NeurIPS 2021 Papers

Conference on Neural Information Processing Systems

Decision breakdown

2,508papers

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

  • Oral
    552.2%
  • Spotlight
    26010.4%
  • Poster
    2,19387.4%

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Topic: AI Agents · 48 papers · Reset filters

Variational Automatic Curriculum Learning for Sparse-Reward Cooperative Multi-Agent Problems

Jiayu Chen, Yuanxin Zhang, Yuanfan Xu, Huimin Ma, Huazhong Yang, Jiaming Song, Yu Wang, Yi Wu

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We introduce an automatic curriculum algorithm, Variational Automatic Curriculum Learning (VACL), for solving challenging goal-conditioned cooperative multi-agent reinforcement learning problems. We motivate our curriculum learning paradigm through a variational perspective, where the learning objective can be decomposed into two terms: task learning on the current curriculum, and curriculum update to a new task distribution. Local optimization over the second term suggests that the curriculum should gradually expand the training tasks from easy to hard. Our VACL algorithm implements this variational paradigm with two practical components, task expansion and entity curriculum, which produces a series of training tasks over both the task configurations as well as the number of entities in the task. Experiment results show that VACL solves a collection of sparse-reward problems with a large number of agents. Particularly, using a single desktop machine, VACL achieves 98% coverage rate with 100 agents in the simple-spread benchmark and reproduces the ramp-use behavior originally shown in OpenAI’s hide-and-seek project.

Poster
Believe What You See: Implicit Constraint Approach for Offline Multi-Agent Reinforcement Learning

Yiqin Yang, Xiaoteng Ma, Chenghao Li, Zewu Zheng, Qiyuan Zhang, Gao Huang, Jun Yang, Qianchuan Zhao

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Learning from datasets without interaction with environments (Offline Learning) is an essential step to apply Reinforcement Learning (RL) algorithms in real-world scenarios. However, compared with the single-agent counterpart, offline multi-agent RL introduces more agents with the larger state and action space, which is more challenging but attracts little attention. We demonstrate current offline RL algorithms are ineffective in multi-agent systems due to the accumulated extrapolation error. In this paper, we propose a novel offline RL algorithm, named Implicit Constraint Q-learning (ICQ), which effectively alleviates the extrapolation error by only trusting the state-action pairs given in the dataset for value estimation. Moreover, we extend ICQ to multi-agent tasks by decomposing the joint-policy under the implicit constraint. Experimental results demonstrate that the extrapolation error is successfully controlled within a reasonable range and insensitive to the number of agents. We further show that ICQ achieves the state-of-the-art performance in the challenging multi-agent offline tasks (StarCraft II). Our code is public online at https://github.com/YiqinYang/ICQ.

Spotlight
Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi

Ho Chit Siu, Jaime Daniel Pena, Edenna Chen, Yutai Zhou, Victor Lopez, Kyle Palko, Kimberlee Chestnut Chang, Ross Emerson Allen

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Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate. We find that humans have a clear preference toward a rule-based AI teammate (SmartBot) over a state-of-the-art learning-based AI teammate (Other-Play) across nearly all subjective metrics, and generally view the learning-based agent negatively, despite no statistical difference in the game score. This result has implications for future AI design and reinforcement learning benchmarking, highlighting the need to incorporate subjective metrics of human-AI teaming rather than a singular focus on objective task performance.

Poster
RLlib Flow: Distributed Reinforcement Learning is a Dataflow Problem

Eric Liang, Zhanghao Wu, Michael Luo, Sven Mika, Joseph E. Gonzalez, Ion Stoica

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Researchers and practitioners in the field of reinforcement learning (RL) frequently leverage parallel computation, which has led to a plethora of new algorithms and systems in the last few years. In this paper, we re-examine the challenges posed by distributed RL and try to view it through the lens of an old idea: distributed dataflow. We show that viewing RL as a dataflow problem leads to highly composable and performant implementations. We propose RLlib Flow, a hybrid actor-dataflow programming model for distributed RL, and validate its practicality by porting the full suite of algorithms in RLlib, a widely adopted distributed RL library. Concretely, RLlib Flow provides 2-9$\times$ code savings in real production code and enables the composition of multi-agent algorithms not possible by end users before. The open-source code is available as part of RLlib at https://github.com/ray-project/ray/tree/master/rllib.

