NeurIPS 2022 Papers

Conference on Neural Information Processing Systems

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2,901papers

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Topic: AI Agents · 72 papers · Reset filters

Towards a Standardised Performance Evaluation Protocol for Cooperative MARL

Rihab Gorsane, Omayma Mahjoub, Ruan John de Kock, Roland Dubb, Siddarth Singh, Arnu Pretorius

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Multi-agent reinforcement learning (MARL) has emerged as a useful approach to solving decentralised decision-making problems at scale. Research in the field has been growing steadily with many breakthrough algorithms proposed in recent years. In this work, we take a closer look at this rapid development with a focus on evaluation methodologies employed across a large body of research in cooperative MARL. By conducting a detailed meta-analysis of prior work, spanning 75 papers accepted for publication from 2016 to 2022, we bring to light worrying trends that put into question the true rate of progress. We further consider these trends in a wider context and take inspiration from single-agent RL literature on similar issues with recommendations that remain applicable to MARL. Combining these recommendations, with novel insights from our analysis, we propose a standardised performance evaluation protocol for cooperative MARL. We argue that such a standard protocol, if widely adopted, would greatly improve the validity and credibility of future research, make replication and reproducibility easier, as well as improve the ability of the field to accurately gauge the rate of progress over time by being able to make sound comparisons across different works. Finally, we release our meta-analysis data publicly on our project website for future research on evaluation accompanied by our open-source evaluation tools repository.

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Ask4Help: Learning to Leverage an Expert for Embodied Tasks

Kunal Pratap Singh, Luca Weihs, Alvaro Herrasti, Jonghyun Choi, Aniruddha Kembhavi, Roozbeh Mottaghi

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Embodied AI agents continue to become more capable every year with the advent of new models, environments, and benchmarks, but are still far away from being performant and reliable enough to be deployed in real, user-facing, applications. In this paper, we ask: can we bridge this gap by enabling agents to ask for assistance from an expert such as a human being? To this end, we propose the Ask4Help policy that augments agents with the ability to request, and then use expert assistance. Ask4Help policies can be efficiently trained without modifying the original agent's parameters and learn a desirable trade-off between task performance and the amount of requested help, thereby reducing the cost of querying the expert. We evaluate Ask4Help on two different tasks -- object goal navigation and room rearrangement and see substantial improvements in performance using minimal help. On object navigation, an agent that achieves a $52\%$ success rate is raised to $86\%$ with $13\%$ help and for rearrangement, the state-of-the-art model with a $7\%$ success rate is dramatically improved to $90.4\%$ using $39\%$ help. Human trials with Ask4Help demonstrate the efficacy of our approach in practical scenarios.

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Near-Optimal Multi-Agent Learning for Safe Coverage Control

Manish Prajapat, Matteo Turchetta, Melanie Zeilinger, Andreas Krause

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In multi-agent coverage control problems, agents navigate their environment to reach locations that maximize the coverage of some density. In practice, the density is rarely known $\textit{a priori}$, further complicating the original NP-hard problem. Moreover, in many applications, agents cannot visit arbitrary locations due to $\textit{a priori}$ unknown safety constraints. In this paper, we aim to efficiently learn the density to approximately solve the coverage problem while preserving the agents' safety. We first propose a conditionally linear submodular coverage function that facilitates theoretical analysis. Utilizing this structure, we develop MacOpt, a novel algorithm that efficiently trades off the exploration-exploitation dilemma due to partial observability, and show that it achieves sublinear regret. Next, we extend results on single-agent safe exploration to our multi-agent setting and propose SafeMac for safe coverage and exploration. We analyze SafeMac and give first of its kind results: near optimal coverage in finite time while provably guaranteeing safety. We extensively evaluate our algorithms on synthetic and real problems, including a bio-diversity monitoring task under safety constraints, where SafeMac outperforms competing methods.

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The Surprising Effectiveness of PPO in Cooperative Multi-Agent Games

Chao Yu, Akash Velu, Eugene Vinitsky, Jiaxuan Gao, Yu Wang, Alexandre Bayen, Yi Wu

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Proximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, the Hanabi challenge, and Google Research Football, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to competitive off-policy methods, PPO often achieves competitive or superior results in both final returns and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO's empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods are a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at https://github.com/marlbenchmark/on-policy.

