Abstract:A large amount of work has been done in Multi-Agent Systems (MAS) for modeling and solving problems with multiple interacting agents. However, most LLMs are pretrained independently and not specifically optimized for coordination. Existing LLM fine-tuning frameworks rely on individual rewards, which require complex reward designs for each agent to encourage collaboration. To address these challenges, we model LLM collaboration as a cooperative Multi-Agent Reinforcement Learning (MARL) problem. We develop a multi-agent, multi-turn algorithm, Multi-Agent Group Relative Policy Optimization (MAGRPO), to solve it, building on current RL approaches for LLMs as well as MARL techniques. Our experiments on LLM writing and coding collaboration demonstrate that fine-tuning MAS with MAGRPO enables agents to generate high-quality responses efficiently through effective cooperation. Our approach opens the door to using other MARL methods for LLMs and highlights the associated challenges.
Abstract:Value function decomposition methods for cooperative multi-agent reinforcement learning compose joint values from individual per-agent utilities, and train them using a joint objective. To ensure that the action selection process between individual utilities and joint values remains consistent, it is imperative for the composition to satisfy the individual-global max (IGM) property. Although satisfying IGM itself is straightforward, most existing methods (e.g., VDN, QMIX) have limited representation capabilities and are unable to represent the full class of IGM values, and the one exception that has no such limitation (QPLEX) is unnecessarily complex. In this work, we present a simple formulation of the full class of IGM values that naturally leads to the derivation of QFIX, a novel family of value function decomposition models that expand the representation capabilities of prior models by means of a thin "fixing" layer. We derive multiple variants of QFIX, and implement three variants in two well-known multi-agent frameworks. We perform an empirical evaluation on multiple SMACv2 and Overcooked environments, which confirms that QFIX (i) succeeds in enhancing the performance of prior methods, (ii) learns more stably and performs better than its main competitor QPLEX, and (iii) achieves this while employing the simplest and smallest mixing models.
Abstract:Many real-world multiagent learning problems involve safety concerns. In these setups, typical safe reinforcement learning algorithms constrain agents' behavior, limiting exploration -- a crucial component for discovering effective cooperative multiagent behaviors. Moreover, the multiagent literature typically models individual constraints for each agent and has yet to investigate the benefits of using joint team constraints. In this work, we analyze these team constraints from a theoretical and practical perspective and propose entropic exploration for constrained multiagent reinforcement learning (E2C) to address the exploration issue. E2C leverages observation entropy maximization to incentivize exploration and facilitate learning safe and effective cooperative behaviors. Experiments across increasingly complex domains show that E2C agents match or surpass common unconstrained and constrained baselines in task performance while reducing unsafe behaviors by up to $50\%$.
Abstract:Recent works have demonstrated the vulnerability of Deep Reinforcement Learning (DRL) algorithms against training-time, backdoor poisoning attacks. These attacks induce pre-determined, adversarial behavior in the agent upon observing a fixed trigger during deployment while allowing the agent to solve its intended task during training. Prior attacks rely on arbitrarily large perturbations to the agent's rewards to achieve both of these objectives - leaving them open to detection. Thus, in this work, we propose a new class of backdoor attacks against DRL which achieve state of the art performance while minimally altering the agent's rewards. These "inception" attacks train the agent to associate the targeted adversarial behavior with high returns by inducing a disjunction between the agent's chosen action and the true action executed in the environment during training. We formally define these attacks and prove they can achieve both adversarial objectives. We then devise an online inception attack which significantly out-performs prior attacks under bounded reward constraints.
Abstract:Value factorization is a popular paradigm for designing scalable multi-agent reinforcement learning algorithms. However, current factorization methods make choices without full justification that may limit their performance. For example, the theory in prior work uses stateless (i.e., history) functions, while the practical implementations use state information -- making the motivating theory a mismatch for the implementation. Also, methods have built off of previous approaches, inheriting their architectures without exploring other, potentially better ones. To address these concerns, we formally analyze the theory of using the state instead of the history in current methods -- reconnecting theory and practice. We then introduce DuelMIX, a factorization algorithm that learns distinct per-agent utility estimators to improve performance and achieve full expressiveness. Experiments on StarCraft II micromanagement and Box Pushing tasks demonstrate the benefits of our intuitions.
