MAMar 8, 2021
A multi-agent reinforcement learning model of reputation and cooperation in human groupsKevin R. McKee, Edward Hughes, Tina O. Zhu et al.
Collective action demands that individuals efficiently coordinate how much, where, and when to cooperate. Laboratory experiments have extensively explored the first part of this process, demonstrating that a variety of social-cognitive mechanisms influence how much individuals choose to invest in group efforts. However, experimental research has been unable to shed light on how social cognitive mechanisms contribute to the where and when of collective action. We build and test a computational model of human behavior in Clean Up, a social dilemma task popular in multi-agent reinforcement learning research. We show that human groups effectively cooperate in Clean Up when they can identify group members and track reputations over time, but fail to organize under conditions of anonymity. A multi-agent reinforcement learning model of reputation demonstrates the same difference in cooperation under conditions of identifiability and anonymity. In addition, the model accurately predicts spatial and temporal patterns of group behavior: in this public goods dilemma, the intrinsic motivation for reputation catalyzes the development of a non-territorial, turn-taking strategy to coordinate collective action.
LGJul 3, 2018
Human-level performance in first-person multiplayer games with population-based deep reinforcement learningMax Jaderberg, Wojciech M. Czarnecki, Iain Dunning et al.
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each learning and acting independently to cooperate and compete with other agents, and environments reflecting this degree of complexity remain an open challenge. In this work, we demonstrate for the first time that an agent can achieve human-level in a popular 3D multiplayer first-person video game, Quake III Arena Capture the Flag, using only pixels and game points as input. These results were achieved by a novel two-tier optimisation process in which a population of independent RL agents are trained concurrently from thousands of parallel matches with agents playing in teams together and against each other on randomly generated environments. Each agent in the population learns its own internal reward signal to complement the sparse delayed reward from winning, and selects actions using a novel temporally hierarchical representation that enables the agent to reason at multiple timescales. During game-play, these agents display human-like behaviours such as navigating, following, and defending based on a rich learned representation that is shown to encode high-level game knowledge. In an extensive tournament-style evaluation the trained agents exceeded the win-rate of strong human players both as teammates and opponents, and proved far stronger than existing state-of-the-art agents. These results demonstrate a significant jump in the capabilities of artificial agents, bringing us closer to the goal of human-level intelligence.