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arXiv:2506.18537공식 코드 · Papers with Code

Transformer World Model for Sample Efficient Multi-Agent Reinforcement Learning

We present the Multi-Agent Transformer World Model (MATWM), a novel transformer-based world model designed for multi-agent reinforcement learning in both vector- and image-based environments. MATWM combines a decentralized imagination framework with a semi-centralized critic and a teammate prediction module, enabling agents to model and anticipate the behavior of others under partial observability. To address non-stationarity, we incorporate a prioritized replay mechanism that trains the world model on recent experiences, allowing it to adapt to agents' evolving policies. We evaluated MATWM on a broad suite of benchmarks, including the StarCraft Multi-Agent Challenge, PettingZoo, and MeltingPot. MATWM achieves state-of-the-art performance, outperforming both model-free and prior world model approaches, while demonstrating strong sample efficiency, achieving near-optimal performance in as few as 50K environment interactions. Ablation studies confirm the impact of each component, with substantial gains in coordination-heavy tasks.

arXiv:2506.10326공식 코드 · Papers with Code

A Benchmark for Generalizing Across Diverse Team Strategies in Competitive Pokémon

Developing AI agents that can robustly adapt to dramatically different strategic landscapes without retraining is a central challenge for multi-agent learning. Pok\'emon Video Game Championships (VGC) is a domain with an extraordinarily large space of possible team configurations of approximately $10^{139}$ - far larger than those of Dota or Starcraft. The highly discrete, combinatorial nature of team building in Pok\'emon VGC causes optimal strategies to shift dramatically depending on both the team being piloted and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies human-play datasets and a range of baselines - from large-language-model agents and behavior cloning to reinforcement learning and empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated on a single-team configuration, our methods are able to win against a professional VGC competitor. We extensively evaluated all baseline methods over progressively larger team sets and find that even the best-performing algorithm in the single-team setting struggles at scaling up as team size grows. Thus, policy generalization across diverse team strategies remains an open challenge for the community. Our code is open sourced at https://github.com/cameronangliss/VGC-Bench.

arXiv:2503.05383공식 코드 · Papers with Code

AVA: Attentive VLM Agent for Mastering StarCraft II

We introduce Attentive VLM Agent (AVA), a multimodal StarCraft II agent that aligns artificial agent perception with the human gameplay experience. Traditional frameworks such as SMAC rely on abstract state representations that diverge significantly from human perception, limiting the ecological validity of agent behavior. Our agent addresses this limitation by incorporating RGB visual inputs and natural language observations that more closely simulate human cognitive processes during gameplay. The AVA architecture consists of three integrated components: (1) a vision-language model enhanced with specialized self-attention mechanisms for strategic unit targeting and battlefield assessment, (2) a retrieval-augmented generation system that leverages domain-specific StarCraft II knowledge to inform tactical decisions, and (3) a dynamic role-based task distribution system that enables coordinated multi-agent behavior. The experimental evaluation in our proposed AVACraft environment, which contains 21 multimodal StarCraft II scenarios, demonstrates that AVA powered by foundation models (specifically Qwen-VL and GPT-4o) can execute complex tactical maneuvers without explicit training, achieving comparable performance to traditional MARL methods that require substantial training iterations. This work establishes a foundation for developing human-aligned StarCraft II agents and advances the broader research agenda of multimodal game AI. Our implementation is available at https://github.com/camel-ai/VLM-Play-StarCraft2.

arXiv:2503.01440공식 코드 · Papers with Code

Trajectory-Class-Aware Multi-Agent Reinforcement Learning

In the context of multi-agent reinforcement learning, generalization is a challenge to solve various tasks that may require different joint policies or coordination without relying on policies specialized for each task. We refer to this type of problem as a multi-task, and we train agents to be versatile in this multi-task setting through a single training process. To address this challenge, we introduce TRajectory-class-Aware Multi-Agent reinforcement learning (TRAMA). In TRAMA, agents recognize a task type by identifying the class of trajectories they are experiencing through partial observations, and the agents use this trajectory awareness or prediction as additional information for action policy. To this end, we introduce three primary objectives in TRAMA: (a) constructing a quantized latent space to generate trajectory embeddings that reflect key similarities among them; (b) conducting trajectory clustering using these trajectory embeddings; and (c) building a trajectory-class-aware policy. Specifically for (c), we introduce a trajectory-class predictor that performs agent-wise predictions on the trajectory class; and we design a trajectory-class representation model for each trajectory class. Each agent takes actions based on this trajectory-class representation along with its partial observation for task-aware execution. The proposed method is evaluated on various tasks, including multi-task problems built upon StarCraft II. Empirical results show further performance improvements over state-of-the-art baselines.

