No Arabic abstract
Learning when to communicate and doing that effectively is essential in multi-agent tasks. Recent works show that continuous communication allows efficient training with back-propagation in multi-agent scenarios, but have been restricted to fully-cooperative tasks. In this paper, we present Individualized Controlled Continuous Communication Model (IC3Net) which has better training efficiency than simple continuous communication model, and can be applied to semi-cooperative and competitive settings along with the cooperative settings. IC3Net controls continuous communication with a gating mechanism and uses individualized rewards foreach agent to gain better performance and scalability while fixing credit assignment issues. Using variety of tasks including StarCraft BroodWars explore and combat scenarios, we show that our network yields improved performance and convergence rates than the baselines as the scale increases. Our results convey that IC3Net agents learn when to communicate based on the scenario and profitability.
Training a multi-agent reinforcement learning (MARL) algorithm is more challenging than training a single-agent reinforcement learning algorithm, because the result of a multi-agent task strongly depends on the complex interactions among agents and their interactions with a stochastic and dynamic environment. We propose an algorithm that boosts MARL training using the biased action information of other agents based on a friend-or-foe concept. For a cooperative and competitive environment, there are generally two groups of agents: cooperative-agents and competitive-agents. In the proposed algorithm, each agent updates its value function using its own action and the biased action information of other agents in the two groups. The biased joint action of cooperative agents is computed as the sum of their actual joint action and the imaginary cooperative joint action, by assuming all the cooperative agents jointly maximize the target agents value function. The biased joint action of competitive agents can be computed similarly. Each agent then updates its own value function using the biased action information, resulting in a biased value function and corresponding biased policy. Subsequently, the biased policy of each agent is inevitably subjected to recommend an action to cooperate and compete with other agents, thereby introducing more active interactions among agents and enhancing the MARL policy learning. We empirically demonstrate that our algorithm outperforms existing algorithms in various mixed cooperative-competitive environments. Furthermore, the introduced biases gradually decrease as the training proceeds and the correction based on the imaginary assumption vanishes.
Recent reinforcement learning studies extensively explore the interplay between cooperative and competitive behaviour in mixed environments. Unlike cooperative environments where agents strive towards a common goal, mixed environments are notorious for the conflicts of selfish and social interests. As a consequence, purely rational agents often struggle to achieve and maintain cooperation. A prevalent approach to induce cooperative behaviour is to assign additional rewards based on other agents well-being. However, this approach suffers from the issue of multi-agent credit assignment, which can hinder performance. This issue is efficiently alleviated in cooperative setting with such state-of-the-art algorithms as QMIX and COMA. Still, when applied to mixed environments, these algorithms may result in unfair allocation of rewards. We propose BAROCCO, an extension of these algorithms capable to balance individual and social incentives. The mechanism behind BAROCCO is to train two distinct but interwoven components that jointly affect each agents decisions. Our meta-algorithm is compatible with both Q-learning and Actor-Critic frameworks. We experimentally confirm the advantages over the existing methods and explore the behavioural aspects of BAROCCO in two mixed multi-agent setups.
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.
Many cooperative multiagent reinforcement learning environments provide agents with a sparse team-based reward, as well as a dense agent-specific reward that incentivizes learning basic skills. Training policies solely on the team-based reward is often difficult due to its sparsity. Furthermore, relying solely on the agent-specific reward is sub-optimal because it usually does not capture the team coordination objective. A common approach is to use reward shaping to construct a proxy reward by combining the individual rewards. However, this requires manual tuning for each environment. We introduce Multiagent Evolutionary Reinforcement Learning (MERL), a split-level training platform that handles the two objectives separately through two optimization processes. An evolutionary algorithm maximizes the sparse team-based objective through neuroevolution on a population of teams. Concurrently, a gradient-based optimizer trains policies to only maximize the dense agent-specific rewards. The gradient-based policies are periodically added to the evolutionary population as a way of information transfer between the two optimization processes. This enables the evolutionary algorithm to use skills learned via the agent-specific rewards toward optimizing the global objective. Results demonstrate that MERL significantly outperforms state-of-the-art methods, such as MADDPG, on a number of difficult coordination benchmarks.
Multiagent reinforcement learning (MARL) is commonly considered to suffer from non-stationary environments and exponentially increasing policy space. It would be even more challenging when rewards are sparse and delayed over long trajectories. In this paper, we study hierarchical deep MARL in cooperative multiagent problems with sparse and delayed reward. With temporal abstraction, we decompose the problem into a hierarchy of different time scales and investigate how agents can learn high-level coordination based on the independent skills learned at the low level. Three hierarchical deep MARL architectures are proposed to learn hierarchical policies under different MARL paradigms. Besides, we propose a new experience replay mechanism to alleviate the issue of the sparse transitions at the high level of abstraction and the non-stationarity of multiagent learning. We empirically demonstrate the effectiveness of our approaches in two domains with extremely sparse feedback: (1) a variety of Multiagent Trash Collection tasks, and (2) a challenging online mobile game, i.e., Fever Basketball Defense.