Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeLearning Mean Field Games on Sparse Graphs: A Hybrid Graphex Approach
Learning the behavior of large agent populations is an important task for numerous research areas. Although the field of multi-agent reinforcement learning (MARL) has made significant progress towards solving these systems, solutions for many agents often remain computationally infeasible and lack theoretical guarantees. Mean Field Games (MFGs) address both of these issues and can be extended to Graphon MFGs (GMFGs) to include network structures between agents. Despite their merits, the real world applicability of GMFGs is limited by the fact that graphons only capture dense graphs. Since most empirically observed networks show some degree of sparsity, such as power law graphs, the GMFG framework is insufficient for capturing these network topologies. Thus, we introduce the novel concept of Graphex MFGs (GXMFGs) which builds on the graph theoretical concept of graphexes. Graphexes are the limiting objects to sparse graph sequences that also have other desirable features such as the small world property. Learning equilibria in these games is challenging due to the rich and sparse structure of the underlying graphs. To tackle these challenges, we design a new learning algorithm tailored to the GXMFG setup. This hybrid graphex learning approach leverages that the system mainly consists of a highly connected core and a sparse periphery. After defining the system and providing a theoretical analysis, we state our learning approach and demonstrate its learning capabilities on both synthetic graphs and real-world networks. This comparison shows that our GXMFG learning algorithm successfully extends MFGs to a highly relevant class of hard, realistic learning problems that are not accurately addressed by current MARL and MFG methods.
Symmetric Mean-field Langevin Dynamics for Distributional Minimax Problems
In this paper, we extend mean-field Langevin dynamics to minimax optimization over probability distributions for the first time with symmetric and provably convergent updates. We propose mean-field Langevin averaged gradient (MFL-AG), a single-loop algorithm that implements gradient descent ascent in the distribution spaces with a novel weighted averaging, and establish average-iterate convergence to the mixed Nash equilibrium. We also study both time and particle discretization regimes and prove a new uniform-in-time propagation of chaos result which accounts for the dependency of the particle interactions on all previous distributions. Furthermore, we propose mean-field Langevin anchored best response (MFL-ABR), a symmetric double-loop algorithm based on best response dynamics with linear last-iterate convergence. Finally, we study applications to zero-sum Markov games and conduct simulations demonstrating long-term optimality.
Policy Mirror Ascent for Efficient and Independent Learning in Mean Field Games
Mean-field games have been used as a theoretical tool to obtain an approximate Nash equilibrium for symmetric and anonymous N-player games. However, limiting applicability, existing theoretical results assume variations of a "population generative model", which allows arbitrary modifications of the population distribution by the learning algorithm. Moreover, learning algorithms typically work on abstract simulators with population instead of the N-player game. Instead, we show that N agents running policy mirror ascent converge to the Nash equilibrium of the regularized game within mathcal{O}(varepsilon^{-2}) samples from a single sample trajectory without a population generative model, up to a standard O(1{N}) error due to the mean field. Taking a divergent approach from the literature, instead of working with the best-response map we first show that a policy mirror ascent map can be used to construct a contractive operator having the Nash equilibrium as its fixed point. We analyze single-path TD learning for N-agent games, proving sample complexity guarantees by only using a sample path from the N-agent simulator without a population generative model. Furthermore, we demonstrate that our methodology allows for independent learning by N agents with finite sample guarantees.
Optimizing Mario Adventures in a Constrained Environment
This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB using these techniques, but also optimise it with constrains of collection of coins and finishing levels. Firstly, we formalise the SMB agent to maximize the total value of collected coins (reward) and maximising the total distance traveled (reward) in order to finish the level faster (time penalty) for both the algorithms. Secondly, we study MarioGA and its evaluation function (fitness criteria) including its representation methods, crossover used, mutation operator formalism, selection method used, MarioGA loop, and few other parameters. Thirdly, MarioNE is applied on SMB where a population of ANNs with random weights is generated, and these networks control Marios actions in the game. Fourth, SMB is further constrained to complete the task within the specified time, rebirths (deaths) within the limit, and performs actions or moves within the maximum allowed moves, while seeking to maximize the total coin value collected. This ensures an efficient way of finishing SMB levels. Finally, we provide a fivefold comparative analysis by plotting fitness plots, ability to finish different levels of world 1, and domain adaptation (transfer learning) of the trained models.
Learning Decentralized Partially Observable Mean Field Control for Artificial Collective Behavior
Recent reinforcement learning (RL) methods have achieved success in various domains. However, multi-agent RL (MARL) remains a challenge in terms of decentralization, partial observability and scalability to many agents. Meanwhile, collective behavior requires resolution of the aforementioned challenges, and remains of importance to many state-of-the-art applications such as active matter physics, self-organizing systems, opinion dynamics, and biological or robotic swarms. Here, MARL via mean field control (MFC) offers a potential solution to scalability, but fails to consider decentralized and partially observable systems. In this paper, we enable decentralized behavior of agents under partial information by proposing novel models for decentralized partially observable MFC (Dec-POMFC), a broad class of problems with permutation-invariant agents allowing for reduction to tractable single-agent Markov decision processes (MDP) with single-agent RL solution. We provide rigorous theoretical results, including a dynamic programming principle, together with optimality guarantees for Dec-POMFC solutions applied to finite swarms of interest. Algorithmically, we propose Dec-POMFC-based policy gradient methods for MARL via centralized training and decentralized execution, together with policy gradient approximation guarantees. In addition, we improve upon state-of-the-art histogram-based MFC by kernel methods, which is of separate interest also for fully observable MFC. We evaluate numerically on representative collective behavior tasks such as adapted Kuramoto and Vicsek swarming models, being on par with state-of-the-art MARL. Overall, our framework takes a step towards RL-based engineering of artificial collective behavior via MFC.
