Research map / Multi-agent systems and games / Human-AI and goal-conditioned
Emergent Tool Use From Multi-Agent Autocurricula
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Pretrain with multi-agent hide-and-seek self-play | Policy initialization for the transfer suite · Lock and Return, Sequential Lock, Construction From Blueprint | final reward and learning speed | Helped |
| Pretrain with multi-agent hide-and-seek self-play | Policy initialization for transfer tasks · Object Counting | performance | Hurt |
| Pretrain with multi-agent hide-and-seek self-play | Policy initialization for transfer tasks · Shelter Construction | final reward | No clear effect |
| Randomize team sizes, object counts and shapes, initial positions, and walls | Hide-and-seek training environment · Hide-and-seek | emergent strategy stages: 2 stages -> 6 stages | Helped |
| Increase batch size to at least 32,000 (ablation) | Hide-and-seek PPO training · Ramp defense | training speed and convergence | Helped |
| Use an omniscient value function with access to the full state (ablation) | Hide-and-seek value function · Emergent autocurriculum | strategy progression | Helped |
| Replace a masked value function with an omniscient value function (ablation) | Hide-and-seek value function · Emergent autocurriculum | maximum stage reached: stage 3 -> stage 4 | Helped |
| Use self-attention over entities instead of embedding and pooling entities (ablation) | Hide-and-seek policy architecture · Emergent autocurriculum | sample efficiency | Helped |
| Use self-attention over entities instead of embedding and pooling entities (ablation) | Hide-and-seek policy architecture · Emergent autocurriculum | wall-clock time to convergence | Hurt |
| Use separate policy parameters per agent instead of shared parameters (ablation) | Hide-and-seek self-play · Six-stage skill progression | sample efficiency | Hurt |
| Increase count-based exploration state representation from box locations to higher-dimensional observations (ablation) | Count-based exploration · Hide-and-seek environment | agent and box movement | Hurt |
| Use Random Network Distillation instead of count-based exploration in the full-state setting (ablation) | Intrinsic-motivation baseline · Hide-and-seek environment | agent and object movement | Helped |
Closest papers by meaning
- Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Games (NeurIPS 2024 · similarity 0.88)
- CoMAS: Co-Evolving Multi-Agent Systems via Interaction Rewards (ICLR 2026 · similarity 0.87)
- A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals (ICLR 2025 · similarity 0.87)
- Individual Contributions as Intrinsic Exploration Scaffolds for Multi-agent Reinforcement Learning (ICML 2024 · similarity 0.86)
- Emergent Coordination in Multi-Agent Language Models (ICLR 2026 · similarity 0.86)
- FML-bench: A Controlled Study of AI Research Agent Strategies from the Perspective of Search Dynamics (NeurIPS 2026 · similarity 0.86)
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