Many tasks in artificial intelligence require the collaboration of multiple agents. We exam deep reinforcement learning for multi-agent domains. Recent research efforts often take the form of two seemingly conflicting perspectives, the decentralized perspective, where each agent is supposed to have its own controller; and the centralized perspective, where one assumes there is a larger model controlling all agents. In this regard, we revisit the idea of the master-slave architecture by incorporating both perspectives within one framework. Such a hierarchical structure naturally leverages advantages from one another. The idea of combining both perspective is intuitive and can be well motivated from many real world systems, however, out of a variety of possible realizations, we highlights three key ingredients, i.e. composed action representation, learnable communication and independent reasoning. With network designs to facilitate these explicitly, our proposal consistently outperforms latest competing methods both in synthetics experiments and when applied to challenging StarCraft micromanagement tasks.
@cite_9 , @cite_19 and @cite_1 all proposed practical network structure or training strategies from a centralized perspective of MARL. Specifically, @cite_1 proposed a bidirectional communication channel among all agents to facilitate effective communication and many interesting designs toward the StarCraft micromanagement tasks. @cite_9 proposed episodic exploration strategy for deterministic policy search and @cite_19 proposed the concept of stabilizing experience replay for MARL.
@cite_19 @cite_9 @cite_1
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Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem size. Therefore, a key challenge is to translate the success of deep learning on single-agent RL to the multi-agent setting. A major stumbling block is that independent Q-learning, the most popular multi-agent RL method, introduces nonstationarity that makes it incompatible with the experience replay memory on which deep Q-learning relies. This paper proposes two methods that address this problem: 1) using a multi-agent variant of importance sampling to naturally decay obsolete data and 2) conditioning each agent's value function on a fingerprint that disambiguates the age of the data sampled from the replay memory. Results on a challenging decentralised variant of StarCraft unit micromanagement confirm that these methods enable the successful combination of experience replay with multi-agent RL. We consider scenarios from the real-time strategy game StarCraft as new benchmarks for reinforcement learning algorithms. We propose micromanagement tasks, which present the problem of the short-term, low-level control of army members during a battle. From a reinforcement learning point of view, these scenarios are challenging because the state-action space is very large, and because there is no obvious feature representation for the state-action evaluation function. We describe our approach to tackle the micromanagement scenarios with deep neural network controllers from raw state features given by the game engine. In addition, we present a heuristic reinforcement learning algorithm which combines direct exploration in the policy space and backpropagation. This algorithm allows for the collection of traces for learning using deterministic policies, which appears much more efficient than, for example, -greedy exploration. Experiments show that with this algorithm, we successfully learn non-trivial strategies for scenarios with armies of up to 15 agents, where both Q-learning and REINFORCE struggle. Many artificial intelligence (AI) applications often require multiple intelligent agents to work in a collaborative effort. Efficient learning for intra-agent communication and coordination is an indispensable step towards general AI. In this paper, we take StarCraft combat game as a case study, where the task is to coordinate multiple agents as a team to defeat their enemies. To maintain a scalable yet effective communication protocol, we introduce a Multiagent Bidirectionally-Coordinated Network (BiCNet ['bIknet]) with a vectorised extension of actor-critic formulation. We show that BiCNet can handle different types of combats with arbitrary numbers of AI agents for both sides. Our analysis demonstrates that without any supervisions such as human demonstrations or labelled data, BiCNet could learn various types of advanced coordination strategies that have been commonly used by experienced game players. In our experiments, we evaluate our approach against multiple baselines under different scenarios; it shows state-of-the-art performance, and possesses potential values for large-scale real-world applications.