Online Learning in Stackelberg Games with an Omniscient Follower
We study the problem of online learning in a two-player decentralized cooperative Stackelberg game. In each round, the leader first takes an action, followed by the follower who takes their action after observing the leader's move. The goal of the leader is to learn to minimize the cumulative regret based on the history of interactions. Differing from the traditional formulation of repeated Stackelberg games, we assume the follower is omniscient, with full knowledge of the true reward, and that they always best-respond to the leader's actions. We analyze the sample complexity of regret minimization in this repeated Stackelberg game. We show that depending on the reward structure, the existence of the omniscient follower may change the sample complexity drastically, from constant to exponential, even for linear cooperative Stackelberg games. This poses unique challenges for the learning process of the leader and the subsequent regret analysis.
Competing for Shareable Arms in Multi-Player Multi-Armed Bandits
Competitions for shareable and limited resources have long been studied with strategic agents. In reality, agents often have to learn and maximize the rewards of the resources at the same time. To design an individualized competing policy, we model the competition between agents in a novel multi-player multi-armed bandit (MPMAB) setting where players are selfish and aim to maximize their own rewards. In addition, when several players pull the same arm, we assume that these players averagely share the arms' rewards by expectation. Under this setting, we first analyze the Nash equilibrium when arms' rewards are known. Subsequently, we propose a novel SelfishMPMAB with Averaging Allocation (SMAA) approach based on the equilibrium. We theoretically demonstrate that SMAA could achieve a good regret guarantee for each player when all players follow the algorithm. Additionally, we establish that no single selfish player can significantly increase their rewards through deviation, nor can they detrimentally affect other players' rewards without incurring substantial losses for themselves. We finally validate the effectiveness of the method in extensive synthetic experiments.
Playing repeated games with Large Language Models
Large Language Models (LLMs) are transforming society and permeating into diverse applications. As a result, LLMs will frequently interact with us and other agents. It is, therefore, of great societal value to understand how LLMs behave in interactive social settings. Here, we propose to use behavioral game theory to study LLM's cooperation and coordination behavior. To do so, we let different LLMs (GPT-3, GPT-3.5, and GPT-4) play finitely repeated games with each other and with other, human-like strategies. Our results show that LLMs generally perform well in such tasks and also uncover persistent behavioral signatures. In a large set of two players-two strategies games, we find that LLMs are particularly good at games where valuing their own self-interest pays off, like the iterated Prisoner's Dilemma family. However, they behave sub-optimally in games that require coordination. We, therefore, further focus on two games from these distinct families. In the canonical iterated Prisoner's Dilemma, we find that GPT-4 acts particularly unforgivingly, always defecting after another agent has defected only once. In the Battle of the Sexes, we find that GPT-4 cannot match the behavior of the simple convention to alternate between options. We verify that these behavioral signatures are stable across robustness checks. Finally, we show how GPT-4's behavior can be modified by providing further information about the other player as well as by asking it to predict the other player's actions before making a choice. These results enrich our understanding of LLM's social behavior and pave the way for a behavioral game theory for machines.
Can Large Language Models Serve as Rational Players in Game Theory? A Systematic Analysis
Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to employ LLMs as substitutes for humans in game experiments, enabling social science research. However, despite numerous empirical researches on the combination of LLMs and game theory, the capability boundaries of LLMs in game theory remain unclear. In this research, we endeavor to systematically analyze LLMs in the context of game theory. Specifically, rationality, as the fundamental principle of game theory, serves as the metric for evaluating players' behavior -- building a clear desire, refining belief about uncertainty, and taking optimal actions. Accordingly, we select three classical games (dictator game, Rock-Paper-Scissors, and ring-network game) to analyze to what extent LLMs can achieve rationality in these three aspects. The experimental results indicate that even the current state-of-the-art LLM (GPT-4) exhibits substantial disparities compared to humans in game theory. For instance, LLMs struggle to build desires based on uncommon preferences, fail to refine belief from many simple patterns, and may overlook or modify refined belief when taking actions. Therefore, we consider that introducing LLMs into game experiments in the field of social science should be approached with greater caution.
