Learning sparse coordination graphs adaptive to the coordination dynamics among agents is a long-standing problem in cooperative multi-agent learning. This paper studies this problem by proposing several value-based and observation-based schemes for learning dynamic topologies and evaluating them on a new Multi-Agent COordination (MACO) benchmark. The benchmark collects classic coordination problems in the literature, increases their difficulty, and classifies them into different types. By analyzing the individual advantages of each learning scheme on each type of problem and their overall performance, we propose a novel method using the variance of utility difference functions to learn context-aware sparse coordination topologies. Moreover, our method learns action representations that effectively reduce the influence of utility functions' estimation errors on graph construction. Experiments show that our method significantly outperforms dense and static topologies across the MACO and StarCraft II micromanagement benchmark.
Recently, deep multi-agent reinforcement learning (MARL) has shown the promise to solve complex cooperative tasks. Its success is partly because of parameter sharing among agents. However, such sharing may lead agents to behave similarly and limit their coordination capacity. In this paper, we aim to introduce diversity in both optimization and representation of shared multi-agent reinforcement learning. Specifically, we propose an information-theoretical regularization to maximize the mutual information between agents' identities and their trajectories, encouraging extensive exploration and diverse individualized behaviors. In representation, we incorporate agent-specific modules in the shared neural network architecture, which are regularized by L1-norm to promote learning sharing among agents while keeping necessary diversity. Empirical results show that our method achieves state-of-the-art performance on Google Research Football and super hard StarCraft II micromanagement tasks.
How cooperation emerges is a long-standing and interdisciplinary problem. Game-theoretical studies on social dilemmas reveal that altruistic incentives are critical to the emergence of cooperation but their analyses are limited to stateless games. For more realistic scenarios, multi-agent reinforcement learning has been used to study sequential social dilemmas (SSDs). Recent works show that learning to incentivize other agents can promote cooperation in SSDs. However, with these incentivizing mechanisms, the team cooperation level does not converge and regularly oscillates between cooperation and defection during learning. We show that a second-order social dilemma resulting from these incentive mechanisms is the main reason for such fragile cooperation. We analyze the dynamics of this second-order social dilemma and find that a typical tendency of humans, called homophily, can solve the problem. We propose a novel learning framework to encourage incentive homophily and show that it achieves stable cooperation in both public goods dilemma and tragedy of the commons dilemma.
Role-based learning holds the promise of achieving scalable multi-agent learning by decomposing complex tasks using roles. However, it is largely unclear how to efficiently discover such a set of roles. To solve this problem, we propose to first decompose joint action spaces into restricted role action spaces by clustering actions according to their effects on the environment and other agents. Learning a role selector based on action effects makes role discovery much easier because it forms a bi-level learning hierarchy -- the role selector searches in a smaller role space and at a lower temporal resolution, while role policies learn in significantly reduced primitive action-observation spaces. We further integrate information about action effects into the role policies to boost learning efficiency and policy generalization. By virtue of these advances, our method (1) outperforms the current state-of-the-art MARL algorithms on 10 of the 14 scenarios that comprise the challenging StarCraft II micromanagement benchmark and (2) achieves rapid transfer to new environments with three times the number of agents. Demonstrative videos are available at https://sites.google.com/view/rode-marl .
Recently, multi-agent policy gradient (MAPG) methods witness vigorous progress. However, there is a discrepancy between the performance of MAPG methods and state-of-the-art multi-agent value-based approaches. In this paper, we investigate the causes that hinder the performance of MAPG algorithms and present a multi-agent decomposed policy gradient method (DOP). This method introduces the idea of value function decomposition into the multi-agent actor-critic framework. Based on this idea, DOP supports efficient off-policy learning and addresses the issue of centralized-decentralized mismatch and credit assignment in both discrete and continuous action spaces. We formally show that DOP critics have sufficient representational capability to guarantee convergence. In addition, empirical evaluations on the StarCraft II micromanagement benchmark and multi-agent particle environments demonstrate that our method significantly outperforms state-of-the-art value-based and policy-based multi-agent reinforcement learning algorithms. Demonstrative videos are available at https://sites.google.com/view/dop-mapg.
Emergentism and pragmatics are two research fields that study the dynamics of linguistic communication along substantially different timescales and intelligence levels. From the perspective of multi-agent reinforcement learning, they correspond to stochastic games with reinforcement training and stage games with opponent awareness. Given that their combination has been explored in linguistics, we propose computational models that combine short-term mutual reasoning-based pragmatics with long-term language emergentism. We explore this for agent communication referential games as well as in Starcraft II, assessing the relative merits of different kinds of mutual reasoning pragmatics models both empirically and theoretically. Our results shed light on their importance for making inroads towards getting more natural, accurate, robust, fine-grained, and succinct utterances.
Intrinsically motivated reinforcement learning aims to address the exploration challenge for sparse-reward tasks. However, the study of exploration methods in transition-dependent multi-agent settings is largely absent from the literature. We aim to take a step towards solving this problem. We present two exploration methods: exploration via information-theoretic influence (EITI) and exploration via decision-theoretic influence (EDTI), by exploiting the role of interaction in coordinated behaviors of agents. EITI uses mutual information to capture influence transition dynamics. EDTI uses a novel intrinsic reward, called Value of Interaction (VoI), to characterize and quantify the influence of one agent's behavior on expected returns of other agents. By optimizing EITI or EDTI objective as a regularizer, agents are encouraged to coordinate their exploration and learn policies to optimize team performance. We show how to optimize these regularizers so that they can be easily integrated with policy gradient reinforcement learning. The resulting update rule draws a connection between coordinated exploration and intrinsic reward distribution. Finally, we empirically demonstrate the significant strength of our method in a variety of multi-agent scenarios.
Reinforcement learning encounters major challenges in multi-agent settings, such as scalability and non-stationarity. Recently, value function factorization learning emerges as a promising way to address these challenges in collaborative multi-agent systems. However, existing methods have been focusing on learning fully decentralized value function, which are not efficient for tasks requiring communication. To address this limitation, this paper presents a novel framework for learning nearly decomposable value functions with communication, with which agents act on their own most of the time but occasionally send messages to other agents in order for effective coordination. This framework hybridizes value function factorization learning and communication learning by introducing two information-theoretic regularizers. These regularizers are maximizing mutual information between decentralized Q functions and communication messages while minimizing the entropy of messages between agents. We show how to optimize these regularizers in a way that is easily integrated with existing value function factorization methods such as QMIX. Finally, we demonstrate that, on the StarCraft unit micromanagement benchmark, our framework significantly outperforms baseline methods and allows to cut off more than $80\%$ communication without sacrificing the performance. The video of our experiments is available at https://sites.google.com/view/ndvf.
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.
Image quality that is consistent with human opinion is assessed by a perceptual image quality assessment (IQA) that defines/utilizes a computational model. A good model should take effectiveness and efficiency into consideration, but most of the previously proposed IQA models do not simultaneously consider these factors. Therefore, this study attempts to develop an effective and efficient IQA metric. Contrast is an inherent visual attribute that indicates image quality, and visual saliency (VS) is a quality that attracts the attention of human beings. The proposed model utilized these two features to characterize the image local quality. After obtaining the local contrast quality map and the global VS quality map, we added the weighted standard deviation of the previous two quality maps together to yield the final quality score. The experimental results for three benchmark databases (LIVE, TID2008, and CSIQ) demonstrated that our model performs the best in terms of a correlation with the human judgment of visual quality. Furthermore, compared with competing IQA models, this proposed model is more efficient.