GenAI4ELab/papercli-papers huggingface dataset:
Memory Asymmetry Creates Heteroclinic Orbits to Nash Equilibrium in Learning in Zero-Sum Games
Authors: Yuma Fujimoto; Kaito Ariu; Kenshi Abe
Venue: AAAI 2024 (main)

Abstract: Learning in games considers how multiple agents maximize their own rewards through repeated games. Memory, an ability that an agent changes his/her action depending on the history of actions in previous games, is often introduced into learning to explore more clever strategies and discuss the decision-making of real agents like humans. However, such games with memory are hard to analyze because they exhibit complex phenomena like chaotic dynamics or divergence from Nash equilibrium. In particular, how asymmetry in memory capacities between agents affects learning in games is still unclear. In response, this study formulates a gradient ascent algorithm in games with asymmetry memory capacities. To obtain theoretical insights into learning dynamics, we first consider a simple case of zero-sum games. We observe complex behavior, where learning dynamics draw a heteroclinic connection from unstable fixed points to stable ones. Despite this complexity, we analyze learning dynamics and prove local convergence to these stable fixed points, i.e., the Nash equilibria. We identify the mechanism driving this convergence: an agent with a longer memory learns to exploit the other, which in turn endows the other's utility function with strict concavity. We further numerically observe such convergence in various initial strategies, action numbers, and memory lengths. This study reveals a novel phenomenon due to memory asymmetry, providing fundamental strides in learning in games and new insights into computing equilibria.
Factored Online Planning in Many-Agent POMDPs
Authors: Maris F. L. Galesloot; Thiago D. Simão; Sebastian Junges; Nils Jansen
Venue: AAAI 2024 (main)

Abstract: In centralized multi-agent systems, often modeled as multi-agent partially observable Markov decision processes (MPOMDPs), the action and observation spaces grow exponentially with the number of agents, making the value and belief estimation of single-agent online planning ineffective. Prior work partially tackles value estimation by exploiting the inherent structure of multi-agent settings via so-called coordination graphs. Additionally, belief estimation methods have been improved by incorporating the likelihood of observations into the approximation. However, the challenges of value estimation and belief estimation have only been tackled individually, which prevents existing methods from scaling to settings with many agents. Therefore, we address these challenges simultaneously. First, we introduce weighted particle filtering to a sample-based online planner for MPOMDPs. Second, we present a scalable approximation of the belief. Third, we bring an approach that exploits the typical locality of agent interactions to novel online planning algorithms for MPOMDPs operating on a so-called sparse particle filter tree. Our experimental evaluation against several state-of-the-art baselines shows that our methods (1) are competitive in settings with only a few agents and (2) improve over the baselines in the presence of many agents.
Foundations of Reactive Synthesis for Declarative Process Specifications
Authors: Luca Geatti; Marco Montali; Andrey Rivkin
Venue: AAAI 2024 (main)

Abstract: Given a specification of Linear-time Temporal Logic interpreted over finite traces (LTLf), the reactive synthesis problem asks to find a finitely-representable, terminating controller that reacts to the uncontrollable actions of an environment in order to enforce a desired system specification. In this paper we study, for the first time, the foundations of reactive synthesis for DECLARE, a well-established declarative, pattern-based business process modelling language grounded in LTLf. We provide a threefold contribution. First, we define a reactive synthesis problem for DECLARE. Second, we show how an arbitrary DECLARE specification can be polynomially encoded into an equivalent pure-past one in LTLf, and exploit this to define an EXPTIME algorithm for DECLARE synthesis. Third, we derive a symbolic version of this algorithm, by introducing a novel translation of pure-past temporal formulas into symbolic deterministic finite automata.
Learning in Online Principal-Agent Interactions: The Power of Menus
Authors: Minbiao Han; Michael Albert; Haifeng Xu
Venue: AAAI 2024 (main)

