Research map / Multi-agent systems and games / Cooperative multi-agent RL
Randomized Exploration in Cooperative Multi-Agent Reinforcement Learning
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Introduces CoopTS-PHE and CoopTS-LMC, randomized (Thompson-sampling-type) exploration algorithms for cooperative multi-agent RL in parallel MDPs, with regret and communication-complexity guarantees and DQN-based experiments.
Problem
Provably efficient exploration in cooperative multi-agent RL with parallel MDPs, where existing UCB-based methods are hard to implement beyond linear settings and perform poorly in practice, and communication among agents is costly.
Approach
A unified LSVI-based framework for parallel MDPs with event-triggered (determinant-based) synchronization, instantiated with two randomized exploration strategies: perturbed-history exploration (Gaussian noise on rewards and regularizer) and Langevin Monte Carlo (noisy gradient updates), avoiding Laplace-approximation posterior sampling and UCB bonuses.
Key results
- Theory: CoopTS-PHE and CoopTS-LMC achieve Õ(d^{3/2}H^2 sqrt(MK)) regret with Õ(dHM^2) communication complexity in linear parallel MDPs.
- Experiments on N-chain (N=25, m=3 agents) show PHE and LMC outperform DQN, Double DQN, Bootstrapped DQN and Noisy-Net baselines.
- On Super Mario Bros with four agents, both randomized strategies outperform baselines, with LMC showing a larger advantage over PHE than on N-chain.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use randomized exploration with PHE or LMC instead of the evaluated DQN-based baselines | CoopTS-PHE and CoopTS-LMC · N-chain (N=25) | average episode return | Helped |
| Use randomized exploration with PHE or LMC instead of the evaluated baselines | CoopTS-PHE and CoopTS-LMC · Super Mario Bros | performance | Helped |
| Use PHE or LMC instead of the other evaluated methods | CoopTS-PHE and CoopTS-LMC · BuildingEnv, Tampa | return | Helped |
| Use PHE instead of LMC | CoopTS exploration on N-chain · N-chain (N=25) | fluctuation in average episode return | Helped |
| Use LMC instead of PHE | CoopTS exploration on Super Mario Bros · Super Mario Bros | performance | Helped |
| Use communication in the cooperative method rather than having agents act independently | CoopTS-PHE · Homogeneous parallel linear MDPs | regret: $\widetilde{\mathcal{O}}(M\cdot d^{3/2}H^2 \sqrt{K})$ to $\widetilde{\mathcal{O}}(d^{3/2}H^2\sqrt{MK})$ | Helped |
| Use CoopTS-PHE instead of Coop-LSVI | Multi-agent linear MDPs · Episodic, non-stationary linear MDPs | communication complexity: $\widetilde{\mathcal{O}}\big(dHM^3\big)$ to $\widetilde{\mathcal{O}}\big(dHM^2\big)$ | Helped |
Surprising findings
- Synchronous communication achieves the same communication complexity as the asynchronous variant, suggesting asynchrony only delays rather than reduces communication.
- PHE shows less fluctuation than LMC on N-chain, while LMC is better on Super Mario Bros.
Limitations
- Theory is restricted to (approximately) linear parallel MDPs; general function class requires sharing full datasets with high communication cost.
- Gaussian-noise PHE may not approximate the true Q-function posterior well in practical environments like Super Mario Bros.
- Experiments use DQN-based deep variants whose theory does not directly apply.
Experimental setup
Datasets: N-chain Super Mario Bros BuildingEnv
Benchmarks: N-chain Super Mario Bros BuildingEnv
Metrics: regret average episode return
Baselines: DQN Double DQN Bootstrapped DQN Noisy-Net Random action
Builds on: LSVI-UCB Coop-LSVI PHE LMC-LSVI Bootstrapped DQN
Closest papers by meaning
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- Randomized Exploration for Reinforcement Learning with Multinomial Logistic Function Approximation (NeurIPS 2024 · similarity 0.88)
- The Horizon Threshold in Cooperative Multi-Agent Reward-Free Exploration (NeurIPS 2026 · similarity 0.88)
- Efficient Preference-Based Reinforcement Learning: Randomized Exploration meets Experimental Design (NeurIPS 2025 · similarity 0.88)
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