Accept
On the Global Convergence Rates of Decentralized Softmax Gradient Play in Markov Potential Games

Runyu Zhang, Jincheng Mei, Bo Dai, Dale Schuurmans, Na Li

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Softmax policy gradient is a popular algorithm for policy optimization in single-agent reinforcement learning, particularly since projection is not needed for each gradient update. However, in multi-agent systems, the lack of central coordination introduces significant additional difficulties in the convergence analysis. Even for a stochastic game with identical interest, there can be multiple Nash Equilibria (NEs), which disables proof techniques that rely on the existence of a unique global optimum. Moreover, the softmax parameterization introduces non-NE policies with zero gradient, making it difficult for gradient-based algorithms in seeking NEs. In this paper, we study the finite time convergence of decentralized softmax gradient play in a special form of game, Markov Potential Games (MPGs), which includes the identical interest game as a special case. We investigate both gradient play and natural gradient play, with and without $\log$-barrier regularization. The established convergence rates for the unregularized cases contain a trajectory dependent constant that can be \emph{arbitrarily large}, whereas the $\log$-barrier regularization overcomes this drawback, with the cost of slightly worse dependence on other factors such as the action set size. An empirical study on an identical interest matrix game confirms the theoretical findings.

Accept
Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model

Gen Li, Yuejie Chi, Yuting Wei, Yuxin Chen

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This paper studies multi-agent reinforcement learning in Markov games, with the goal of learning Nash equilibria or coarse correlated equilibria (CCE) sample-optimally. All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called Q-FTRL and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an $\varepsilon$-approximate CCE in a general-sum Markov game using $$ \widetilde{O}\bigg( \frac{H^4 S \sum_{i=1}^m A_i}{\varepsilon^2} \bigg) $$ samples, where $m$ is the number of players, $S$ indicates the number of states, $H$ is the horizon, and $A_i$ denotes the number of actions for the $i$-th player. This is minimax-optimal (up to log factor) when $m$ is fixed. When applied to two-player zero-sum Markov games, our algorithm provably finds an $\varepsilon$-approximate Nash equilibrium with a minimal number of samples. Along the way, we derive a refined regret bound for FTRL that makes explicit the role of variance-type quantities, which might be of independent interest.

Accept
Decentralized Gossip-Based Stochastic Bilevel Optimization over Communication Networks

Shuoguang Yang, Xuezhou Zhang, Mengdi Wang

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Bilevel optimization have gained growing interests, with numerous applications found in meta learning, minimax games, reinforcement learning, and nested composition optimization. This paper studies the problem of decentralized distributed bilevel optimization over a network where agents can only communicate with neighbors, and gives examples from multi-task, multi-agent learning and federated learning. In this paper, we propose a gossip-based distributed bilevel learning algorithm that allows networked agents to solve both the inner and outer optimization problems in a single timescale and share information through network propagation. We show that our algorithm enjoys the $\mathcal{O}(\frac{1}{K \epsilon^2})$ per-agent sample complexity for general nonconvex bilevel optimization and $\mathcal{O}(\frac{1}{K \epsilon})$ for Polyak-Łojasiewicz objective, achieving a speedup that scales linearly with the network size $K$. The sample complexities are optimal in both $\epsilon$ and $K$. We test our algorithm on the examples of hyperparameter tuning and decentralized reinforcement learning. Simulated experiments confirmed that our algorithm achieves the state-of-the-art training efficiency and test accuracy.

Accept
Learning NP-Hard Multi-Agent Assignment Planning using GNN: Inference on a Random Graph and Provable Auction-Fitted Q-learning

HYUNWOOK KANG, Taehwan Kwon, Jinkyoo Park, James R. Morrison

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This paper explores the possibility of near-optimally solving multi-agent, multi-task NP-hard planning problems with time-dependent rewards using a learning-based algorithm. In particular, we consider a class of robot/machine scheduling problems called the multi-robot reward collection problem (MRRC). Such MRRC problems well model ride-sharing, pickup-and-delivery, and a variety of related problems. In representing the MRRC problem as a sequential decision-making problem, we observe that each state can be represented as an extension of probabilistic graphical models (PGMs), which we refer to as random PGMs. We then develop a mean-field inference method for random PGMs. We then propose (1) an order-transferable Q-function estimator and (2) an order-transferability-enabled auction to select a joint assignment in polynomial-time. These result in a reinforcement learning framework with at least $1-1/e$ optimality. Experimental results on solving MRRC problems highlight the near-optimality and transferability of the proposed methods. We also consider identical parallel machine scheduling problems (IPMS) and minimax multiple traveling salesman problems (minimax-mTSP).