Abstract: We study a ubiquitous learning challenge in online principal-agent problems during which the principal learns the agent's private information from the agent's revealed preferences in historical interactions. This paradigm includes important special cases such as pricing and contract design, which have been widely studied in recent literature. However, existing work considers the case where the principal can only choose a single strategy at every round to interact with the agent and then observe the agent's revealed preference through their actions. In this paper, we extend this line of study to allow the principal to offer a menu of strategies to the agent and learn additionally from observing the agent's selection from the menu. We provide a thorough investigation of several online principal-agent problem settings and characterize their sample complexities, accompanied by the corresponding algorithms we have developed. We instantiate this paradigm to several important design problems — including Stackelberg (security) games, contract design, and information design. Finally, we also explore the connection between our findings and existing results about online learning in Stackelberg games, and we offer a solution that can overcome a key hard instance of previous work.
Stability of Multi-Agent Learning in Competitive Networks: Delaying the Onset of Chaos
Authors: Aamal Hussain; Francesco Belardinelli
Venue: AAAI 2024 (main)

Abstract: The behaviour of multi agent learning in competitive network games is often studied within the context of zero sum games, in which convergence guarantees may be obtained. However, outside of this class the behaviour of learning is known to display complex behaviours and convergence cannot be always guaranteed. Nonetheless, in order to develop a complete picture of the behaviour of multi agent learning in competitive settings, the zero sum assumption must be lifted.
Motivated by this we study the Q Learning dynamics, a popular model of exploration and exploitation in multi agent learning, in competitive network games. We determine how the degree of competition, exploration rate and network connectivity impact the convergence of Q Learning. To study generic competitive games, we parameterise network games in terms of correlations between agent payoffs and study the average behaviour of the Q Learning dynamics across all games drawn from a choice of this parameter. This statistical approach establishes choices of parameters for which Q Learning dynamics converge to a stable fixed point. Differently to previous works, we find that the stability of Q Learning is explicitly dependent only on the network connectivity rather than the total number of agents. Our experiments validate these findings and show that, under certain network structures, the total number of agents can be increased without increasing the likelihood of unstable or chaotic behaviours.
Settling Decentralized Multi-Agent Coordinated Exploration by Novelty Sharing
Authors: Haobin Jiang; Ziluo Ding; Zongqing Lu
Venue: AAAI 2024 (main)

Abstract: Exploration in decentralized cooperative multi-agent reinforcement learning faces two challenges. One is that the novelty of global states is unavailable, while the novelty of local observations is biased. The other is how agents can explore in a coordinated way. To address these challenges, we propose MACE, a simple yet effective multi-agent coordinated exploration method. By communicating only local novelty, agents can take into account other agents' local novelty to approximate the global novelty. Further, we newly introduce weighted mutual information to measure the influence of one agent's action on other agents' accumulated novelty. We convert it as an intrinsic reward in hindsight to encourage agents to exert more influence on other agents' exploration and boost coordinated exploration. Empirically, we show that MACE achieves superior performance in three multi-agent environments with sparse rewards.
Optimistic Value Instructors for Cooperative Multi-Agent Reinforcement Learning
Authors: Chao Li; Yupeng Zhang; Jianqi Wang; Yujing Hu; Shaokang Dong; Wenbin Li; Tangjie Lv; Changjie Fan; Yang Gao
Venue: AAAI 2024 (main)

Abstract: In cooperative multi-agent reinforcement learning, decentralized agents hold the promise of overcoming the combinatorial explosion of joint action space and enabling greater scalability. However, they are susceptible to a game-theoretic pathology called relative overgeneralization that shadows the optimal joint action. Although recent value-decomposition algorithms guide decentralized agents by learning a factored global action value function, the representational limitation and the inaccurate sampling of optimal joint actions during the learning process make this problem still. To address this limitation, this paper proposes a novel algorithm called Optimistic Value Instructors (OVI). The main idea behind OVI is to introduce multiple optimistic instructors into the value-decomposition paradigm, which are capable of suggesting potentially optimal joint actions and rectifying the factored global action value function to recover these optimal actions. Specifically, the instructors maintain optimistic value estimations of per-agent local actions and thus eliminate the negative effects caused by other agents' exploratory or sub-optimal non-cooperation, enabling accurate identification and suggestion of optimal joint actions. Based on the instructors' suggestions, the paper further presents two instructive constraints to rectify the factored global action value function to recover these optimal joint actions, thus overcoming the RO problem. Experimental evaluation of OVI on various cooperative multi-agent tasks demonstrates its superior performance against multiple baselines, highlighting its effectiveness.
ConcaveQ: Non-monotonic Value Function Factorization via Concave Representations in Deep Multi-Agent Reinforcement Learning
Authors: Huiqun Li; Hanhan Zhou; Yifei Zou; Dongxiao Yu; Tian Lan
Venue: AAAI 2024 (main)

