This paper studies a class of multi-agent reinforcement learning (MARL) problems where the reward that an agent receives depends on the states of other agents, but the next state only depends on the agent's own current state and action. We name it REC-MARL standing for REward-Coupled Multi-Agent Reinforcement Learning. REC-MARL has a range of important applications such as real-time access control and distributed power control in wireless networks. This paper presents a distributed and optimal policy gradient algorithm for REC-MARL. The proposed algorithm is distributed in two aspects: (i) the learned policy is a distributed policy that maps a local state of an agent to its local action and (ii) the learning/training is distributed, during which each agent updates its policy based on its own and neighbors' information. The learned policy is provably optimal among all local policies and its regret bounds depend on the dimension of local states and actions. This distinguishes our result from most existing results on MARL, which often obtain stationary-point policies. The experimental results of our algorithm for the real-time access control and power control in wireless networks show that our policy significantly outperforms the state-of-the-art algorithms and well-known benchmarks.
Langevin dynamics are widely used in sampling high-dimensional, non-Gaussian distributions whose densities are known up to a normalizing constant. In particular, there is strong interest in unadjusted Langevin algorithms (ULA), which directly discretize Langevin dynamics to estimate expectations over the target distribution. We study the use of transport maps that approximately normalize a target distribution as a way to precondition and accelerate the convergence of Langevin dynamics. In particular, we show that in continuous time, when a transport map is applied to Langevin dynamics, the result is a Riemannian manifold Langevin dynamics (RMLD) with metric defined by the transport map. This connection suggests more systematic ways of learning metrics, and also yields alternative discretizations of the RMLD described by the map, which we study. Moreover, we show that under certain conditions, when the transport map is used in conjunction with ULA, we can improve the geometric rate of convergence of the output process in the $2$--Wasserstein distance. Illustrative numerical results complement our theoretical claims.
A unique challenge in Multi-Agent Reinforcement Learning (MARL) is the curse of multiagency, where the description length of the game as well as the complexity of many existing learning algorithms scale exponentially with the number of agents. While recent works successfully address this challenge under the model of tabular Markov Games, their mechanisms critically rely on the number of states being finite and small, and do not extend to practical scenarios with enormous state spaces where function approximation must be used to approximate value functions or policies. This paper presents the first line of MARL algorithms that provably resolve the curse of multiagency under function approximation. We design a new decentralized algorithm -- V-Learning with Policy Replay, which gives the first polynomial sample complexity results for learning approximate Coarse Correlated Equilibria (CCEs) of Markov Games under decentralized linear function approximation. Our algorithm always outputs Markov CCEs, and achieves an optimal rate of $\widetilde{\mathcal{O}}(\epsilon^{-2})$ for finding $\epsilon$-optimal solutions. Also, when restricted to the tabular case, our result improves over the current best decentralized result $\widetilde{\mathcal{O}}(\epsilon^{-3})$ for finding Markov CCEs. We further present an alternative algorithm -- Decentralized Optimistic Policy Mirror Descent, which finds policy-class-restricted CCEs using a polynomial number of samples. In exchange for learning a weaker version of CCEs, this algorithm applies to a wider range of problems under generic function approximation, such as linear quadratic games and MARL problems with low ''marginal'' Eluder dimension.
Prevalent deep learning models suffer from significant over-confidence under distribution shifts. In this paper, we propose Density-Softmax, a single deterministic approach for uncertainty estimation via a combination of density function with the softmax layer. By using the latent representation's likelihood value, our approach produces more uncertain predictions when test samples are distant from the training samples. Theoretically, we prove that Density-Softmax is distance aware, which means its associated uncertainty metrics are monotonic functions of distance metrics. This has been shown to be a necessary condition for a neural network to produce high-quality uncertainty estimation. Empirically, our method enjoys similar computational efficiency as standard softmax on shifted CIFAR-10, CIFAR-100, and ImageNet dataset across modern deep learning architectures. Notably, Density-Softmax uses 4 times fewer parameters than Deep Ensembles and 6 times lower latency than Rank-1 Bayesian Neural Network, while obtaining competitive predictive performance and lower calibration errors under distribution shifts.
