JaxMARL: Multi-Agent RL Environments and Algorithms in JAXAlexander Rutherford, Benjamin Ellis, Matteo Gallici et al. · deepmind, meta-ai
Benchmarks are crucial in the development of machine learning algorithms, with available environments significantly influencing reinforcement learning (RL) research. Traditionally, RL environments run on the CPU, which limits their scalability with typical academic compute. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, Python-based library that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is around 14 times faster than existing approaches, and up to 12500x when multiple training runs are vectorized. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a JAX-based approximate reimplementation of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl.
14.1LGJul 11, 2022
Grounding Aleatoric Uncertainty for Unsupervised Environment DesignMinqi Jiang, Michael Dennis, Jack Parker-Holder et al. · berkeley, meta-ai
Adaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings.
6.2AIJul 13, 2022
Self-Explaining Deviations for CoordinationHengyuan Hu, Samuel Sokota, David Wu et al. · meta-ai, oxford
Fully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We first motivate SED with a real world example and formalize its definition. Next, we introduce a novel algorithm, improvement maximizing self-explaining deviations (IMPROVISED), to perform SEDs. Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where it is the first method to produce so called finesse plays, which are regarded as one of the more iconic examples of human theory of mind.
Ad-Hoc Human-AI Coordination ChallengeTin Dizdarević, Ravi Hammond, Tobias Gessler et al. · meta-ai, oxford
Achieving seamless coordination between AI agents and humans is crucial for real-world applications, yet it remains a significant open challenge. Hanabi is a cooperative card game featuring imperfect information, constrained communication, theory of mind requirements, and coordinated action -- making it an ideal testbed for human-AI coordination. However, its use for human-AI interaction has been limited by the challenges of human evaluation. In this work, we introduce the Ad-Hoc Human-AI Coordination Challenge (AH2AC2) to overcome the constraints of costly and difficult-to-reproduce human evaluations. We develop \textit{human proxy agents} on a large-scale human dataset that serve as robust, cheap, and reproducible human-like evaluation partners in AH2AC2. To encourage the development of data-efficient methods, we open-source a dataset of 3,079 games, deliberately limiting the amount of available human gameplay data. We present baseline results for both two- and three- player Hanabi scenarios. To ensure fair evaluation, we host the proxy agents through a controlled evaluation system rather than releasing them publicly. The code is available at \href{https://github.com/FLAIROx/ah2ac2}{https://github.com/FLAIROx/ah2ac2}.
CURATe: Benchmarking Personalised Alignment of Conversational AI AssistantsLize Alberts, Benjamin Ellis, Andrei Lupu et al. · meta-ai, oxford
We introduce a multi-turn benchmark for evaluating personalised alignment in LLM-based AI assistants, focusing on their ability to handle user-provided safety-critical contexts. Our assessment of ten leading models across five scenarios (with 337 use cases each) reveals systematic inconsistencies in maintaining user-specific consideration, with even top-rated "harmless" models making recommendations that should be recognised as obviously harmful to the user given the context provided. Key failure modes include inappropriate weighing of conflicting preferences, sycophancy (prioritising desires above safety), a lack of attentiveness to critical user information within the context window, and inconsistent application of user-specific knowledge. The same systematic biases were observed in OpenAI's o1, suggesting that strong reasoning capacities do not necessarily transfer to this kind of personalised thinking. We find that prompting LLMs to consider safety-critical context significantly improves performance, unlike a generic 'harmless and helpful' instruction. Based on these findings, we propose research directions for embedding self-reflection capabilities, online user modelling, and dynamic risk assessment in AI assistants. Our work emphasises the need for nuanced, context-aware approaches to alignment in systems designed for persistent human interaction, aiding the development of safe and considerate AI assistants.
The Decrypto Benchmark for Multi-Agent Reasoning and Theory of MindAndrei Lupu, Timon Willi, Jakob Foerster · meta-ai, oxford
As Large Language Models (LLMs) gain agentic abilities, they will have to navigate complex multi-agent scenarios, interacting with human users and other agents in cooperative and competitive settings. This will require new reasoning skills, chief amongst them being theory of mind (ToM), or the ability to reason about the "mental" states of other agents. However, ToM and other multi-agent abilities in LLMs are poorly understood, since existing benchmarks suffer from narrow scope, data leakage, saturation, and lack of interactivity. We thus propose Decrypto, a game-based benchmark for multi-agent reasoning and ToM drawing inspiration from cognitive science, computational pragmatics and multi-agent reinforcement learning. It is designed to be as easy as possible in all other dimensions, eliminating confounding factors commonly found in other benchmarks. To our knowledge, it is also the first platform for designing interactive ToM experiments. We validate the benchmark design through comprehensive empirical evaluations of frontier LLMs, robustness studies, and human-AI cross-play experiments. We find that LLM game-playing abilities lag behind humans and simple word-embedding baselines. We then create variants of two classic cognitive science experiments within Decrypto to evaluate three key ToM abilities. Surprisingly, we find that state-of-the-art reasoning models are significantly worse at those tasks than their older counterparts. This demonstrates that Decrypto addresses a crucial gap in current reasoning and ToM evaluations, and paves the path towards better artificial agents.
Behaviour DistillationAndrei Lupu, Chris Lu, Jarek Liesen et al.
Dataset distillation aims to condense large datasets into a small number of synthetic examples that can be used as drop-in replacements when training new models. It has applications to interpretability, neural architecture search, privacy, and continual learning. Despite strong successes in supervised domains, such methods have not yet been extended to reinforcement learning, where the lack of a fixed dataset renders most distillation methods unusable. Filling the gap, we formalize behaviour distillation, a setting that aims to discover and then condense the information required for training an expert policy into a synthetic dataset of state-action pairs, without access to expert data. We then introduce Hallucinating Datasets with Evolution Strategies (HaDES), a method for behaviour distillation that can discover datasets of just four state-action pairs which, under supervised learning, train agents to competitive performance levels in continuous control tasks. We show that these datasets generalize out of distribution to training policies with a wide range of architectures and hyperparameters. We also demonstrate application to a downstream task, namely training multi-task agents in a zero-shot fashion. Beyond behaviour distillation, HaDES provides significant improvements in neuroevolution for RL over previous approaches and achieves SoTA results on one standard supervised dataset distillation task. Finally, we show that visualizing the synthetic datasets can provide human-interpretable task insights.
Discovering Minimal Reinforcement Learning EnvironmentsJarek Liesen, Chris Lu, Andrei Lupu et al.
Reinforcement learning (RL) agents are commonly trained and evaluated in the same environment. In contrast, humans often train in a specialized environment before being evaluated, such as studying a book before taking an exam. The potential of such specialized training environments is still vastly underexplored, despite their capacity to dramatically speed up training. The framework of synthetic environments takes a first step in this direction by meta-learning neural network-based Markov decision processes (MDPs). The initial approach was limited to toy problems and produced environments that did not transfer to unseen RL algorithms. We extend this approach in three ways: Firstly, we modify the meta-learning algorithm to discover environments invariant towards hyperparameter configurations and learning algorithms. Secondly, by leveraging hardware parallelism and introducing a curriculum on an agent's evaluation episode horizon, we can achieve competitive results on several challenging continuous control problems. Thirdly, we surprisingly find that contextual bandits enable training RL agents that transfer well to their evaluation environment, even if it is a complex MDP. Hence, we set up our experiments to train synthetic contextual bandits, which perform on par with synthetic MDPs, yield additional insights into the evaluation environment, and can speed up downstream applications.