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AI Agent

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UneVEn: Universal Value Exploration for Multi-Agent Reinforcement Learning

Tarun Gupta, Anuj Mahajan, Bei Peng, Wendelin Boehmer, Shimon Whiteson

VDN and QMIX are two popular value-based algorithms for cooperative MARL that learn a centralized action value function as a monotonic mixing of per-agent utilities. While this enables easy decentralization of the learned policy, the restricted joint action value function can prevent them from solving tasks that require significant coordination between agents at a given timestep. We show that this problem can be overcome by improving the joint exploration of all agents during training. Specifically, we propose a novel MARL approach called Universal Value Exploration (UneVEn) that learns a set of related tasks simultaneously with a linear decomposition of universal successor features. With the policies of already solved related tasks, the joint exploration process of all agents can be improved to help them achieve better coordination. Empirical results on a set of exploration games, challenging cooperative predator-prey tasks requiring significant coordination among agents, and StarCraft II micromanagement benchmarks show that UneVEn can solve tasks where other state-of-the-art MARL methods fail.

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Towards Distraction-Robust Active Visual Tracking

fangwei zhong, Peng Sun, Wenhan Luo, Tingyun Yan, Yizhou Wang

In active visual tracking, it is notoriously difficult when distracting objects appear, as distractors often mislead the tracker by occluding the target or bringing a confusing appearance. To address this issue, we propose a mixed cooperative-competitive multi-agent game, where a target and multiple distractors form a collaborative team to play against a tracker and make it fail to follow. Through learning in our game, diverse distracting behaviors of the distractors naturally emerge, thereby exposing the tracker’s weakness, which helps enhance the distraction-robustness of the tracker. For effective learning, we then present a bunch of practical methods, including a reward function for distractors, a cross-modal teacher-student learning strategy, and a recurrent attention mechanism for the tracker. The experimental results show that our tracker performs desired distraction-robust active visual tracking and can be well generalized to unseen environments. We also show that the multi-agent game can be used to adversarially test the robustness of trackers.

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The Emergence of Individuality

Jiechuan Jiang, Zongqing Lu

Individuality is essential in human society. It induces the division of labor and thus improves the efficiency and productivity. Similarly, it should also be a key to multi-agent cooperation. Inspired by that individuality is of being an individual separate from others, we propose a simple yet efficient method for the emergence of individuality (EOI) in multi-agent reinforcement learning (MARL). EOI learns a probabilistic classifier that predicts a probability distribution over agents given their observation and gives each agent an intrinsic reward of being correctly predicted by the classifier. The intrinsic reward encourages the agents to visit their own familiar observations, and learning the classifier by such observations makes the intrinsic reward signals stronger and in turn makes the agents more identifiable. To further enhance the intrinsic reward and promote the emergence of individuality, two regularizers are proposed to increase the discriminability of the classifier. We implement EOI on top of popular MARL algorithms. Empirically, we show that EOI outperforms existing methods in a variety of multi-agent cooperative scenarios.

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Tesseract: Tensorised Actors for Multi-Agent Reinforcement Learning

Anuj Mahajan, Mikayel Samvelyan, Lei Mao, Viktor Makoviychuk, Animesh Garg, Jean Kossaifi, Shimon Whiteson, Yuke Zhu, Animashree Anandkumar

Reinforcement Learning in large action spaces is a challenging problem. This is especially true for cooperative multi-agent reinforcement learning (MARL), which often requires tractable learning while respecting various constraints like communication budget and information about other agents. In this work, we focus on the fundamental hurdle affecting both value-based and policy-gradient approaches: an exponential blowup of the action space with the number of agents. For value-based methods, it poses challenges in accurately representing the optimal value function for value-based methods, thus inducing suboptimality. For policy gradient methods, it renders the critic ineffective and exacerbates the problem of the lagging critic. We show that from a learning theory perspective, both problems can be addressed by accurately representing the associated action-value function with a low-complexity hypothesis class. This requires accurately modelling the agent interactions in a sample efficient way. To this end, we propose a novel tensorised formulation of the Bellman equation. This gives rise to our method Tesseract, which utilises the view of Q-function seen as a tensor where the modes correspond to action spaces of different agents. Algorithms derived from Tesseract decompose the Q-tensor across the agents and utilise low-rank tensor approximations to model the agent interactions relevant to the task. We provide PAC analysis for Tesseract based algorithms and highlight their relevance to the class of rich observation MDPs. Empirical results in different domains confirm the gains in sample efficiency using Tesseract as supported by the theory.

