Vincenzo Norman Vitale, Mohammad Solki, Antonia Maria Tulino +2cs.NI cs.AI
Timely delivery of delay-sensitive information over dynamic, heterogeneous networks is essential for NextG interactive applications, yet providing strict End-to-End (E2E) peak latency guarantees remains an open challenge. Two obstacles limit the adoption of learning-based network control in this setting: traditional volume-based routing metrics, while highly effective for general traffic management, are not designed to capture traffic urgency; and Deep Reinforcement Learning (DRL) controllers trained from scratch suffer from sample inefficiency, long training times, and early-stage exploration volatility. This paper introduces a deployment-focused network control framework that addresses both obstacles. First, we present Effective Congestion (EC), a deadline-aware metric family that quantifies interface congestion by packet urgency and proactively filters non-viable traffic, coupled with a Uniform Path Grouping (UPG) distribution heuristic promoting robust load-balancing; the resulting policies are embedded into Multi-Agent Deep Reinforcement Learning Effective Congestion ($p^*$) (MADRL EC ($p^*$)), a hybrid architecture combining a distributed scheduler with a centralized RL-based router. Second, we introduce a unified training objective that generalizes existing policy-learning paradigms---behavioral cloning, offline Reinforcement Learning (RL), online RL, and offline-to-online schemes---as special cases, combining a live-reward term, a pre-collected-reward term, and a policy-imitation term. From this objective, we derive the Model-Guided Annealed Reinforcement Learning (MGA-RL) protocol, instantiated on a Deep Deterministic Policy Gradient (DDPG) backbone: a deployment-oriented, demonstration-driven training approach that generalizes conventional Offline-to-Online (O2O) schemes, in which trajectories from a lightweight [...]
Energy poverty is nearly absent from NLP-for-social-good, and the little existing work is either static retrieval/QA or relies on carbon-intensive cloud LLMs, a self-defeating "computational irony" for a humanitarian setting. We present EqGrid, a closed-loop simulation in which a low-frequency, open-weight LLM policy agent sets price and carbon bounds and targeted subsidies over a community of empirically-grounded household personas, while high-frequency multi-agent RL traders clear a continuous double auction constrained by a physical distribution grid (IEEE-33-bus with Dynamic Operating Envelopes). Our contribution is threefold and directly addresses how to measure the social impact of AI: (i) grounded personas (region-matched socio-demographics) whose load curves are checked for shape and level realism against real smart-meter data; (ii) formal energy-poverty equity metrics (Energy Burden, Gini of EB, LIHC) showing the intervention reduces burden inequality without raising net grid cost; and (iii) a compute-efficiency frontier that measures how much equity performance survives compressing the policy agent from a 235B teacher down to a sub-1B model deployable on a laptop, in estimated energy/carbon per decision. A decoupled-safety design (the LLM sets bounds; a validate-and-project grid gate executes) yields zero grid-constraint violations versus 55 under direct LLM control. On energy-poverty equity, the LLM policy lowers the Gini of energy burden to 0.305 (from 0.351) and mean burden by 28% while cutting cost (outperforming a tuned rule baseline), and a 3B-active model retains 95% of the benefit at roughly 9x lower inference energy than the teacher, with even a 0.8B on-device model retaining 92% at roughly 24x lower energy. We will release code and configs.
Chongzhi Wu, Zhengtao Li, Jiawen Kang +4cs.NI cs.LG
Artificial Intelligence-Generated Content (AIGC) services employ Generative AI (GenAI) models to automatically generate diverse content. Mobile AIGC networks host GenAI models on edge-located AIGC Service Providers (ASPs) to deliver low-latency and personalized AIGC services for mobile users. However, AIGC inference tasks typically occupy GPU memory until task completion, causing GPU memory exhaustion at serving ASPs and triggering out-of-memory failures rather than merely increasing service latency. Existing studies on AIGC task orchestration have largely overlooked GPU memory feasibility constraints. To address this issue, we develop a cooperative multi-agent orchestration framework, in which each edge node is equipped with a scheduling agent to route tasks to local ASPs or neighboring edge nodes. Since scheduling agents make decisions based only on local observations, while peer offloading couples their resource states and long-term utilities, we formulate the orchestration process as a cooperative Decentralized Partially Observable Markov Decision Process (Dec-POMDP). To solve the Dec-POMDP, we propose an \underline{A}ttention-guided \underline{M}ulti-\underline{A}gent deep reinforcement learning algorithm with \underline{Diff}usion policies (A-MADiff) under the centralized training with a decentralized execution paradigm. A-MADiff employs diffusion-based decentralized actors to generate multi-modal preferences over feasible orchestration actions, and an attention-guided centralized critic to estimate per-agent values from cross-agent states under GPU memory heterogeneity. Numerical results demonstrate that A-MADiff significantly improves the cumulative reward over the state-of-the-art baseline.
This paper develops a hybrid offline-online multi-agent reinforcement learning framework based on decision transformers. The policy is first pretrained offline via supervised sequence modeling of trajectories generated by existing policies, providing a safe and sample-efficient initialization. It is then fine-tuned online using a hybrid objective that incorporates critic-guided gradients, enabling performance improvements beyond the offline policy. To facilitate stable offline-to-online transfer and effective multi-agent coordination, the framework incorporates return-weighted sampling, a critic conditioned on neighbors' actions, and neighborhood-correlated exploration. The approach is fully distributed: both training and execution rely only on local observations and limited information exchange among neighboring agents. Evaluations with dynamic traffic arrivals in two settings: (i) joint scheduling and power allocation and (ii) coordinated beamforming, show that the proposed method achieves quality-of-service (QoS) performance comparable to centralized methods. Moreover, when pretrained on lower-quality datasets, online fine-tuning is also observed to surpass the initial offline policy. These results demonstrate a promising learning-based alternative for wireless resource management.
