Research map / Multi-agent systems and games / Cooperative multi-agent RL
Learning to Communicate Through Implicit Communication Channels
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Proposes the Implicit Channel Protocol (ICP), which encodes messages into designated "scouting" actions that act as an implicit communication channel, and trains agents with a random initial or delayed information map, reaching 24.91/25 in Hanabi.
Problem
Communication in collaborative multi-agent RL when explicit messaging channels are unavailable; existing implicit communication relies on theory-of-mind inference, which is computationally costly and inaccurate in complex tasks.
Approach
Designate a subset of actions (scouting actions) with no or uniform effect on environment dynamics as an implicit channel, use a shared centralized mapping from messages to these actions so receivers decode intent directly without ToM inference, and train with either a randomly initialized map (DIAL-style Gumbel-Softmax gradients) or a delayed map (pre-train on explicit channel, then transfer).
Key results
- On Hanabi (4 players), ICN-RGMComm-DM-hat-mapping achieves an average score of 24.91/25 versus SAD's 23.81 and average human 17.
- On Guessing Numbers (N=3, l=11), ICN-DIAL-RM averages about 8.63 episode steps versus about 12.4 for VDN on-policy and off-policy.
- On Revealing Goals, ICN-DIAL-RM achieves an average score 2.17 times that of the baselines.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use ICP with hat mapping instead of the SAD baseline | Hanabi 4-player full version · Hanabi | average score: 23.81 -> 24.91 | Helped |
| Use ICP instead of the SAD baseline | Hanabi 4-player full version · Hanabi | win rate: 41.45% -> 91% | Helped |
| Use ICP instead of ToM-based methods | Hanabi 4-player full version · Hanabi | average score: 19.13 -> 24.91 | Helped |
| Use ICP instead of average human play | Hanabi 4-player full version · Hanabi | average score: 17 -> 24.91 | Helped |
| Use the random-initial-map ICP strategy instead of VDN baselines | Guessing Numbers · Guessing Numbers | average episode length: around 12.4 -> approximately 8.63 | Helped |
| Use the random-initial-map ICP strategy instead of the baselines | Revealing Goals · Revealing Goals | average score: 2.17 times | Helped |
| Use hat mapping rather than the other tested ICP variants (ablation) | Hanabi ICP · Hanabi 4-player full version | average score | Helped |
| Shuffle the embedding while keeping the information strategy fixed, then fine-tune the action policy (ablation) | ICN-RGMComm-hat-mapping policy · Hanabi | performance | Mixed |
Surprising findings
- Randomly shuffling the scouting-action embeddings while keeping the information strategy fixed sometimes improves performance, suggesting environment-based information also contributes.
Limitations
- Requires the environment to contain natural scouting actions with no or uniform effect on dynamics (e.g., Hanabi hints); extension to environments lacking them is future work.
- Hanabi results rely on best runs selected from more than three seeds, and score differences vs. SAD are small due to the 25-point ceiling.
Experimental setup
Datasets: Guessing Numbers (self-designed environment) Revealing Goals (self-designed environment) Hanabi
Benchmarks: Guessing Numbers Revealing Goals Hanabi
Metrics: average score average episode length win rate
Baselines: VDN-on-policy VDN-off-policy DIAL-Cheat SAD WTFWThat+search Theory of mind-based methods
Builds on: DIAL VDN RGMComm SAD Hat guessing game hat mapping
Closest papers by meaning
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