arXiv:2502.16496공식 코드 · Papers with Code

PMAT: Optimizing Action Generation Order in Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) faces challenges in coordinating agents due to complex interdependencies within multi-agent systems. Most MARL algorithms use the simultaneous decision-making paradigm but ignore the action-level dependencies among agents, which reduces coordination efficiency. In contrast, the sequential decision-making paradigm provides finer-grained supervision for agent decision order, presenting the potential for handling dependencies via better decision order management. However, determining the optimal decision order remains a challenge. In this paper, we introduce Action Generation with Plackett-Luce Sampling (AGPS), a novel mechanism for agent decision order optimization. We model the order determination task as a Plackett-Luce sampling process to address issues such as ranking instability and vanishing gradient during the network training process. AGPS realizes credit-based decision order determination by establishing a bridge between the significance of agents' local observations and their decision credits, thus facilitating order optimization and dependency management. Integrating AGPS with the Multi-Agent Transformer, we propose the Prioritized Multi-Agent Transformer (PMAT), a sequential decision-making MARL algorithm with decision order optimization. Experiments on benchmarks including StarCraft II Multi-Agent Challenge, Google Research Football, and Multi-Agent MuJoCo show that PMAT outperforms state-of-the-art algorithms, greatly enhancing coordination efficiency.

arXiv:2502.11122공식 코드 · Papers with Code

Hierarchical Expert Prompt for Large-Language-Model: An Approach Defeat Elite AI in TextStarCraft II for the First Time

Since the emergence of the Large Language Model (LLM), LLM has been widely used in fields such as writing, translating, and searching. However, there is still great potential for LLM-based methods in handling complex tasks such as decision-making in the StarCraft II environment. To address problems such as lack of relevant knowledge and poor control over subtasks of varying importance, we propose a Hierarchical Expert Prompt (HEP) for LLM. Our method improves the understanding of game situations through expert-level tactical knowledge, improving the processing quality of tasks of varying importance through a hierarchical framework. Our approach defeated the highest level (Elite) standard built-in agent in TextStarCraft II for the first time and consistently outperformed the baseline method in other difficulties. Our experiments suggest that the proposed method is a practical solution for tackling complex decision-making challenges. The replay video can be viewed on https://www.bilibili.com/video/BV1uz42187EF and https://youtu.be/dO3PshWLV5M, and our codes have been open-sourced on https://github.com/luchang1113/HEP-LLM-play-StarCraftII.

arXiv:2501.12061공식 코드 · Papers with Code

Tackling Uncertainties in Multi-Agent Reinforcement Learning through Integration of Agent Termination Dynamics

Multi-Agent Reinforcement Learning (MARL) has gained significant traction for solving complex real-world tasks, but the inherent stochasticity and uncertainty in these environments pose substantial challenges to efficient and robust policy learning. While Distributional Reinforcement Learning has been successfully applied in single-agent settings to address risk and uncertainty, its application in MARL is substantially limited. In this work, we propose a novel approach that integrates distributional learning with a safety-focused loss function to improve convergence in cooperative MARL tasks. Specifically, we introduce a Barrier Function based loss that leverages safety metrics, identified from inherent faults in the system, into the policy learning process. This additional loss term helps mitigate risks and encourages safer exploration during the early stages of training. We evaluate our method in the StarCraft II micromanagement benchmark, where our approach demonstrates improved convergence and outperforms state-of-the-art baselines in terms of both safety and task completion. Our results suggest that incorporating safety considerations can significantly enhance learning performance in complex, multi-agent environments.