Decentralized Online Learning in General-Sum Stackelberg Games
We study an online learning problem in general-sum Stackelberg games, where players act in a decentralized and strategic manner. We study two settings depending on the type of information for the follower: (1) the limited information setting where the follower only observes its own reward, and (2) the side information setting where the follower has extra side information about the leader's reward. We show that for the follower, myopically best responding to the leader's action is the best strategy for the limited information setting, but not necessarily so for the side information setting -- the follower can manipulate the leader's reward signals with strategic actions, and hence induce the leader's strategy to converge to an equilibrium that is better off for itself. Based on these insights, we study decentralized online learning for both players in the two settings. Our main contribution is to derive last-iterate convergence and sample complexity results in both settings. Notably, we design a new manipulation strategy for the follower in the latter setting, and show that it has an intrinsic advantage against the best response strategy. Our theories are also supported by empirical results.
Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning
In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.
How Far Are We on the Decision-Making of LLMs? Evaluating LLMs' Gaming Ability in Multi-Agent Environments
Decision-making, a complicated task requiring various types of abilities, presents an excellent framework for assessing Large Language Models (LLMs). Our research investigates LLMs' decision-making capabilities through the lens of a well-established field, Game Theory. We focus specifically on games that support the participation of more than two agents simultaneously. Subsequently, we introduce our framework, GAMA-Bench, including eight classical multi-agent games. We design a scoring scheme to assess a model's performance in these games quantitatively. Through GAMA-Bench, we investigate LLMs' robustness, generalizability, and enhancement strategies. Results reveal that while GPT-3.5 shows satisfying robustness, its generalizability is relatively limited. However, its performance can be improved through approaches such as Chain-of-Thought. Additionally, we conduct evaluations across various LLMs and find that GPT-4 outperforms other models on GAMA-Bench, achieving a score of 60.5. Moreover, Gemini-1.0-Pro and GPT-3.5 (0613, 1106, 0125) demonstrate similar intelligence on GAMA-Bench. The code and experimental results are made publicly available via https://github.com/CUHK-ARISE/GAMABench.
Multi-Task Multi-Agent Shared Layers are Universal Cognition of Multi-Agent Coordination
Multi-agent reinforcement learning shines as the pinnacle of multi-agent systems, conquering intricate real-world challenges, fostering collaboration and coordination among agents, and unleashing the potential for intelligent decision-making across domains. However, training a multi-agent reinforcement learning network is a formidable endeavor, demanding substantial computational resources to interact with diverse environmental variables, extract state representations, and acquire decision-making knowledge. The recent breakthroughs in large-scale pre-trained models ignite our curiosity: Can we uncover shared knowledge in multi-agent reinforcement learning and leverage pre-trained models to expedite training for future tasks? Addressing this issue, we present an innovative multi-task learning approach that aims to extract and harness common decision-making knowledge, like cooperation and competition, across different tasks. Our approach involves concurrent training of multiple multi-agent tasks, with each task employing independent front-end perception layers while sharing back-end decision-making layers. This effective decoupling of state representation extraction from decision-making allows for more efficient training and better transferability. To evaluate the efficacy of our proposed approach, we conduct comprehensive experiments in two distinct environments: the StarCraft Multi-agent Challenge (SMAC) and the Google Research Football (GRF) environments. The experimental results unequivocally demonstrate the smooth transferability of the shared decision-making network to other tasks, thereby significantly reducing training costs and improving final performance. Furthermore, visualizations authenticate the presence of general multi-agent decision-making knowledge within the shared network layers, further validating the effectiveness of our approach.
Two-Scale Gradient Descent Ascent Dynamics Finds Mixed Nash Equilibria of Continuous Games: A Mean-Field Perspective
Finding the mixed Nash equilibria (MNE) of a two-player zero sum continuous game is an important and challenging problem in machine learning. A canonical algorithm to finding the MNE is the noisy gradient descent ascent method which in the infinite particle limit gives rise to the {\em Mean-Field Gradient Descent Ascent} (GDA) dynamics on the space of probability measures. In this paper, we first study the convergence of a two-scale Mean-Field GDA dynamics for finding the MNE of the entropy-regularized objective. More precisely we show that for each finite temperature (or regularization parameter), the two-scale Mean-Field GDA with a suitable {\em finite} scale ratio converges exponentially to the unique MNE without assuming the convexity or concavity of the interaction potential. The key ingredient of our proof lies in the construction of new Lyapunov functions that dissipate exponentially along the Mean-Field GDA. We further study the simulated annealing of the Mean-Field GDA dynamics. We show that with a temperature schedule that decays logarithmically in time the annealed Mean-Field GDA converges to the MNE of the original unregularized objective.
ALYMPICS: LLM Agents Meet Game Theory -- Exploring Strategic Decision-Making with AI Agents
This paper introduces Alympics (Olympics for Agents), a systematic simulation framework utilizing Large Language Model (LLM) agents for game theory research. Alympics creates a versatile platform for studying complex game theory problems, bridging the gap between theoretical game theory and empirical investigations by providing a controlled environment for simulating human-like strategic interactions with LLM agents. In our pilot case study, the "Water Allocation Challenge," we explore Alympics through a challenging strategic game focused on the multi-round auction on scarce survival resources. This study demonstrates the framework's ability to qualitatively and quantitatively analyze game determinants, strategies, and outcomes. Additionally, we conduct a comprehensive human assessment and an in-depth evaluation of LLM agents in strategic decision-making scenarios. Our findings not only expand the understanding of LLM agents' proficiency in emulating human strategic behavior but also highlight their potential in advancing game theory knowledge, thereby enriching our understanding of both game theory and empowering further research into strategic decision-making domains with LLM agents. Codes, prompts, and all related resources are available at https://github.com/microsoft/Alympics.
