4,483 research outputs found

    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

    IntelligentCrowd: Mobile Crowdsensing via Multi-agent Reinforcement Learning

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    The prosperity of smart mobile devices has made mobile crowdsensing (MCS) a promising paradigm for completing complex sensing and computation tasks. In the past, great efforts have been made on the design of incentive mechanisms and task allocation strategies from MCS platform's perspective to motivate mobile users' participation. However, in practice, MCS participants face many uncertainties coming from their sensing environment as well as other participants' strategies, and how do they interact with each other and make sensing decisions is not well understood. In this paper, we take MCS participants' perspective to derive an online sensing policy to maximize their payoffs via MCS participation. Specifically, we model the interactions of mobile users and sensing environments as a multi-agent Markov decision process. Each participant cannot observe others' decisions, but needs to decide her effort level in sensing tasks only based on local information, e.g., its own record of sensed signals' quality. To cope with the stochastic sensing environment, we develop an intelligent crowdsensing algorithm IntelligentCrowd by leveraging the power of multi-agent reinforcement learning (MARL). Our algorithm leads to the optimal sensing policy for each user to maximize the expected payoff against stochastic sensing environments, and can be implemented at individual participant's level in a distributed fashion. Numerical simulations demonstrate that IntelligentCrowd significantly improves users' payoffs in sequential MCS tasks under various sensing dynamics.Comment: In Submissio

    Actor-Attention-Critic for Multi-Agent Reinforcement Learning

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    Reinforcement learning in multi-agent scenarios is important for real-world applications but presents challenges beyond those seen in single-agent settings. We present an actor-critic algorithm that trains decentralized policies in multi-agent settings, using centrally computed critics that share an attention mechanism which selects relevant information for each agent at every timestep. This attention mechanism enables more effective and scalable learning in complex multi-agent environments, when compared to recent approaches. Our approach is applicable not only to cooperative settings with shared rewards, but also individualized reward settings, including adversarial settings, as well as settings that do not provide global states, and it makes no assumptions about the action spaces of the agents. As such, it is flexible enough to be applied to most multi-agent learning problems.Comment: ICML 2019 camera ready versio

    Optimizing Market Making using Multi-Agent Reinforcement Learning

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    In this paper, reinforcement learning is applied to the problem of optimizing market making. A multi-agent reinforcement learning framework is used to optimally place limit orders that lead to successful trades. The framework consists of two agents. The macro-agent optimizes on making the decision to buy, sell, or hold an asset. The micro-agent optimizes on placing limit orders within the limit order book. For the context of this paper, the proposed framework is applied and studied on the Bitcoin cryptocurrency market. The goal of this paper is to show that reinforcement learning is a viable strategy that can be applied to complex problems (with complex environments) such as market making.Comment: 10 pages, 12 figure

    Learning to Schedule Communication in Multi-agent Reinforcement Learning

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    Many real-world reinforcement learning tasks require multiple agents to make sequential decisions under the agents' interaction, where well-coordinated actions among the agents are crucial to achieve the target goal better at these tasks. One way to accelerate the coordination effect is to enable multiple agents to communicate with each other in a distributed manner and behave as a group. In this paper, we study a practical scenario when (i) the communication bandwidth is limited and (ii) the agents share the communication medium so that only a restricted number of agents are able to simultaneously use the medium, as in the state-of-the-art wireless networking standards. This calls for a certain form of communication scheduling. In that regard, we propose a multi-agent deep reinforcement learning framework, called SchedNet, in which agents learn how to schedule themselves, how to encode the messages, and how to select actions based on received messages. SchedNet is capable of deciding which agents should be entitled to broadcasting their (encoded) messages, by learning the importance of each agent's partially observed information. We evaluate SchedNet against multiple baselines under two different applications, namely, cooperative communication and navigation, and predator-prey. Our experiments show a non-negligible performance gap between SchedNet and other mechanisms such as the ones without communication and with vanilla scheduling methods, e.g., round robin, ranging from 32% to 43%.Comment: Accepted in ICLR 201