arXiv:2412.17707공식 코드 · Papers with Code

SMAC-Hard: Enabling Mixed Opponent Strategy Script and Self-play on SMAC

The availability of challenging simulation environments is pivotal for advancing the field of Multi-Agent Reinforcement Learning (MARL). In cooperative MARL settings, the StarCraft Multi-Agent Challenge (SMAC) has gained prominence as a benchmark for algorithms following centralized training with decentralized execution paradigm. However, with continual advancements in SMAC, many algorithms now exhibit near-optimal performance, complicating the evaluation of their true effectiveness. To alleviate this problem, in this work, we highlight a critical issue: the default opponent policy in these environments lacks sufficient diversity, leading MARL algorithms to overfit and exploit unintended vulnerabilities rather than learning robust strategies. To overcome these limitations, we propose SMAC-HARD, a novel benchmark designed to enhance training robustness and evaluation comprehensiveness. SMAC-HARD supports customizable opponent strategies, randomization of adversarial policies, and interfaces for MARL self-play, enabling agents to generalize to varying opponent behaviors and improve model stability. Furthermore, we introduce a black-box testing framework wherein agents are trained without exposure to the edited opponent scripts but are tested against these scripts to evaluate the policy coverage and adaptability of MARL algorithms. We conduct extensive evaluations of widely used and state-of-the-art algorithms on SMAC-HARD, revealing the substantial challenges posed by edited and mixed strategy opponents. Additionally, the black-box strategy tests illustrate the difficulty of transferring learned policies to unseen adversaries. We envision SMAC-HARD as a critical step toward benchmarking the next generation of MARL algorithms, fostering progress in self-play methods for multi-agent systems. Our code is available at https://github.com/devindeng94/smac-hard.

arXiv:2412.15517공식 코드 · Papers with Code

Novelty-Guided Data Reuse for Efficient and Diversified Multi-Agent Reinforcement Learning

Recently, deep Multi-Agent Reinforcement Learning (MARL) has demonstrated its potential to tackle complex cooperative tasks, pushing the boundaries of AI in collaborative environments. However, the efficiency of these systems is often compromised by inadequate sample utilization and a lack of diversity in learning strategies. To enhance MARL performance, we introduce a novel sample reuse approach that dynamically adjusts policy updates based on observation novelty. Specifically, we employ a Random Network Distillation (RND) network to gauge the novelty of each agent's current state, assigning additional sample update opportunities based on the uniqueness of the data. We name our method Multi-Agent Novelty-GuidEd sample Reuse (MANGER). This method increases sample efficiency and promotes exploration and diverse agent behaviors. Our evaluations confirm substantial improvements in MARL effectiveness in complex cooperative scenarios such as Google Research Football and super-hard StarCraft II micromanagement tasks.

arXiv:2411.05348공식 코드 · Papers with Code

LLM-PySC2: Starcraft II learning environment for Large Language Models

This paper introduces a new environment LLM-PySC2 (the Large Language Model StarCraft II Learning Environment), a platform derived from DeepMind's StarCraft II Learning Environment that serves to develop Large Language Models (LLMs) based decision-making methodologies. This environment is the first to offer the complete StarCraft II action space, multi-modal observation interfaces, and a structured game knowledge database, which are seamlessly connected with various LLMs to facilitate the research of LLMs-based decision-making. To further support multi-agent research, we developed an LLM collaborative framework that supports multi-agent concurrent queries and multi-agent communication. In our experiments, the LLM-PySC2 environment is adapted to be compatible with the StarCraft Multi-Agent Challenge (SMAC) task group and provided eight new scenarios focused on macro-decision abilities. We evaluated nine mainstream LLMs in the experiments, and results show that sufficient parameters are necessary for LLMs to make decisions, but improving reasoning ability does not directly lead to better decision-making outcomes. Our findings further indicate the importance of enabling large models to learn autonomously in the deployment environment through parameter training or train-free learning techniques. Ultimately, we expect that the LLM-PySC2 environment can promote research on learning methods for LLMs, helping LLM-based methods better adapt to task scenarios.

