4,342 research outputs found

    A Multiagent Reinforcement Learning Algorithm with Non-linear Dynamics

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    Several multiagent reinforcement learning (MARL) algorithms have been proposed to optimize agents decisions. Due to the complexity of the problem, the majority of the previously developed MARL algorithms assumed agents either had some knowledge of the underlying game (such as Nash equilibria) and/or observed other agents actions and the rewards they received. We introduce a new MARL algorithm called the Weighted Policy Learner (WPL), which allows agents to reach a Nash Equilibrium (NE) in benchmark 2-player-2-action games with minimum knowledge. Using WPL, the only feedback an agent needs is its own local reward (the agent does not observe other agents actions or rewards). Furthermore, WPL does not assume that agents know the underlying game or the corresponding Nash Equilibrium a priori. We experimentally show that our algorithm converges in benchmark two-player-two-action games. We also show that our algorithm converges in the challenging Shapleys game where previous MARL algorithms failed to converge without knowing the underlying game or the NE. Furthermore, we show that WPL outperforms the state-of-the-art algorithms in a more realistic setting of 100 agents interacting and learning concurrently. An important aspect of understanding the behavior of a MARL algorithm is analyzing the dynamics of the algorithm: how the policies of multiple learning agents evolve over time as agents interact with one another. Such an analysis not only verifies whether agents using a given MARL algorithm will eventually converge, but also reveals the behavior of the MARL algorithm prior to convergence. We analyze our algorithm in two-player-two-action games and show that symbolically proving WPLs convergence is difficult, because of the non-linear nature of WPLs dynamics, unlike previous MARL algorithms that had either linear or piece-wise-linear dynamics. Instead, we numerically solve WPLs dynamics differential equations and compare the solution to the dynamics of previous MARL algorithms

    SA-IGA: A Multiagent Reinforcement Learning Method Towards Socially Optimal Outcomes

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    In multiagent environments, the capability of learning is important for an agent to behave appropriately in face of unknown opponents and dynamic environment. From the system designer's perspective, it is desirable if the agents can learn to coordinate towards socially optimal outcomes, while also avoiding being exploited by selfish opponents. To this end, we propose a novel gradient ascent based algorithm (SA-IGA) which augments the basic gradient-ascent algorithm by incorporating social awareness into the policy update process. We theoretically analyze the learning dynamics of SA-IGA using dynamical system theory and SA-IGA is shown to have linear dynamics for a wide range of games including symmetric games. The learning dynamics of two representative games (the prisoner's dilemma game and the coordination game) are analyzed in details. Based on the idea of SA-IGA, we further propose a practical multiagent learning algorithm, called SA-PGA, based on Q-learning update rule. Simulation results show that SA-PGA agent can achieve higher social welfare than previous social-optimality oriented Conditional Joint Action Learner (CJAL) and also is robust against individually rational opponents by reaching Nash equilibrium solutions

    Actor-Critic Policy Optimization in Partially Observable Multiagent Environments

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    Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero sum games, without any domain-specific state space reductions.Comment: NeurIPS 201

    A Survey and Critique of Multiagent Deep Reinforcement Learning

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    Deep reinforcement learning (RL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent learning (MAL) scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. The primary goal of this article is to provide a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Additionally, we complement the overview with a broader analysis: (i) we revisit previous key components, originally presented in MAL and RL, and highlight how they have been adapted to multiagent deep reinforcement learning settings. (ii) We provide general guidelines to new practitioners in the area: describing lessons learned from MDRL works, pointing to recent benchmarks, and outlining open avenues of research. (iii) We take a more critical tone raising practical challenges of MDRL (e.g., implementation and computational demands). We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists (e.g., RL and MAL) in a joint effort to promote fruitful research in the multiagent community.Comment: Under review since Oct 2018. Earlier versions of this work had the title: "Is multiagent deep reinforcement learning the answer or the question? A brief survey

    A Survey of Learning in Multiagent Environments: Dealing with Non-Stationarity

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    The key challenge in multiagent learning is learning a best response to the behaviour of other agents, which may be non-stationary: if the other agents adapt their strategy as well, the learning target moves. Disparate streams of research have approached non-stationarity from several angles, which make a variety of implicit assumptions that make it hard to keep an overview of the state of the art and to validate the innovation and significance of new works. This survey presents a coherent overview of work that addresses opponent-induced non-stationarity with tools from game theory, reinforcement learning and multi-armed bandits. Further, we reflect on the principle approaches how algorithms model and cope with this non-stationarity, arriving at a new framework and five categories (in increasing order of sophistication): ignore, forget, respond to target models, learn models, and theory of mind. A wide range of state-of-the-art algorithms is classified into a taxonomy, using these categories and key characteristics of the environment (e.g., observability) and adaptation behaviour of the opponents (e.g., smooth, abrupt). To clarify even further we present illustrative variations of one domain, contrasting the strengths and limitations of each category. Finally, we discuss in which environments the different approaches yield most merit, and point to promising avenues of future research.Comment: 64 pages, 7 figures. Under review since November 201

