In this paper, we propose a novel benchmark called the StarCraft Multi-Agent Challenges+, where agents learn to perform multi-stage tasks and to use environmental factors without precise reward functions. The previous challenges (SMAC) recognized as a standard benchmark of Multi-Agent Reinforcement Learning are mainly concerned with ensuring that all agents cooperatively eliminate approaching adversaries only through fine manipulation with obvious reward functions. This challenge, on the other hand, is interested in the exploration capability of MARL algorithms to efficiently learn implicit multi-stage tasks and environmental factors as well as micro-control. This study covers both offensive and defensive scenarios. In the offensive scenarios, agents must learn to first find opponents and then eliminate them. The defensive scenarios require agents to use topographic features. For example, agents need to position themselves behind protective structures to make it harder for enemies to attack. We investigate MARL algorithms under SMAC+ and observe that recent approaches work well in similar settings to the previous challenges, but misbehave in offensive scenarios. Additionally, we observe that an enhanced exploration approach has a positive effect on performance but is not able to completely solve all scenarios. This study proposes new directions for future research.
While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of {\em reward sparsity}. This is especially true for tasks such as training an agent to play StarCraft II, a real-time strategy game where reward is only given at the end of a game which is usually very long. While this problem can be addressed through reward shaping, such approaches typically require a human expert with specialized knowledge. Inspired by the vis…
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has del…
University of Washington(华盛顿大学);Western Washington University(西华盛顿大学)
This paper considers multi-agent reinforcement learning (MARL) tasks where agents receive a shared global reward at the end of an episode. The delayed nature of this reward affects the ability of the agents to assess the quality of their actions at intermediate time-steps. This paper focuses on developing methods to learn a temporal redistribution of the episodic reward to obtain a dense reward signal. Solving such MARL problems requires addressing two challenges: identifying (1) relative importance of states along the length of an episode (along time), and (2) relative importance of individua…
Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所);University of Chinese Academy of Sciences(中国科学院大学)
Real-time strategy games have been an important field of game artificial intelligence in recent years. This paper presents a reinforcement learning and curriculum transfer learning method to control multiple units in StarCraft micromanagement. We define an efficient state representation, which breaks down the complexity caused by the large state space in the game environment. Then a parameter sharing multi-agent gradientdescent Sarsa(λ) (PS-MAGDS) algorithm is proposed to train the units. The learning policy is shared among our units to encourage cooperative behaviors. We use a neural network …
Shanghai Qi Zhi Institute(上海期智研究院);Tsinghua University(清华大学);University of Toronto(多伦多大学)
We present Reward-Switching Policy Optimization (RSPO), a paradigm to discover diverse strategies in complex RL environments by iteratively finding novel policies that are both locally optimal and sufficiently different from existing ones. To encourage the learning policy to consistently converge towards a previously undiscovered local optimum, RSPO switches between extrinsic and intrinsic rewards via a trajectory-based novelty measurement during the optimization process. When a sampled trajectory is sufficiently distinct, RSPO performs standard policy optimization with extrinsic rewards. For …
University of California, Berkeley(加州大学伯克利分校);Unveristy of California, San Diego(加州大学圣地亚哥分校);Tsinghua University(清华大学);Facebook AI Research(Facebook人工智能研究院)
Recent advances in multi-agent reinforcement learning (MARL) have achieved super-human performance in games like Quake 3 and Dota 2. Unfortunately, these techniques require orders-of-magnitude more training rounds than humans and don't generalize to new agent configurations even on the same game. In this work, we propose Collaborative Q-learning (CollaQ) that achieves state-of-the-art performance in the StarCraft multi-agent challenge and supports ad hoc team play. We first formulate multi-agent collaboration as a joint optimization on reward assignment and show that each agent has an approxim…
Reinforcement Learning (RL) algorithms have led to recent successes in solving complex games, such as Atari or Starcraft, and to a huge impact in real-world applications, such as cybersecurity or autonomous driving. In the side of the drawbacks, recent works have shown how the performance of RL algorithms decreases under the influence of soft changes in the reward function. However, little work has been done about how sensitive these disturbances are depending on the aggressiveness of the attack and the learning exploration strategy. In this paper, we propose to fill this gap in the literature…
In this paper, we consider cooperative multi-agent reinforcement learning (MARL) with sparse reward. To tackle this problem, we propose a novel method named MASER: MARL with subgoals generated from experience replay buffer. Under the widely-used assumption of centralized training with decentralized execution and consistent Q-value decomposition for MARL, MASER automatically generates proper subgoals for multiple agents from the experience replay buffer by considering both individual Q-value and total Q-value. Then, MASER designs individual intrinsic reward for each agent based on actionable re…
