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Jai Malegaonkar

Publications and source records attributed to Jai Malegaonkar.

3 recordsLinked to original sources

Reward Structure Shapes the Interaction Between Episodic Exploration and Neural Memory in Reinforcement Learning

In partially observable reinforcement learning, agents face a dual bottleneck: they must explore to encounter rewarding states and retain that experience in memory to optimize their policies. Exploration bonuses and memory architectures are traditionally evaluated in isolation, leaving their interaction unmeasured, and standard notions of sparse reward conflate temporal signal density with what the reward actually supervises. We present a controlled study crossing episodic exploration bonuses with diverse neural memory architectures across three environments that vary how the content of memory is acquired. An identical bonus signal yields three distinct interaction patterns: it amplifies architectural capacity differences where memory content must be actively discovered and retained unsupervised; equalizes architectures to a shared ceiling where the content, once sought out, is a single reward-supervised cue; and is null where the observation stream is purely scheduled. Controlled reward manipulations verify that these patterns track reward structure rather than density: a dense reward neutralizes a bonus only if it directly supervises the required latent memory, and a small avoidable penalty on exploratory actions (leaving the optimum unchanged) induces policy convergence to suboptimal stationary states, which either bonus resolves. We then formalize reward sparsity with observation-anchored reward machines, separating structural sparsity (an automaton reproduces the return without the task-required history) from potential sparsity (the one-step reward misprices local exploratory actions); the resulting vocabulary organizes the three regimes by the retention burden each task exposes. Together, these results show exploration and memory are complements, not substitutes: a bonus induces exposure, and only memory converts exposure into return.

cs.LG↗

Randomness is sometimes necessary for coordination

Full parameter sharing is standard in cooperative multi-agent reinforcement learning (MARL) for homogeneous agents. Under permutation-symmetric observations, however, a shared deterministic policy outputs identical action distributions for every agent, making role differentiation impossible. This failure can theoretically be resolved using symmetry breaking among anonymous identical processors, which requires randomness. We propose Diamond Attention, a cross-attention architecture in which each agent samples a scalar random number per timestep, inducing a transient rank ordering that masks lower-ranked peers from agent-to-agent attention while leaving task attention fully unmasked. This realizes a random-bit coordination protocol in a single broadcast round, and the set-based attention enables zero-shot deployment to teams of different sizes. We evaluate across three regimes that isolate when structured randomness matters. On the perfectly symmetric XOR game, our method achieves $1.0$ success while all deterministic baselines plateau near $0.5$. On control coordination tasks, a policy trained on $N=4$ generalizes zero-shot to $N \in [2,8]$. On SMACLite cross-scenario transfer, we achieve zero-shot transfer where standard baselines cannot transfer due to structural limitations. Furthermore, replacing the structured mask with standard dropout-based randomness results in a 0\% win rate, confirming that protocol-space structure, not stochastic noise, is the operative ingredient. https://anonymous.4open.science/r/randomness-137A/

cs.AI↗

GAMMS: Graph based Adversarial Multiagent Modeling Simulator

As intelligent systems and multi-agent coordination become increasingly central to real-world applications, there is a growing need for simulation tools that are both scalable and accessible. Existing high-fidelity simulators, while powerful, are often computationally expensive and ill-suited for rapid prototyping or large-scale agent deployments. We present GAMMS (Graph based Adversarial Multiagent Modeling Simulator), a lightweight yet extensible simulation framework designed to support fast development and evaluation of agent behavior in environments that can be represented as graphs. GAMMS emphasizes five core objectives: scalability, ease of use, integration-first architecture, fast visualization feedback, and real-world grounding. It enables efficient simulation of complex domains such as urban road networks and communication systems, supports integration with external tools (e.g., machine learning libraries, planning solvers), and provides built-in visualization with minimal configuration. GAMMS is agnostic to policy type, supporting heuristic, optimization-based, and learning-based agents, including those using large language models. By lowering the barrier to entry for researchers and enabling high-performance simulations on standard hardware, GAMMS facilitates experimentation and innovation in multi-agent systems, autonomous planning, and adversarial modeling. The framework is open-source and available at https://github.com/GAMMSim/GAMMS/

cs.AI↗