Sample-Efficient Multi-Agent RL: An Optimization Perspective
We study multi-agent reinforcement learning (MARL) for the general-sum Markov Games (MGs) under the general function approximation. In order to find the minimum assumption for sample-efficient learning, we introduce a novel complexity measure called the Multi-Agent Decoupling Coefficient (MADC) for general-sum MGs. Using this measure, we propose the first unified algorithmic framework that ensures sample efficiency in learning Nash Equilibrium, Coarse Correlated Equilibrium, and Correlated Equilibrium for both model-based and model-free MARL problems with low MADC. We also show that our algorithm provides comparable sublinear regret to the existing works. Moreover, our algorithm combines an equilibrium-solving oracle with a single objective optimization subprocedure that solves for the regularized payoff of each deterministic joint policy, which avoids solving constrained optimization problems within data-dependent constraints (Jin et al. 2020; Wang et al. 2023) or executing sampling procedures with complex multi-objective optimization problems (Foster et al. 2023), thus being more amenable to empirical implementation.
TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs
The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.
Learning to Incentivize Information Acquisition: Proper Scoring Rules Meet Principal-Agent Model
We study the incentivized information acquisition problem, where a principal hires an agent to gather information on her behalf. Such a problem is modeled as a Stackelberg game between the principal and the agent, where the principal announces a scoring rule that specifies the payment, and then the agent then chooses an effort level that maximizes her own profit and reports the information. We study the online setting of such a problem from the principal's perspective, i.e., designing the optimal scoring rule by repeatedly interacting with the strategic agent. We design a provably sample efficient algorithm that tailors the UCB algorithm (Auer et al., 2002) to our model, which achieves a sublinear T^{2/3}-regret after T iterations. Our algorithm features a delicate estimation procedure for the optimal profit of the principal, and a conservative correction scheme that ensures the desired agent's actions are incentivized. Furthermore, a key feature of our regret bound is that it is independent of the number of states of the environment.
MAgIC: Investigation of Large Language Model Powered Multi-Agent in Cognition, Adaptability, Rationality and Collaboration
Large Language Models (LLMs) have marked a significant advancement in the field of natural language processing, demonstrating exceptional capabilities in reasoning, tool usage, and memory. As their applications extend into multi-agent environments, a need has arisen for a comprehensive evaluation framework that captures their abilities in reasoning, planning, collaboration, and more. This work introduces a novel benchmarking framework specifically tailored to assess LLMs within multi-agent settings, providing quantitative metrics to evaluate their judgment, reasoning, deception, self-awareness, cooperation, coordination, and rationality. We utilize games such as Chameleon and Undercover, alongside game theory scenarios like Cost Sharing, Multi-player Prisoner's Dilemma, and Public Good, to create diverse testing environments. Our framework is fortified with the Probabilistic Graphical Modeling (PGM) method, enhancing the LLMs' capabilities in navigating complex social and cognitive dimensions. The benchmark evaluates seven multi-agent systems powered by different LLMs, quantitatively highlighting a significant capability gap over threefold between the strongest, GPT-4, and the weakest, Llama-2-70B. It also confirms that our PGM enhancement boosts the inherent abilities of all selected models by 50% on average. Our codes are released here https://github.com/cathyxl/MAgIC.
PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning
Modern Tabletop Games present various interesting challenges for Multi-agent Reinforcement Learning. In this paper, we introduce PyTAG, a new framework that supports interacting with a large collection of games implemented in the Tabletop Games framework. In this work we highlight the challenges tabletop games provide, from a game-playing agent perspective, along with the opportunities they provide for future research. Additionally, we highlight the technical challenges that involve training Reinforcement Learning agents on these games. To explore the Multi-agent setting provided by PyTAG we train the popular Proximal Policy Optimisation Reinforcement Learning algorithm using self-play on a subset of games and evaluate the trained policies against some simple agents and Monte-Carlo Tree Search implemented in the Tabletop Games framework.
pFedGame -- Decentralized Federated Learning using Game Theory in Dynamic Topology
Conventional federated learning frameworks suffer from several challenges including performance bottlenecks at the central aggregation server, data bias, poor model convergence, and exposure to model poisoning attacks, and limited trust in the centralized infrastructure. In the current paper, a novel game theory-based approach called pFedGame is proposed for decentralized federated learning, best suitable for temporally dynamic networks. The proposed algorithm works without any centralized server for aggregation and incorporates the problem of vanishing gradients and poor convergence over temporally dynamic topology among federated learning participants. The solution comprises two sequential steps in every federated learning round, for every participant. First, it selects suitable peers for collaboration in federated learning. Secondly, it executes a two-player constant sum cooperative game to reach convergence by applying an optimal federated learning aggregation strategy. Experiments performed to assess the performance of pFedGame in comparison to existing methods in decentralized federated learning have shown promising results with accuracy higher than 70% for heterogeneous data.