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Scaling Multi-Agent Reinforcement Learning with Selective Parameter Sharing

Filippos Christianos, Georgios Papoudakis, Muhammad A Rahman, Stefano V. Albrecht

Sharing parameters in multi-agent deep reinforcement learning has played an essential role in allowing algorithms to scale to a large number of agents. Parameter sharing between agents significantly decreases the number of trainable parameters, shortening training times to tractable levels, and has been linked to more efficient learning. However, having all agents share the same parameters can also have a detrimental effect on learning. We demonstrate the impact of parameter sharing methods on training speed and converged returns, establishing that when applied indiscriminately, their effectiveness is highly dependent on the environment. We propose a novel method to automatically identify agents which may benefit from sharing parameters by partitioning them based on their abilities and goals. Our approach combines the increased sample efficiency of parameter sharing with the representational capacity of multiple independent networks to reduce training time and increase final returns.

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Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting Pot

Joel Z Leibo, Edgar A Dueñez-Guzman, Alexander Vezhnevets, John P Agapiou, Peter Sunehag, Raphael Koster, Jayd Matyas, Charlie Beattie, Igor Mordatch, Thore Graepel

Existing evaluation suites for multi-agent reinforcement learning (MARL) do not assess generalization to novel situations as their primary objective (unlike supervised learning benchmarks). Our contribution, Melting Pot, is a MARL evaluation suite that fills this gap and uses reinforcement learning to reduce the human labor required to create novel test scenarios. This works because one agent’s behavior constitutes (part of) another agent’s environment. To demonstrate scalability, we have created over 80 unique test scenarios covering a broad range of research topics such as social dilemmas, reciprocity, resource sharing, and task partitioning. We apply these test scenarios to standard MARL training algorithms, and demonstrate how Melting Pot reveals weaknesses not apparent from training performance alone.

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Randomized Entity-wise Factorization for Multi-Agent Reinforcement Learning

Shariq Iqbal, Christian A Schroeder De Witt, Bei Peng, Wendelin Boehmer, Shimon Whiteson, Fei Sha

Multi-agent settings in the real world often involve tasks with varying types and quantities of agents and non-agent entities; however, common patterns of behavior often emerge among these agents/entities. Our method aims to leverage these commonalities by asking the question: “What is the expected utility of each agent when only considering a randomly selected sub-group of its observed entities?” By posing this counterfactual question, we can recognize state-action trajectories within sub-groups of entities that we may have encountered in another task and use what we learned in that task to inform our prediction in the current one. We then reconstruct a prediction of the full returns as a combination of factors considering these disjoint groups of entities and train this “randomly factorized" value function as an auxiliary objective for value-based multi-agent reinforcement learning. By doing so, our model can recognize and leverage similarities across tasks to improve learning efficiency in a multi-task setting. Our approach, Randomized Entity-wise Factorization for Imagined Learning (REFIL), outperforms all strong baselines by a significant margin in challenging multi-task StarCraft micromanagement settings.

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PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning

Angelos Filos, Clare Lyle, Yarin Gal, Sergey Levine, Natasha Jaques, Gregory Farquhar

We study reinforcement learning (RL) with no-reward demonstrations, a setting in which an RL agent has access to additional data from the interaction of other agents with the same environment. However, it has no access to the rewards or goals of these agents, and their objectives and levels of expertise may vary widely. These assumptions are common in multi-agent settings, such as autonomous driving. To effectively use this data, we turn to the framework of successor features. This allows us to disentangle shared features and dynamics of the environment from agent-specific rewards and policies. We propose a multi-task inverse reinforcement learning (IRL) algorithm, called \emph{inverse temporal difference learning} (ITD), that learns shared state features, alongside per-agent successor features and preference vectors, purely from demonstrations without reward labels. We further show how to seamlessly integrate ITD with learning from online environment interactions, arriving at a novel algorithm for reinforcement learning with demonstrations, called $\Psi \Phi$-learning (pronounced ‘Sci-Fi’). We provide empirical evidence for the effectiveness of $\Psi \Phi$-learning as a method for improving RL, IRL, imitation, and few-shot transfer, and derive worst-case bounds for its performance in zero-shot transfer to new tasks.