Abstract:Multi-agent reinforcement learning (MARL) has exploded in popularity in recent years. Many approaches have been developed but they can be divided into three main types: centralized training and execution (CTE), centralized training for decentralized execution (CTDE), and Decentralized training and execution (DTE). CTDE methods are the most common as they can use centralized information during training but execute in a decentralized manner -- using only information available to that agent during execution. CTDE is the only paradigm that requires a separate training phase where any available information (e.g., other agent policies, underlying states) can be used. As a result, they can be more scalable than CTE methods, do not require communication during execution, and can often perform well. CTDE fits most naturally with the cooperative case, but can be potentially applied in competitive or mixed settings depending on what information is assumed to be observed. This text is an introduction to CTDE in cooperative MARL. It is meant to explain the setting, basic concepts, and common methods. It does not cover all work in CTDE MARL as the subarea is quite extensive. I have included work that I believe is important for understanding the main concepts in the subarea and apologize to those that I have omitted.
Abstract:Incorporating inductive biases is a promising approach for tackling challenging robot learning domains with sample-efficient solutions. This paper identifies partially observable domains where symmetries can be a useful inductive bias for efficient learning. Specifically, by encoding the equivariance regarding specific group symmetries into the neural networks, our actor-critic reinforcement learning agents can reuse solutions in the past for related scenarios. Consequently, our equivariant agents outperform non-equivariant approaches significantly in terms of sample efficiency and final performance, demonstrated through experiments on a range of robotic tasks in simulation and real hardware.
Abstract:Centralized Training for Decentralized Execution where agents are trained offline in a centralized fashion and execute online in a decentralized manner, has become a popular approach in Multi-Agent Reinforcement Learning (MARL). In particular, it has become popular to develop actor-critic methods that train decentralized actors with a centralized critic where the centralized critic is allowed access global information of the entire system, including the true system state. Such centralized critics are possible given offline information and are not used for online execution. While these methods perform well in a number of domains and have become a de facto standard in MARL, using a centralized critic in this context has yet to be sufficiently analyzed theoretically or empirically. In this paper, we therefore formally analyze centralized and decentralized critic approaches, and analyze the effect of using state-based critics in partially observable environments. We derive theories contrary to the common intuition: critic centralization is not strictly beneficial, and using state values can be harmful. We further prove that, in particular, state-based critics can introduce unexpected bias and variance compared to history-based critics. Finally, we demonstrate how the theory applies in practice by comparing different forms of critics on a wide range of common multi-agent benchmarks. The experiments show practical issues such as the difficulty of representation learning with partial observability, which highlights why the theoretical problems are often overlooked in the literature.
Abstract:Reinforcement learning (RL) is an actively growing field that is seeing increased usage in real-world, safety-critical applications -- making it paramount to ensure the robustness of RL algorithms against adversarial attacks. In this work we explore a particularly stealthy form of training-time attacks against RL -- backdoor poisoning. Here the adversary intercepts the training of an RL agent with the goal of reliably inducing a particular action when the agent observes a pre-determined trigger at inference time. We uncover theoretical limitations of prior work by proving their inability to generalize across domains and MDPs. Motivated by this, we formulate a novel poisoning attack framework which interlinks the adversary's objectives with those of finding an optimal policy -- guaranteeing attack success in the limit. Using insights from our theoretical analysis we develop ``SleeperNets'' as a universal backdoor attack which exploits a newly proposed threat model and leverages dynamic reward poisoning techniques. We evaluate our attack in 6 environments spanning multiple domains and demonstrate significant improvements in attack success over existing methods, while preserving benign episodic return.
Abstract:Navigating in unseen environments is crucial for mobile robots. Enhancing them with the ability to follow instructions in natural language will further improve navigation efficiency in unseen cases. However, state-of-the-art (SOTA) vision-and-language navigation (VLN) methods are mainly evaluated in simulation, neglecting the complex and noisy real world. Directly transferring SOTA navigation policies trained in simulation to the real world is challenging due to the visual domain gap and the absence of prior knowledge about unseen environments. In this work, we propose a novel navigation framework to address the VLN task in the real world. Utilizing the powerful foundation models, the proposed framework includes four key components: (1) an LLMs-based instruction parser that converts the language instruction into a sequence of pre-defined macro-action descriptions, (2) an online visual-language mapper that builds a real-time visual-language map to maintain a spatial and semantic understanding of the unseen environment, (3) a language indexing-based localizer that grounds each macro-action description into a waypoint location on the map, and (4) a DD-PPO-based local controller that predicts the action. We evaluate the proposed pipeline on an Interbotix LoCoBot WX250 in an unseen lab environment. Without any fine-tuning, our pipeline significantly outperforms the SOTA VLN baseline in the real world.