US Army Research Laboratory(美国陆军研究实验室);Columbia University(哥伦比亚大学);University of Texas-Austin(德克萨斯大学奥斯汀分校)
While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of reward sparsity. This is especially true for tasks such as training an agent to play StarCraft II, a real-time strategy game where reward is only given at the end of a game which is usually very long. While this problem can be addressed through reward shaping, such approaches typically require a human expert with specialized knowledge. Inspired by the vision of…
Tsinghua University(清华大学);Nanjing University(南京大学);University of Alberta(阿尔伯塔大学);NetEase(网易)
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the "induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training.…
Reinforcement learning usually uses the feedback rewards of environmental to train agents. But the rewards in the actual environment are sparse, and even some environments will not rewards. Most of the current methods are difficult to get good performance in sparse reward or non-reward environments. Although using shaped rewards is effective when solving sparse reward tasks, it is limited to specific problems and learning is also susceptible to local optima. We propose a model-free method that does not rely on environmental rewards to solve the problem of sparse rewards in the general environm…
Reward decomposition is a critical problem in centralized training with decentralized execution~(CTDE) paradigm for multi-agent reinforcement learning. To take full advantage of global information, which exploits the states from all agents and the related environment for decomposing Q values into individual credits, we propose a general meta-learning-based Mixing Network with Meta Policy Gradient~(MNMPG) framework to distill the global hierarchy for delicate reward decomposition. The excitation signal for learning global hierarchy is deduced from the episode reward difference between before an…
Decentralized cooperation in partially-observable multi-agent systems requires effective communications among agents. To support this effort, this work focuses on the class of problems where global communications are available but may be unreliable, thus precluding differentiable communication learning methods. We introduce FCMNet, a reinforcement learning based approach that allows agents to simultaneously learn a) an effective multi-hop communications protocol and b) a common, decentralized policy that enables team-level decision-making. Specifically, our proposed method utilizes the hidden …
Deducing the contribution of each agent and assigning the corresponding reward to them is a crucial problem in cooperative Multi-Agent Reinforcement Learning (MARL). Previous studies try to resolve the issue through designing an intrinsic reward function, but the intrinsic reward is simply combined with the environment reward by summation in these studies, which makes the performance of their MARL framework unsatisfactory. We propose a novel method named Attention Individual Intrinsic Reward Mixing Network (AIIR-MIX) in MARL, and the contributions of AIIR-MIX are listed as follows:(a) we const…
Reinforcement learning (RL) is one of the three basic paradigms of machine learning. It has demonstrated impressive performance in many complex tasks like Go and StarCraft, which is increasingly involved in smart manufacturing and autonomous driving. However, RL consistently suffers from the exploration-exploitation dilemma. In this paper, we investigated the problem of improving exploration in RL and introduced the intrinsically-motivated RL. In sharp contrast to the classic exploration strategies, intrinsically-motivated RL utilizes the intrinsic learning motivation to provide sustainable ex…
Autonomous underwater vehicle (AUV) plays an increasingly important role in ocean exploration. Existing AUVs are usually not fully autonomous and generally limited to pre-planning or pre-programming tasks. Reinforcement learning (RL) and deep reinforcement learning have been introduced into the AUV design and research to improve its autonomy. However, these methods are still difficult to apply directly to the actual AUV system because of the sparse rewards and low learning efficiency. In this paper, we proposed a deep interactive reinforcement learning method for path following of AUV by combi…
Massachusetts Institute of Technology (MIT)(麻省理工学院);Higher Institute for Applied Sciences and Technology (HIAST)(高等应用科学与技术学院)
Discovering successful coordinated behaviors is a central challenge in Multi-Agent Reinforcement Learning (MARL) since it requires exploring a joint action space that grows exponentially with the number of agents. In this paper, we propose a mechanism for achieving sufficient exploration and coordination in a team of agents. Specifically, agents are rewarded for contributing to a more diversified team behavior by employing proper intrinsic motivation functions. To learn meaningful coordination protocols, we structure agents' interactions by introducing a novel framework, where at each timestep…
DCIR: Dynamic Consistency Intrinsic Reward for Multi-Agent Reinforcement Learning
South China University of Technology(华南理工大学);Shenzhen University(深圳大学);The Hong Kong University of Science and Technology(香港科技大学);UMass Amherst(马萨诸塞大学阿默斯特分校)
Long-term temporal credit assignment is an important challenge in deep reinforcement learning (RL). It refers to the ability of the agent to attribute actions to consequences that may occur after a long time interval. Existing policy-gradient and Q-learning algorithms typically rely on dense environmental rewards that provide rich short-term supervision and help with credit assignment. However, they struggle to solve tasks with delays between an action and the corresponding rewarding feedback. To make credit assignment easier, recent works have proposed algorithms to learn dense "guidance" rew…