Poster
Collaborative Uncertainty in Multi-Agent Trajectory Forecasting

Bohan Tang, Yiqi Zhong, Ulrich Neumann, Gang Wang, Siheng Chen, Ya Zhang

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Uncertainty modeling is critical in trajectory-forecasting systems for both interpretation and safety reasons. To better predict the future trajectories of multiple agents, recent works have introduced interaction modules to capture interactions among agents. This approach leads to correlations among the predicted trajectories. However, the uncertainty brought by such correlations is neglected. To fill this gap, we propose a novel concept, collaborative uncertainty (CU), which models the uncertainty resulting from the interaction module. We build a general CU-based framework to make a prediction model learn the future trajectory and the corresponding uncertainty. The CU-based framework is integrated as a plugin module to current state-of-the-art (SOTA) systems and deployed in two special cases based on multivariate Gaussian and Laplace distributions. In each case, we conduct extensive experiments on two synthetic datasets and two public, large-scale benchmarks of trajectory forecasting. The results are promising: 1) The results of synthetic datasets show that CU-based framework allows the model to nicely rebuild the ground-truth distribution. 2) The results of trajectory forecasting benchmarks demonstrate that the CU-based framework steadily helps SOTA systems improve their performances. Specially, the proposed CU-based framework helps VectorNet improve by 57 cm regarding Final Displacement Error on nuScenes dataset. 3) The visualization results of CU illustrate that the value of CU is highly related to the amount of the interactive information among agents.

Poster
Towards Understanding Cooperative Multi-Agent Q-Learning with Value Factorization

Jianhao Wang, Zhizhou Ren, Beining Han, Jianing Ye, Chongjie Zhang

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Value factorization is a popular and promising approach to scaling up multi-agent reinforcement learning in cooperative settings, which balances the learning scalability and the representational capacity of value functions. However, the theoretical understanding of such methods is limited. In this paper, we formalize a multi-agent fitted Q-iteration framework for analyzing factorized multi-agent Q-learning. Based on this framework, we investigate linear value factorization and reveal that multi-agent Q-learning with this simple decomposition implicitly realizes a powerful counterfactual credit assignment, but may not converge in some settings. Through further analysis, we find that on-policy training or richer joint value function classes can improve its local or global convergence properties, respectively. Finally, to support our theoretical implications in practical realization, we conduct an empirical analysis of state-of-the-art deep multi-agent Q-learning algorithms on didactic examples and a broad set of StarCraft II unit micromanagement tasks.

Poster
Decentralized Q-learning in Zero-sum Markov Games

Muhammed O. Sayin, Kaiqing Zhang, David S. Leslie, Tamer Basar, Asuman E. Ozdaglar

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We study multi-agent reinforcement learning (MARL) in infinite-horizon discounted zero-sum Markov games. We focus on the practical but challenging setting of decentralized MARL, where agents make decisions without coordination by a centralized controller, but only based on their own payoffs and local actions executed. The agents need not observe the opponent's actions or payoffs, possibly being even oblivious to the presence of the opponent, nor be aware of the zero-sum structure of the underlying game, a setting also referred to as radically uncoupled in the literature of learning in games. In this paper, we develop a radically uncoupled Q-learning dynamics that is both rational and convergent: the learning dynamics converges to the best response to the opponent's strategy when the opponent follows an asymptotically stationary strategy; when both agents adopt the learning dynamics, they converge to the Nash equilibrium of the game. The key challenge in this decentralized setting is the non-stationarity of the environment from an agent's perspective, since both her own payoffs and the system evolution depend on the actions of other agents, and each agent adapts her policies simultaneously and independently. To address this issue, we develop a two-timescale learning dynamics where each agent updates her local Q-function and value function estimates concurrently, with the latter happening at a slower timescale.

