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Context-sensitive reward shaping for sparse interaction multi-agent systems

Published online by Cambridge University Press:  11 February 2016

Yann-Michaël de Hauwere
Affiliation:
Computational Modeling Lab, Vrije Universiteit Brussel Pleinlaan 2, 1050 Brussels, Belgium e-mail: ydehauwe@vub.ac.be, anowe@vub.ac.be
Sam Devlin
Affiliation:
Department of Computer Science, University of York Heslington, York, YO10 5DD, UK e-mail: sam.devlin@york.ac.uk, daniel.kudenko@york.ac.uk
Daniel Kudenko
Affiliation:
Department of Computer Science, University of York Heslington, York, YO10 5DD, UK e-mail: sam.devlin@york.ac.uk, daniel.kudenko@york.ac.uk
Ann Nowé
Affiliation:
Computational Modeling Lab, Vrije Universiteit Brussel Pleinlaan 2, 1050 Brussels, Belgium e-mail: ydehauwe@vub.ac.be, anowe@vub.ac.be
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Abstract

Potential-based reward shaping is a commonly used approach in reinforcement learning to direct exploration based on prior knowledge. Both in single and multi-agent settings this technique speeds up learning without losing any theoretical convergence guarantees. However, if speed ups through reward shaping are to be achieved in multi-agent environments, a different shaping signal should be used for each context in which agents have a different subgoal or when agents are involved in a different interaction situation.

This paper describes the use of context-aware potential functions in a multi-agent system in which the interactions between agents are sparse. This means that, unknown to the agents a priori, the interactions between the agents only occur sporadically in certain regions of the state space. During these interactions, agents need to coordinate in order to reach the global optimal solution.

We demonstrate how different reward shaping functions can be used on top of Future Coordinating Q-learning (FCQ-learning); an algorithm capable of automatically detecting when agents should take each other into consideration. Using FCQ-learning, coordination problems can even be anticipated before the actual problems occur, allowing the problems to be solved timely. We evaluate our approach on a range of gridworld problems, as well as a simulation of air traffic control.

Information

Type
Articles
Copyright
© Cambridge University Press, 2016 
Figure 0

Figure 1 The state information of states 4 and 6 is augmented to incorporate additional information of another agent in order to solve coordination problems. State 4 is augmented with states 1, 2 and 3 and state 6 with states 1 and 2 of another agent

Figure 1

Figure 2 Agent 1 in local state xi is collecting rewards until termination of the episode based on the local state information of Agent 2

Figure 2

Figure 3 Context-sensitive use of reward shaping in multi-agent systems

Figure 3

Figure 4 Navigation games: (a) Grid game 2 and (b) TunnelToGoal

Figure 4

Figure 5 Average number of steps to complete an episode for Grid game 2 (left) and TunnelToGoal (right)

Figure 5

Figure 6 Average number of collisions per episode for Grid game 2 (left) and TunnelToGoal (right)

Figure 6

Figure 7 Average reward per episode for Grid game 2 (left) and TunnelToGoal (right)

Figure 7

Figure 8 Average number of joint plays per episode for Grid game 2 (left) and TunnelToGoal (right)

Figure 8

Table 1 Final results for the Grid game 2 environment

Figure 9

Table 2 Final results for the TunnelToGoal environment

Figure 10

Figure 9 Three-dimensional illustration of coordination problems in air traffic control

Figure 11

Figure 10 Schematic representation of the state-action space of one sector in the air traffic control problem. Nodes, identified by an ID, represent the waypoints, the numbers on the edges represent the actions the aircraft can take

Figure 12

Figure 11 Average reward per episode for the air traffic control domain (left) and sample results of one run (right)