Collaboration requires agents to align their goals on the fly. Underlying the human ability to align goals with other agents is their ability to predict the intentions of others and actively update their own plans. We propose hierarchical predictive planning (HPP), a model-based reinforcement learning method for decentralized multiagent rendezvous. Starting with pretrained, single-agent point to point navigation policies and using noisy, high-dimensional sensor inputs like lidar, we first learn via self-supervision motion predictions of all agents on the team. Next, HPP uses the prediction models to propose and evaluate navigation subgoals for completing the rendezvous task without explicit communication among agents. We evaluate HPP in a suite of unseen environments, with increasing complexity and numbers of obstacles. We show that HPP outperforms alternative reinforcement learning, path planning, and heuristic-based baselines on challenging, unseen environments. Experiments in the real world demonstrate successful transfer of the prediction models from sim to real world without any additional fine-tuning. Altogether, HPP removes the need for a centralized operator in multiagent systems by combining model-based RL and inference methods, enabling agents to dynamically align plans.
A major challenge of multiagent reinforcement learning (MARL) is the curse of multiagents, where the size of the joint action space scales exponentially with the number of agents. This remains to be a bottleneck for designing efficient MARL algorithms even in a basic scenario with finitely many states and actions. This paper resolves this challenge for the model of episodic Markov games. We design a new class of fully decentralized algorithms -- V-learning, which provably learns Nash equilibria (in the two-player zero-sum setting), correlated equilibria and coarse correlated equilibria (in the…
We propose a generalized decision-theoretic system for a heterogeneous team of autonomous agents who are tasked with online identification of phenotypically expressed stress in crop fields.. This system employs four distinct types of agents, specific to four available sensor modalities: satellites (Layer 3), uninhabited aerial vehicles (L2), uninhabited ground vehicles (L1), and static ground-level sensors (L0). Layers 3, 2, and 1 are tasked with performing image processing at the available resolution of the sensor modality and, along with data generated by layer 0 sensors, identify erroneous …
Value function factorization methods have become a dominant approach for cooperative multiagent reinforcement learning under a centralized training and decentralized execution paradigm. By factorizing the optimal joint action-value function using a monotonic mixing function of agents' utilities, these algorithms ensure the consistency between joint and local action selections for decentralized decision-making. Nevertheless, the use of monotonic mixing functions also induces representational limitations. Finding the optimal projection of an unrestricted mixing function onto monotonic function c…
Multiagent systems appear in most social, economical, and political situations. In the present work we extend the Deep Q-Learning Network architecture proposed by Google DeepMind to multiagent environments and investigate how two agents controlled by independent Deep Q-Networks interact in the classic videogame Pong. By manipulating the classical rewarding scheme of Pong we demonstrate how competitive and collaborative behaviors emerge. Competitive agents learn to play and score efficiently. Agents trained under collaborative rewarding schemes find an optimal strategy to keep the ball in the g…
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);University of California, Los Angeles(加利福尼亚大学洛杉矶分校);DeepMind(深度思维);Massachusetts Institute of Technology(麻省理工学院)
Multi-agent reinforcement learning (MARL) algorithms often suffer from an exponential sample complexity dependence on the number of agents, a phenomenon known as \emph{the curse of multiagents}. In this paper, we address this challenge by investigating sample-efficient model-free algorithms in \emph{decentralized} MARL, and aim to improve existing algorithms along this line. For learning (coarse) correlated equilibria in general-sum Markov games, we propose \emph{stage-based} V-learning algorithms that significantly simplify the algorithmic design and analysis of recent works, and circumvent a…
University of Hamburg(汉堡大学);TU Darmstadt(达姆施塔特工业大学)
Decentralized policies for information gathering are required when multiple autonomous agents are deployed to collect data about a phenomenon of interest without the ability to communicate. Decentralized partially observable Markov decision processes (Dec-POMDPs) are a general, principled model well-suited for such decentralized multiagent decision-making problems. In this paper, we investigate Dec-POMDPs for decentralized information gathering problems. An optimal solution of a Dec-POMDP maximizes the expected sum of rewards over time. To encourage information gathering, we set the reward as …
Although communication delays can disrupt multiagent systems, most of the existing multiagent trajectory planners lack a strategy to address this issue. State-of-the-art approaches typically assume perfect communication environments, which is hardly realistic in real-world experiments. This paper presents Robust MADER (RMADER), a decentralized and asynchronous multiagent trajectory planner that can handle communication delays among agents. By broadcasting both the newly optimized trajectory and the committed trajectory, and by performing a delay check step, RMADER is able to guarantee safety e…
Finding feasible, collision-free paths for multiagent systems can be challenging, particularly in non-communicating scenarios where each agent's intent (e.g. goal) is unobservable to the others. In particular, finding time efficient paths often requires anticipating interaction with neighboring agents, the process of which can be computationally prohibitive. This work presents a decentralized multiagent collision avoidance algorithm based on a novel application of deep reinforcement learning, which effectively offloads the online computation (for predicting interaction patterns) to an offline …
University of Massachusetts(马萨诸塞大学);Mississippi State University(密西西比州立大学)
Coordination of distributed agents is required for problems arising in many areas, including multi-robot systems, networking and e-commerce. As a formal framework for such problems, we use the decentralized partially observable Markov decision process (DEC-POMDP). Though much work has been done on optimal dynamic programming algorithms for the single-agent version of the problem, optimal algorithms for the multiagent case have been elusive. The main contribution of this paper is an optimal policy iteration algorithm for solving DEC-POMDPs. The algorithm uses stochastic finite-state controllers…