Poster
Exploiting Opponents Under Utility Constraints in Sequential Games

Martino Bernasconi, Federico Cacciamani, Simone Fioravanti, Nicola Gatti, Alberto Marchesi, Francesco Trovò

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Recently, game-playing agents based on AI techniques have demonstrated super-human performance in several sequential games, such as chess, Go, and poker. Surprisingly, the multi-agent learning techniques that allowed to reach these achievements do not take into account the actual behavior of the human player, potentially leading to an impressive gap in performances. In this paper, we address the problem of designing artificial agents that learn how to effectively exploit unknown human opponents while playing repeatedly against them in an online fashion. We study the case in which the agent's strategy during each repetition of the game is subject to constraints ensuring that the human's expected utility is within some lower and upper thresholds. Our framework encompasses several real-world problems, such as human engagement in repeated game playing and human education by means of serious games. As a first result, we formalize a set of linear inequalities encoding the conditions that the agent's strategy must satisfy at each iteration in order to do not violate the given bounds for the human's expected utility. Then, we use such formulation in an upper confidence bound algorithm, and we prove that the resulting procedure suffers from sublinear regret and guarantees that the constraints are satisfied with high probability at each iteration. Finally, we empirically evaluate the convergence of our algorithm on standard testbeds of sequential games.

Poster
Settling the Variance of Multi-Agent Policy Gradients

Jakub Grudzien Kuba, Muning Wen, Linghui Meng, Shangding Gu, Haifeng Zhang, David Henry Mguni, Jun Wang, Yaodong Yang

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Policy gradient (PG) methods are popular reinforcement learning (RL) methods where a baseline is often applied to reduce the variance of gradient estimates. In multi-agent RL (MARL), although the PG theorem can be naturally extended, the effectiveness of multi-agent PG (MAPG) methods degrades as the variance of gradient estimates increases rapidly with the number of agents. In this paper, we offer a rigorous analysis of MAPG methods by, firstly, quantifying the contributions of the number of agents and agents' explorations to the variance of MAPG estimators. Based on this analysis, we derive the optimal baseline (OB) that achieves the minimal variance. In comparison to the OB, we measure the excess variance of existing MARL algorithms such as vanilla MAPG and COMA. Considering using deep neural networks, we also propose a surrogate version of OB, which can be seamlessly plugged into any existing PG methods in MARL. On benchmarks of Multi-Agent MuJoCo and StarCraft challenges, our OB technique effectively stabilises training and improves the performance of multi-agent PPO and COMA algorithms by a significant margin. Code is released at \url{https://github.com/morning9393/Optimal-Baseline-for-Multi-agent-Policy-Gradients}.

Poster
Exploring Social Posterior Collapse in Variational Autoencoder for Interaction Modeling

Chen Tang, Wei Zhan, Masayoshi Tomizuka

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Multi-agent behavior modeling and trajectory forecasting are crucial for the safe navigation of autonomous agents in interactive scenarios. Variational Autoencoder (VAE) has been widely applied in multi-agent interaction modeling to generate diverse behavior and learn a low-dimensional representation for interacting systems. However, existing literature did not formally discuss if a VAE-based model can properly encode interaction into its latent space. In this work, we argue that one of the typical formulations of VAEs in multi-agent modeling suffers from an issue we refer to as social posterior collapse, i.e., the model is prone to ignoring historical social context when predicting the future trajectory of an agent. It could cause significant prediction errors and poor generalization performance. We analyze the reason behind this under-explored phenomenon and propose several measures to tackle it. Afterward, we implement the proposed framework and experiment on real-world datasets for multi-agent trajectory prediction. In particular, we propose a novel sparse graph attention message-passing (sparse-GAMP) layer, which helps us detect social posterior collapse in our experiments. In the experiments, we verify that social posterior collapse indeed occurs. Also, the proposed measures are effective in alleviating the issue. As a result, the model attains better generalization performance when historical social context is informative for prediction.

Poster
Coordinated Proximal Policy Optimization

Zifan Wu, Chao Yu, Deheng Ye, Junge Zhang, haiyin piao, Hankz Hankui Zhuo

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We present Coordinated Proximal Policy Optimization (CoPPO), an algorithm that extends the original Proximal Policy Optimization (PPO) to the multi-agent setting. The key idea lies in the coordinated adaptation of step size during the policy update process among multiple agents. We prove the monotonicity of policy improvement when optimizing a theoretically-grounded joint objective, and derive a simplified optimization objective based on a set of approximations. We then interpret that such an objective in CoPPO can achieve dynamic credit assignment among agents, thereby alleviating the high variance issue during the concurrent update of agent policies. Finally, we demonstrate that CoPPO outperforms several strong baselines and is competitive with the latest multi-agent PPO method (i.e. MAPPO) under typical multi-agent settings, including cooperative matrix games and the StarCraft II micromanagement tasks.