    Multi-Task Generative Adversarial Nets with Shared Memory for Cross-Domain Coordination Control

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    Generating sequential decision process from huge amounts of measured process data is a future research direction for collaborative factory automation, making full use of those online or offline process data to directly design flexible make decisions policy, and evaluate performance. The key challenges for the sequential decision process is to online generate sequential decision-making policy directly, and transferring knowledge across tasks domain. Most multi-task policy generating algorithms often suffer from insufficient generating cross-task sharing structure at discrete-time nonlinear systems with applications. This paper proposes the multi-task generative adversarial nets with shared memory for cross-domain coordination control, which can generate sequential decision policy directly from raw sensory input of all of tasks, and online evaluate performance of system actions in discrete-time nonlinear systems. Experiments have been undertaken using a professional flexible manufacturing testbed deployed within a smart factory of Weichai Power in China. Results on three groups of discrete-time nonlinear control tasks show that our proposed model can availably improve the performance of task with the help of other related tasks

    Improving Coordination in Small-Scale Multi-Agent Deep Reinforcement Learning through Memory-driven Communication

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    Deep reinforcement learning algorithms have recently been used to train multiple interacting agents in a centralised manner whilst keeping their execution decentralised. When the agents can only acquire partial observations and are faced with tasks requiring coordination and synchronisation skills, inter-agent communication plays an essential role. In this work, we propose a framework for multi-agent training using deep deterministic policy gradients that enables concurrent, end-to-end learning of an explicit communication protocol through a memory device. During training, the agents learn to perform read and write operations enabling them to infer a shared representation of the world. We empirically demonstrate that concurrent learning of the communication device and individual policies can improve inter-agent coordination and performance in small-scale systems. Our experimental results show that the proposed method achieves superior performance in scenarios with up to six agents. We illustrate how different communication patterns can emerge on six different tasks of increasing complexity. Furthermore, we study the effects of corrupting the communication channel, provide a visualisation of the time-varying memory content as the underlying task is being solved and validate the building blocks of the proposed memory device through ablation studies

    Prosocial learning agents solve generalized Stag Hunts better than selfish ones

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    Deep reinforcement learning has become an important paradigm for constructing agents that can enter complex multi-agent situations and improve their policies through experience. One commonly used technique is reactive training - applying standard RL methods while treating other agents as a part of the learner's environment. It is known that in general-sum games reactive training can lead groups of agents to converge to inefficient outcomes. We focus on one such class of environments: Stag Hunt games. Here agents either choose a risky cooperative policy (which leads to high payoffs if both choose it but low payoffs to an agent who attempts it alone) or a safe one (which leads to a safe payoff no matter what). We ask how we can change the learning rule of a single agent to improve its outcomes in Stag Hunts that include other reactive learners. We extend existing work on reward-shaping in multi-agent reinforcement learning and show that that making a single agent prosocial, that is, making them care about the rewards of their partners can increase the probability that groups converge to good outcomes. Thus, even if we control a single agent in a group making that agent prosocial can increase our agent's long-run payoff. We show experimentally that this result carries over to a variety of more complex environments with Stag Hunt-like dynamics including ones where agents must learn from raw input pixels

    Convergence of Multi-Agent Learning with a Finite Step Size in General-Sum Games

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    Learning in a multi-agent system is challenging because agents are simultaneously learning and the environment is not stationary, undermining convergence guarantees. To address this challenge, this paper presents a new gradient-based learning algorithm, called Gradient Ascent with Shrinking Policy Prediction (GA-SPP), which augments the basic gradient ascent approach with the concept of shrinking policy prediction. The key idea behind this algorithm is that an agent adjusts its strategy in response to the forecasted strategy of the other agent, instead of its current one. GA-SPP is shown formally to have Nash convergence in larger settings than existing gradient-based multi-agent learning methods. Furthermore, unlike existing gradient-based methods, GA-SPP's theoretical guarantees do not assume the learning rate to be infinitesimal.Comment: AAMAS 201

    Intent-aware Multi-agent Reinforcement Learning

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    This paper proposes an intent-aware multi-agent planning framework as well as a learning algorithm. Under this framework, an agent plans in the goal space to maximize the expected utility. The planning process takes the belief of other agents' intents into consideration. Instead of formulating the learning problem as a partially observable Markov decision process (POMDP), we propose a simple but effective linear function approximation of the utility function. It is based on the observation that for humans, other people's intents will pose an influence on our utility for a goal. The proposed framework has several major advantages: i) it is computationally feasible and guaranteed to converge. ii) It can easily integrate existing intent prediction and low-level planning algorithms. iii) It does not suffer from sparse feedbacks in the action space. We experiment our algorithm in a real-world problem that is non-episodic, and the number of agents and goals can vary over time. Our algorithm is trained in a scene in which aerial robots and humans interact, and tested in a novel scene with a different environment. Experimental results show that our algorithm achieves the best performance and human-like behaviors emerge during the dynamic process.Comment: ICRA 201
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