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Yaodong Yang

Publications and source records attributed to Yaodong Yang.

At least 235 records · Page 13Linked to original sources

MALib: A Parallel Framework for Population-based Multi-agent Reinforcement Learning

Population-based multi-agent reinforcement learning (PB-MARL) refers to the series of methods nested with reinforcement learning (RL) algorithms, which produces a self-generated sequence of tasks arising from the coupled population dynamics. By leveraging auto-curricula to induce a population of distinct emergent strategies, PB-MARL has achieved impressive success in tackling multi-agent tasks. Despite remarkable prior arts of distributed RL frameworks, PB-MARL poses new challenges for parallelizing the training frameworks due to the additional complexity of multiple nested workloads between sampling, training and evaluation involved with heterogeneous policy interactions. To solve these problems, we present MALib, a scalable and efficient computing framework for PB-MARL. Our framework is comprised of three key components: (1) a centralized task dispatching model, which supports the self-generated tasks and scalable training with heterogeneous policy combinations; (2) a programming architecture named Actor-Evaluator-Learner, which achieves high parallelism for both training and sampling, and meets the evaluation requirement of auto-curriculum learning; (3) a higher-level abstraction of MARL training paradigms, which enables efficient code reuse and flexible deployments on different distributed computing paradigms. Experiments on a series of complex tasks such as multi-agent Atari Games show that MALib achieves throughput higher than 40K FPS on a single machine with $32$ CPU cores; 5x speedup than RLlib and at least 3x speedup than OpenSpiel in multi-agent training tasks. MALib is publicly available at https://github.com/sjtu-marl/malib.

cs.MA↗

Cooperative Multi-Agent Transfer Learning with Level-Adaptive Credit Assignment

Extending transfer learning to cooperative multi-agent reinforcement learning (MARL) has recently received much attention. In contrast to the single-agent setting, the coordination indispensable in cooperative MARL constrains each agent's policy. However, existing transfer methods focus exclusively on agent policy and ignores coordination knowledge. We propose a new architecture that realizes robust coordination knowledge transfer through appropriate decomposition of the overall coordination into several coordination patterns. We use a novel mixing network named level-adaptive QTransformer (LA-QTransformer) to realize agent coordination that considers credit assignment, with appropriate coordination patterns for different agents realized by a novel level-adaptive Transformer (LA-Transformer) dedicated to the transfer of coordination knowledge. In addition, we use a novel agent network named Population Invariant agent with Transformer (PIT) to realize the coordination transfer in more varieties of scenarios. Extensive experiments in StarCraft II micro-management show that LA-QTransformer together with PIT achieves superior performance compared with state-of-the-art baselines.

cs.AI↗

Foresee then Evaluate: Decomposing Value Estimation with Latent Future Prediction

Value function is the central notion of Reinforcement Learning (RL). Value estimation, especially with function approximation, can be challenging since it involves the stochasticity of environmental dynamics and reward signals that can be sparse and delayed in some cases. A typical model-free RL algorithm usually estimates the values of a policy by Temporal Difference (TD) or Monte Carlo (MC) algorithms directly from rewards, without explicitly taking dynamics into consideration. In this paper, we propose Value Decomposition with Future Prediction (VDFP), providing an explicit two-step understanding of the value estimation process: 1) first foresee the latent future, 2) and then evaluate it. We analytically decompose the value function into a latent future dynamics part and a policy-independent trajectory return part, inducing a way to model latent dynamics and returns separately in value estimation. Further, we derive a practical deep RL algorithm, consisting of a convolutional model to learn compact trajectory representation from past experiences, a conditional variational auto-encoder to predict the latent future dynamics and a convex return model that evaluates trajectory representation. In experiments, we empirically demonstrate the effectiveness of our approach for both off-policy and on-policy RL in several OpenAI Gym continuous control tasks as well as a few challenging variants with delayed reward.

cs.LG↗

Replica-exchange Nosé-Hoover dynamics for Bayesian learning on large datasets

In this paper, we present a new practical method for Bayesian learning that can rapidly draw representative samples from complex posterior distributions with multiple isolated modes in the presence of mini-batch noise. This is achieved by simulating a collection of replicas in parallel with different temperatures and periodically swapping them. When evolving the replicas' states, the Nosé-Hoover dynamics is applied, which adaptively neutralizes the mini-batch noise. To perform proper exchanges, a new protocol is developed with a noise-aware test of acceptance, by which the detailed balance is reserved in an asymptotic way. While its efficacy on complex multimodal posteriors has been illustrated by testing over synthetic distributions, experiments with deep Bayesian neural networks on large-scale datasets have shown its significant improvements over strong baselines.

stat.ML↗

Diverse Auto-Curriculum is Critical for Successful Real-World Multiagent Learning Systems