Accept
A Communication-efficient Algorithm with Linear Convergence for Federated Minimax Learning

Zhenyu Sun, Ermin Wei

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In this paper, we study a large-scale multi-agent minimax optimization problem, which models many interesting applications in statistical learning and game theory, including Generative Adversarial Networks (GANs). The overall objective is a sum of agents' private local objective functions. We focus on the federated setting, where agents can perform local computation and communicate with a central server. Most existing federated minimax algorithms either require communication per iteration or lack performance guarantees with the exception of Local Stochastic Gradient Descent Ascent (SGDA), a multiple-local-update descent ascent algorithm which guarantees convergence under a diminishing stepsize. By analyzing Local SGDA under the ideal condition of no gradient noise, we show that generally it cannot guarantee exact convergence with constant stepsizes and thus suffers from slow rates of convergence. To tackle this issue, we propose FedGDA-GT, an improved Federated (Fed) Gradient Descent Ascent (GDA) method based on Gradient Tracking (GT). When local objectives are Lipschitz smooth and strongly-convex-strongly-concave, we prove that FedGDA-GT converges linearly with a constant stepsize to global $\epsilon$-approximation solution with $\mathcal{O}(\log (1/\epsilon))$ rounds of communication, which matches the time complexity of centralized GDA method. Then, we analyze the general distributed minimax problem from a statistical aspect, where the overall objective approximates a true population minimax risk by empirical samples. We provide generalization bounds for learning with this objective through Rademacher complexity analysis. Finally, we numerically show that FedGDA-GT outperforms Local SGDA.

Accept
MATE: Benchmarking Multi-Agent Reinforcement Learning in Distributed Target Coverage Control

Xuehai Pan, Mickel Liu, fangwei zhong, Yaodong Yang, Song-Chun Zhu, Yizhou Wang

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We introduce the Multi-Agent Tracking Environment (MATE), a novel multi-agent environment simulates the target coverage control problems in the real world. MATE hosts an asymmetric cooperative-competitive game consisting of two groups of learning agents--"cameras" and "targets"--with opposing interests. Specifically, "cameras", a group of directional sensors, are mandated to actively control the directional perception area to maximize the coverage rate of targets. On the other side, "targets" are mobile agents that aim to transport cargo between multiple randomly assigned warehouses while minimizing the exposure to the camera sensor networks. To showcase the practicality of MATE, we benchmark the multi-agent reinforcement learning (MARL) algorithms from different aspects, including cooperation, communication, scalability, robustness, and asymmetric self-play. We start by reporting results for cooperative tasks using MARL algorithms (MAPPO, IPPO, QMIX, MADDPG) and the results after augmenting with multi-agent communication protocols (TarMAC, I2C). We then evaluate the effectiveness of the popular self-play techniques (PSRO, fictitious self-play) in an asymmetric zero-sum competitive game. This process of co-evolution between cameras and targets helps to realize a less exploitable camera network. We also observe the emergence of different roles of the target agents while incorporating I2C into target-target communication. MATE is written purely in Python and integrated with OpenAI Gym API to enhance user-friendliness. Our project is released at https://github.com/UnrealTracking/mate.

Accept
Interaction Modeling with Multiplex Attention

Fan-Yun Sun, Isaac Kauvar, Ruohan Zhang, Jiachen Li, Mykel Kochenderfer, Jiajun Wu, Nick Haber

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Modeling multi-agent systems requires understanding how agents interact. Such systems are often difficult to model because they can involve a variety of types of interactions that layer together to drive rich social behavioral dynamics. Here we introduce a method for accurately modeling multi-agent systems. We present Interaction Modeling with Multiplex Attention (IMMA), a forward prediction model that uses a multiplex latent graph to represent multiple independent types of interactions and attention to account for relations of different strengths. We also introduce Progressive Layer Training, a training strategy for this architecture. We show that our approach outperforms state-of-the-art models in trajectory forecasting and relation inference, spanning three multi-agent scenarios: social navigation, cooperative task achievement, and team sports. We further demonstrate that our approach can improve zero-shot generalization and allows us to probe how different interactions impact agent behavior.

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When are Offline Two-Player Zero-Sum Markov Games Solvable?

Qiwen Cui, Simon Shaolei Du

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We study what dataset assumption permits solving offline two-player zero-sum Markov games. In stark contrast to the offline single-agent Markov decision process, we show that the single strategy concentration assumption is insufficient for learning the Nash equilibrium (NE) strategy in offline two-player zero-sum Markov games. On the other hand, we propose a new assumption named unilateral concentration and design a pessimism-type algorithm that is provably efficient under this assumption. In addition, we show that the unilateral concentration assumption is necessary for learning an NE strategy. Furthermore, our algorithm can achieve minimax sample complexity without any modification for two widely studied settings: dataset with uniform concentration assumption and turn-based Markov games. Our work serves as an important initial step towards understanding offline multi-agent reinforcement learning.

