Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Vision-Based Generic Potential Function for Policy Alignment in Multi-Agent Reinforcement Learning
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Proposes V-GEPF, a hierarchical vision-based reward shaping method where a CLIP-based generic potential function, selected every 50 epochs by a vLLM (MiniCPM-Llama3-V) from a pool of instructions, shapes MAPPO's reward in Google Research Football.
Problem
MARL policies in complex, long-horizon sparse-reward multi-agent tasks often diverge from human common sense, and hand-designed potential or rule-based dense rewards are labor-intensive and lack high-level semantic understanding.
Approach
Use a frozen VLM (CLIP) image-text cosine similarity as a generic potential function for potential-based reward shaping, and a vLLM that reads replay videos, training records, and a pool of instructions to adaptively switch which potential function is active during training.
Key results
- In GRF 11 vs 11 hard, V-GEPF significantly outperforms MAPPO, MAPPO-xT, HAPPO, and IPPO in win rate, with baselines plateauing around 15 million steps.
- In GRF 11 vs 11 easy, V-GEPF reaches a higher final win rate than all baselines, though HAPPO, MAPPO, and MAPPO-xT converge faster.
- Coefficient rho=0.5 was chosen from {1, 0.5, 0.1} in the 11 vs 11 hard scenario; rho=1 yielded a low win rate.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add V-GEPF hierarchical potential-based reward shaping | MAPPO · GRF 11 vs 11 easy | win rate | Helped |
| Add V-GEPF hierarchical potential-based reward shaping | MAPPO · GRF 11 vs 11 hard | win rate | Helped |
| Add V-GEPF hierarchical potential-based reward shaping | MAPPO · GRF academy counterattack easy | win rate | Helped |
| Add V-GEPF hierarchical potential-based reward shaping | MAPPO · GRF academy counterattack hard | win rate | Helped |
| Add adaptive skill selection across training stages (ablation) | V-GEPF · GRF 11 vs 11 | policy style balance | Helped |
| Set reward coefficient ρ to 1 (ablation) | V-GEPF · GRF 11 vs 11 hard | win rate | Hurt |
| Set reward coefficient ρ to 0.1 instead of 0.5 (ablation) | V-GEPF · GRF 11 vs 11 hard | win rate | Hurt |
| Use a fixed VLM-based potential function instead of adaptive skill selection (ablation) | V-GEPF · GRF 11 vs 11 | policy style balance | Hurt |
Surprising findings
- A fixed VLM-based potential function produces policies whose style strongly matches its instruction, which the authors argue motivates adaptive selection.
- Baselines converge faster in the easy task, with V-GEPF's advantage appearing only in final win rate.
Limitations
- The vLLM selection and potential function pool are hand-designed, and the approach is evaluated only in one domain (football).
- Potential-based reward with a dense signal requires careful tuning of the coefficient rho, which the authors show is sensitive.
- Slower convergence than some baselines in the easy task.
Experimental setup
Datasets: Google Research Football scenarios FIFA World Cup 2018 event data (for xT baseline)
Benchmarks: Google Research Football 11 vs 11 easy Google Research Football 11 vs 11 hard Google Research Football academy counterattack easy/hard
Metrics: average win rate radar-chart style metrics (shots, shot success, passes, pass
Baselines: MAPPO IPPO HAPPO MAPPO-xT
Builds on: MAPPO potential-based reward shaping CLIP HAPPO generalized advantage estimation
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