Multiagent reinforcement learning (MARL) has achieved a remarkable amount of success in solving various types of video games. A cornerstone of this success is the auto-curriculum framework, which shapes the learning process by continually creating new challenging tasks for agents to adapt to, thereby facilitating the acquisition of new skills. In order to extend MARL methods to real-world domains outside of video games, we envision in this blue sky paper that maintaining a diversity-aware auto-curriculum is critical for successful MARL applications. Specifically, we argue that \emph{behavioural diversity} is a pivotal, yet under-explored, component for real-world multiagent learning systems, and that significant work remains in understanding how to design a diversity-aware auto-curriculum. We list four open challenges for auto-curriculum techniques, which we believe deserve more attention from this community. Towards validating our vision, we recommend modelling realistic interactive behaviours in autonomous driving as an important test bed, and recommend the SMARTS/ULTRA benchmark.

cs.AI↗

Mean Field Multi-Agent Reinforcement Learning

Existing multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present \emph{Mean Field Reinforcement Learning} where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent's optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods.

cs.MA↗

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↗

Learning to Infer User Hidden States for Online Sequential Advertising

To drive purchase in online advertising, it is of the advertiser's great interest to optimize the sequential advertising strategy whose performance and interpretability are both important. The lack of interpretability in existing deep reinforcement learning methods makes it not easy to understand, diagnose and further optimize the strategy. In this paper, we propose our Deep Intents Sequential Advertising (DISA) method to address these issues. The key part of interpretability is to understand a consumer's purchase intent which is, however, unobservable (called hidden states). In this paper, we model this intention as a latent variable and formulate the problem as a Partially Observable Markov Decision Process (POMDP) where the underlying intents are inferred based on the observable behaviors. Large-scale industrial offline and online experiments demonstrate our method's superior performance over several baselines. The inferred hidden states are analyzed, and the results prove the rationality of our inference.

cs.AI↗

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↗

Bi-level Actor-Critic for Multi-agent Coordination

Coordination is one of the essential problems in multi-agent systems. Typically multi-agent reinforcement learning (MARL) methods treat agents equally and the goal is to solve the Markov game to an arbitrary Nash equilibrium (NE) when multiple equilibra exist, thus lacking a solution for NE selection. In this paper, we treat agents \emph{unequally} and consider Stackelberg equilibrium as a potentially better convergence point than Nash equilibrium in terms of Pareto superiority, especially in cooperative environments. Under Markov games, we formally define the bi-level reinforcement learning problem in finding Stackelberg equilibrium. We propose a novel bi-level actor-critic learning method that allows agents to have different knowledge base (thus intelligent), while their actions still can be executed simultaneously and distributedly. The convergence proof is given, while the resulting learning algorithm is tested against the state of the arts. We found that the proposed bi-level actor-critic algorithm successfully converged to the Stackelberg equilibria in matrix games and find an asymmetric solution in a highway merge environment.

cs.MA↗

$α^α$-Rank: Practically Scaling $α$-Rank through Stochastic Optimisation

Recently, $α$-Rank, a graph-based algorithm, has been proposed as a solution to ranking joint policy profiles in large scale multi-agent systems. $α$-Rank claimed tractability through a polynomial time implementation with respect to the total number of pure strategy profiles. Here, we note that inputs to the algorithm were not clearly specified in the original presentation; as such, we deem complexity claims as not grounded, and conjecture solving $α$-Rank is NP-hard. The authors of $α$-Rank suggested that the input to $α$-Rank can be an exponentially-sized payoff matrix; a claim promised to be clarified in subsequent manuscripts. Even though $α$-Rank exhibits a polynomial-time solution with respect to such an input, we further reflect additional critical problems. We demonstrate that due to the need of constructing an exponentially large Markov chain, $α$-Rank is infeasible beyond a small finite number of agents. We ground these claims by adopting amount of dollars spent as a non-refutable evaluation metric. Realising such scalability issue, we present a stochastic implementation of $α$-Rank with a double oracle mechanism allowing for reductions in joint strategy spaces. Our method, $α^α$-Rank, does not need to save exponentially-large transition matrix, and can terminate early under required precision. Although theoretically our method exhibits similar worst-case complexity guarantees compared to $α$-Rank, it allows us, for the first time, to practically conduct large-scale multi-agent evaluations. On $10^4 \times 10^4$ random matrices, we achieve $1000x$ speed reduction. Furthermore, we also show successful results on large joint strategy profiles with a maximum size in the order of $\mathcal{O}(2^{25})$ ($\approx 33$ million joint strategies) -- a setting not evaluable using $α$-Rank with reasonable computational budget.

cs.MA↗

Q-value Path Decomposition for Deep Multiagent Reinforcement Learning

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

cs.MA↗

Modelling Bounded Rationality in Multi-Agent Interactions by Generalized Recursive Reasoning

