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28篇论文匹配“Reinforcement Learning/Multi-agent”
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Reinforcement Learning/Multi-agent

Youpeng Zhao, Yaodong Yang, Zhenbo Lu, Wengang Zhou, Houqiang Li

In the realm of multi-agent reinforcement learning (MARL), achieving high performance is crucial for a successful multi-agent system.Meanwhile, the ability to avoid unsafe actions is becoming an urgent and imperative problem to solve for real-life applications. Whereas, it is still challenging to develop a safety-aware method for multi-agent systems in MARL. In this work, we introduce a novel approach called Multi-Agent First Order Constrained Optimization in Policy Space (MAFOCOPS), which effectively addresses the dual objectives of attaining satisfactory performance and enforcing safety constraints. Using data generated from the current policy, MAFOCOPS first finds the optimal update policy by solving a constrained optimization problem in the nonparameterized policy space. Then, the update policy is projected back into the parametric policy space to achieve a feasible policy. Notably, our method is first-order in nature, ensuring the ease of implementation, and exhibits an approximate upper bound on the worst-case constraint violation. Empirical results show that our approach achieves remarkable performance while satisfying safe constraints on several safe MARL benchmarks.

Reinforcement Learning/Multi-agent

Mingyu Yang, Yaodong Yang, Zhenbo Lu, Wengang Zhou, Houqiang Li

Skill discovery has shown significant progress in unsupervised reinforcement learning. This approach enables the discovery of a wide range of skills without any extrinsic reward, which can be effectively combined to tackle complex tasks. However, such unsupervised skill learning has not been well applied to multi-agent reinforcement learning (MARL) due to two primary challenges. One is how to learn skills not only for the individual agents but also for the entire team, and the other is how to coordinate the skills of different agents to accomplish multi-agent tasks. To address these challenges, we present Hierarchical Multi-Agent Skill Discovery (HMASD), a two-level hierarchical algorithm for discovering both team and individual skills in MARL. The high-level policy employs a transformer structure to realize sequential skill assignment, while the low-level policy learns to discover valuable team and individual skills. We evaluate HMASD on sparse reward multi-agent benchmarks, and the results show that HMASD achieves significant performance improvements compared to strong MARL baselines.

Reinforcement Learning/Multi-agent

Ruozi Huang, Xipeng Wu, Hongsheng Yu, Zhong Fan, Haobo Fu, Qiang Fu, Wei Yang

It is extremely difficult to train a superhuman Artificial Intelligence (AI) for games of similar size to StarCraft II. AlphaStar is the first AI that beat human professionals in the full game of StarCraft II, using a league training framework that is inspired by a game-theoretic approach. In this paper, we improve AlphaStar's league training in two significant aspects. We train goal-conditioned exploiters, whose abilities of spotting weaknesses in the main agent and the entire league are greatly improved compared to the unconditioned exploiters in AlphaStar. In addition, we endow the agents in the league with the new ability of opponent modeling, which makes the agent more responsive to the opponent's real-time strategy. Based on these improvements, we train a better and superhuman AI with orders of magnitude less resources than AlphaStar (see Table 1 for a full comparison). Considering the iconic role of StarCraft II in game AI research, we believe our method and results on StarCraft II provide valuable design principles on how one would utilize the general league training framework for obtaining a least-exploitable strategy in various, large-scale, real-world games.

Reinforcement Learning/Multi-agent

Jian Yao, Weiming Liu, Haobo Fu, Yaodong Yang, Stephen McAleer, Qiang Fu, Wei Yang

Policy-Space Response Oracles (PSRO) is an influential algorithm framework for approximating a Nash Equilibrium (NE) in multi-agent non-transitive games. Many previous studies have been trying to promote policy diversity in PSRO. A major weakness with existing diversity metrics is that a more diverse (according to their diversity metrics) population does not necessarily mean (as we proved in the paper) a better approximation to a NE. To alleviate this problem, we propose a new diversity metric, the improvement of which guarantees a better approximation to a NE. Meanwhile, we develop a practical and well-justified method to optimize our diversity metric using only state-action samples. By incorporating our diversity regularization into the best response solving of PSRO, we obtain a new PSRO variant, \textit{Policy Space Diversity} PSRO (PSD-PSRO). We present the convergence property of PSD-PSRO. Empirically, extensive experiments on single-state games, Leduc, and Goofspiel demonstrate that PSD-PSRO is more effective in producing significantly less exploitable policies than state-of-the-art PSRO variants.

