NeurIPS 2022 Papers

Conference on Neural Information Processing Systems

Decision breakdown

2,901papers

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

  • Other / unlabeled
    2,901100.0%

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Topic: AI Agents · 72 papers · Reset filters

E-MAPP: Efficient Multi-Agent Reinforcement Learning with Parallel Program Guidance

Can Chang, Ni Mu, Jiajun Wu, Ling Pan, Huazhe Xu

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A critical challenge in multi-agent reinforcement learning(MARL) is for multiple agents to efficiently accomplish complex, long-horizon tasks. The agents often have difficulties in cooperating on common goals, dividing complex tasks, and planning through several stages to make progress. We propose to address these challenges by guiding agents with programs designed for parallelization, since programs as a representation contain rich structural and semantic information, and are widely used as abstractions for long-horizon tasks. Specifically, we introduce Efficient Multi-Agent Reinforcement Learning with Parallel Program Guidance(E-MAPP), a novel framework that leverages parallel programs to guide multiple agents to efficiently accomplish goals that require planning over $10+$ stages. E-MAPP integrates the structural information from a parallel program, promotes the cooperative behaviors grounded in program semantics, and improves the time efficiency via a task allocator. We conduct extensive experiments on a series of challenging, long-horizon cooperative tasks in the Overcooked environment. Results show that E-MAPP outperforms strong baselines in terms of the completion rate, time efficiency, and zero-shot generalization ability by a large margin.

Accept
Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning

Hua Wei, Jingxiao Chen, Xiyang Ji, Hongyang Qin, Minwen Deng, Siqin Li, Liang Wang, Weinan Zhang, Yong Yu, Liu Linc, Lanxiao Huang, Deheng Ye, Qiang Fu, Yang Wei

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This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on the Honor of Kings, one of the world’s most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available.

Accept
Heterogeneous Skill Learning for Multi-agent Tasks

Yuntao Liu, Yuan Li, Xinhai Xu, Yong Dou, Donghong Liu

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Heterogeneous behaviours are widespread in many multi-agent tasks, which have not been paid much attention in the community of multi-agent reinforcement learning. It would be a key factor for improving the learning performance to efficiently characterize and automatically find heterogeneous behaviours. In this paper, we introduce the concept of the skill to explore the ability of heterogeneous behaviours. We propose a novel skill-based multi-agent reinforcement learning framework to enable agents to master diverse skills. Specifically, our framework consists of the skill representation mechanism, the skill selector and the skill-based policy learning mechanism. We design an auto-encoder model to generate the latent variable as the skill representation by incorporating the environment information, which ensures the distinguishable of agents for skill selection and the discriminability for the skill learning. With the representation, a skill selection mechanism is invented to realize the assignment from agents to skills. Meanwhile, diverse skill-based policies are generated through a novel skill-based policy learning method. To promote efficient skill discovery, a mutual information based intrinsic reward function is constructed. Empirical results show that our framework obtains the best performance on three challenging benchmarks, i.e., StarCraft II micromanagement tasks, Google Research Football and GoBigger, over state-of-the-art MARL methods.

Accept
Distributional Reward Estimation for Effective Multi-agent Deep Reinforcement Learning

Jifeng Hu, Yanchao Sun, Hechang Chen, Sili Huang, haiyin piao, Yi Chang, Lichao Sun

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Multi-agent reinforcement learning has drawn increasing attention in practice, e.g., robotics and automatic driving, as it can explore optimal policies using samples generated by interacting with the environment. However, high reward uncertainty still remains a problem when we want to train a satisfactory model, because obtaining high-quality reward feedback is usually expensive and even infeasible. To handle this issue, previous methods mainly focus on passive reward correction. At the same time, recent active reward estimation methods have proven to be a recipe for reducing the effect of reward uncertainty. In this paper, we propose a novel Distributional Reward Estimation framework for effective Multi-Agent Reinforcement Learning (DRE-MARL). Our main idea is to design the multi-action-branch reward estimation and policy-weighted reward aggregation for stabilized training. Specifically, we design the multi-action-branch reward estimation to model reward distributions on all action branches. Then we utilize reward aggregation to obtain stable updating signals during training. Our intuition is that consideration of all possible consequences of actions could be useful for learning policies. The superiority of the DRE-MARL is demonstrated using benchmark multi-agent scenarios, compared with the SOTA baselines in terms of both effectiveness and robustness.

Accept
Near-Optimal Collaborative Learning in Bandits

Clémence Réda, Sattar Vakili, Emilie Kaufmann

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This paper introduces a general multi-agent bandit model in which each agent is facing a finite set of arms and may communicate with other agents through a central controller in order to identify -in pure exploration- or play -in regret minimization- its optimal arm. The twist is that the optimal arm for each agent is the arm with largest expected mixed reward, where the mixed reward of an arm is a weighted sum of the rewards of this arm for all agents. This makes communication between agents often necessary. This general setting allows to recover and extend several recent models for collaborative bandit learning, including the recently proposed federated learning with personalization [Shi et al., 2021]. In this paper, we provide new lower bounds on the sample complexity of pure exploration and on the regret. We then propose a near-optimal algorithm for pure exploration. This algorithm is based on phased elimination with two novel ingredients: a data-dependent sampling scheme within each phase, aimed at matching a relaxation of the lower bound.

