Hunter Henry

h-index3
2papers
80citations

2 Papers

10.6LGNov 10, 2021Code
On the Use and Misuse of Absorbing States in Multi-agent Reinforcement Learning

Andrew Cohen, Ervin Teng, Vincent-Pierre Berges et al.

The creation and destruction of agents in cooperative multi-agent reinforcement learning (MARL) is a critically under-explored area of research. Current MARL algorithms often assume that the number of agents within a group remains fixed throughout an experiment. However, in many practical problems, an agent may terminate before their teammates. This early termination issue presents a challenge: the terminated agent must learn from the group's success or failure which occurs beyond its own existence. We refer to propagating value from rewards earned by remaining teammates to terminated agents as the Posthumous Credit Assignment problem. Current MARL methods handle this problem by placing these agents in an absorbing state until the entire group of agents reaches a termination condition. Although absorbing states enable existing algorithms and APIs to handle terminated agents without modification, practical training efficiency and resource use problems exist. In this work, we first demonstrate that sample complexity increases with the quantity of absorbing states in a toy supervised learning task for a fully connected network, while attention is more robust to variable size input. Then, we present a novel architecture for an existing state-of-the-art MARL algorithm which uses attention instead of a fully connected layer with absorbing states. Finally, we demonstrate that this novel architecture significantly outperforms the standard architecture on tasks in which agents are created or destroyed within episodes as well as standard multi-agent coordination tasks.

34.2AIFeb 4, 2019Code
Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning

Arthur Juliani, Ahmed Khalifa, Vincent-Pierre Berges et al.

The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive video games. We propose a new benchmark - Obstacle Tower: a high fidelity, 3D, 3rd person, procedurally generated environment. An agent playing Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of baseline results produced by current state-of-the-art Deep RL methods as well as human players. These algorithms fail to produce agents capable of performing near human level.