Qian Long

AI
h-index3
4papers
40citations
Novelty51%
AI Score39

4 Papers

15.4AIDec 6, 2024Code
TeamCraft: A Benchmark for Multi-Modal Multi-Agent Systems in Minecraft

Qian Long, Zhi Li, Ran Gong et al.

Collaboration is a cornerstone of society. In the real world, human teammates make use of multi-sensory data to tackle challenging tasks in ever-changing environments. It is essential for embodied agents collaborating in visually-rich environments replete with dynamic interactions to understand multi-modal observations and task specifications. To evaluate the performance of generalizable multi-modal collaborative agents, we present TeamCraft, a multi-modal multi-agent benchmark built on top of the open-world video game Minecraft. The benchmark features 55,000 task variants specified by multi-modal prompts, procedurally-generated expert demonstrations for imitation learning, and carefully designed protocols to evaluate model generalization capabilities. We also perform extensive analyses to better understand the limitations and strengths of existing approaches. Our results indicate that existing models continue to face significant challenges in generalizing to novel goals, scenes, and unseen numbers of agents. These findings underscore the need for further research in this area. The TeamCraft platform and dataset are publicly available at https://github.com/teamcraft-bench/teamcraft.

4.2AIMay 3, 2024
SocialGFs: Learning Social Gradient Fields for Multi-Agent Reinforcement Learning

Qian Long, Fangwei Zhong, Mingdong Wu et al.

Multi-agent systems (MAS) need to adaptively cope with dynamic environments, changing agent populations, and diverse tasks. However, most of the multi-agent systems cannot easily handle them, due to the complexity of the state and task space. The social impact theory regards the complex influencing factors as forces acting on an agent, emanating from the environment, other agents, and the agent's intrinsic motivation, referring to the social force. Inspired by this concept, we propose a novel gradient-based state representation for multi-agent reinforcement learning. To non-trivially model the social forces, we further introduce a data-driven method, where we employ denoising score matching to learn the social gradient fields (SocialGFs) from offline samples, e.g., the attractive or repulsive outcomes of each force. During interactions, the agents take actions based on the multi-dimensional gradients to maximize their own rewards. In practice, we integrate SocialGFs into the widely used multi-agent reinforcement learning algorithms, e.g., MAPPO. The empirical results reveal that SocialGFs offer four advantages for multi-agent systems: 1) they can be learned without requiring online interaction, 2) they demonstrate transferability across diverse tasks, 3) they facilitate credit assignment in challenging reward settings, and 4) they are scalable with the increasing number of agents.

4.2AIOct 29, 2024Code
Inverse Attention Agents for Multi-Agent Systems

Qian Long, Ruoyan Li, Minglu Zhao et al.

A major challenge for Multi-Agent Systems is enabling agents to adapt dynamically to diverse environments in which opponents and teammates may continually change. Agents trained using conventional methods tend to excel only within the confines of their training cohorts; their performance drops significantly when confronting unfamiliar agents. To address this shortcoming, we introduce Inverse Attention Agents that adopt concepts from the Theory of Mind (ToM) implemented algorithmically using an attention mechanism trained in an end-to-end manner. Crucial to determining the final actions of these agents, the weights in their attention model explicitly represent attention to different goals. We furthermore propose an inverse attention network that deduces the ToM of agents based on observations and prior actions. The network infers the attentional states of other agents, thereby refining the attention weights to adjust the agent's final action. We conduct experiments in a continuous environment, tackling demanding tasks encompassing cooperation, competition, and a blend of both. They demonstrate that the inverse attention network successfully infers the attention of other agents, and that this information improves agent performance. Additional human experiments show that, compared to baseline agent models, our inverse attention agents exhibit superior cooperation with humans and better emulate human behaviors.

15.6LGMar 23, 2020Code
Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning

Qian Long, Zihan Zhou, Abhibav Gupta et al.

In multi-agent games, the complexity of the environment can grow exponentially as the number of agents increases, so it is particularly challenging to learn good policies when the agent population is large. In this paper, we introduce Evolutionary Population Curriculum (EPC), a curriculum learning paradigm that scales up Multi-Agent Reinforcement Learning (MARL) by progressively increasing the population of training agents in a stage-wise manner. Furthermore, EPC uses an evolutionary approach to fix an objective misalignment issue throughout the curriculum: agents successfully trained in an early stage with a small population are not necessarily the best candidates for adapting to later stages with scaled populations. Concretely, EPC maintains multiple sets of agents in each stage, performs mix-and-match and fine-tuning over these sets and promotes the sets of agents with the best adaptability to the next stage. We implement EPC on a popular MARL algorithm, MADDPG, and empirically show that our approach consistently outperforms baselines by a large margin as the number of agents grows exponentially.