Accept
Distributed Inverse Constrained Reinforcement Learning for Multi-agent Systems

Shicheng Liu, Minghui Zhu

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This paper considers the problem of recovering the policies of multiple interacting experts by estimating their reward functions and constraints where the demonstration data of the experts is distributed to a group of learners. We formulate this problem as a distributed bi-level optimization problem and propose a novel bi-level ``distributed inverse constrained reinforcement learning" (D-ICRL) algorithm that allows the learners to collaboratively estimate the constraints in the outer loop and learn the corresponding policies and reward functions in the inner loop from the distributed demonstrations through intermittent communications. We formally guarantee that the distributed learners asymptotically achieve consensus which belongs to the set of stationary points of the bi-level optimization problem.

Accept
Multi-Agent Reinforcement Learning is a Sequence Modeling Problem

Muning Wen, Jakub Grudzien Kuba, Runji Lin, Weinan Zhang, Ying Wen, Jun Wang, Yaodong Yang

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Large sequence models (SM) such as GPT series and BERT have displayed outstanding performance and generalization capabilities in natural language process, vision and recently reinforcement learning. A natural follow-up question is how to abstract multi-agent decision making also as an sequence modeling problem and benefit from the prosperous development of the SMs. In this paper, we introduce a novel architecture named Multi-Agent Transformer (MAT) that effectively casts cooperative multi-agent reinforcement learning (MARL) into SM problems wherein the objective is to map agents' observation sequences to agents' optimal action sequences. Our goal is to build the bridge between MARL and SMs so that the modeling power of modern sequence models can be unleashed for MARL. Central to our MAT is an encoder-decoder architecture which leverages the multi-agent advantage decomposition theorem to transform the joint policy search problem into a sequential decision making process; this renders only linear time complexity for multi-agent problems and, most importantly, endows MAT with monotonic performance improvement guarantee. Unlike prior arts such as Decision Transformer fit only pre-collected offline data, MAT is trained by online trial and error from the environment in an on-policy fashion. To validate MAT, we conduct extensive experiments on StarCraftII, Multi-Agent MuJoCo, Dexterous Hands Manipulation, and Google Research Football benchmarks. Results demonstrate that MAT achieves superior performance and data efficiency compared to strong baselines including MAPPO and HAPPO. Furthermore, we demonstrate that MAT is an excellent few-short learner on unseen tasks regardless of changes in the number of agents. See our project page at https://sites.google.com/view/multi-agent-transformer.

Accept
AVLEN: Audio-Visual-Language Embodied Navigation in 3D Environments

Sudipta Paul, Amit Roy-Chowdhury, Anoop Cherian

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Recent years have seen embodied visual navigation advance in two distinct directions: (i) in equipping the AI agent to follow natural language instructions, and (ii) in making the navigable world multimodal, e.g., audio-visual navigation. However, the real world is not only multimodal, but also often complex, and thus in spite of these advances, agents still need to understand the uncertainty in their actions and seek instructions to navigate. To this end, we present AVLEN -- an interactive agent for Audio-Visual-Language Embodied Navigation. Similar to audio-visual navigation tasks, the goal of our embodied agent is to localize an audio event via navigating the 3D visual world; however, the agent may also seek help from a human (oracle), where the assistance is provided in free-form natural language. To realize these abilities, AVLEN uses a multimodal hierarchical reinforcement learning backbone that learns: (a) high-level policies to choose either audio-cues for navigation or to query the oracle, and (b) lower-level policies to select navigation actions based on its audio-visual and language inputs. The policies are trained via rewarding for the success on the navigation task while minimizing the number of queries to the oracle. To empirically evaluate AVLEN, we present experiments on the SoundSpaces framework for semantic audio-visual navigation tasks. Our results show that equipping the agent to ask for help leads to a clear improvement in performances, especially in challenging cases, e.g., when the sound is unheard during training or in the presence of distractor sounds.

Accept
Learning to Share in Networked Multi-Agent Reinforcement Learning

Yuxuan Yi, Ge Li, Yaowei Wang, Zongqing Lu

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In this paper, we study the problem of networked multi-agent reinforcement learning (MARL), where a number of agents are deployed as a partially connected network and each interacts only with nearby agents. Networked MARL requires all agents to make decisions in a decentralized manner to optimize a global objective with restricted communication between neighbors over the network. Inspired by the fact that sharing plays a key role in human's learning of cooperation, we propose LToS, a hierarchically decentralized MARL framework that enables agents to learn to dynamically share reward with neighbors so as to encourage agents to cooperate on the global objective through collectives. For each agent, the high-level policy learns how to share reward with neighbors to decompose the global objective, while the low-level policy learns to optimize the local objective induced by the high-level policies in the neighborhood. The two policies form a bi-level optimization and learn alternately. We empirically demonstrate that LToS outperforms existing methods in both social dilemma and networked MARL scenarios across scales.

Accept
A Stochastic Linearized Augmented Lagrangian Method for Decentralized Bilevel Optimization

Songtao Lu, Siliang Zeng, Xiaodong Cui, Mark S. Squillante, Lior Horesh, Brian Kingsbury, Jia Liu, Mingyi Hong

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Bilevel optimization has been shown to be a powerful framework for formulating multi-task machine learning problems, e.g., reinforcement learning (RL) and meta-learning, where the decision variables are coupled in both levels of the minimization problems. In practice, the learning tasks would be located at different computing resource environments, and thus there is a need for deploying a decentralized training framework to implement multi-agent and multi-task learning. We develop a stochastic linearized augmented Lagrangian method (SLAM) for solving general nonconvex bilevel optimization problems over a graph, where both upper and lower optimization variables are able to achieve a consensus. We also establish that the theoretical convergence rate of the proposed SLAM to the Karush-Kuhn-Tucker (KKT) points of this class of problems is on the same order as the one achieved by the classical distributed stochastic gradient descent for only single-level nonconvex minimization problems. Numerical results tested on multi-agent RL problems showcase the superiority of SLAM compared with the benchmarks.

Accept