Alberta Machine Intelligence Institute (Amii)(阿尔伯塔机器智能研究院);University of Alberta(阿尔伯塔大学);DeepMind
Learning about many things can provide numerous benefits to a reinforcement learning system. For example, learning many auxiliary value functions, in addition to optimizing the environmental reward, appears to improve both exploration and representation learning. The question we tackle in this paper is how to sculpt the stream of experience---how to adapt the learning system's behavior---to optimize the learning of a collection of value functions. A simple answer is to compute an intrinsic reward based on the statistics of each auxiliary learner, and use reinforcement learning to maximize that…
Cooperative multi-agent tasks require agents to deduce their own contributions with shared global rewards, known as the challenge of credit assignment. General methods for policy based multi-agent reinforcement learning to solve the challenge introduce differentiate value functions or advantage functions for individual agents. In multi-agent system, polices of different agents need to be evaluated jointly. In order to update polices synchronously, such value functions or advantage functions also need synchronous evaluation. However, in current methods, value functions or advantage functions us…
School of Artificial Intelligence, Jilin University(吉林大学人工智能学院);A*STAR Centre for Frontier AI Research(新加坡科研局前沿人工智能研究中心);Australian Artificial Intelligence Institute, University of Technology Sydney(悉尼科技大学澳大利亚人工智能学院)
Korea University of Technology and Education(韩国技术教育大学)
Efficient exploration strategy is one of essential issues in cooperative multi-agent reinforcement learning (MARL) algorithms requiring complex coordination. In this study, we introduce a new exploration method with the strangeness that can be easily incorporated into any centralized training and decentralized execution (CTDE)-based MARL algorithms. The strangeness refers to the degree of unfamiliarity of the observations that an agent visits. In order to give the observation strangeness a global perspective, it is also augmented with the the degree of unfamiliarity of the visited entire state…
We investigate model-free multi-agent reinforcement learning (MARL) in environments where off-beat actions are prevalent, i.e., all actions have pre-set execution durations. During execution durations, the environment changes are influenced by, but not synchronised with, action execution. Such a setting is ubiquitous in many real-world problems. However, most MARL methods assume actions are executed immediately after inference, which is often unrealistic and can lead to catastrophic failure for multi-agent coordination with off-beat actions. In order to fill this gap, we develop an algorithmic…
Tencent AI Lab(腾讯人工智能实验室);Tsinghua University(清华大学)
We introduce Arena, a toolkit for multi-agent reinforcement learning (MARL) research. In MARL, it usually requires customizing observations, rewards and actions for each agent, changing cooperative-competitive agent-interaction, and playing with/against a third-party agent, etc. We provide a novel modular design, called Interface, for manipulating such routines in essentially two ways: 1) Different interfaces can be concatenated and combined, which extends the OpenAI Gym Wrappers concept to MARL scenarios. 2) During MARL training or testing, interfaces can be embedded in either wrapped OpenAI …
Reward Engineering for Spatial Epidemic Simulations: A Reinforcement Learning Platform for Individual Behavioral Learning
Department of Computer Science University of British Columbia(计算机科学系,不列颠哥伦比亚大学);Department of Mathematics and Institute of Applied Mathematics University of British Columbia(数学系和应用数学研究所,不列颠哥伦比亚大学)
We propose and address a novel few-shot RL problem, where a task is characterized by a subtask graph which describes a set of subtasks and their dependencies that are unknown to the agent. The agent needs to quickly adapt to the task over few episodes during adaptation phase to maximize the return in the test phase. Instead of directly learning a meta-policy, we develop a Meta-learner with Subtask Graph Inference(MSGI), which infers the latent parameter of the task by interacting with the environment and maximizes the return given the latent parameter. To facilitate learning, we adopt an intri…
East China Normal University(华东师范大学);Shanghai Jiao Tong University(上海交通大学);Georgia Institute of Technology(佐治亚理工学院)
In spite of the success of existing meta reinforcement learning methods, they still have difficulty in learning a meta policy effectively for RL problems with sparse reward. In this respect, we develop a novel meta reinforcement learning framework called Hyper-Meta RL(HMRL), for sparse reward RL problems. It is consisted with three modules including the cross-environment meta state embedding module which constructs a common meta state space to adapt to different environments; the meta state based environment-specific meta reward shaping which effectively extends the original sparse reward traj…
New York University(纽约大学);Facebook AI Research(脸书人工智能研究院)
Learning when to communicate and doing that effectively is essential in multi-agent tasks. Recent works show that continuous communication allows efficient training with back-propagation in multi-agent scenarios, but have been restricted to fully-cooperative tasks. In this paper, we present Individualized Controlled Continuous Communication Model (IC3Net) which has better training efficiency than simple continuous communication model, and can be applied to semi-cooperative and competitive settings along with the cooperative settings. IC3Net controls continuous communication with a gating mecha…
Quaintquant Pty Ltd(Quaintquant 有限公司);The University of Adelaide(阿德莱德大学)