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PAC: Assisted Value Factorization with Counterfactual Predictions in Multi-Agent Reinforcement Learning

Hanhan Zhou, Tian Lan, Vaneet Aggarwal

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Multi-agent reinforcement learning (MARL) has witnessed significant progress with the development of value function factorization methods. It allows optimizing a joint action-value function through the maximization of factorized per-agent utilities. In this paper, we show that in partially observable MARL problems, an agent's ordering over its own actions could impose concurrent constraints (across different states) on the representable function class, causing significant estimation errors during training. We tackle this limitation and propose PAC, a new framework leveraging Assistive information generated from Counterfactual Predictions of optimal joint action selection, which enable explicit assistance to value function factorization through a novel counterfactual loss. A variational inference-based information encoding method is developed to collect and encode the counterfactual predictions from an estimated baseline. To enable decentralized execution, we also derive factorized per-agent policies inspired by a maximum-entropy MARL framework. We evaluate the proposed PAC on multi-agent predator-prey and a set of StarCraft II micromanagement tasks. Empirical results demonstrate improved results of PAC over state-of-the-art value-based and policy-based multi-agent reinforcement learning algorithms on all benchmarks.

Accept
Proximal Learning With Opponent-Learning Awareness

Stephen Zhao, Chris Lu, Roger Baker Grosse, Jakob Nicolaus Foerster

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Learning With Opponent-Learning Awareness (LOLA) (Foerster et al. [2018a]) is a multi-agent reinforcement learning algorithm that typically learns reciprocity-based cooperation in partially competitive environments. However, LOLA often fails to learn such behaviour on more complex policy spaces parameterized by neural networks, partly because the update rule is sensitive to the policy parameterization. This problem is especially pronounced in the opponent modeling setting, where the opponent's policy is unknown and must be inferred from observations; in such settings, LOLA is ill-specified because behaviorally equivalent opponent policies can result in non-equivalent updates. To address this shortcoming, we reinterpret LOLA as approximating a proximal operator, and then derive a new algorithm, proximal LOLA (POLA), which uses the proximal formulation directly. Unlike LOLA, the POLA updates are parameterization invariant, in the sense that when the proximal objective has a unique optimum, behaviorally equivalent policies result in behaviorally equivalent updates. We then present practical approximations to the ideal POLA update, which we evaluate in several partially competitive environments with function approximation and opponent modeling. This empirically demonstrates that POLA achieves reciprocity-based cooperation more reliably than LOLA.

Accept
Non-Linear Coordination Graphs

Yipeng Kang, Tonghan Wang, Qianlan Yang, Xiaoran Wu, Chongjie Zhang

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Value decomposition multi-agent reinforcement learning methods learn the global value function as a mixing of each agent's individual utility functions. Coordination graphs (CGs) represent a higher-order decomposition by incorporating pairwise payoff functions and thus is supposed to have a more powerful representational capacity. However, CGs decompose the global value function linearly over local value functions, severely limiting the complexity of the value function class that can be represented. In this paper, we propose the first non-linear coordination graph by extending CG value decomposition beyond the linear case. One major challenge is to conduct greedy action selections in this new function class to which commonly adopted DCOP algorithms are no longer applicable. We study how to solve this problem when mixing networks with LeakyReLU activation are used. An enumeration method with a global optimality guarantee is proposed and motivates an efficient iterative optimization method with a local optimality guarantee. We find that our method can achieve superior performance on challenging multi-agent coordination tasks like MACO.

Accept
Trading off Utility, Informativeness, and Complexity in Emergent Communication

Mycal Tucker, Roger P. Levy, Julie Shah, Noga Zaslavsky

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Emergent communication (EC) research often focuses on optimizing task-specific utility as a driver for communication. However, there is increasing evidence that human languages are shaped by task-general communicative constraints and evolve under pressure to optimize the Information Bottleneck (IB) tradeoff between the informativeness and complexity of the lexicon. Here, we integrate these two approaches by trading off utility, informativeness, and complexity in EC. To this end, we propose Vector-Quantized Variational Information Bottleneck (VQ-VIB), a method for training neural agents to encode inputs into discrete signals embedded in a continuous space. We evaluate our approach in multi-agent reinforcement learning settings and in color reference games and show that: (1) VQ-VIB agents can continuously adapt to changing communicative needs and, in the color domain, align with human languages; (2) the emergent VQ-VIB embedding spaces are semantically meaningful and perceptually grounded; and (3) encouraging informativeness leads to faster convergence rates and improved utility, both in VQ-VIB and in prior neural architectures for symbolic EC, with VQ-VIB achieving higher utility for any given complexity. This work offers a new framework for EC that is grounded in information-theoretic principles that are believed to characterize human language evolution and that may facilitate human-agent interaction.

