with the same amount of training data.

Multi-level Protein Structure Pre-training via Prompt Learning

Zeyuan Wang, Qiang Zhang, Shuang-Wei HU, Haoran Yu, Xurui Jin, Zhichen Gong, Huajun Chen

A protein can focus on different structure levels to implement its functions. Each structure has its own merit and driving forces in describing some specific characteristics, and they cannot replace each other. Most existing function prediction methods take the tertiary structure as input, unintentionally ignoring the other levels of protein structures. Considering protein sequences can determine multi-level structures, in this paper, we aim to realize the comprehensive potential of protein sequences for function prediction. Specifically, we propose a new prompt-guided multi-task pre-training and fine-tuning framework, and the resulting protein model is called PromptProtein. Through the prompt-guided multi-task pre-training, we learn multiple prompt signals to steer the model to focus on different structure levels. We also design a prompt fine-tuning module to provide downstream tasks the on-demand flexibility of utilizing respective levels of structure information. Extensive experiments on function prediction and protein engineering show that PromptProtein outperforms state-of-the-art methods by large margins.

Learning multi-scale local conditional probability models of images

Zahra Kadkhodaie, Florentin Guth, Stéphane Mallat, Eero P Simoncelli

Deep neural networks can learn powerful prior probability models for images, as evidenced by the high-quality generations obtained with recent score-based diffusion methods. But the means by which these networks capture complex global statistical structure, apparently without suffering from the curse of dimensionality, remain a mystery. To study this, we incorporate diffusion methods into a multi-scale decomposition, reducing dimensionality by assuming a stationary local Markov model for wavelet coefficients conditioned on coarser-scale coefficients. We instantiate this model using convolutional neural networks (CNNs) with local receptive fields, which enforce both the stationarity and Markov properties. Global structures are captured using a CNN with receptive fields covering the entire (but small) low-pass image. We test this model on a dataset of face images, which are highly non-stationary and contain large-scale geometric structures. Remarkably, denoising, super-resolution, and image synthesis results all demonstrate that these structures can be captured with significantly smaller conditioning neighborhoods than required by a Markov model implemented in the pixel domain. Our results show that score estimation for large complex images can be reduced to low-dimensional Markov conditional models across scales, alleviating the curse of dimensionality.

$O(T^{-1})$ Convergence of Optimistic-Follow-the-Regularized-Leader in Two-Player Zero-Sum Markov Games

Yuepeng Yang, Cong Ma

We prove that the optimistic-follow-the-regularized-leader (OFTRL) algorithm, together with smooth value updates, finds an $O(T^{−1})$ approximate Nash equilibrium in $T$ iterations for two-player zero-sum Markov games with full information. This improves the $\tilde{O}(T^{−5/6})$ convergence rate recently shown by Zhang et al (2022). The refined analysis hinges on two essential ingredients. First, the sum of the regrets of the two players, though not necessarily non-negative as in normal-form games, is approximately non-negative in Markov games. This property allows us to bound the second-order path lengths of the learning dynamics. Second, we prove a tighter algebraic inequality regarding the weights deployed by OFTRL that shaves an extra $\log T$ factor. This crucial improvement enables the inductive analysis that leads to the final $O(T^{−1})$ rate.

Fast Nonlinear Vector Quantile Regression

Aviv A. Rosenberg, Sanketh Vedula, Yaniv Romano, Alexander Bronstein

$$ \newcommand{\rvar}[1]{\mathrm {#1}} \newcommand{\rvec}[1]{\boldsymbol{\mathrm{#1}}} $$ Quantile regression (QR) is a powerful tool for estimating one or more conditional quantiles of a target variable $\rvar{Y}$ given explanatory features $\rvec{X}$. A limitation of QR is that it is only defined for scalar target variables, due to the formulation of its objective function, and since the notion of quantiles has no standard definition for multivariate distributions. Recently, vector quantile regression (VQR) was proposed as an extension of QR for vector-valued target variables, thanks to a meaningful generalization of the notion of quantiles to multivariate distributions via optimal transport. Despite its elegance, VQR is arguably not applicable in practice due to several limitations: (i) it assumes a linear model for the quantiles of the target $\rvec{Y}$ given the features $\rvec{X}$; (ii) its exact formulation is intractable even for modestly-sized problems in terms of target dimensions, number of regressed quantile levels, or number of features, and its relaxed dual formulation may violate the monotonicity of the estimated quantiles; (iii) no fast or scalable solvers for VQR currently exist. In this work we fully address these limitations, namely: (i) We extend VQR to the non-linear case, showing substantial improvement over linear VQR; (ii) We propose {vector monotone rearrangement}, a method which ensures the quantile functions estimated by VQR are monotone functions; (iii) We provide fast, GPU-accelerated solvers for linear and nonlinear VQR which maintain a fixed memory footprint, and demonstrate that they scale to millions of samples and thousands of quantile levels; (iv) We release an optimized python package of our solvers as to widespread the use of VQR in real-world applications.

Generating Diverse Cooperative Agents by Learning Incompatible Policies

Rujikorn Charakorn, Poramate Manoonpong, Nat Dilokthanakul

Training a robust cooperative agent requires diverse partner agents. However, obtaining those agents is difficult. Previous works aim to learn diverse behaviors by changing the state-action distribution of agents. But, without information about the task's goal, the diversified agents are not guided to find other important, albeit sub-optimal, solutions: the agents might learn only variations of the same solution. In this work, we propose to learn diverse behaviors via policy compatibility. Conceptually, policy compatibility measures whether policies of interest can coordinate effectively. We theoretically show that incompatible policies are not similar. Thus, policy compatibility—which has been used exclusively as a measure of robustness—can be used as a proxy for learning diverse behaviors. Then, we incorporate the proposed objective into a population-based training scheme to allow concurrent training of multiple agents. Additionally, we use state-action information to induce local variations of each policy. Empirically, the proposed method consistently discovers more solutions than baseline methods across various multi-goal cooperative environments. Finally, in multi-recipe Overcooked, we show that our method produces populations of behaviorally diverse agents, which enables generalist agents trained with such a population to be more robust. See our project page at https://bit.ly/marl-lipo