Explaining Large Language Models Decisions Using Shapley Values
The emergence of large language models (LLMs) has opened up exciting possibilities for simulating human behavior and cognitive processes, with potential applications in various domains, including marketing research and consumer behavior analysis. However, the validity of utilizing LLMs as stand-ins for human subjects remains uncertain due to glaring divergences that suggest fundamentally different underlying processes at play and the sensitivity of LLM responses to prompt variations. This paper presents a novel approach based on Shapley values from cooperative game theory to interpret LLM behavior and quantify the relative contribution of each prompt component to the model's output. Through two applications - a discrete choice experiment and an investigation of cognitive biases - we demonstrate how the Shapley value method can uncover what we term "token noise" effects, a phenomenon where LLM decisions are disproportionately influenced by tokens providing minimal informative content. This phenomenon raises concerns about the robustness and generalizability of insights obtained from LLMs in the context of human behavior simulation. Our model-agnostic approach extends its utility to proprietary LLMs, providing a valuable tool for practitioners and researchers to strategically optimize prompts and mitigate apparent cognitive biases. Our findings underscore the need for a more nuanced understanding of the factors driving LLM responses before relying on them as substitutes for human subjects in survey settings. We emphasize the importance of researchers reporting results conditioned on specific prompt templates and exercising caution when drawing parallels between human behavior and LLMs.
Maximum Entropy Heterogeneous-Agent Reinforcement Learning
Multi-agent reinforcement learning (MARL) has been shown effective for cooperative games in recent years. However, existing state-of-the-art methods face challenges related to sample complexity, training instability, and the risk of converging to a suboptimal Nash Equilibrium. In this paper, we propose a unified framework for learning stochastic policies to resolve these issues. We embed cooperative MARL problems into probabilistic graphical models, from which we derive the maximum entropy (MaxEnt) objective for MARL. Based on the MaxEnt framework, we propose Heterogeneous-Agent Soft Actor-Critic (HASAC) algorithm. Theoretically, we prove the monotonic improvement and convergence to quantal response equilibrium (QRE) properties of HASAC. Furthermore, we generalize a unified template for MaxEnt algorithmic design named Maximum Entropy Heterogeneous-Agent Mirror Learning (MEHAML), which provides any induced method with the same guarantees as HASAC. We evaluate HASAC on six benchmarks: Bi-DexHands, Multi-Agent MuJoCo, StarCraft Multi-Agent Challenge, Google Research Football, Multi-Agent Particle Environment, and Light Aircraft Game. Results show that HASAC consistently outperforms strong baselines, exhibiting better sample efficiency, robustness, and sufficient exploration.
A Game-Theoretic Framework for Managing Risk in Multi-Agent Systems
In order for agents in multi-agent systems (MAS) to be safe, they need to take into account the risks posed by the actions of other agents. However, the dominant paradigm in game theory (GT) assumes that agents are not affected by risk from other agents and only strive to maximise their expected utility. For example, in hybrid human-AI driving systems, it is necessary to limit large deviations in reward resulting from car crashes. Although there are equilibrium concepts in game theory that take into account risk aversion, they either assume that agents are risk-neutral with respect to the uncertainty caused by the actions of other agents, or they are not guaranteed to exist. We introduce a new GT-based Risk-Averse Equilibrium (RAE) that always produces a solution that minimises the potential variance in reward accounting for the strategy of other agents. Theoretically and empirically, we show RAE shares many properties with a Nash Equilibrium (NE), establishing convergence properties and generalising to risk-dominant NE in certain cases. To tackle large-scale problems, we extend RAE to the PSRO multi-agent reinforcement learning (MARL) framework. We empirically demonstrate the minimum reward variance benefits of RAE in matrix games with high-risk outcomes. Results on MARL experiments show RAE generalises to risk-dominant NE in a trust dilemma game and that it reduces instances of crashing by 7x in an autonomous driving setting versus the best performing baseline.
Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf
Communication games, which we refer to as incomplete information games that heavily depend on natural language communication, hold significant research value in fields such as economics, social science, and artificial intelligence. In this work, we explore the problem of how to engage large language models (LLMs) in communication games, and in response, propose a tuning-free framework. Our approach keeps LLMs frozen, and relies on the retrieval and reflection on past communications and experiences for improvement. An empirical study on the representative and widely-studied communication game, ``Werewolf'', demonstrates that our framework can effectively play Werewolf game without tuning the parameters of the LLMs. More importantly, strategic behaviors begin to emerge in our experiments, suggesting that it will be a fruitful journey to engage LLMs in communication games and associated domains.