Though limited in real-world decision making, most multi-agent reinforcement learning (MARL) models assume perfectly rational agents -- a property hardly met due to individual's cognitive limitation and/or the tractability of the decision problem. In this paper, we introduce generalized recursive reasoning (GR2) as a novel framework to model agents with different \emph{hierarchical} levels of rationality; our framework enables agents to exhibit varying levels of "thinking" ability thereby allowing higher-level agents to best respond to various less sophisticated learners. We contribute both theoretically and empirically. On the theory side, we devise the hierarchical framework of GR2 through probabilistic graphical models and prove the existence of a perfect Bayesian equilibrium. Within the GR2, we propose a practical actor-critic solver, and demonstrate its convergent property to a stationary point in two-player games through Lyapunov analysis. On the empirical side, we validate our findings on a variety of MARL benchmarks. Precisely, we first illustrate the hierarchical thinking process on the Keynes Beauty Contest, and then demonstrate significant improvements compared to state-of-the-art opponent modeling baselines on the normal-form games and the cooperative navigation benchmark.

cs.AI↗

Can Deep Learning Predict Risky Retail Investors? A Case Study in Financial Risk Behavior Forecasting

The paper examines the potential of deep learning to support decisions in financial risk management. We develop a deep learning model for predicting whether individual spread traders secure profits from future trades. This task embodies typical modeling challenges faced in risk and behavior forecasting. Conventional machine learning requires data that is representative of the feature-target relationship and relies on the often costly development, maintenance, and revision of handcrafted features. Consequently, modeling highly variable, heterogeneous patterns such as trader behavior is challenging. Deep learning promises a remedy. Learning hierarchical distributed representations of the data in an automatic manner (e.g. risk taking behavior), it uncovers generative features that determine the target (e.g., trader's profitability), avoids manual feature engineering, and is more robust toward change (e.g. dynamic market conditions). The results of employing a deep network for operational risk forecasting confirm the feature learning capability of deep learning, provide guidance on designing a suitable network architecture and demonstrate the superiority of deep learning over machine learning and rule-based benchmarks.

q-fin.RM↗

Factorized Q-Learning for Large-Scale Multi-Agent Systems

Deep Q-learning has achieved significant success in single-agent decision making tasks. However, it is challenging to extend Q-learning to large-scale multi-agent scenarios, due to the explosion of action space resulting from the complex dynamics between the environment and the agents. In this paper, we propose to make the computation of multi-agent Q-learning tractable by treating the Q-function (w.r.t. state and joint-action) as a high-order high-dimensional tensor and then approximate it with factorized pairwise interactions. Furthermore, we utilize a composite deep neural network architecture for computing the factorized Q-function, share the model parameters among all the agents within the same group, and estimate the agents' optimal joint actions through a coordinate descent type algorithm. All these simplifications greatly reduce the model complexity and accelerate the learning process. Extensive experiments on two different multi-agent problems demonstrate the performance gain of our proposed approach in comparison with strong baselines, particularly when there are a large number of agents.

cs.MA↗

Independent Generative Adversarial Self-Imitation Learning in Cooperative Multiagent Systems

Many tasks in practice require the collaboration of multiple agents through reinforcement learning. In general, cooperative multiagent reinforcement learning algorithms can be classified into two paradigms: Joint Action Learners (JALs) and Independent Learners (ILs). In many practical applications, agents are unable to observe other agents' actions and rewards, making JALs inapplicable. In this work, we focus on independent learning paradigm in which each agent makes decisions based on its local observations only. However, learning is challenging in independent settings due to the local viewpoints of all agents, which perceive the world as a non-stationary environment due to the concurrently exploring teammates. In this paper, we propose a novel framework called Independent Generative Adversarial Self-Imitation Learning (IGASIL) to address the coordination problems in fully cooperative multiagent environments. To the best of our knowledge, we are the first to combine self-imitation learning with generative adversarial imitation learning (GAIL) and apply it to cooperative multiagent systems. Besides, we put forward a Sub-Curriculum Experience Replay mechanism to pick out the past beneficial experiences as much as possible and accelerate the self-imitation learning process. Evaluations conducted in the testbed of StarCraft unit micromanagement and a commonly adopted benchmark show that our IGASIL produces state-of-the-art results and even outperforms JALs in terms of both convergence speed and final performance.

cs.MA↗

Spectral-based Graph Convolutional Network for Directed Graphs

Graph convolutional networks(GCNs) have become the most popular approaches for graph data in these days because of their powerful ability to extract features from graph. GCNs approaches are divided into two categories, spectral-based and spatial-based. As the earliest convolutional networks for graph data, spectral-based GCNs have achieved impressive results in many graph related analytics tasks. However, spectral-based models cannot directly work on directed graphs. In this paper, we propose an improved spectral-based GCN for the directed graph by leveraging redefined Laplacians to improve its propagation model. Our approach can work directly on directed graph data in semi-supervised nodes classification tasks. Experiments on a number of directed graph datasets demonstrate that our approach outperforms the state-of-the-art methods.

cs.LG↗