University of California, Los Angeles(加利福尼亚大学洛杉矶分校)
Currently, in the study of multiagent systems, the intentions of agents are usually ignored. Nonetheless, as pointed out by Theory of Mind (ToM), people regularly reason about other's mental states, including beliefs, goals, and intentions, to obtain performance advantage in competition, cooperation or coalition. However, due to its intrinsic recursion and intractable modeling of distribution over belief, integrating ToM in multiagent planning and decision making is still a challenge. In this paper, we incorporate ToM in multiagent partially observable Markov decision process (POMDP) and propo…
Paul G. Allen School of Computer Science & Engineering, University of Washington(华盛顿大学保罗·G·艾伦计算机科学与工程学院);Toyota Research Institute(丰田研究所)
We focus on navigation among rational, non-communicating agents at unsignalized street intersections. Following collision-free motion under such settings demands nuanced implicit coordination among agents. Often, the structure of these domains constrains multiagent trajectories to belong to a finite set of modes. Our key insight is that empowering agents with a model of these modes can enable effective coordination, realized implicitly via intent signals encoded in agents' actions. In this paper, we represent modes of joint behavior in a compact and interpretable fashion using the formalism of…
We focus on decentralized navigation among multiple non-communicating rational agents at \emph{uncontrolled} intersections, i.e., street intersections without traffic signs or signals. Avoiding collisions in such domains relies on the ability of agents to predict each others' intentions reliably, and react quickly. Multiagent trajectory prediction is NP-hard whereas the sample complexity of existing data-driven approaches limits their applicability. Our key insight is that the geometric structure of the intersection and the incentive of agents to move efficiently and avoid collisions (rational…
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is t…
Massachusetts Institute of Technology(麻省理工学院);University of Amsterdam(阿姆斯特丹大学);Instituto Superior Técnico(高等技术学院)
Efficient collaborative decision making is an important challenge for multiagent systems. Finding optimal joint actions is especially challenging when each agent has only imperfect information about the state of its environment. Such problems can be modeled as collaborative Bayesian games in which each agent receives private information in the form of its type. However, representing and solving such games requires space and computation time exponential in the number of agents. This article introduces collaborative graphical Bayesian games (CGBGs), which facilitate more efficient collaborative …
In many real-world tasks, multiple agents must learn to coordinate with each other given their private observations and limited communication ability. Deep multiagent reinforcement learning (Deep-MARL) algorithms have shown superior performance in such challenging settings. One representative class of work is multiagent value decomposition, which decomposes the global shared multiagent Q-value $Q_{tot}$ into individual Q-values $Q^{i}$ to guide individuals' behaviors, i.e. VDN imposing an additive formation and QMIX adopting a monotonic assumption using an implicit mixing method. However, most…
In a cooperative multiagent system, a collection of agents executes a joint policy in order to achieve some common objective. The successful deployment of such systems hinges on the availability of reliable inter-agent communication. However, many sources of potential disruption to communication exist in practice, such as radio interference, hardware failure, and adversarial attacks. In this work, we develop joint policies for cooperative multiagent systems that are robust to potential losses in communication. More specifically, we develop joint policies for cooperative Markov games with reach…
Media Lab(媒体实验室);Institute for Data, Systems and Society(数据、系统与社会研究所);Massachusetts Institute of Technology(麻省理工学院)
The rapid proliferation of decentralized learning systems mandates the need for differentially-private cooperative learning. In this paper, we study this in context of the contextual linear bandit: we consider a collection of agents cooperating to solve a common contextual bandit, while ensuring that their communication remains private. For this problem, we devise \textsc{FedUCB}, a multiagent private algorithm for both centralized and decentralized (peer-to-peer) federated learning. We provide a rigorous technical analysis of its utility in terms of regret, improving several results in cooper…
Multiagent reinforcement learning algorithms have not been widely adopted in large scale environments with many agents as they often scale poorly with the number of agents. Using mean field theory to aggregate agents has been proposed as a solution to this problem. However, almost all previous methods in this area make a strong assumption of a centralized system where all the agents in the environment learn the same policy and are effectively indistinguishable from each other. In this paper, we relax this assumption about indistinguishable agents and propose a new mean field system known as De…
This paper introduces a new concept. We intend to give life to a software agent. A software agent is a computer program that acts on a user's behalf. We put a DNA inside the agent. DNA is a simple text, a whole roadmap of a network of agents or a system with details. A Dynamic Numerical Abstract of a multiagent system. It is also a reproductive part for an \emph{agent} that makes the agent take actions and decide independently and reproduce coworkers. By defining different DNA structures, one can establish new agents and different nets for different usages. We initiate such thinking as \emph{D…
This paper establishes directionality reinforcement learning (DRL) technique to propose the complete decentralized multi-agent reinforcement learning method which can achieve cooperation based on each agent's learning: no communication and no observation. Concretely, DRL adds the direction "agents have to learn to reach the farthest goal among reachable ones" to learning agents to operate the agents cooperatively. Furthermore, to investigate the effectiveness of the DRL, this paper compare Q-learning agent with DRL with previous learning agent in maze problems. Experimental results derive that…