In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.
Modern ML applications increasingly rely on complex deep learning models and large datasets. There has been an exponential growth in the amount of computation needed to train the largest models. Therefore, to scale computation and data, these models are inevitably trained in a distributed manner in clusters of nodes, and their updates are aggregated before being applied to the model. However, a distributed setup is prone to byzantine failures of individual nodes, components, and software. With data augmentation added to these settings, there is a critical need for robust and efficient aggregation systems. We extend the current state-of-the-art aggregators and propose an optimization-based subspace estimator by modeling pairwise distances as quadratic functions by utilizing the recently introduced Flag Median problem. The estimator in our loss function favors the pairs that preserve the norm of the difference vector. We theoretically show that our approach enhances the robustness of state-of-the-art byzantine resilient aggregators. Also, we evaluate our method with different tasks in a distributed setup with a parameter server architecture and show its communication efficiency while maintaining similar accuracy. The code is publicly available at //github.com/hamidralmasi/FlagAggregator
We consider the best-k-arm identification problem for multi-armed bandits, where the objective is to select the exact set of k arms with the highest mean rewards by sequentially allocating measurement effort. We characterize the necessary and sufficient conditions for the optimal allocation using dual variables. Remarkably these optimality conditions lead to the extension of top-two algorithm design principle (Russo, 2020), initially proposed for best-arm identification. Furthermore, our optimality conditions induce a simple and effective selection rule dubbed information-directed selection (IDS) that selects one of the top-two candidates based on a measure of information gain. As a theoretical guarantee, we prove that integrated with IDS, top-two Thompson sampling is (asymptotically) optimal for Gaussian best-arm identification, solving a glaring open problem in the pure exploration literature (Russo, 2020). As a by-product, we show that for k > 1, top-two algorithms cannot achieve optimality even with an oracle tuning parameter. Numerical experiments show the superior performance of the proposed top-two algorithms with IDS and considerable improvement compared with algorithms without adaptive selection.
Integrated sensing and communication improves the design of systems by combining sensing and communication functions for increased efficiency, accuracy, and cost savings. The optimal integration requires understanding the trade-off between sensing and communication, but this can be difficult due to the lack of unified performance metrics. In this paper, an information-theoretical approach is used to design the system with a unified metric. A sensing rate is introduced to measure the amount of information obtained by a pulse-Doppler radar system. An approximation and lower bound of the sensing rate is obtained in closed forms. Using both the derived sensing information and communication rates, the optimal bandwidth allocation strategy is found for maximizing the weighted sum of the spectral efficiency for sensing and communication. The simulation results confirm the validity of the approximation and the effectiveness of the proposed bandwidth allocation.
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
We present prompt distribution learning for effectively adapting a pre-trained vision-language model to address downstream recognition tasks. Our method not only learns low-bias prompts from a few samples but also captures the distribution of diverse prompts to handle the varying visual representations. In this way, we provide high-quality task-related content for facilitating recognition. This prompt distribution learning is realized by an efficient approach that learns the output embeddings of prompts instead of the input embeddings. Thus, we can employ a Gaussian distribution to model them effectively and derive a surrogate loss for efficient training. Extensive experiments on 12 datasets demonstrate that our method consistently and significantly outperforms existing methods. For example, with 1 sample per category, it relatively improves the average result by 9.1% compared to human-crafted prompts.
This paper aims to mitigate straggler effects in synchronous distributed learning for multi-agent reinforcement learning (MARL) problems. Stragglers arise frequently in a distributed learning system, due to the existence of various system disturbances such as slow-downs or failures of compute nodes and communication bottlenecks. To resolve this issue, we propose a coded distributed learning framework, which speeds up the training of MARL algorithms in the presence of stragglers, while maintaining the same accuracy as the centralized approach. As an illustration, a coded distributed version of the multi-agent deep deterministic policy gradient(MADDPG) algorithm is developed and evaluated. Different coding schemes, including maximum distance separable (MDS)code, random sparse code, replication-based code, and regular low density parity check (LDPC) code are also investigated. Simulations in several multi-robot problems demonstrate the promising performance of the proposed framework.