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Independent reinforcement learners in cooperative Markov games: a survey regarding coordination problems

Published online by Cambridge University Press:  22 February 2012

Laetitia Matignon*
Affiliation:
FEMTO-ST Institute, UMR CNRS 6174, UFC/ENSMM/UTBM, 24 rue Alain Savary, 25000 Besançon, France
Guillaume J. Laurent*
Affiliation:
FEMTO-ST Institute, UMR CNRS 6174, UFC/ENSMM/UTBM, 24 rue Alain Savary, 25000 Besançon, France
Nadine Le Fort-Piat*
Affiliation:
FEMTO-ST Institute, UMR CNRS 6174, UFC/ENSMM/UTBM, 24 rue Alain Savary, 25000 Besançon, France
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Abstract

In the framework of fully cooperative multi-agent systems, independent (non-communicative) agents that learn by reinforcement must overcome several difficulties to manage to coordinate. This paper identifies several challenges responsible for the non-coordination of independent agents: Pareto-selection, non-stationarity, stochasticity, alter-exploration and shadowed equilibria. A selection of multi-agent domains is classified according to those challenges: matrix games, Boutilier's coordination game, predators pursuit domains and a special multi-state game. Moreover, the performance of a range of algorithms for independent reinforcement learners is evaluated empirically. Those algorithms are Q-learning variants: decentralized Q-learning, distributed Q-learning, hysteretic Q-learning, recursive frequency maximum Q-value and win-or-learn fast policy hill climbing. An overview of the learning algorithms’ strengths and weaknesses against each challenge concludes the paper and can serve as a basis for choosing the appropriate algorithm for a new domain. Furthermore, the distilled challenges may assist in the design of new learning algorithms that overcome these problems and achieve higher performance in multi-agent applications.

Information

Type
Articles
Copyright
Copyright © Cambridge University Press 2012
Figure 0

Figure 1 The climbing and penalty games (Claus & Boutilier, 1998) are fully cooperative matrix games. Each agent chooses between three actions a, b and c. Both agents receive the payoff written in the corresponding cell

Figure 1

Figure 2 Stochastic variations of the climbing game proposed by Kapetanakis and Kudenko (2002). The probability of each reward is 50%

Figure 2

Table 1 Characteristics of reviewed RL algorithms for ILs in cooperative games

Figure 3

Table 2 Percentage of trials that converged to the optimal joint action (averaged over 500 trials)

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Table 3 Percentage of trials that converged to the optimal joint action with decentralized Q-learning (averaged over 1000 trials)

Figure 5

Figure 3 Plots of the temperature functions (τ = τini × δt) used in Table 3

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Table 4 Percentage of trials that converged to the optimal joint action in penalty game with n > 2 agents in D and S modes (averaged over 500 trials)

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Figure 4 Boutilier's coordination game

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Table 5 Percentage of trials that converged to the state s4 in Boutilier's coordination game (averaged over 200 trials)

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Figure 5 Two predators pursuit problem

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Figure 6 Number of captures for 10 000 trials in the two predators pursuit domain (averaged over five runs) with α = 0.1, ψ = 0.1, β = 0.01, δlose = 0.06, δwin = 0.03, γ = 0.9, Qini = 0, Qmax,ini = −50

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Table 6 Number of received penalties in the two predators pursuit domain during the last 1000 trials (averaged over five runs)

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Figure 7 Four predators pursuit problem. (a) The prey is captured. (b) The 16 possible observations of the positions of a teammate. (c) One of the four rewarded situations (similar situations are obtained by rotation of 90°)

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Figure 8 Number of captures for 10 000 trials in the four predators pursuit domain (averaged over five runs) with α = 0.3, ψ = 0.1, β = 0.03, δlose = 0.06, δwin = 0.03, γ = 0.9 and Qini = 0

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Figure 9 Discrete smart surface benchmark with 9 × 30 agents

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Figure 10 Steps to goal (on the top) and sum of rewards received at each trial by an agent (on the bottom) vs. trial number (averaged over 100 runs and logarithmic scale). α = 0.1, ε = 0.0005, β = 0.01, δlose = 0.06, δwin = 0.03, γ = 0.9, Qini = 0 and Qmax,ini = −50

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Table 7 Summary of the explored domains and results of coordination for each algorithm

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Table 8 Synthesis of coordination problems overcome by RL algorithms for independent learners in cooperative games

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Table 9 Learning and decay rates used for the results presented in Section 5.1.1

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Table 10 Learning and decay rates used for the results presented in Section 5.1.3

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Table 11 Learning and decay rates used for the results presented in Section 5.1.3

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Table 12 Learning and decay rates used for the results presented in Section 5.1.3