Abstract: Value function factorization has achieved great success in multi-agent reinforcement learning by optimizing joint action-value functions through the maximization of factorized per-agent utilities. To ensure Individual-Global-Maximum property, existing works often focus on value factorization using monotonic functions, which are known to result in restricted representation expressiveness. In this paper, we analyze the limitations of monotonic factorization and present ConcaveQ, a novel non-monotonic value function factorization approach that goes beyond monotonic mixing functions and employs neural network representations of concave mixing functions. Leveraging the concave property in factorization, an iterative action selection scheme is developed to obtain optimal joint actions during training. It is used to update agents’ local policy networks, enabling fully decentralized execution. The effectiveness of the proposed ConcaveQ is validated across scenarios involving multi-agent predator-prey environment and StarCraft II micromanagement tasks. Empirical results exhibit significant improvement of ConcaveQ over state-of-the-art multi-agent reinforcement learning approaches.
Transition-Informed Reinforcement Learning for Large-Scale Stackelberg Mean-Field Games
Authors: Pengdeng Li; Runsheng Yu; Xinrun Wang; Bo An
Venue: AAAI 2024 (main)

Abstract: Many real-world scenarios including fleet management and Ad auctions can be modeled as Stackelberg mean-field games (SMFGs) where a leader aims to incentivize a large number of homogeneous self-interested followers to maximize her utility. Existing works focus on cases with a small number of heterogeneous followers, e.g., 5-10, and suffer from scalability issue when the number of followers increases. There are three major challenges in solving large-scale SMFGs: i) classical methods based on solving differential equations fail as they require exact dynamics parameters, ii) learning by interacting with environment is data-inefficient, and iii) complex interaction between the leader and followers makes the learning performance unstable. We address these challenges through transition-informed reinforcement learning. Our main contributions are threefold: i) we first propose an RL framework, the Stackelberg mean-field update, to learn the leader's policy without priors of the environment, ii) to improve the data efficiency and accelerate the learning process, we then propose the Transition-Informed Reinforcement Learning (TIRL) by leveraging the instantiated empirical Fokker-Planck equation, and iii) we develop a regularized TIRL by employing various regularizers to alleviate the sensitivity of the learning performance to the initialization of the leader's policy. Extensive experiments on fleet management and food gathering demonstrate that our approach can scale up to 100,000 followers and significantly outperform existing baselines.
Decentralized Gradient-Free Methods for Stochastic Non-smooth Non-convex Optimization
Authors: Zhenwei Lin; Jingfan Xia; Qi Deng; Luo Luo
Venue: AAAI 2024 (main)

Abstract: We consider decentralized gradient-free optimization of minimizing Lipschitz continuous functions that satisfy neither smoothness nor convexity assumption. We propose two novel gradient-free algorithms, the Decentralized Gradient-Free Method (DGFM) and its variant, the Decentralized Gradient-Free Method+ (DGFM+). Based on the techniques of randomized smoothing and gradient tracking, DGFM requires the computation of the zeroth-order oracle of a single sample in each iteration, making it less demanding in terms of computational resources for individual computing nodes. Theoretically, DGFM achieves a complexity of O(d^(3/2)δ^(-1)ε^(-4)) for obtaining a (δ,ε)-Goldstein stationary point. DGFM+, an advanced version of DGFM, incorporates variance reduction to further improve the convergence behavior. It samples a mini-batch at each iteration and periodically draws a larger batch of data, which improves the complexity to O(d^(3/2)δ^(-1)ε^(-3)). Moreover, experimental results underscore the empirical advantages of our proposed algorithms when applied to real-world datasets.
Imagine, Initialize, and Explore: An Effective Exploration Method in Multi-Agent Reinforcement Learning
Authors: Zeyang Liu; Lipeng Wan; Xinrui Yang; Zhuoran Chen; Xingyu Chen; Xuguang Lan
Venue: AAAI 2024 (main)

