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Action and observation delays exist prevalently in the real-world cyber-physical systems which may pose challenges in reinforcement learning design. It is particularly an arduous task when handling multi-agent systems where the delay of one agent could spread to other agents. To resolve this problem, this paper proposes a novel framework to deal with delays as well as the non-stationary training issue of multi-agent tasks with model-free deep reinforcement learning. We formally define the Delay-Aware Markov Game that incorporates the delays of all agents in the environment. To solve Delay-Aware Markov Games, we apply centralized training and decentralized execution that allows agents to use extra information to ease the non-stationarity issue of the multi-agent systems during training, without the need of a centralized controller during execution. Experiments are conducted in multi-agent particle environments including cooperative communication, cooperative navigation, and competitive experiments. We also test the proposed algorithm in traffic scenarios that require coordination of all autonomous vehicles to show the practical value of delay-awareness. Results show that the proposed delay-aware multi-agent reinforcement learning algorithm greatly alleviates the performance degradation introduced by delay. Codes and demo videos are available at: https://github.com/baimingc/delay-aware-MARL.
We present a multi-agent actor-critic method that aims to implicitly address the credit assignment problem under fully cooperative settings. Our key motivation is that credit assignment among agents may not require an explicit formulation as long as (1) the policy gradients derived from a centralized critic carry sufficient information for the decentralized agents to maximize their joint action value through optimal cooperation and (2) a sustained level of exploration is enforced throughout training. Under the centralized training with decentralized execution (CTDE) paradigm, we achieve the former by formulating the centralized critic as a hypernetwork such that a latent state representation is integrated into the policy gradients through its multiplicative association with the stochastic policies; to achieve the latter, we derive a simple technique called adaptive entropy regularization where magnitudes of the entropy gradients are dynamically rescaled based on the current policy stochasticity to encourage consistent levels of exploration. Our algorithm, referred to as LICA, is evaluated on several benchmarks including the multi-agent particle environments and a set of challenging StarCraft II micromanagement tasks, and we show that LICA significantly outperforms previous methods.
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.
Reinforcement learning in cooperative multi-agent settings has recently advanced significantly in its scope, with applications in cooperative estimation for advertising, dynamic treatment regimes, distributed control, and federated learning. In this paper, we discuss the problem of cooperative multi-agent RL with function approximation, where a group of agents communicates with each other to jointly solve an episodic MDP. We demonstrate that via careful message-passing and cooperative value iteration, it is possible to achieve near-optimal no-regret learning even with a fixed constant communication budget. Next, we demonstrate that even in heterogeneous cooperative settings, it is possible to achieve Pareto-optimal no-regret learning with limited communication. Our work generalizes several ideas from the multi-agent contextual and multi-armed bandit literature to MDPs and reinforcement learning.
Effective coordination is crucial to solve multi-agent collaborative (MAC) problems. While centralized reinforcement learning methods can optimally solve small MAC instances, they do not scale to large problems and they fail to generalize to scenarios different from those seen during training. In this paper, we consider MAC problems with some intrinsic notion of locality (e.g., geographic proximity) such that interactions between agents and tasks are locally limited. By leveraging this property, we introduce a novel structured prediction approach to assign agents to tasks. At each step, the assignment is obtained by solving a centralized optimization problem (the inference procedure) whose objective function is parameterized by a learned scoring model. We propose different combinations of inference procedures and scoring models able to represent coordination patterns of increasing complexity. The resulting assignment policy can be efficiently learned on small problem instances and readily reused in problems with more agents and tasks (i.e., zero-shot generalization). We report experimental results on a toy search and rescue problem and on several target selection scenarios in StarCraft: Brood War, in which our model significantly outperforms strong rule-based baselines on instances with 5 times more agents and tasks than those seen during training.
We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.