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Kun Shao

Publications and source records attributed to Kun Shao.

59 records · Page 4Linked to original sources

SMARTS: Scalable Multi-Agent Reinforcement Learning Training School for Autonomous Driving

Multi-agent interaction is a fundamental aspect of autonomous driving in the real world. Despite more than a decade of research and development, the problem of how to competently interact with diverse road users in diverse scenarios remains largely unsolved. Learning methods have much to offer towards solving this problem. But they require a realistic multi-agent simulator that generates diverse and competent driving interactions. To meet this need, we develop a dedicated simulation platform called SMARTS (Scalable Multi-Agent RL Training School). SMARTS supports the training, accumulation, and use of diverse behavior models of road users. These are in turn used to create increasingly more realistic and diverse interactions that enable deeper and broader research on multi-agent interaction. In this paper, we describe the design goals of SMARTS, explain its basic architecture and its key features, and illustrate its use through concrete multi-agent experiments on interactive scenarios. We open-source the SMARTS platform and the associated benchmark tasks and evaluation metrics to encourage and empower research on multi-agent learning for autonomous driving. Our code is available at https://github.com/huawei-noah/SMARTS.

cs.MA↗

Qatten: A General Framework for Cooperative Multiagent Reinforcement Learning

In many real-world tasks, multiple agents must learn to coordinate with each other given their private observations and limited communication ability. Deep multiagent reinforcement learning (Deep-MARL) algorithms have shown superior performance in such challenging settings. One representative class of work is multiagent value decomposition, which decomposes the global shared multiagent Q-value $Q_{tot}$ into individual Q-values $Q^{i}$ to guide individuals' behaviors, i.e. VDN imposing an additive formation and QMIX adopting a monotonic assumption using an implicit mixing method. However, most of the previous efforts impose certain assumptions between $Q_{tot}$ and $Q^{i}$ and lack theoretical groundings. Besides, they do not explicitly consider the agent-level impact of individuals to the whole system when transforming individual $Q^{i}$s into $Q_{tot}$. In this paper, we theoretically derive a general formula of $Q_{tot}$ in terms of $Q^{i}$, based on which we can naturally implement a multi-head attention formation to approximate $Q_{tot}$, resulting in not only a refined representation of $Q_{tot}$ with an agent-level attention mechanism, but also a tractable maximization algorithm of decentralized policies. Extensive experiments demonstrate that our method outperforms state-of-the-art MARL methods on the widely adopted StarCraft benchmark across different scenarios, and attention analysis is further conducted with valuable insights.

cs.MA↗

Multi-Agent Determinantal Q-Learning

Centralized training with decentralized execution has become an important paradigm in multi-agent learning. Though practical, current methods rely on restrictive assumptions to decompose the centralized value function across agents for execution. In this paper, we eliminate this restriction by proposing multi-agent determinantal Q-learning. Our method is established on Q-DPP, an extension of determinantal point process (DPP) with partition-matroid constraint to multi-agent setting. Q-DPP promotes agents to acquire diverse behavioral models; this allows a natural factorization of the joint Q-functions with no need for \emph{a priori} structural constraints on the value function or special network architectures. We demonstrate that Q-DPP generalizes major solutions including VDN, QMIX, and QTRAN on decentralizable cooperative tasks. To efficiently draw samples from Q-DPP, we adopt an existing sample-by-projection sampler with theoretical approximation guarantee. The sampler also benefits exploration by coordinating agents to cover orthogonal directions in the state space during multi-agent training. We evaluate our algorithm on various cooperative benchmarks; its effectiveness has been demonstrated when compared with the state-of-the-art.

cs.LG↗

A Survey of Deep Reinforcement Learning in Video Games

Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism updates the policy to maximize the return with an end-to-end method. In this paper, we survey the progress of DRL methods, including value-based, policy gradient, and model-based algorithms, and compare their main techniques and properties. Besides, DRL plays an important role in game artificial intelligence (AI). We also take a review of the achievements of DRL in various video games, including classical Arcade games, first-person perspective games and multi-agent real-time strategy games, from 2D to 3D, and from single-agent to multi-agent. A large number of video game AIs with DRL have achieved super-human performance, while there are still some challenges in this domain. Therefore, we also discuss some key points when applying DRL methods to this field, including exploration-exploitation, sample efficiency, generalization and transfer, multi-agent learning, imperfect information, and delayed spare rewards, as well as some research directions.

cs.MA↗

StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer Learning

Real-time strategy games have been an important field of game artificial intelligence in recent years. This paper presents a reinforcement learning and curriculum transfer learning method to control multiple units in StarCraft micromanagement. We define an efficient state representation, which breaks down the complexity caused by the large state space in the game environment. Then a parameter sharing multi-agent gradientdescent Sarsa(λ) (PS-MAGDS) algorithm is proposed to train the units. The learning policy is shared among our units to encourage cooperative behaviors. We use a neural network as a function approximator to estimate the action-value function, and propose a reward function to help units balance their move and attack. In addition, a transfer learning method is used to extend our model to more difficult scenarios, which accelerates the training process and improves the learning performance. In small scale scenarios, our units successfully learn to combat and defeat the built-in AI with 100% win rates. In large scale scenarios, curriculum transfer learning method is used to progressively train a group of units, and shows superior performance over some baseline methods in target scenarios. With reinforcement learning and curriculum transfer learning, our units are able to learn appropriate strategies in StarCraft micromanagement scenarios.

cs.AI↗