arXiv:2410.16024공식 코드 · Papers with Code

A New Approach to Solving SMAC Task: Generating Decision Tree Code from Large Language Models

StarCraft Multi-Agent Challenge (SMAC) is one of the most commonly used experimental environments in multi-agent reinforcement learning (MARL), where the specific task is to control a set number of allied units to defeat enemy forces. Traditional MARL algorithms often require interacting with the environment for up to 1 million steps to train a model, and the resulting policies are typically non-interpretable with weak transferability. In this paper, we propose a novel approach to solving SMAC tasks called LLM-SMAC. In our framework, agents leverage large language models (LLMs) to generate decision tree code by providing task descriptions. The model is further self-reflection using feedback from the rewards provided by the environment. We conduct experiments in the SMAC and demonstrate that our method can produce high-quality, interpretable decision trees with minimal environmental exploration. Moreover, these models exhibit strong transferability, successfully applying to similar SMAC environments without modification. We believe this approach offers a new direction for solving decision-making tasks in the future.

arXiv:2410.08659공식 코드 · Papers with Code

Carefully Structured Compression: Efficiently Managing StarCraft II Data

Creation and storage of datasets are often overlooked input costs in machine learning, as many datasets are simple image label pairs or plain text. However, datasets with more complex structures, such as those from the real time strategy game StarCraft II, require more deliberate thought and strategy to reduce cost of ownership. We introduce a serialization framework for StarCraft II that reduces the cost of dataset creation and storage, as well as improving usage ergonomics. We benchmark against the most comparable existing dataset from \textit{AlphaStar-Unplugged} and highlight the benefit of our framework in terms of both the cost of creation and storage. We use our dataset to train deep learning models that exceed the performance of comparable models trained on other datasets. The dataset conversion and usage framework introduced is open source and can be used as a framework for datasets with similar characteristics such as digital twin simulations. Pre-converted StarCraft II tournament data is also available online.

arXiv:2410.08540공식 코드 · Papers with Code

Kaleidoscope: Learnable Masks for Heterogeneous Multi-agent Reinforcement Learning

In multi-agent reinforcement learning (MARL), parameter sharing is commonly employed to enhance sample efficiency. However, the popular approach of full parameter sharing often leads to homogeneous policies among agents, potentially limiting the performance benefits that could be derived from policy diversity. To address this critical limitation, we introduce \emph{Kaleidoscope}, a novel adaptive partial parameter sharing scheme that fosters policy heterogeneity while still maintaining high sample efficiency. Specifically, Kaleidoscope maintains one set of common parameters alongside multiple sets of distinct, learnable masks for different agents, dictating the sharing of parameters. It promotes diversity among policy networks by encouraging discrepancy among these masks, without sacrificing the efficiencies of parameter sharing. This design allows Kaleidoscope to dynamically balance high sample efficiency with a broad policy representational capacity, effectively bridging the gap between full parameter sharing and non-parameter sharing across various environments. We further extend Kaleidoscope to critic ensembles in the context of actor-critic algorithms, which could help improve value estimations.Our empirical evaluations across extensive environments, including multi-agent particle environment, multi-agent MuJoCo and StarCraft multi-agent challenge v2, demonstrate the superior performance of Kaleidoscope compared with existing parameter sharing approaches, showcasing its potential for performance enhancement in MARL. The code is publicly available at \url{https://github.com/LXXXXR/Kaleidoscope}.

arXiv:2408.04295공식 코드 · Papers with Code

Assigning Credit with Partial Reward Decoupling in Multi-Agent Proximal Policy Optimization