Reinforcement Learning/Multi-agent

Zikang Tian, Ruizhi Chen, Xing Hu, Ling Li, Rui Zhang, Fan Wu, Shaohui Peng, Jiaming Guo, Zidong Du, Qi Guo 等

In recent years, Multi-Agent Reinforcement Learning (MARL) techniques have made significant strides in achieving high asymptotic performance in single task. However, there has been limited exploration of model transferability across tasks. Training a model from scratch for each task can be time-consuming and expensive, especially for large-scale Multi-Agent Systems. Therefore, it is crucial to develop methods for generalizing the model across tasks. Considering that there exist task-independent subtasks across MARL tasks, a model that can decompose such subtasks from the source task could generalize to target tasks. However, ensuring true task-independence of subtasks poses a challenge. In this paper, we propose to \textbf{d}ecompose a \textbf{t}ask in\textbf{to} a series of \textbf{g}eneralizable \textbf{s}ubtasks (DT2GS), a novel framework that addresses this challenge by utilizing a scalable subtask encoder and an adaptive subtask semantic module. We show that these components endow subtasks with two properties critical for task-independence: avoiding overfitting to the source task and maintaining consistent yet scalable semantics across tasks. Empirical results demonstrate that DT2GS possesses sound zero-shot generalization capability across tasks, exhibits sufficient transferability, and outperforms existing methods in both multi-task and single-task problems.

Reinforcement Learning/Multi-agent

Soumyabrata Pal, Arun Suggala, Karthikeyan Shanmugam, Prateek Jain

We consider the problem of \emph{blocked} collaborative bandits where there are multiple users, each with an associated multi-armed bandit problem. These users are grouped into \emph{latent} clusters such that the mean reward vectors of users within the same cluster are identical. Our goal is to design algorithms that maximize the cumulative reward accrued by all the users over time, under the \emph{constraint} that no arm of a user is pulled more than $\mathsf{B}$ times. This problem has been originally considered by \cite{Bresler:2014}, and designing regret-optimal algorithms for it has since remained an open problem.In this work, we propose an algorithm called B-LATTICE (Blocked Latent bAndiTs via maTrIx ComplEtion) that collaborates across users, while simultaneously satisfying the budget constraints, to maximize their cumulative rewards. Theoretically, under certain reasonable assumptions on the latent structure, with $\mathsf{M}$ users, $\mathsf{N}$ arms, $\mathsf{T}$ rounds per user, and $\mathsf{C}=O(1)$ latent clusters, B-LATTICE achieves a per-user regret of $\widetilde{O}(\sqrt{\mathsf{T}(1 + \mathsf{N}\mathsf{M}^{-1})})$ under a budget constraint of $\mathsf{B}=\Theta(\log \mathsf{T})$. These are the first sub-linear regret bounds for this problem, and match the minimax regret bounds when $\mathsf{B}=\mathsf{T}$. Empirically, we demonstrate that our algorithm has superior performance over baselines even when $\mathsf{B}=1$. B-LATTICE is a phased algorithm where in each phase it clusters users into groups and collaborates across users within a group to quickly learn their reward models.

Reinforcement Learning/Multi-agent

Yuxuan Guo, Yifan Hao, Rui Zhang, Enshuai Zhou, Zidong Du, xishan zhang, Xinkai Song, Yuanbo Wen, Yongwei Zhao, Xuehai Zhou 等

Research on emergent communication between deep-learning-based agents has received extensive attention due to its inspiration for linguistics and artificial intelligence. However, previous attempts have hovered around emerging communication under perception-oriented environmental settings, that forces agents to describe low-level perceptual features intra image or symbol contexts. In this work, inspired by the classic human reasoning test (namely Raven's Progressive Matrix), we propose the Reasoning Game, a cognition-oriented environment that encourages agents to reason and communicate high-level rules, rather than perceived low-level contexts. Moreover, we propose 1) an unbiased dataset (namely rule-RAVEN) as a benchmark to avoid overfitting, 2) and a two-stage curriculum agent training method as a baseline for more stable convergence in the Reasoning Game, where contexts and semantics are bilaterally drifting. Experimental results show that, in the Reasoning Game, a semantically stable and compositional language emerges to solve reasoning problems. The emerged language helps agents apply the extracted rules to the generalization of unseen context attributes, and to the transfer between different context attributes or even tasks.

Reinforcement Learning/Multi-agent

Daiki E. Matsunaga, Jongmin Lee, Jaeseok Yoon, Stefanos Leonardos, Pieter Abbeel, Kee-Eung Kim

One of the main challenges in offline Reinforcement Learning (RL) is the distribution shift that arises from the learned policy deviating from the data collection policy. This is often addressed by avoiding out-of-distribution (OOD) actions during policy improvement as their presence can lead to substantial performance degradation. This challenge is amplified in the offline Multi-Agent RL (MARL) setting since the joint action space grows exponentially with the number of agents.To avoid this curse of dimensionality, existing MARL methods adopt either value decomposition methods or fully decentralized training of individual agents. However, even when combined with standard conservatism principles, these methods can still result in the selection of OOD joint actions in offline MARL. To this end, we introduce AlberDICE,an offline MARL algorithm that alternatively performs centralized training of individual agents based on stationary distribution optimization. AlberDICE circumvents the exponential complexity of MARL by computing the best response of one agent at a time while effectively avoiding OOD joint action selection. Theoretically, we show that the alternating optimization procedure converges to Nash policies. In the experiments, we demonstrate that AlberDICE significantly outperforms baseline algorithms on a standard suite of MARL benchmarks.