Multi-Agent Reinforcement Learning from Human Feedback: Data Coverage and Algorithmic Techniques
We initiate the study of Multi-Agent Reinforcement Learning from Human Feedback (MARLHF), exploring both theoretical foundations and empirical validations. We define the task as identifying Nash equilibrium from a preference-only offline dataset in general-sum games, a problem marked by the challenge of sparse feedback signals. Our theory establishes the upper complexity bounds for Nash Equilibrium in effective MARLHF, demonstrating that single-policy coverage is inadequate and highlighting the importance of unilateral dataset coverage. These theoretical insights are verified through comprehensive experiments. To enhance the practical performance, we further introduce two algorithmic techniques. (1) We propose a Mean Squared Error (MSE) regularization along the time axis to achieve a more uniform reward distribution and improve reward learning outcomes. (2) We utilize imitation learning to approximate the reference policy, ensuring stability and effectiveness in training. Our findings underscore the multifaceted approach required for MARLHF, paving the way for effective preference-based multi-agent systems.
On Many-Actions Policy Gradient
We study the variance of stochastic policy gradients (SPGs) with many action samples per state. We derive a many-actions optimality condition, which determines when many-actions SPG yields lower variance as compared to a single-action agent with proportionally extended trajectory. We propose Model-Based Many-Actions (MBMA), an approach leveraging dynamics models for many-actions sampling in the context of SPG. MBMA addresses issues associated with existing implementations of many-actions SPG and yields lower bias and comparable variance to SPG estimated from states in model-simulated rollouts. We find that MBMA bias and variance structure matches that predicted by theory. As a result, MBMA achieves improved sample efficiency and higher returns on a range of continuous action environments as compared to model-free, many-actions, and model-based on-policy SPG baselines.
TwinMarket: A Scalable Behavioral and Social Simulation for Financial Markets
The study of social emergence has long been a central focus in social science. Traditional modeling approaches, such as rule-based Agent-Based Models (ABMs), struggle to capture the diversity and complexity of human behavior, particularly the irrational factors emphasized in behavioral economics. Recently, large language model (LLM) agents have gained traction as simulation tools for modeling human behavior in social science and role-playing applications. Studies suggest that LLMs can account for cognitive biases, emotional fluctuations, and other non-rational influences, enabling more realistic simulations of socio-economic dynamics. In this work, we introduce TwinMarket, a novel multi-agent framework that leverages LLMs to simulate socio-economic systems. Specifically, we examine how individual behaviors, through interactions and feedback mechanisms, give rise to collective dynamics and emergent phenomena. Through experiments in a simulated stock market environment, we demonstrate how individual actions can trigger group behaviors, leading to emergent outcomes such as financial bubbles and recessions. Our approach provides valuable insights into the complex interplay between individual decision-making and collective socio-economic patterns.
SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
Game-theoretic LLM: Agent Workflow for Negotiation Games
This paper investigates the rationality of large language models (LLMs) in strategic decision-making contexts, specifically within the framework of game theory. We evaluate several state-of-the-art LLMs across a spectrum of complete-information and incomplete-information games. Our findings reveal that LLMs frequently deviate from rational strategies, particularly as the complexity of the game increases with larger payoff matrices or deeper sequential trees. To address these limitations, we design multiple game-theoretic workflows that guide the reasoning and decision-making processes of LLMs. These workflows aim to enhance the models' ability to compute Nash Equilibria and make rational choices, even under conditions of uncertainty and incomplete information. Experimental results demonstrate that the adoption of these workflows significantly improves the rationality and robustness of LLMs in game-theoretic tasks. Specifically, with the workflow, LLMs exhibit marked improvements in identifying optimal strategies, achieving near-optimal allocations in negotiation scenarios, and reducing susceptibility to exploitation during negotiations. Furthermore, we explore the meta-strategic considerations of whether it is rational for agents to adopt such workflows, recognizing that the decision to use or forgo the workflow constitutes a game-theoretic issue in itself. Our research contributes to a deeper understanding of LLMs' decision-making capabilities in strategic contexts and provides insights into enhancing their rationality through structured workflows. The findings have implications for the development of more robust and strategically sound AI agents capable of navigating complex interactive environments. Code and data supporting this study are available at https://github.com/Wenyueh/game_theory.
GLEE: A Unified Framework and Benchmark for Language-based Economic Environments
Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? Can they mimic human behavior? Do they tend to reach an efficient and fair outcome? What is the role of natural language in the strategic interaction? How do characteristics of the economic environment influence these dynamics? These questions become crucial concerning the economic and societal implications of integrating LLM-based agents into real-world data-driven systems, such as online retail platforms and recommender systems. While the ML community has been exploring the potential of LLMs in such multi-agent setups, varying assumptions, design choices and evaluation criteria across studies make it difficult to draw robust and meaningful conclusions. To address this, we introduce a benchmark for standardizing research on two-player, sequential, language-based games. Inspired by the economic literature, we define three base families of games with consistent parameterization, degrees of freedom and economic measures to evaluate agents' performance (self-gain), as well as the game outcome (efficiency and fairness). We develop an open-source framework for interaction simulation and analysis, and utilize it to collect a dataset of LLM vs. LLM interactions across numerous game configurations and an additional dataset of human vs. LLM interactions. Through extensive experimentation, we demonstrate how our framework and dataset can be used to: (i) compare the behavior of LLM-based agents to human players in various economic contexts; (ii) evaluate agents in both individual and collective performance measures; and (iii) quantify the effect of the economic characteristics of the environments on the behavior of agents.