Abstract: Effective exploration is crucial to discovering optimal strategies for multi-agent reinforcement learning (MARL) in complex coordination tasks. Existing methods mainly utilize intrinsic rewards to enable committed exploration or use role-based learning for decomposing joint action spaces instead of directly conducting a collective search in the entire action-observation space. However, they often face challenges obtaining specific joint action sequences to reach successful states in long-horizon tasks. To address this limitation, we propose Imagine, Initialize, and Explore (IIE), a novel method that offers a promising solution for efficient multi-agent exploration in complex scenarios. IIE employs a transformer model to imagine how the agents reach a critical state that can influence each other's transition functions. Then, we initialize the environment at this state using a simulator before the exploration phase. We formulate the imagination as a sequence modeling problem, where the states, observations, prompts, actions, and rewards are predicted autoregressively. The prompt consists of timestep-to-go, return-to-go, influence value, and one-shot demonstration, specifying the desired state and trajectory as well as guiding the action generation. By initializing agents at the critical states, IIE significantly increases the likelihood of discovering potentially important under-explored regions. Despite its simplicity, empirical results demonstrate that our method outperforms multi-agent exploration baselines on the StarCraft Multi-Agent Challenge (SMAC) and SMACv2 environments. Particularly, IIE shows improved performance in the sparse-reward SMAC tasks and produces more effective curricula over the initialized states than other generative methods, such as CVAE-GAN and diffusion models.
TAPE: Leveraging Agent Topology for Cooperative Multi-Agent Policy Gradient
Authors: Xingzhou Lou; Junge Zhang; Timothy J. Norman; Kaiqi Huang; Yali Du
Venue: AAAI 2024 (main)

Abstract: Multi-Agent Policy Gradient (MAPG) has made significant progress in recent years. However, centralized critics in state-of-the-art MAPG methods still face the centralized-decentralized mismatch (CDM) issue, which means sub-optimal actions by some agents will affect other agent's policy learning. While using individual critics for policy updates can avoid this issue, they severely limit cooperation among agents. To address this issue, we propose an agent topology framework, which decides whether other agents should be considered in policy gradient and achieves compromise between facilitating cooperation and alleviating the CDM issue. The agent topology allows agents to use coalition utility as learning objective instead of global utility by centralized critics or local utility by individual critics. To constitute the agent topology, various models are studied. We propose Topology-based multi-Agent Policy gradiEnt (TAPE) for both stochastic and deterministic MAPG methods. We prove the policy improvement theorem for stochastic TAPE and give a theoretical explanation for the improved cooperation among agents. Experiment results on several benchmarks show the agent topology is able to facilitate agent cooperation and alleviate CDM issue respectively to improve performance of TAPE. Finally, multiple ablation studies and a heuristic graph search algorithm are devised to show the efficacy of the agent topology.
PMAC: Personalized Multi-Agent Communication
Authors: Xiangrui Meng; Ying Tan
Venue: AAAI 2024 (main)

Abstract: Communication plays a crucial role in information sharing within the field of multi-agent reinforcement learning (MARL). However, how to transmit information that meets individual needs remains a long-standing challenge. Some existing work focus on using a common channel for information transfer, which limits the capability for local communication. Meanwhile, other work attempt to establish peer-to-peer communication topologies but suffer from quadratic complexity. In this paper, we propose Personalized Multi-Agent Communication (PMAC), which enables the formation of peer-to-peer communication topologies, personalized message sending, and personalized message receiving. All these modules in PMAC are performed using only multilayer perceptrons (MLPs) with linear computational complexity. Empirically, we show the strength of personalized communication in a variety of cooperative scenarios. Our approach exhibits competitive performance compared to existing methods while maintaining notable computational efficiency.
Adaptive Anytime Multi-Agent Path Finding Using Bandit-Based Large Neighborhood Search
Authors: Thomy Phan; Taoan Huang; Bistra Dilkina; Sven Koenig
Venue: AAAI 2024 (main)