Poster
VAST: Value Function Factorization with Variable Agent Sub-Teams

Thomy Phan, Fabian Ritz, Lenz Belzner, Philipp Altmann, Thomas Gabor, Claudia Linnhoff-Popien

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Value function factorization (VFF) is a popular approach to cooperative multi-agent reinforcement learning in order to learn local value functions from global rewards. However, state-of-the-art VFF is limited to a handful of agents in most domains. We hypothesize that this is due to the flat factorization scheme, where the VFF operator becomes a performance bottleneck with an increasing number of agents. Therefore, we propose VFF with variable agent sub-teams (VAST). VAST approximates a factorization for sub-teams which can be defined in an arbitrary way and vary over time, e.g., to adapt to different situations. The sub-team values are then linearly decomposed for all sub-team members. Thus, VAST can learn on a more focused and compact input representation of the original VFF operator. We evaluate VAST in three multi-agent domains and show that VAST can significantly outperform state-of-the-art VFF, when the number of agents is sufficiently large.

Poster
Multi-Agent Reinforcement Learning for Active Voltage Control on Power Distribution Networks

Jianhong Wang, Wangkun Xu, Yunjie Gu, Wenbin Song, Tim C Green

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This paper presents a problem in power networks that creates an exciting and yet challenging real-world scenario for application of multi-agent reinforcement learning (MARL). The emerging trend of decarbonisation is placing excessive stress on power distribution networks. Active voltage control is seen as a promising solution to relieve power congestion and improve voltage quality without extra hardware investment, taking advantage of the controllable apparatuses in the network, such as roof-top photovoltaics (PVs) and static var compensators (SVCs). These controllable apparatuses appear in a vast number and are distributed in a wide geographic area, making MARL a natural candidate. This paper formulates the active voltage control problem in the framework of Dec-POMDP and establishes an open-source environment. It aims to bridge the gap between the power community and the MARL community and be a drive force towards real-world applications of MARL algorithms. Finally, we analyse the special characteristics of the active voltage control problems that cause challenges (e.g. interpretability) for state-of-the-art MARL approaches, and summarise the potential directions.

Poster
Systematic Evaluation of Causal Discovery in Visual Model Based Reinforcement Learning

Nan Rosemary Ke, Aniket Rajiv Didolkar, Sarthak Mittal, Anirudh Goyal, Guillaume Lajoie, Stefan Bauer, Danilo Jimenez Rezende, Yoshua Bengio, Christopher Pal, Michael Curtis Mozer

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Inducing causal relationships from observations is a classic problem in machine learning. Most work in causality starts from the premise that the causal variables themselves are observed. However, for AI agents such as robots trying to make sense of their environment, the only observables are low-level variables like pixels in images. To generalize well, an agent must induce high-level variables, particularly those which are causal or are affected by causal variables. A central goal for AI and causality is thus the joint discovery of abstract representations and causal structure. However, we note that existing environments for studying causal induction are poorly suited for this objective because they have complicated task-specific causal graphs which are impossible to manipulate parametrically (e.g., number of nodes, sparsity, causal chain length, etc.). In this work, our goal is to facilitate research in learning representations of high-level variables as well as causal structures among them. In order to systematically probe the ability of methods to identify these variables and structures, we design a suite of benchmarking RL environments. We evaluate various representation learning algorithms from the literature and find that explicitly incorporating structure and modularity in models can help causal induction in model-based reinforcement learning.

Poster
PettingZoo: Gym for Multi-Agent Reinforcement Learning

J K Terry, Benjamin J Black, Nathaniel Grammel, Mario Jayakumar, Ananth Hari, Ryan Sullivan, Luis Santos, Clemens Dieffendahl, Caroline Horsch, Rodrigo De Lazcano Perez-Vicente, Niall L Williams, Yashas Lokesh, Praveen Ravi

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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 learning. PettingZoo's API, while inheriting many features of Gym, is unique amongst MARL APIs in that it's based around the novel AEC games model. We argue, in part through case studies on major problems in popular MARL environments, that the popular game models are poor conceptual models of the games commonly used with MARL, that they promote severe bugs that are hard to detect, and that the AEC games model addresses these problems.