Accept
Semi-Supervised Generative Models for Multiagent Trajectories

Dennis Fassmeyer, Pascal Fassmeyer, Ulf Brefeld

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Analyzing the spatiotemporal behavior of multiple agents is of great interest to many communities. Existing probabilistic models in this realm are formalized either in an unsupervised framework, where the latent space is described by discrete or continuous variables, or in a supervised framework, where weakly preserved labels add explicit information to continuous latent representations. To overcome inherent limitations, we propose a novel objective function for processing multi-agent trajectories based on semi-supervised variational autoencoders, where equivariance and interaction of agents are captured via customized graph networks. The resulting architecture disentangles discrete and continuous latent effects and provides a natural solution for injecting expensive domain knowledge into interactive sequential systems. Empirically, our model not only outperforms various state-of-the-art baselines in trajectory forecasting, but also learns to effectively leverage unsupervised multi-agent sequences for classification tasks on interactive real-world sports datasets.

Accept
Asynchronous Actor-Critic for Multi-Agent Reinforcement Learning

Yuchen Xiao, Weihao Tan, Christopher Amato

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Synchronizing decisions across multiple agents in realistic settings is problematic since it requires agents to wait for other agents to terminate and communicate about termination reliably. Ideally, agents should learn and execute asynchronously instead. Such asynchronous methods also allow temporally extended actions that can take different amounts of time based on the situation and action executed. Unfortunately, current policy gradient methods are not applicable in asynchronous settings, as they assume that agents synchronously reason about action selection at every time step. To allow asynchronous learning and decision-making, we formulate a set of asynchronous multi-agent actor-critic methods that allow agents to directly optimize asynchronous policies in three standard training paradigms: decentralized learning, centralized learning, and centralized training for decentralized execution. Empirical results (in simulation and hardware) in a variety of realistic domains demonstrate the superiority of our approaches in large multi-agent problems and validate the effectiveness of our algorithms for learning high-quality and asynchronous solutions.

Accept
ALMA: Hierarchical Learning for Composite Multi-Agent Tasks

Shariq Iqbal, Robby Costales, Fei Sha

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Despite significant progress on multi-agent reinforcement learning (MARL) in recent years, coordination in complex domains remains a challenge. Work in MARL often focuses on solving tasks where agents interact with all other agents and entities in the environment; however, we observe that real-world tasks are often composed of several isolated instances of local agent interactions (subtasks), and each agent can meaningfully focus on one subtask to the exclusion of all else in the environment. In these composite tasks, successful policies can often be decomposed into two levels of decision-making: agents are allocated to specific subtasks and each agent acts productively towards their assigned subtask alone. This decomposed decision making provides a strong structural inductive bias, significantly reduces agent observation spaces, and encourages subtask-specific policies to be reused and composed during training, as opposed to treating each new composition of subtasks as unique. We introduce ALMA, a general learning method for taking advantage of these structured tasks. ALMA simultaneously learns a high-level subtask allocation policy and low-level agent policies. We demonstrate that ALMA learns sophisticated coordination behavior in a number of challenging environments, outperforming strong baselines. ALMA's modularity also enables it to better generalize to new environment configurations. Finally, we find that while ALMA can integrate separately trained allocation and action policies, the best performance is obtained only by training all components jointly. Our code is available at https://github.com/shariqiqbal2810/ALMA

Accept
Shield Decentralization for Safe Multi-Agent Reinforcement Learning

Daniel Melcer, Christopher Amato, Stavros Tripakis

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Learning safe solutions is an important but challenging problem in multi-agent reinforcement learning (MARL). Shielded reinforcement learning is one approach for preventing agents from choosing unsafe actions. Current shielded reinforcement learning methods for MARL make strong assumptions about communication and full observability. In this work, we extend the formalization of the shielded reinforcement learning problem to a decentralized multi-agent setting. We then present an algorithm for decomposition of a centralized shield, allowing shields to be used in such decentralized, communication-free environments. Our results show that agents equipped with decentralized shields perform comparably to agents with centralized shields in several tasks, allowing shielding to be used in environments with decentralized training and execution for the first time.

Accept