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Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning

ICLR 2020 · Multi-agent systems and games › Cooperative multi-agent RL · approach: Cooperative MARL algorithms · 14 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
add population curriculum plus evolutionary selection (EPC) over vanilla population curriculum (ablation)MADDPG · Grassland scale 24-16 and Food Collection scale 24team/wolf/sheep reward vs baselines: Food Collection 59.47 vs 49.998 (vanilla-PC); Grassland wolf 61.42 vs 47.64Helped
add evolutionary selection to the population curriculum (EPC vs vanilla-PC) (ablation)MADDPG · Adversarial Battle scale 16-16team 1 reward: 189.70 vs 109.44Helped
population curriculum with progressive doubling of agents (vanilla-PC) vs training from scratch with population-invariant architecture (ablation)MADDPG (Att-MADDPG architecture) · Grassland scale 24-16wolf reward vs EPC sheep: 47.64 vs 32.89Helped
population curriculum (vanilla-PC) vs training from scratch (ablation)MADDPG (Att-MADDPG architecture) · Grassland scale 6-4wolf reward vs EPC sheep: 2.001 vs 2.5905 (Att-MADDPG)No clear effect
replace MADDPG critic/policy with population-invariant attention architecture (ablation)MADDPG · Food Collection scale 24team reward: 33.435 vs 10.346Helped
use mean-field approximation (Yang et al. 2018) instead of MADDPGMADDPG · Food Collection scale 24team reward: 7.83 vs 10.35 (MADDPG)Hurt
use mean-field approximation instead of MADDPGMADDPG · Grassland and Adversarial Battlereward: little differences between mean-field and MADDPGNo clear effect
add evolutionary selection (EPC vs vanilla-PC) to reduce variance across seeds (ablation)MADDPG · Grassland, Adversarial Battle, Food Collection (second stage)variance of agent scores over 3 seeds: qualitative: variance much smaller than vanilla-PCHelped

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