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Accelerate Multi-Agent Reinforcement Learning in Zero-Sum Games with Subgame Curriculum Learning

AAAI 2024 · Multi-agent systems and games › Games and equilibria · approach: Learning in Markov games · 8 citations (OpenAlex)

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Proposes SACL, a subgame curriculum learning method for MARL in zero-sum games that resets agents to buffered visited states, selects subgames via a bias-plus-variance value-change metric, and samples them with a farthest-point-sampled particle buffer on top of MAPPO.

Problem

Learning Nash equilibrium in complex zero-sum games with MARL is computationally expensive, and existing curricula only vary opponents, not the starting states of the game.

Approach

Generate a curriculum over subgames (games started from specific states) by prioritizing states with fast value change and high value uncertainty, approximating the squared distance to NE values without knowing the NE, and sampling them from a particle buffer that is kept diverse via farthest point sampling.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use SACL subgame curriculum instead of SPMAPPO · GRF pass and shootapproximate exploitability: 0.48 -> 0.35Helped
Use SACL subgame curriculum instead of SPMAPPO · GRF run pass and shootapproximate exploitability: 0.68 -> 0.60Helped
Use SACL subgame curriculum instead of SPMAPPO · GRF 3 vs 1 with keeperapproximate exploitability: 0.83 -> 0.45Helped
Add the full bias-plus-variance subgame sampling metric instead of bias-only sampling (ablation)SACL in MPE hard predator-prey · MPE hard predator-preyapproximate exploitabilityHelped
Add the full bias-plus-variance subgame sampling metric instead of variance-only sampling (ablation)SACL in MPE hard predator-prey · MPE hard predator-preyapproximate exploitabilityHelped
Replace the full bias-plus-variance metric with uniform sampling (ablation)SACL in MPE hard predator-prey · MPE hard predator-preyapproximate exploitabilityMixed
Replace the particle-based sampler with GAN state generation (ablation)SACL in MPE hard predator-prey · MPE hard predator-preyapproximate exploitabilityHurt
Replace the particle-based sampler with GMM state generation (ablation)SACL in MPE hard predator-prey · MPE hard predator-preyapproximate exploitabilityHurt
Replace FPS buffer updates with random state retention (ablation)SACL in MPE hard predator-prey · MPE hard predator-preyapproximate exploitabilityHurt
Replace FPS buffer updates with greedy highest-weight state retention (ablation)SACL in MPE hard predator-prey · MPE hard predator-preyapproximate exploitabilityHurt
Use SACL instead of MAPPO self-playMAPPO in HnS quadrant · HnS quadrantenvironment samples to NE convergence: 50% fewer samplesHelped
Increase subgame sampling probability from too small a value to the selected mixed sampling approach (ablation)SACL · MPE hard predator-preyapproximate exploitabilityHelped

Surprising findings

Limitations

Experimental setup

Datasets: Multi-Agent Particle Environment predator-prey Google Research Football academy scenarios hide-and-seek quadrant

Benchmarks: MPE predator-prey Google Research Football pass and shoot Google Research Football run pass and shoot Google Research Football 3 vs 1 with keeper hide-and-seek quadrant

Metrics: approximate exploitability samples to convergence cross-play payoff

Baselines: self-play fictitious self-play neural replicator dynamics policy-space response oracles VACL GAN-based state generator GMM-based state generator

Builds on: MAPPO self-play policy-space response oracles minimax-Q prioritized experience replay

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