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A reinforcement learning approach to coordinate exploration with limited communication in continuous action games

Published online by Cambridge University Press:  11 February 2016

Abdel Rodríguez
Affiliation:
Computational Modeling Lab, Vrije Universiteit Brussel – Pleinlaan 2, 1050 Brussels, Belgium e-mail: abrodrig@vub.ac.be, pvrancx@vub.ac.be, ann.nowe@vub.ac.be
Peter Vrancx
Affiliation:
Computational Modeling Lab, Vrije Universiteit Brussel – Pleinlaan 2, 1050 Brussels, Belgium e-mail: abrodrig@vub.ac.be, pvrancx@vub.ac.be, ann.nowe@vub.ac.be
Ricardo Grau
Affiliation:
Center of Studies in Informatics, Universidad Central ‘Marta Abreu’ de Las Villas – Carretera a Camajuaní Km 5, 50100 Villa Clara, Cuba e-mail: rgrau@uclv.edu.cu
Ann Nowé
Affiliation:
Computational Modeling Lab, Vrije Universiteit Brussel – Pleinlaan 2, 1050 Brussels, Belgium e-mail: abrodrig@vub.ac.be, pvrancx@vub.ac.be, ann.nowe@vub.ac.be
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Abstract

Learning automata are reinforcement learners belonging to the class of policy iterators. They have already been shown to exhibit nice convergence properties in a wide range of discrete action game settings. Recently, a new formulation for a continuous action reinforcement learning automata (CARLA) was proposed. In this paper, we study the behavior of these CARLA in continuous action games and propose a novel method for coordinated exploration of the joint-action space. Our method allows a team of independent learners, using CARLA, to find the optimal joint action in common interest settings. We first show that independent agents using CARLA will converge to a local optimum of the continuous action game. We then introduce a method for coordinated exploration which allows the team of agents to find the global optimum of the game. We validate our approach in a number of experiments.

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Type
Articles
Copyright
© Cambridge University Press, 2016 
Figure 0

Figure 1 Sketch of continuous action reinforcement learning automata action space exploration. The solid line represents the current probability density function (PDF) while the gray line represents the previous PDF. At the beginning (a) the learner’s strategy is uniform and action a0 is drawn at random. Then (b) the PDF defining the strategy is updated adding a Gaussian around a0 and normalizing (bold curve represents updated function while gray curve represents past scenario). A new action a1 is drawn leading to the next update (c)

Figure 1

Figure 2 The climbing game, a common interest game. The Pareto optimal Nash equilibrium (a11,a21) is surrounded by heavy penalties

Figure 2

Figure 3 The climbing game after shrinking the joint-action space. The Pareto optimal Nash equilibrium (a11,a21) is still not the only one Nash equilibrium but it is now the most likely to find

Figure 3

Figure 4 A two player game with three local optima. The contours represents combination of actions with the same reward (also see Appendix B). Notice that the global optimum is located in a narrower region, this region does not overlap with the other maxima from both agents point of view

Figure 4

Figure 5 Relation between covariance and exploration. The row on top represents the joint actions selected by the agents. The second row represents the reward obtained by the first agent for each of the selected actions . The left-most column represents the samples from time step 0 to 1000. The column in the center depicts the samples from time step 2000 to 3000. The right-most column shows the samples from time step 9000 to 10 000. The last row shows the evolution of the absolute value of the covariance between actions and rewards for the first agent over the 10 000 time steps. The intervals corresponding to 0–1000, 2000–3000 and 9000–10 000 are shaded

Figure 5

Figure 6 Mapping process. The new action space will stay as the previous one but actions will be mapped in order to avoid the deleted range (0.4, 0.7)

Figure 6

Figure 7 Reward functions of both games. Notice in the first game to the left that the global optimum is located in a very narrow region, but this region overlaps with the other maxima in both axes (first and second agent’s axis). The second game to the right is even more complex as it also has a very narrow optimum region but it does not overlap with the other maxima

Figure 7

Figure 8 Average rewards for game 1 (to the right) and game 2 (to the left). For the first game, the continuous action reinforcement learning automata (CARLA) method is able to converge to the global optimum, the exploration by exploring selfish continuous action reinforcement learning automaton (ESCARLA) is not needed. However, for the second game, the ESCARLA clearly brings an improvement compared with the CARLA method. While the CARLA approach does not bring the agents to the global optimum, the ESCARLA leads the agents to the global optimum in the third exploration phase. Average reward is shown on top while the selected actions are shown on bottom

Figure 8

Figure 9 Region elimination process. Notice that it is very unlikely to find the global optimum because it is a very narrow region. After ending the first exploration phase and restarting the learning, it becomes much easier to identify. After the second restart, it is inevitable to find it

Figure 9

Table 1 Convergence to the global optimum per exploration phase

Figure 10

Table 2 Mean absolute error

Figure 11

Figure 10 Water reservoirs problem

Figure 12

Figure 11 The water reservoirs problem. On the left the contour representation of the reward, while on the right its landscape is shown

Figure 13

Table 3 Convergence to each optimum per exploration phase