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Parallel Droplet Control in MEDA Biochips using Multi-Agent Reinforcement Learning

Tung-Che Liang, Jin Zhou, Yun-Sheng Chan, Tsung-Yi Ho, Krishnendu Chakrabarty, Cy Lee

Microfluidic biochips are being utilized for clinical diagnostics, including COVID-19 testing, because of they provide sample-to-result turnaround at low cost. Recently, microelectrode-dot-array (MEDA) biochips have been proposed to advance microfluidics technology. A MEDA biochip manipulates droplets of nano/picoliter volumes to automatically execute biochemical protocols. During bioassay execution, droplets are transported in parallel to achieve high-throughput outcomes. However, a major concern associated with the use of MEDA biochips is microelectrode degradation over time. Recent work has shown that formulating droplet transportation as a reinforcement-learning (RL) problem enables the training of policies to capture the underlying health conditions of microelectrodes and ensure reliable fluidic operations. However, the above RL-based approach suffers from two key limitations: 1) it cannot be used for concurrent transportation of multiple droplets; 2) it requires the availability of CCD cameras for monitoring droplet movement. To overcome these problems, we present a multi-agent reinforcement learning (MARL) droplet-routing solution that can be used for various sizes of MEDA biochips with integrated sensors, and we demonstrate the reliable execution of a serial-dilution bioassay with the MARL droplet router on a fabricated MEDA biochip. To facilitate further research, we also present a simulation environment based on the PettingZoo Gym Interface for MARL-guided droplet-routing problems on MEDA biochips.

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Online Learning in Unknown Markov Games

Yi Tian, Yuanhao Wang, Tiancheng Yu, Suvrit Sra

We study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. This is the first sublinear regret bound (to our knowledge) for online learning in unknown Markov games. Importantly, our regret bound is independent of the size of the opponents’ action spaces. As a result, even when the opponents’ actions are fully observable, our regret bound improves upon existing analysis (e.g., (Xie et al., 2020)) by an exponential factor in the number of opponents.

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Near-Optimal Model-Free Reinforcement Learning in Non-Stationary Episodic MDPs

Weichao Mao, Kaiqing Zhang, Ruihao Zhu, David Simchi-Levi, Tamer Basar

We consider model-free reinforcement learning (RL) in non-stationary Markov decision processes. Both the reward functions and the state transition functions are allowed to vary arbitrarily over time as long as their cumulative variations do not exceed certain variation budgets. We propose Restarted Q-Learning with Upper Confidence Bounds (RestartQ-UCB), the first model-free algorithm for non-stationary RL, and show that it outperforms existing solutions in terms of dynamic regret. Specifically, RestartQ-UCB with Freedman-type bonus terms achieves a dynamic regret bound of $\widetilde{O}(S^{\frac{1}{3}} A^{\frac{1}{3}} \Delta^{\frac{1}{3}} H T^{\frac{2}{3}})$, where $S$ and $A$ are the numbers of states and actions, respectively, $\Delta>0$ is the variation budget, $H$ is the number of time steps per episode, and $T$ is the total number of time steps. We further show that our algorithm is \emph{nearly optimal} by establishing an information-theoretical lower bound of $\Omega(S^{\frac{1}{3}} A^{\frac{1}{3}} \Delta^{\frac{1}{3}} H^{\frac{2}{3}} T^{\frac{2}{3}})$, the first lower bound in non-stationary RL. Numerical experiments validate the advantages of RestartQ-UCB in terms of both cumulative rewards and computational efficiency. We further demonstrate the power of our results in the context of multi-agent RL, where non-stationarity is a key challenge.

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Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers

Luke Marris, Paul Muller, Marc Lanctot, Karl Tuyls, Thore Graepel

Two-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games.