PokéChamp: an Expert-level Minimax Language Agent
We introduce Pok\'eChamp, a minimax agent powered by Large Language Models (LLMs) for Pok\'emon battles. Built on a general framework for two-player competitive games, Pok\'eChamp leverages the generalist capabilities of LLMs to enhance minimax tree search. Specifically, LLMs replace three key modules: (1) player action sampling, (2) opponent modeling, and (3) value function estimation, enabling the agent to effectively utilize gameplay history and human knowledge to reduce the search space and address partial observability. Notably, our framework requires no additional LLM training. We evaluate Pok\'eChamp in the popular Gen 9 OU format. When powered by GPT-4o, it achieves a win rate of 76% against the best existing LLM-based bot and 84% against the strongest rule-based bot, demonstrating its superior performance. Even with an open-source 8-billion-parameter Llama 3.1 model, Pok\'eChamp consistently outperforms the previous best LLM-based bot, Pok\'ellmon powered by GPT-4o, with a 64% win rate. Pok\'eChamp attains a projected Elo of 1300-1500 on the Pok\'emon Showdown online ladder, placing it among the top 30%-10% of human players. In addition, this work compiles the largest real-player Pok\'emon battle dataset, featuring over 3 million games, including more than 500k high-Elo matches. Based on this dataset, we establish a series of battle benchmarks and puzzles to evaluate specific battling skills. We further provide key updates to the local game engine. We hope this work fosters further research that leverage Pok\'emon battle as benchmark to integrate LLM technologies with game-theoretic algorithms addressing general multiagent problems. Videos, code, and dataset available at https://sites.google.com/view/pokechamp-llm.
NfgTransformer: Equivariant Representation Learning for Normal-form Games
Normal-form games (NFGs) are the fundamental model of strategic interaction. We study their representation using neural networks. We describe the inherent equivariance of NFGs -- any permutation of strategies describes an equivalent game -- as well as the challenges this poses for representation learning. We then propose the NfgTransformer architecture that leverages this equivariance, leading to state-of-the-art performance in a range of game-theoretic tasks including equilibrium-solving, deviation gain estimation and ranking, with a common approach to NFG representation. We show that the resulting model is interpretable and versatile, paving the way towards deep learning systems capable of game-theoretic reasoning when interacting with humans and with each other.
MASTER: A Multi-Agent System with LLM Specialized MCTS
Large Language Models (LLM) are increasingly being explored for problem-solving tasks. However, their strategic planning capability is often viewed with skepticism. Recent studies have incorporated the Monte Carlo Tree Search (MCTS) algorithm to augment the planning capacity of LLM. Despite its potential, MCTS relies on extensive sampling simulations to approximate the true reward distribution, which leads to two primary issues. Firstly, MCTS is effective for tasks like the Game of Go, where simulation results can yield objective rewards (e.g., 1 for a win and 0 for a loss). However, for tasks such as question answering, the result of a simulation is the answer to the question, which cannot yield an objective reward without the ground truth. Secondly, obtaining statistically significant reward estimations typically requires a sample size exceeding 30 simulations, resulting in excessive token usage and time consumption. To address these challenges, we present the Multi-Agent System with Tactical Execution and Reasoning using LLM Specialized MCTS (MASTER), a novel framework that coordinates agent recruitment and communication through LLM specialized MCTS. This system autonomously adjusts the number of agents based on task complexity and ensures focused communication among them. Comprehensive experiments across various tasks demonstrate the effectiveness of our proposed framework. It achieves 76% accuracy on HotpotQA and 80% on WebShop, setting new state-of-the-art performance on these datasets.
Stein Variational Goal Generation for adaptive Exploration in Multi-Goal Reinforcement Learning
In multi-goal Reinforcement Learning, an agent can share experience between related training tasks, resulting in better generalization for new tasks at test time. However, when the goal space has discontinuities and the reward is sparse, a majority of goals are difficult to reach. In this context, a curriculum over goals helps agents learn by adapting training tasks to their current capabilities. In this work we propose Stein Variational Goal Generation (SVGG), which samples goals of intermediate difficulty for the agent, by leveraging a learned predictive model of its goal reaching capabilities. The distribution of goals is modeled with particles that are attracted in areas of appropriate difficulty using Stein Variational Gradient Descent. We show that SVGG outperforms state-of-the-art multi-goal Reinforcement Learning methods in terms of success coverage in hard exploration problems, and demonstrate that it is endowed with a useful recovery property when the environment changes.
