Paper:
Solving tasks with sparse rewards is one of the most important challenges in reinforcement learning. In the single-agent setting, this challenge has been addressed by introducing intrinsic rewards that motivate agents to explore unseen regions of their state spaces. Applying these techniques naively to the multi-agent setting results in agents exploring independently, without any coordination among themselves. We argue that learning in cooperative multi-agent settings can be accelerated and improved if agents coordinate with respect to what they have explored. In this paper we propose an approach for learning how to dynamically select between different types of intrinsic rewards which consider not just what an individual agent has explored, but all agents, such that the agents can coordinate their exploration and maximize extrinsic returns. Concretely, we formulate the approach as a hierarchical policy where a high-level controller selects among sets of policies trained on different types of intrinsic rewards and the low-level controllers learn the action policies of all agents under these specific rewards. We demonstrate the effectiveness of the proposed approach in a multi-agent gridworld domain with sparse rewards, and then show that our method scales up to more complex settings by evaluating on the VizDoom (Kempka et al., 2016) platform.

Review:
Overall I like the approach in the paper. It proposes a nice 2 pronged method for exploiting exploration via intrinsic rewards for multi-agent systems. The parts that a bit lacking with the current version of the paper in this are the evaluation tasks are few and a bit simple and I think there needs to be more discussion on the "coverage" of the intrinsic reward types. Are the ones proposed motivated by the tasks in the paper or are they sufficient for tasks in general?  Last using a more recent novelty metric could allow the method to work on more interesting/complex tasks.
More detailed feedback:
- It would be good to include more learning curves in the main text for the paper.
- The fact that applying intrinsic motivation to multi-agent simulations seems like a natural idea would be to convert the problem to a "single" agent problem to compare against the "normal" application of intrinsic rewards. This might be another baseline to consider for comparison.
- It says that all agents share the same replay buffer. Does this also imply that every agent is performing the same task there are just many agents? This does not make the problem very multi-agent with different goals. Would it affect the algorithm significantly to work on an environment where the agents have various types of goals?
- As is noted in the text, this method appears to work well in the centralized training scheme that many have adopted recently. However, It makes me wonder if there is a way to employ these exploration schemes in a non-centralized training form. The ability to ask other agents in the world about there preferences and novelty of states appears to be a strong assumption, especially in a multi-agent robotics problem.
- While the authors note that the intrinsic rewards used in this work are not comprehensive it would be good to note how comprehensive they are. Are there a few that were left out on purpose. Do the authours believe this set is sufficient. This statement makes it seem like the authors just tried a few options and found one that worked. It would be good to expand on this discussion more.
- More detail for Figure 1 would be helpful to understand the overall network design. While that figure it helpful maybe it would be good to include a version that goes into detail for the 2 agent environment. Then a more compressed n agent version can also be shown.
- The paper describes a policy selector that is a type of high-level policy for HRL. This design seems rather unique in that this part of the policy can optimizing for which intrinsic reward to toggle based on the extrinsic rewards observed. I like it. It is noted that entropy is important for this design. Can this be analyzed in an empirical way? Is this true for most environments/tasks?
- Task 2 seems a bit contrived. Is there another instance of this type of task elsewhere in another paper? It would be better to use more standard tasks if they are available.
- Before section 6.1 the paper is discussing rewards the are received. It would be good to more explicit about where these rewards are coming from. I think it is meant that these rewards are the extrinsic rewards but it does not say.
- As noted just before section 6.1 it seems for the collection of tasks 1-3 it is already obvious what types of intrinsic rewards should be used. It would be good to include more tasks where this decision is less obvious.
- Why are there "black holes" in the environment? Also if an agent steps into a black hole they are crushed never to be seen again. What you describe sounds more like a wormhole where one end is non-stationary... Also, can the agents detect the presence of a black hole in some way?
- It appears the novel metric is count based. While this can work in practice it seems a rather simple metric. Is it possible to use something more like ICM or RND that was referenced in the paper? Especially for the VizDoom environment?
- In table 2 where are some of the numbers bold? It would be good to include this information in the caption for the table.
- I am not sure if the discussion on the behaviours the intrinsic reward functions result in are very surprising. Maybe there is a more interesting behaviour that results from the combination of two intrinsic rewards?