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Megaverse: Simulating Embodied Agents at One Million Experiences per Second

Aleksei Petrenko, Erik Wijmans, Brennan Shacklett, Vladlen Koltun

We present Megaverse, a new 3D simulation platform for reinforcement learning and embodied AI research. The efficient design of our engine enables physics-based simulation with high-dimensional egocentric observations at more than 1,000,000 actions per second on a single 8-GPU node. Megaverse is up to 70x faster than DeepMind Lab in fully-shaded 3D scenes with interactive objects. We achieve this high simulation performance by leveraging batched simulation, thereby taking full advantage of the massive parallelism of modern GPUs. We use Megaverse to build a new benchmark that consists of several single-agent and multi-agent tasks covering a variety of cognitive challenges. We evaluate model-free RL on this benchmark to provide baselines and facilitate future research.

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Learning in Nonzero-Sum Stochastic Games with Potentials

David H Mguni, YUTONG WU, Yali Du, Yaodong Yang, Ziyi Wang, Minne Li, Ying Wen, Joel Jennings, Jun Wang

Multi-agent reinforcement learning (MARL) has become effective in tackling discrete cooperative game scenarios. However, MARL has yet to penetrate settings beyond those modelled by team and zero-sum games, confining it to a small subset of multi-agent systems. In this paper, we introduce a new generation of MARL learners that can handle \textit{nonzero-sum} payoff structures and continuous settings. In particular, we study the MARL problem in a class of games known as stochastic potential games (SPGs) with continuous state-action spaces. Unlike cooperative games, in which all agents share a common reward, SPGs are capable of modelling real-world scenarios where agents seek to fulfil their individual goals. We prove theoretically our learning method, $\ourmethod$, enables independent agents to learn Nash equilibrium strategies in \textit{polynomial time}. We demonstrate our framework tackles previously unsolvable tasks such as \textit{Coordination Navigation} and \textit{large selfish routing games} and that it outperforms the state of the art MARL baselines such as MADDPG and COMIX in such scenarios.

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Learning Fair Policies in Decentralized Cooperative Multi-Agent Reinforcement Learning

Matthieu Zimmer, Claire Glanois, Umer Siddique, Paul Weng

We consider the problem of learning fair policies in (deep) cooperative multi-agent reinforcement learning (MARL). We formalize it in a principled way as the problem of optimizing a welfare function that explicitly encodes two important aspects of fairness: efficiency and equity. We provide a theoretical analysis of the convergence of policy gradient for this problem. As a solution method, we propose a novel neural network architecture, which is composed of two sub-networks specifically designed for taking into account these two aspects of fairness. In experiments, we demonstrate the importance of the two sub-networks for fair optimization. Our overall approach is general as it can accommodate any (sub)differentiable welfare function. Therefore, it is compatible with various notions of fairness that have been proposed in the literature (e.g., lexicographic maximin, generalized Gini social welfare function, proportional fairness). Our method is generic and can be implemented in various MARL settings: centralized training and decentralized execution, or fully decentralized. Finally, we experimentally validate our approach in various domains and show that it can perform much better than previous methods, both in terms of efficiency and equity.

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Large-Scale Multi-Agent Deep FBSDEs

Tianrong Chen, Ziyi O Wang, Ioannis Exarchos, Evangelos Theodorou

In this paper we present a scalable deep learning framework for finding Markovian Nash Equilibria in multi-agent stochastic games using fictitious play. The motivation is inspired by theoretical analysis of Forward Backward Stochastic Differential Equations and their implementation in a deep learning setting, which is the source of our algorithm’s sample efficiency improvement. By taking advantage of the permutation-invariant property of agents in symmetric games, the scalability and performance is further enhanced significantly. We showcase superior performance of our framework over the state-of-the-art deep fictitious play algorithm on an inter-bank lending/borrowing problem in terms of multiple metrics. More importantly, our approach scales up to 3000 agents in simulation, a scale which, to the best of our knowledge, represents a new state-of-the-art. We also demonstrate the applicability of our framework in robotics on a belief space autonomous racing problem.