    Modeling Others using Oneself in Multi-Agent Reinforcement Learning

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    We consider the multi-agent reinforcement learning setting with imperfect information in which each agent is trying to maximize its own utility. The reward function depends on the hidden state (or goal) of both agents, so the agents must infer the other players' hidden goals from their observed behavior in order to solve the tasks. We propose a new approach for learning in these domains: Self Other-Modeling (SOM), in which an agent uses its own policy to predict the other agent's actions and update its belief of their hidden state in an online manner. We evaluate this approach on three different tasks and show that the agents are able to learn better policies using their estimate of the other players' hidden states, in both cooperative and adversarial settings.Comment: 10 pages, 16 figures, submitted to ICML 201

    Cooperative Multi-Agent Reinforcement Learning Framework for Scalping Trading

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    We explore deep Reinforcement Learning(RL) algorithms for scalping trading and knew that there is no appropriate trading gym and agent examples. Thus we propose gym and agent like Open AI gym in finance. Not only that, we introduce new RL framework based on our hybrid algorithm which leverages between supervised learning and RL algorithm and uses meaningful observations such order book and settlement data from experience watching scalpers trading. That is very crucial information for traders behavior to be decided. To feed these data into our model, we use spatio-temporal convolution layer, called Conv3D for order book data and temporal CNN, called Conv1D for settlement data. Those are preprocessed by episode filter we developed. Agent consists of four sub agents divided to clarify their own goal to make best decision. Also, we adopted value and policy based algorithm to our framework. With these features, we could make agent mimic scalpers as much as possible. In many fields, RL algorithm has already begun to transcend human capabilities in many domains. This approach could be a starting point to beat human in the financial stock market, too and be a good reference for anyone who wants to design RL algorithm in real world domain. Finally, weexperiment our framework and gave you experiment progress

    Negative Update Intervals in Deep Multi-Agent Reinforcement Learning

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    In Multi-Agent Reinforcement Learning (MA-RL), independent cooperative learners must overcome a number of pathologies to learn optimal joint policies. Addressing one pathology often leaves approaches vulnerable towards others. For instance, hysteretic Q-learning addresses miscoordination while leaving agents vulnerable towards misleading stochastic rewards. Other methods, such as leniency, have proven more robust when dealing with multiple pathologies simultaneously. However, leniency has predominately been studied within the context of strategic form games (bimatrix games) and fully observable Markov games consisting of a small number of probabilistic state transitions. This raises the question of whether these findings scale to more complex domains. For this purpose we implement a temporally extend version of the Climb Game, within which agents must overcome multiple pathologies simultaneously, including relative overgeneralisation, stochasticity, the alter-exploration and moving target problems, while learning from a large observation space. We find that existing lenient and hysteretic approaches fail to consistently learn near optimal joint-policies in this environment. To address these pathologies we introduce Negative Update Intervals-DDQN (NUI-DDQN), a Deep MA-RL algorithm which discards episodes yielding cumulative rewards outside the range of expanding intervals. NUI-DDQN consistently gravitates towards optimal joint-policies in our environment, overcoming the outlined pathologies.Comment: 11 Pages, 6 Figures, AAMAS2019 Conference Proceeding

    Stabilising Experience Replay for Deep Multi-Agent Reinforcement Learning

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    Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem size. Therefore, a key challenge is to translate the success of deep learning on single-agent RL to the multi-agent setting. A major stumbling block is that independent Q-learning, the most popular multi-agent RL method, introduces nonstationarity that makes it incompatible with the experience replay memory on which deep Q-learning relies. This paper proposes two methods that address this problem: 1) using a multi-agent variant of importance sampling to naturally decay obsolete data and 2) conditioning each agent's value function on a fingerprint that disambiguates the age of the data sampled from the replay memory. Results on a challenging decentralised variant of StarCraft unit micromanagement confirm that these methods enable the successful combination of experience replay with multi-agent RL.Comment: Camera-ready version, International Conference of Machine Learning 2017; updated to fix print-breaking imag

    Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning

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    When observing the actions of others, humans make inferences about why they acted as they did, and what this implies about the world; humans also use the fact that their actions will be interpreted in this manner, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. BAD introduces a new Markov decision process, the public belief MDP, in which the action space consists of all deterministic partial policies, and exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over all partial policies mapping private information into environment actions. The Bayesian update is closely related to the theory of mind reasoning that humans carry out when observing others' actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms policy gradient methods; we then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where, in the two-player setting, it surpasses all previously published learning and hand-coded approaches, establishing a new state of the art
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