Multi-agent proximal policy optimization (MAPPO) has recently demonstrated state-of-the-art performance on challenging multi-agent reinforcement learning tasks. However, MAPPO still struggles with the credit assignment problem, wherein the sheer difficulty in ascribing credit to individual agents' actions scales poorly with team size. In this paper, we propose a multi-agent reinforcement learning algorithm that adapts recent developments in credit assignment to improve upon MAPPO. Our approach leverages partial reward decoupling (PRD), which uses a learned attention mechanism to estimate which of a particular agent's teammates are relevant to its learning updates. We use this estimate to dynamically decompose large groups of agents into smaller, more manageable subgroups. We empirically demonstrate that our approach, PRD-MAPPO, decouples agents from teammates that do not influence their expected future reward, thereby streamlining credit assignment. We additionally show that PRD-MAPPO yields significantly higher data efficiency and asymptotic performance compared to both MAPPO and other state-of-the-art methods across several multi-agent tasks, including StarCraft II. Finally, we propose a version of PRD-MAPPO that is applicable to \textit{shared} reward settings, where PRD was previously not applicable, and empirically show that this also leads to performance improvements over MAPPO.

arXiv:2406.15836공식 코드 · Papers with Code

Decentralized Transformers with Centralized Aggregation are Sample-Efficient Multi-Agent World Models

Learning a world model for model-free Reinforcement Learning (RL) agents can significantly improve the sample efficiency by learning policies in imagination. However, building a world model for Multi-Agent RL (MARL) can be particularly challenging due to the scalability issue in a centralized architecture arising from a large number of agents, and also the non-stationarity issue in a decentralized architecture stemming from the inter-dependency among agents. To address both challenges, we propose a novel world model for MARL that learns decentralized local dynamics for scalability, combined with a centralized representation aggregation from all agents. We cast the dynamics learning as an auto-regressive sequence modeling problem over discrete tokens by leveraging the expressive Transformer architecture, in order to model complex local dynamics across different agents and provide accurate and consistent long-term imaginations. As the first pioneering Transformer-based world model for multi-agent systems, we introduce a Perceiver Transformer as an effective solution to enable centralized representation aggregation within this context. Results on Starcraft Multi-Agent Challenge (SMAC) show that it outperforms strong model-free approaches and existing model-based methods in both sample efficiency and overall performance.

arXiv:2405.18110공식 코드 · Papers with Code

Individual Contributions as Intrinsic Exploration Scaffolds for Multi-agent Reinforcement Learning

In multi-agent reinforcement learning (MARL), effective exploration is critical, especially in sparse reward environments. Although introducing global intrinsic rewards can foster exploration in such settings, it often complicates credit assignment among agents. To address this difficulty, we propose Individual Contributions as intrinsic Exploration Scaffolds (ICES), a novel approach to motivate exploration by assessing each agent's contribution from a global view. In particular, ICES constructs exploration scaffolds with Bayesian surprise, leveraging global transition information during centralized training. These scaffolds, used only in training, help to guide individual agents towards actions that significantly impact the global latent state transitions. Additionally, ICES separates exploration policies from exploitation policies, enabling the former to utilize privileged global information during training. Extensive experiments on cooperative benchmark tasks with sparse rewards, including Google Research Football (GRF) and StarCraft Multi-agent Challenge (SMAC), demonstrate that ICES exhibits superior exploration capabilities compared with baselines. The code is publicly available at https://github.com/LXXXXR/ICES.

arXiv:2404.10976공식 코드 · Papers with Code

Group-Aware Coordination Graph for Multi-Agent Reinforcement Learning

Cooperative Multi-Agent Reinforcement Learning (MARL) necessitates seamless collaboration among agents, often represented by an underlying relation graph. Existing methods for learning this graph primarily focus on agent-pair relations, neglecting higher-order relationships. While several approaches attempt to extend cooperation modelling to encompass behaviour similarities within groups, they commonly fall short in concurrently learning the latent graph, thereby constraining the information exchange among partially observed agents. To overcome these limitations, we present a novel approach to infer the Group-Aware Coordination Graph (GACG), which is designed to capture both the cooperation between agent pairs based on current observations and group-level dependencies from behaviour patterns observed across trajectories. This graph is further used in graph convolution for information exchange between agents during decision-making. To further ensure behavioural consistency among agents within the same group, we introduce a group distance loss, which promotes group cohesion and encourages specialization between groups. Our evaluations, conducted on StarCraft II micromanagement tasks, demonstrate GACG's superior performance. An ablation study further provides experimental evidence of the effectiveness of each component of our method.