Appropriate credit assignment for delay rewards is a fundamental challenge for reinforcement learning. To tackle this problem, we introduce a delay reward calibration paradigm inspired from a classification perspective. We hypothesize that well-represented state vectors share similarities with each other since they contain the same or equivalent essential information. To this end, we define an empirical sufficient distribution, where the state vectors within the distribution will lead agents to environmental reward signals in the consequent steps. Therefore, a purify-trained classifier is desi…
In this paper, we study a transfer reinforcement learning problem where the state transitions and rewards are affected by the environmental context. Specifically, we consider a demonstrator agent that has access to a context-aware policy and can generate transition and reward data based on that policy. These data constitute the experience of the demonstrator. Then, the goal is to transfer this experience, excluding the underlying contextual information, to a learner agent that does not have access to the environmental context, so that they can learn a control policy using fewer samples. It is …
University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Shanghai Jiao Tong University(上海交通大学);BIMSA(北京雁栖湖应用数学研究院);AIR, Tsinghua University(清华大学智能产业研究院);HeliXon Limited(华深智药)
Many practical applications of reinforcement learning require agents to learn from sparse and delayed rewards. It challenges the ability of agents to attribute their actions to future outcomes. In this paper, we consider the problem formulation of episodic reinforcement learning with trajectory feedback. It refers to an extreme delay of reward signals, in which the agent can only obtain one reward signal at the end of each trajectory. A popular paradigm for this problem setting is learning with a designed auxiliary dense reward function, namely proxy reward, instead of sparse environmental sig…
Harbin Institute of Technology(哈尔滨工业大学);PengCheng Laboratory(鹏城实验室);Ping An Technology(Shenzhen) Artificial Intelligence and Big Data Center(平安科技(深圳)人工智能与大数据中心);Guangdong Provincial Key Laboratory of Novel Security Intelligence Technologies(广东省新型安全智能技术重点实验室)
Value-decomposition methods, which reduce the difficulty of a multi-agent system by decomposing the joint state-action space into local observation-action spaces, have become popular in cooperative multi-agent reinforcement learning (MARL). However, value-decomposition methods still have the problems of tremendous sample consumption for training and lack of active exploration. In this paper, we propose a scalable value-decomposition exploration (SVDE) method, which includes a scalable training mechanism, intrinsic reward design, and explorative experience replay. The scalable training mechanis…
We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning in non-cooperative partially observable environments with communication due to information asymmetry. Our proposed framework is a simple modification of self-play inspired by mechanism design, also known as {\em reverse game theory}, to elicit truthful signals and make the agents cooperative. The key idea is to add imaginary rewards using the peer predictio…
University of Oxford(牛津大学);University College London(伦敦大学学院);Kyoto University(京都大学);Peking University(北京大学)
The necessity for cooperation among intelligent machines has popularised cooperative multi-agent reinforcement learning (MARL) in the artificial intelligence (AI) research community. However, many research endeavors have been focused on developing practical MARL algorithms whose effectiveness has been studied only empirically, thereby lacking theoretical guarantees. As recent studies have revealed, MARL methods often achieve performance that is unstable in terms of reward monotonicity or suboptimal at convergence. To resolve these issues, in this paper, we introduce a novel framework named Het…
In recent years, there are great interests as well as challenges in applying reinforcement learning (RL) to recommendation systems (RS). In this paper, we summarize three key practical challenges of large-scale RL-based recommender systems: massive state and action spaces, high-variance environment, and the unspecific reward setting in recommendation. All these problems remain largely unexplored in the existing literature and make the application of RL challenging. We develop a model-based reinforcement learning framework, called GoalRec. Inspired by the ideas of world model (model-based), val…
National Tsing Hua University(台湾清华大学);NVIDIA Corporation(英伟达公司)
In fully cooperative multi-agent reinforcement learning (MARL) settings, the environments are highly stochastic due to the partial observability of each agent and the continuously changing policies of the other agents. To address the above issues, we integrate distributional RL and value function factorization methods by proposing a Distributional Value Function Factorization (DFAC) framework to generalize expected value function factorization methods to their DFAC variants. DFAC extends the individual utility functions from deterministic variables to random variables, and models the quantile …
Tsinghua University(清华大学);University of California, Berkeley(加州大学伯克利分校);Shanghai Qi Zhi Institute(上海期智研究院)
Many advances in cooperative multi-agent reinforcement learning (MARL) are based on two common design principles: value decomposition and parameter sharing. A typical MARL algorithm of this fashion decomposes a centralized Q-function into local Q-networks with parameters shared across agents. Such an algorithmic paradigm enables centralized training and decentralized execution (CTDE) and leads to efficient learning in practice. Despite all the advantages, we revisit these two principles and show that in certain scenarios, e.g., environments with a highly multi-modal reward landscape, value dec…