No Arabic abstract
Centralized Training with Decentralized Execution (CTDE) has been a popular paradigm in cooperative Multi-Agent Reinforcement Learning (MARL) settings and is widely used in many real applications. One of the major challenges in the training process is credit assignment, which aims to deduce the contributions of each agent according to the global rewards. Existing credit assignment methods focus on either decomposing the joint value function into individual value functions or measuring the impact of local observations and actions on the global value function. These approaches lack a thorough consideration of the complicated interactions among multiple agents, leading to an unsuitable assignment of credit and subsequently mediocre results on MARL. We propose Shapley Counterfactual Credit Assignment, a novel method for explicit credit assignment which accounts for the coalition of agents. Specifically, Shapley Value and its desired properties are leveraged in deep MARL to credit any combinations of agents, which grants us the capability to estimate the individual credit for each agent. Despite this capability, the main technical difficulty lies in the computational complexity of Shapley Value who grows factorially as the number of agents. We instead utilize an approximation method via Monte Carlo sampling, which reduces the sample complexity while maintaining its effectiveness. We evaluate our method on StarCraft II benchmarks across different scenarios. Our method outperforms existing cooperative MARL algorithms significantly and achieves the state-of-the-art, with especially large margins on tasks with more severe difficulties.
The incorporation of macro-actions (temporally extended actions) into multi-agent decision problems has the potential to address the curse of dimensionality associated with such decision problems. Since macro-actions last for stochastic durations, multiple agents executing decentralized policies in cooperative environments must act asynchronously. We present an algorithm that modifies generalized advantage estimation for temporally extended actions, allowing a state-of-the-art policy optimization algorithm to optimize policies in Dec-POMDPs in which agents act asynchronously. We show that our algorithm is capable of learning optimal policies in two cooperative domains, one involving real-time bus holding control and one involving wildfire fighting with unmanned aircraft. Our algorithm works by framing problems as event-driven decision processes, which are scenarios in which the sequence and timing of actions and events are random and governed by an underlying stochastic process. In addition to optimizing policies with continuous state and action spaces, our algorithm also facilitates the use of event-driven simulators, which do not require time to be discretized into time-steps. We demonstrate the benefit of using event-driven simulation in the context of multiple agents taking asynchronous actions. We show that fixed time-step simulation risks obfuscating the sequence in which closely separated events occur, adversely affecting the policies learned. In addition, we show that arbitrarily shrinking the time-step scales poorly with the number of agents.
Multi-agent value-based approaches recently make great progress, especially value decomposition methods. However, there are still a lot of limitations in value function factorization. In VDN, the joint action-value function is the sum of per-agent action-value function while the joint action-value function of QMIX is the monotonic mixing of per-agent action-value function. To some extent, QTRAN reduces the limitation of joint action-value functions that can be represented, but it has unsatisfied performance in complex tasks. In this paper, in order to extend the class of joint value functions that can be represented, we propose a novel actor-critic method called NQMIX. NQMIX introduces an off-policy policy gradient on QMIX and modify its network architecture, which can remove the monotonicity constraint of QMIX and implement a non-monotonic value function factorization for the joint action-value function. In addition, NQMIX takes the state-value as the learning target, which overcomes the problem in QMIX that the learning target is overestimated. Furthermore, NQMIX can be extended to continuous action space settings by introducing deterministic policy gradient on itself. Finally, we evaluate our actor-critic methods on SMAC domain, and show that it has a stronger performance than COMA and QMIX on complex maps with heterogeneous agent types. In addition, our ablation results show that our modification of mixer is effective.
Joint attention - the ability to purposefully coordinate attention with another agent, and mutually attend to the same thing -- is a critical component of human social cognition. In this paper, we ask whether joint attention can be useful as a mechanism for improving multi-agent coordination and social learning. We first develop deep reinforcement learning (RL) agents with a recurrent visual attention architecture. We then train agents to minimize the difference between the attention weights that they apply to the environment at each timestep, and the attention of other agents. Our results show that this joint attention incentive improves agents ability to solve difficult coordination tasks, by reducing the exponential cost of exploring the joint multi-agent action space. Joint attention leads to higher performance than a competitive centralized critic baseline across multiple environments. Further, we show that joint attention enhances agents ability to learn from experts present in their environment, even when completing hard exploration tasks that do not require coordination. Taken together, these findings suggest that joint attention may be a useful inductive bias for multi-agent learning.
In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number (i.e., population size). Every single MG induced by varying population sizes may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent algorithms. In this work, we focus on creating agents that generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set that is formed by effective strategies across a variety of games. We propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the common strategic knowledge and diverse strategic modes are discovered with an iterative optimization procedure. We prove that as an approximation to a constrained mutual information maximization objective, the learned policies can reach Nash Equilibrium in every evaluation MG under the assumption of Lipschitz game on a sufficiently large latent space. When deploying it at practical latent models with limited size, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments show the effectiveness of MRA on both training performance and generalization ability in hard and unseen games.
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.