arXiv:2404.10740공식 코드 · Papers with Code

N-Agent Ad Hoc Teamwork

Current approaches to learning cooperative multi-agent behaviors assume relatively restrictive settings. In standard fully cooperative multi-agent reinforcement learning, the learning algorithm controls $\textit{all}$ agents in the scenario, while in ad hoc teamwork, the learning algorithm usually assumes control over only a $\textit{single}$ agent in the scenario. However, many cooperative settings in the real world are much less restrictive. For example, in an autonomous driving scenario, a company might train its cars with the same learning algorithm, yet once on the road, these cars must cooperate with cars from another company. Towards expanding the class of scenarios that cooperative learning methods may optimally address, we introduce $N$-agent ad hoc teamwork (NAHT), where a set of autonomous agents must interact and cooperate with dynamically varying numbers and types of teammates. This paper formalizes the problem, and proposes the Policy Optimization with Agent Modelling (POAM) algorithm. POAM is a policy gradient, multi-agent reinforcement learning approach to the NAHT problem, that enables adaptation to diverse teammate behaviors by learning representations of teammate behaviors. Empirical evaluation on tasks from the multi-agent particle environment and StarCraft II shows that POAM improves cooperative task returns compared to baseline approaches, and enables out-of-distribution generalization to unseen teammates.

arXiv:2403.19253공식 코드 · Papers with Code

Inferring Latent Temporal Sparse Coordination Graph for Multi-Agent Reinforcement Learning

Effective agent coordination is crucial in cooperative Multi-Agent Reinforcement Learning (MARL). While agent cooperation can be represented by graph structures, prevailing graph learning methods in MARL are limited. They rely solely on one-step observations, neglecting crucial historical experiences, leading to deficient graphs that foster redundant or detrimental information exchanges. Additionally, high computational demands for action-pair calculations in dense graphs impede scalability. To address these challenges, we propose inferring a Latent Temporal Sparse Coordination Graph (LTS-CG) for MARL. The LTS-CG leverages agents' historical observations to calculate an agent-pair probability matrix, where a sparse graph is sampled from and used for knowledge exchange between agents, thereby simultaneously capturing agent dependencies and relation uncertainty. The computational complexity of this procedure is only related to the number of agents. This graph learning process is further augmented by two innovative characteristics: Predict-Future, which enables agents to foresee upcoming observations, and Infer-Present, ensuring a thorough grasp of the environmental context from limited data. These features allow LTS-CG to construct temporal graphs from historical and real-time information, promoting knowledge exchange during policy learning and effective collaboration. Graph learning and agent training occur simultaneously in an end-to-end manner. Our demonstrated results on the StarCraft II benchmark underscore LTS-CG's superior performance.

arXiv:2403.02635공식 코드 · Papers with Code

PPS-QMIX: Periodically Parameter Sharing for Accelerating Convergence of Multi-Agent Reinforcement Learning

Training for multi-agent reinforcement learning(MARL) is a time-consuming process caused by distribution shift of each agent. One drawback is that strategy of each agent in MARL is independent but actually in cooperation. Thus, a vertical issue in multi-agent reinforcement learning is how to efficiently accelerate training process. To address this problem, current research has leveraged a centralized function(CF) across multiple agents to learn contribution of the team reward for each agent. However, CF based methods introduce joint error from other agents in estimation of value network. In so doing, inspired by federated learning, we propose three simple novel approaches called Average Periodically Parameter Sharing(A-PPS), Reward-Scalability Periodically Parameter Sharing(RS-PPS) and Partial Personalized Periodically Parameter Sharing(PP-PPS) mechanism to accelerate training of MARL. Agents share Q-value network periodically during the training process. Agents which has same identity adapt collected reward as scalability and update partial neural network during period to share different parameters. We apply our approaches in classical MARL method QMIX and evaluate our approaches on various tasks in StarCraft Multi-Agent Challenge(SMAC) environment. Performance of numerical experiments yield enormous enhancement, with an average improvement of 10\%-30\%, and enable to win tasks that QMIX cannot. Our code can be downloaded from https://github.com/ColaZhang22/PPS-QMIX