19,089 research outputs found

    Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence

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    Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logics and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided game set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide Python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. All the implementations and accompanied tutorials have been open-sourced for the community at https://sites.google.com/view/arena-unity/

    QDQD-Learning: A Collaborative Distributed Strategy for Multi-Agent Reinforcement Learning Through Consensus + Innovations

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    The paper considers a class of multi-agent Markov decision processes (MDPs), in which the network agents respond differently (as manifested by the instantaneous one-stage random costs) to a global controlled state and the control actions of a remote controller. The paper investigates a distributed reinforcement learning setup with no prior information on the global state transition and local agent cost statistics. Specifically, with the agents' objective consisting of minimizing a network-averaged infinite horizon discounted cost, the paper proposes a distributed version of QQ-learning, QD\mathcal{QD}-learning, in which the network agents collaborate by means of local processing and mutual information exchange over a sparse (possibly stochastic) communication network to achieve the network goal. Under the assumption that each agent is only aware of its local online cost data and the inter-agent communication network is \emph{weakly} connected, the proposed distributed scheme is almost surely (a.s.) shown to yield asymptotically the desired value function and the optimal stationary control policy at each network agent. The analytical techniques developed in the paper to address the mixed time-scale stochastic dynamics of the \emph{consensus + innovations} form, which arise as a result of the proposed interactive distributed scheme, are of independent interest.Comment: Submitted to the IEEE Transactions on Signal Processing, 33 page

    Multiagent Bidirectionally-Coordinated Nets: Emergence of Human-level Coordination in Learning to Play StarCraft Combat Games

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    Many artificial intelligence (AI) applications often require multiple intelligent agents to work in a collaborative effort. Efficient learning for intra-agent communication and coordination is an indispensable step towards general AI. In this paper, we take StarCraft combat game as a case study, where the task is to coordinate multiple agents as a team to defeat their enemies. To maintain a scalable yet effective communication protocol, we introduce a Multiagent Bidirectionally-Coordinated Network (BiCNet ['bIknet]) with a vectorised extension of actor-critic formulation. We show that BiCNet can handle different types of combats with arbitrary numbers of AI agents for both sides. Our analysis demonstrates that without any supervisions such as human demonstrations or labelled data, BiCNet could learn various types of advanced coordination strategies that have been commonly used by experienced game players. In our experiments, we evaluate our approach against multiple baselines under different scenarios; it shows state-of-the-art performance, and possesses potential values for large-scale real-world applications.Comment: 10 pages, 10 figures. Previously as title: "Multiagent Bidirectionally-Coordinated Nets for Learning to Play StarCraft Combat Games", Mar 201

    Learning from failure

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    We study decentralized learning in organizations. Decentralization is captured through a symmetry constraint on agents’ strategies. Among such attainable strategies, we solve for optimal and equilibrium strategies. We model the organization as a repeated game with imperfectly observable actions. A fixed but unknown subset of action profiles are successes and all other action profiles are failures. The game is played until either there is a success or the time horizon is reached. For any time horizon, including infinity, we demonstrate existence of optimal attainable strategies and show that they are Nash equilibria. For some time horizons, we can solve explicitly for the optimal attainable strategies and show uniqueness. The solution connects the learning behavior of agents to the fundamentals that characterize the organization: Agents in the organization respond more slowly to failure as the future becomes more important, the size of the organization increases and the probability of success decreases.Game theory

    Partner Selection for the Emergence of Cooperation in Multi-Agent Systems Using Reinforcement Learning

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    Social dilemmas have been widely studied to explain how humans are able to cooperate in society. Considerable effort has been invested in designing artificial agents for social dilemmas that incorporate explicit agent motivations that are chosen to favor coordinated or cooperative responses. The prevalence of this general approach points towards the importance of achieving an understanding of both an agent's internal design and external environment dynamics that facilitate cooperative behavior. In this paper, we investigate how partner selection can promote cooperative behavior between agents who are trained to maximize a purely selfish objective function. Our experiments reveal that agents trained with this dynamic learn a strategy that retaliates against defectors while promoting cooperation with other agents resulting in a prosocial society.Comment:

    A Study of AI Population Dynamics with Million-agent Reinforcement Learning

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    We conduct an empirical study on discovering the ordered collective dynamics obtained by a population of intelligence agents, driven by million-agent reinforcement learning. Our intention is to put intelligent agents into a simulated natural context and verify if the principles developed in the real world could also be used in understanding an artificially-created intelligent population. To achieve this, we simulate a large-scale predator-prey world, where the laws of the world are designed by only the findings or logical equivalence that have been discovered in nature. We endow the agents with the intelligence based on deep reinforcement learning (DRL). In order to scale the population size up to millions agents, a large-scale DRL training platform with redesigned experience buffer is proposed. Our results show that the population dynamics of AI agents, driven only by each agent's individual self-interest, reveals an ordered pattern that is similar to the Lotka-Volterra model studied in population biology. We further discover the emergent behaviors of collective adaptations in studying how the agents' grouping behaviors will change with the environmental resources. Both of the two findings could be explained by the self-organization theory in nature.Comment: Full version of the paper presented at AAMAS 2018 (International Conference on Autonomous Agents and Multiagent Systems
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