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Global Convergence of Policy Gradient for Linear-Quadratic Mean-Field Control/Game in Continuous Time

Weichen Wang, Jiequn Han, Zhuoran Yang, Zhaoran Wang

Recent years have witnessed the success of multi-agent reinforcement learning, which has motivated new research directions for mean-field control (MFC) and mean-field game (MFG), as the multi-agent system can be well approximated by a mean-field problem when the number of agents grows to be very large. In this paper, we study the policy gradient (PG) method for the linear-quadratic mean-field control and game, where we assume each agent has identical linear state transitions and quadratic cost functions. While most recent works on policy gradient for MFC and MFG are based on discrete-time models, we focus on a continuous-time model where some of our analyzing techniques could be valuable to the interested readers. For both the MFC and the MFG, we provide PG update and show that it converges to the optimal solution at a linear rate, which is verified by a synthetic simulation. For the MFG, we also provide sufficient conditions for the existence and uniqueness of the Nash equilibrium.

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From Local to Global Norm Emergence: Dissolving Self-reinforcing Substructures with Incremental Social Instruments

Yiwei Liu, Jiamou Liu, Kaibin Wan, Zhan Qin, Zijian Zhang, Bakhadyr Khoussainov, Liehuang Zhu

Norm emergence is a process where agents in a multi-agent system establish self-enforcing conformity through repeated interactions. When such interactions are confined to a social topology, several self-reinforcing substructures (SRS) may emerge within the population. This prevents a formation of a global norm. We propose incremental social instruments (ISI) to dissolve these SRSs by creating ties between agents. Establishing ties requires some effort and cost. Hence, it is worth to design methods that build a small number of ties yet dissolve the SRSs. By using the notion of information entropy, we propose an indicator called the BA-ratio that measures the current SRSs. We find that by building ties with minimal BA-ratio, our ISI is effective in facilitating the global norm emergence. We explain this through our experiments and theoretical results. Furthermore, we propose the small-degree principle in minimising the BA-ratio that helps us to design efficient ISI algorithms for finding the optimal ties. Experiments on both synthetic and real-world network topologies demonstrate that our adaptive ISI is efficient at dissolving SRS.

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FOP: Factorizing Optimal Joint Policy of Maximum-Entropy Multi-Agent Reinforcement Learning

Tianhao Zhang, Yueheng Li, Chen Wang, Guangming Xie, Zongqing Lu

Value decomposition recently injects vigorous vitality into multi-agent actor-critic methods. However, existing decomposed actor-critic methods cannot guarantee the convergence of global optimum. In this paper, we present a novel multi-agent actor-critic method, FOP, which can factorize the optimal joint policy induced by maximum-entropy multi-agent reinforcement learning (MARL) into individual policies. Theoretically, we prove that factorized individual policies of FOP converge to the global optimum. Empirically, in the well-known matrix game and differential game, we verify that FOP can converge to the global optimum for both discrete and continuous action spaces. We also evaluate FOP on a set of StarCraft II micromanagement tasks, and demonstrate that FOP substantially outperforms state-of-the-art decomposed value-based and actor-critic methods.

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Estimating $α$-Rank from A Few Entries with Low Rank Matrix Completion

Yali Du, Xue Yan, Xu Chen, Jun Wang, Haifeng Zhang

Multi-agent evaluation aims at the assessment of an agent’s strategy on the basis of interaction with others. Typically, existing methods such as $\alpha$-rank and its approximation still require to exhaustively compare all pairs of joint strategies for an accurate ranking, which in practice is computationally expensive. In this paper, we aim to reduce the number of pairwise comparisons in recovering a satisfying ranking for $n$ strategies in two-player meta-games, by exploring the fact that agents with similar skills may achieve similar payoffs against others. Two situations are considered: the first one is when we can obtain the true payoffs; the other one is when we can only access noisy payoff. Based on these formulations, we leverage low-rank matrix completion and design two novel algorithms for noise-free and noisy evaluations respectively. For both of these settings, we theorize that $O(nr \log n)$ ($n$ is the number of agents and $r$ is the rank of the payoff matrix) payoff entries are required to achieve sufficiently well strategy evaluation performance. Empirical results on evaluating the strategies in three synthetic games and twelve real world games demonstrate that strategy evaluation from a few entries can lead to comparable performance to algorithms with full knowledge of the payoff matrix.

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AI Agent · ICML 2021 | paperlist.ai