Rethinking Scaling Laws for Learning in Strategic Environments
The deployment of ever-larger machine learning models reflects a growing consensus that the more expressive the modelx2013and the more data one has access tox2013the more one can improve performance. As models get deployed in a variety of real world scenarios, they inevitably face strategic environments. In this work, we consider the natural question of how the interplay of models and strategic interactions affects scaling laws. We find that strategic interactions can break the conventional view of scaling lawsx2013meaning that performance does not necessarily monotonically improve as models get larger and/ or more expressive (even with infinite data). We show the implications of this phenomenon in several contexts including strategic regression, strategic classification, and multi-agent reinforcement learning through examples of strategic environments in whichx2013by simply restricting the expressivity of one's model or policy classx2013one can achieve strictly better equilibrium outcomes. Motivated by these examples, we then propose a new paradigm for model-selection in games wherein an agent seeks to choose amongst different model classes to use as their action set in a game.
Adversarial Training for Defense Against Label Poisoning Attacks
As machine learning models grow in complexity and increasingly rely on publicly sourced data, such as the human-annotated labels used in training large language models, they become more vulnerable to label poisoning attacks. These attacks, in which adversaries subtly alter the labels within a training dataset, can severely degrade model performance, posing significant risks in critical applications. In this paper, we propose FLORAL, a novel adversarial training defense strategy based on support vector machines (SVMs) to counter these threats. Utilizing a bilevel optimization framework, we cast the training process as a non-zero-sum Stackelberg game between an attacker, who strategically poisons critical training labels, and the model, which seeks to recover from such attacks. Our approach accommodates various model architectures and employs a projected gradient descent algorithm with kernel SVMs for adversarial training. We provide a theoretical analysis of our algorithm's convergence properties and empirically evaluate FLORAL's effectiveness across diverse classification tasks. Compared to robust baselines and foundation models such as RoBERTa, FLORAL consistently achieves higher robust accuracy under increasing attacker budgets. These results underscore the potential of FLORAL to enhance the resilience of machine learning models against label poisoning threats, thereby ensuring robust classification in adversarial settings.
Model-Based Opponent Modeling
When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, na\"ive learner, and reasoning learner.
TiZero: Mastering Multi-Agent Football with Curriculum Learning and Self-Play
Multi-agent football poses an unsolved challenge in AI research. Existing work has focused on tackling simplified scenarios of the game, or else leveraging expert demonstrations. In this paper, we develop a multi-agent system to play the full 11 vs. 11 game mode, without demonstrations. This game mode contains aspects that present major challenges to modern reinforcement learning algorithms; multi-agent coordination, long-term planning, and non-transitivity. To address these challenges, we present TiZero; a self-evolving, multi-agent system that learns from scratch. TiZero introduces several innovations, including adaptive curriculum learning, a novel self-play strategy, and an objective that optimizes the policies of multiple agents jointly. Experimentally, it outperforms previous systems by a large margin on the Google Research Football environment, increasing win rates by over 30%. To demonstrate the generality of TiZero's innovations, they are assessed on several environments beyond football; Overcooked, Multi-agent Particle-Environment, Tic-Tac-Toe and Connect-Four.
Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in Chess
This paper presents a new approach that integrates deep learning with computational chess, using both the Mixture of Experts (MoE) method and Monte-Carlo Tree Search (MCTS). Our methodology employs a suite of specialized models, each designed to respond to specific changes in the game's input data. This results in a framework with sparsely activated models, which provides significant computational benefits. Our framework combines the MoE method with MCTS, in order to align it with the strategic phases of chess, thus departing from the conventional ``one-for-all'' model. Instead, we utilize distinct game phase definitions to effectively distribute computational tasks across multiple expert neural networks. Our empirical research shows a substantial improvement in playing strength, surpassing the traditional single-model framework. This validates the efficacy of our integrated approach and highlights the potential of incorporating expert knowledge and strategic principles into neural network design. The fusion of MoE and MCTS offers a promising avenue for advancing machine learning architectures.
SwarmBrain: Embodied agent for real-time strategy game StarCraft II via large language models
Large language models (LLMs) have recently garnered significant accomplishments in various exploratory tasks, even surpassing the performance of traditional reinforcement learning-based methods that have historically dominated the agent-based field. The purpose of this paper is to investigate the efficacy of LLMs in executing real-time strategy war tasks within the StarCraft II gaming environment. In this paper, we introduce SwarmBrain, an embodied agent leveraging LLM for real-time strategy implementation in the StarCraft II game environment. The SwarmBrain comprises two key components: 1) a Overmind Intelligence Matrix, powered by state-of-the-art LLMs, is designed to orchestrate macro-level strategies from a high-level perspective. This matrix emulates the overarching consciousness of the Zerg intelligence brain, synthesizing strategic foresight with the aim of allocating resources, directing expansion, and coordinating multi-pronged assaults. 2) a Swarm ReflexNet, which is agile counterpart to the calculated deliberation of the Overmind Intelligence Matrix. Due to the inherent latency in LLM reasoning, the Swarm ReflexNet employs a condition-response state machine framework, enabling expedited tactical responses for fundamental Zerg unit maneuvers. In the experimental setup, SwarmBrain is in control of the Zerg race in confrontation with an Computer-controlled Terran adversary. Experimental results show the capacity of SwarmBrain to conduct economic augmentation, territorial expansion, and tactical formulation, and it shows the SwarmBrain is capable of achieving victory against Computer players set at different difficulty levels.