Abstract: Anytime multi-agent path finding (MAPF) is a promising approach to scalable path optimization in large-scale multi-agent systems. State-of-the-art anytime MAPF is based on Large Neighborhood Search (LNS), where a fast initial solution is iteratively optimized by destroying and repairing a fixed number of parts, i.e., the neighborhood of the solution, using randomized destroy heuristics and prioritized planning. Despite their recent success in various MAPF instances, current LNS-based approaches lack exploration and flexibility due to greedy optimization with a fixed neighborhood size which can lead to low-quality solutions in general. So far, these limitations have been addressed with extensive prior effort in tuning or offline machine learning beyond actual planning. In this paper, we focus on online learning in LNS and propose Bandit-based Adaptive LArge Neighborhood search Combined with Exploration (BALANCE). BALANCE uses a bi-level multi-armed bandit scheme to adapt the selection of destroy heuristics and neighborhood sizes on the fly during search. We evaluate BALANCE on multiple maps from the MAPF benchmark set and empirically demonstrate performance improvements of at least 50% compared to state-of-the-art anytime MAPF in large-scale scenarios. We find that Thompson Sampling performs particularly well compared to alternative multi-armed bandit algorithms.
Minimum Coverage Sets for Training Robust Ad Hoc Teamwork Agents
Authors: Muhammad Rahman; Jiaxun Cui; Peter Stone
Venue: AAAI 2024 (main)

Abstract: Robustly cooperating with unseen agents and human partners presents significant challenges due to the diverse cooperative conventions these partners may adopt. Existing Ad Hoc Teamwork (AHT) methods address this challenge by training an agent with a population of diverse teammate policies obtained through maximizing specific diversity metrics. However, prior heuristic-based diversity metrics do not always maximize the agent's robustness in all cooperative problems. In this work, we first propose that maximizing an AHT agent's robustness requires it to emulate policies in the minimum coverage set (MCS), the set of best-response policies to any partner policies in the environment. We then introduce the L-BRDiv algorithm that generates a set of teammate policies that, when used for AHT training, encourage agents to emulate policies from the MCS. L-BRDiv works by solving a constrained optimization problem to jointly train teammate policies for AHT training and approximating AHT agent policies that are members of the MCS. We empirically demonstrate that L-BRDiv produces more robust AHT agents than state-of-the-art methods in a broader range of two-player cooperative problems without the need for extensive hyperparameter tuning for its objectives.  Our study shows that L-BRDiv outperforms the baseline methods by prioritizing discovering distinct members of the MCS instead of repeatedly finding redundant policies.
Decentralized Monte Carlo Tree Search for Partially Observable Multi-Agent Pathfinding
Authors: Alexey Skrynnik; Anton Andreychuk; Konstantin Yakovlev; Aleksandr Panov
Venue: AAAI 2024 (main)

Abstract: The Multi-Agent Pathfinding (MAPF) problem involves finding a set of conflict-free paths for a group of agents confined to a graph. In typical MAPF scenarios, the graph and the agents' starting and ending vertices are known beforehand, allowing the use of centralized planning algorithms. However, in this study, we focus on the decentralized MAPF setting, where the agents may observe the other agents only locally and are restricted in communications with each other. Specifically, we investigate the lifelong variant of MAPF, where new goals are continually assigned to the agents upon completion of previous ones. Drawing inspiration from the successful AlphaZero approach, we propose a decentralized multi-agent Monte Carlo Tree Search (MCTS) method for MAPF tasks. Our approach utilizes the agent's observations to recreate the intrinsic Markov decision process, which is then used for planning with a tailored for multi-agent tasks version of neural MCTS. The experimental results show that our approach outperforms state-of-the-art learnable MAPF solvers. The source code is available at https://github.com/AIRI-Institute/mats-lp.