Poster
GRIN: Generative Relation and Intention Network for Multi-agent Trajectory Prediction

Longyuan Li, Jian Yao, Li Kevin Wenliang, Tong He, Tianjun Xiao, Junchi Yan, David Wipf, Zheng Zhang

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Learning the distribution of future trajectories conditioned on the past is a crucial problem for understanding multi-agent systems. This is challenging because humans make decisions based on complex social relations and personal intents, resulting in highly complex uncertainties over trajectories. To address this problem, we propose a conditional deep generative model that combines advances in graph neural networks. The prior and recognition model encodes two types of latent codes for each agent: an inter-agent latent code to represent social relations and an intra-agent latent code to represent agent intentions. The decoder is carefully devised to leverage the codes in a disentangled way to predict multi-modal future trajectory distribution. Specifically, a graph attention network built upon inter-agent latent code is used to learn continuous pair-wise relations, and an agent's motion is controlled by its latent intents and its observations of all other agents. Through experiments on both synthetic and real-world datasets, we show that our model outperforms previous work in multiple performance metrics. We also show that our model generates realistic multi-modal trajectories.

Poster
ThreeDWorld: A Platform for Interactive Multi-Modal Physical Simulation

Chuang Gan, Jeremy Schwartz, Seth Alter, Damian Mrowca, Martin Schrimpf, James Traer, Julian De Freitas, Jonas Kubilius, Abhishek Bhandwaldar, Nick Haber, Megumi Sano, Kuno Kim, Elias Wang, Michael Lingelbach, Aidan Curtis, Kevin Tyler Feigelis, Daniel Bear, Dan Gutfreund, David Daniel Cox, Antonio Torralba, James J. DiCarlo, Joshua B. Tenenbaum, Josh Mcdermott, Daniel LK Yamins

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We introduce ThreeDWorld (TDW), a platform for interactive multi-modal physical simulation. TDW enables the simulation of high-fidelity sensory data and physical interactions between mobile agents and objects in rich 3D environments. Unique properties include real-time near-photo-realistic image rendering; a library of objects and environments, and routines for their customization; generative procedures for efficiently building classes of new environments; high-fidelity audio rendering; realistic physical interactions for a variety of material types, including cloths, liquid, and deformable objects; customizable ``avatars” that embody AI agents; and support for human interactions with VR devices. TDW’s API enables multiple agents to interact within a simulation and returns a range of sensor and physics data representing the state of the world. We present initial experiments enabled by TDW in emerging research directions in computer vision, machine learning, and cognitive science, including multi-modal physical scene understanding, physical dynamics predictions, multi-agent interactions, models that ‘learn like a child’, and attention studies in humans and neural networks.

Poster
Neural Auto-Curricula in Two-Player Zero-Sum Games

Xidong Feng, Oliver Slumbers, Ziyu Wan, Bo Liu, Stephen Marcus McAleer, Ying Wen, Jun Wang, Yaodong Yang

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When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper, we introduce a novel framework—Neural Auto-Curricula (NAC)—that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.

Poster
Episodic Multi-agent Reinforcement Learning with Curiosity-driven Exploration

Lulu Zheng, Jiarui Chen, Jianhao Wang, Jiamin He, Yujing Hu, Yingfeng Chen, Changjie Fan, Yang Gao, Chongjie Zhang

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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 action-observation 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.

Poster
Benchmarking Multi-Agent Deep Reinforcement Learning Algorithms in Cooperative Tasks

Georgios Papoudakis, Filippos Christianos, Lukas Schäfer, Stefano V. Albrecht

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Multi-agent deep reinforcement learning (MARL) suffers from a lack of commonly-used evaluation tasks and criteria, making comparisons between approaches difficult. In this work, we provide a systematic evaluation and comparison of three different classes of MARL algorithms (independent learning, centralised multi-agent policy gradient, value decomposition) in a diverse range of cooperative multi-agent learning tasks. Our experiments serve as a reference for the expected performance of algorithms across different learning tasks, and we provide insights regarding the effectiveness of different learning approaches. We open-source EPyMARL, which extends the PyMARL codebase to include additional algorithms and allow for flexible configuration of algorithm implementation details such as parameter sharing. Finally, we open-source two environments for multi-agent research which focus on coordination under sparse rewards.

Poster