No Arabic abstract
Collective human knowledge has clearly benefited from the fact that innovations by individuals are taught to others through communication. Similar to human social groups, agents in distributed learning systems would likely benefit from communication to share knowledge and teach skills. The problem of teaching to improve agent learning has been investigated by prior works, but these approaches make assumptions that prevent application of teaching to general multiagent problems, or require domain expertise for problems they can apply to. This learning to teach problem has inherent complexities related to measuring long-term impacts of teaching that compound the standard multiagent coordination challenges. In contrast to existing works, this paper presents the first general framework and algorithm for intelligent agents to learn to teach in a multiagent environment. Our algorithm, Learning to Coordinate and Teach Reinforcement (LeCTR), addresses peer-to-peer teaching in cooperative multiagent reinforcement learning. Each agent in our approach learns both when and what to advise, then uses the received advice to improve local learning. Importantly, these roles are not fixed; these agents learn to assume the role of student and/or teacher at the appropriate moments, requesting and providing advice in order to improve teamwide performance and learning. Empirical comparisons against state-of-the-art teaching methods show that our teaching agents not only learn significantly faster, but also learn to coordinate in tasks where existing methods fail.
In many real-world tasks, multiple agents must learn to coordinate with each other given their private observations and limited communication ability. Deep multiagent reinforcement learning (Deep-MARL) algorithms have shown superior performance in such challenging settings. One representative class of work is multiagent value decomposition, which decomposes the global shared multiagent Q-value $Q_{tot}$ into individual Q-values $Q^{i}$ to guide individuals behaviors, i.e. VDN imposing an additive formation and QMIX adopting a monotonic assumption using an implicit mixing method. However, most of the previous efforts impose certain assumptions between $Q_{tot}$ and $Q^{i}$ and lack theoretical groundings. Besides, they do not explicitly consider the agent-level impact of individuals to the whole system when transforming individual $Q^{i}$s into $Q_{tot}$. In this paper, we theoretically derive a general formula of $Q_{tot}$ in terms of $Q^{i}$, based on which we can naturally implement a multi-head attention formation to approximate $Q_{tot}$, resulting in not only a refined representation of $Q_{tot}$ with an agent-level attention mechanism, but also a tractable maximization algorithm of decentralized policies. Extensive experiments demonstrate that our method outperforms state-of-the-art MARL methods on the widely adopted StarCraft benchmark across different scenarios, and attention analysis is further conducted with valuable insights.
Collaboration requires agents to align their goals on the fly. Underlying the human ability to align goals with other agents is their ability to predict the intentions of others and actively update their own plans. We propose hierarchical predictive planning (HPP), a model-based reinforcement learning method for decentralized multiagent rendezvous. Starting with pretrained, single-agent point to point navigation policies and using noisy, high-dimensional sensor inputs like lidar, we first learn via self-supervision motion predictions of all agents on the team. Next, HPP uses the prediction models to propose and evaluate navigation subgoals for completing the rendezvous task without explicit communication among agents. We evaluate HPP in a suite of unseen environments, with increasing complexity and numbers of obstacles. We show that HPP outperforms alternative reinforcement learning, path planning, and heuristic-based baselines on challenging, unseen environments. Experiments in the real world demonstrate successful transfer of the prediction models from sim to real world without any additional fine-tuning. Altogether, HPP removes the need for a centralized operator in multiagent systems by combining model-based RL and inference methods, enabling agents to dynamically align plans.
In many real-world problems, a team of agents need to collaborate to maximize the common reward. Although existing works formulate this problem into a centralized learning with decentralized execution framework, which avoids the non-stationary problem in training, their decentralized execution paradigm limits the agents capability to coordinate. Inspired by the concept of correlated equilibrium, we propose to introduce a coordination signal to address this limitation, and theoretically show that following mild conditions, decentralized agents with the coordination signal can coordinate their individual policies as manipulated by a centralized controller. The idea of introducing coordination signal is to encapsulate coordinated strategies into the signals, and use the signals to instruct the collaboration in decentralized execution. To encourage agents to learn to exploit the coordination signal, we propose Signal Instructed Coordination (SIC), a novel coordination module that can be integrated with most existing MARL frameworks. SIC casts a common signal sampled from a pre-defined distribution to all agents, and introduces an information-theoretic regularization to facilitate the consistency between the observed signal and agents policies. Our experiments show that SIC consistently improves performance over well-recognized MARL models in both matrix games and a predator-prey game with high-dimensional strategy space.
In this article, we report on the efficiency and effectiveness of multiagent reinforcement learning methods (MARL) for the computation of flight delays to resolve congestion problems in the Air Traffic Management (ATM) domain. Specifically, we aim to resolve cases where demand of airspace use exceeds capacity (demand-capacity problems), via imposing ground delays to flights at the pre-tactical stage of operations (i.e. few days to few hours before operation). Casting this into the multiagent domain, agents, representing flights, need to decide on own delays w.r.t. own preferences, having no information about others payoffs, preferences and constraints, while they plan to execute their trajectories jointly with others, adhering to operational constraints. Specifically, we formalize the problem as a multiagent Markov Decision Process (MA-MDP) and we show that it can be considered as a Markov game in which interacting agents need to reach an equilibrium: What makes the problem more interesting is the dynamic setting in which agents operate, which is also due to the unforeseen, emergent effects of their decisions in the whole system. We propose collaborative multiagent reinforcement learning methods to resolve demand-capacity imbalances: Extensive experimental study on real-world cases, shows the potential of the proposed approaches in resolving problems, while advanced visualizations provide detailed views towards understanding the quality of solutions provided.
Modeling agent behavior is central to understanding the emergence of complex phenomena in multiagent systems. Prior work in agent modeling has largely been task-specific and driven by hand-engineering domain-specific prior knowledge. We propose a general learning framework for modeling agent behavior in any multiagent system using only a handful of interaction data. Our framework casts agent modeling as a representation learning problem. Consequently, we construct a novel objective inspired by imitation learning and agent identification and design an algorithm for unsupervised learning of representations of agent policies. We demonstrate empirically the utility of the proposed framework in (i) a challenging high-dimensional competitive environment for continuous control and (ii) a cooperative environment for communication, on supervised predictive tasks, unsupervised clustering, and policy optimization using deep reinforcement learning.