Cooperative multi-agent reinforcement learning (MARL) faces significant challenges in maintaining robust coordination under noisy observations. Although observation disturbances are often introduced independently across agents, their downstream effects on cooperative decision-making can become structured through underlying cooperation structures. We characterize this phenomenon as structured noise effects, where noise-induced decision effects exhibit local correlation among agents with stronger task-related dependencies while remaining globally heterogeneous across different agents and local structures. Existing robust MARL methods, however, rarely explicitly characterize or exploit such structure-dependent noise effects. To address this limitation, we propose SIGMA, a hierarchical collaboration framework that exploits cooperation structures to learn robust representations under noisy observations. SIGMA first organizes agents into adaptive local structures through density-based grouping and performs intra-group consensus aggregation to preserve shared task-relevant information while smoothing agent-specific representation deviations. Inter-group attention then adaptively integrates information across different groups to preserve global coordination while accommodating their heterogeneous contributions. Experiments on noisy-observation tasks in StarCraft II empirically validate the structured noise effects and demonstrate that SIGMA consistently improves robustness under observation noise while maintaining competitive performance in noise-free environments.
Federated Learning (FL) enables distributed training of machine learning models while preserving data privacy. However, FL struggles with heterogeneous, non-IID client data distributions, resulting in sub-optimal and biased global models. In this paper, we propose pFedMARL, a novel approach leveraging Multi-Agent Reinforcement Learning (MARL) with Twin Delayed Deep Deterministic Policy Gradient (TD3) to dynamically adapt aggregation strategies in FL settings. Our method employs a server-side agent adjusting client contributions to optimize global model robustness and client-side agents balancing global and local updates to personalize models effectively without pre-training. We demonstrate superior performance of pFedMARL for training a semi-supervised audio spectrogram transformer, matching or outperforming FedAvg, Ditto, and local training approaches across multiple non-IID scenarios and in the presence of adversarial clients. Our results indicate that pFedMARL actively improves accuracy, robustness, and fairness, making it suitable for real-world deployments.
Unmanned aerial vehicle (UAV)-enabled integrated sensing and communication (ISAC) is a promising 6G paradigm, but dynamic multi-UAV ISAC control must jointly balance communication quality, sensing reliability, and flight safety under stochastic mobility. Existing optimization methods often require repeated global non-convex solving, while online reinforcement learning (RL) depends on risky trial-and-error flights that may cause sensing loss or collision-risk events. This paper proposes AERIS, an offline policy improvement framework for multi-UAV ISAC. AERIS learns from fixed flight logs under centralized training and decentralized execution, so each UAV acts from local histories while training uses logged global information to assess team-level effects. We further design STAR-CRDT, an offline multi-agent RL algorithm that performs support-aware local action rectification and distills only trusted improvements into the decentralized actor. We prove an offline-support policy improvement guarantee. Experiments show that STAR-CRDT improves the main ISAC objective return by 29.3% over the strongest baseline. It further improves communication sum rate, sensing pass rate, and sensing margin by 3.4%, 4.8%, and 69.1%, while reducing collision-risk events by 54.2%. On unseen real-road maps built from OpenStreetMap data, STAR-CRDT still obtains the best return.
Beyond-visual-range (BVR) air combat is a challenging reinforcement-learning domain characterized by partial observability, long-horizon decision making, energy management, and limited weapons. We present BVR Sim, an open-source Gymnasium-style environment designed for heterogeneous air-combat reinforcement learning. BVR Sim supports multiple JSBSim aircraft models, including the F-15, F-16, F/A-18, and F-22, with configurable weapons, sensors, controllers, and opponents. A unified tactical action interface specifies desired heading, altitude, speed, and weapon release above aircraft-specific inner-loop controllers, enabling policies to operate across heterogeneous platforms. The environment provides interchangeable Python and accelerated C++ backends, entity-oriented observations, compositional rewards, scripted opponents, replay and visualization, and adapters for multi-agent learning frameworks. At a 0.4-s decision interval, the C++ backend achieves 104 simulated seconds per wall-clock second in 1-vs-1 and remains practical through 10-vs-10 scenarios. A policy trained only on the F-16 transfers without retraining to four unseen aircraft, reaching a 45.5% mean win rate with aircraft-specific controller adaptation. MAPPO and HAPPO experiments further verify end-to-end compatibility with standard multi-agent reinforcement-learning pipelines.
Omar Rady, Mohamed Ayman, Ali Arafa +1cs.LG eess.SP
Deep reinforcement learning (DRL) has recently gained a great attention due to its real-time adaptation and effectiveness in complex optimization problems. This paper investigates the optimal deployment of millimeter-wave (mmWave) base stations (BSs) in a realistic, non-convex campus topology. The optimization problem is NP-hard, due to the non-convex, non-smooth nature of the max-min fairness objective. To overcome these constraints, we formulate the BS placement as a Markov Decision Process (MDP) and systematically benchmark four DRL schemes: a discrete single-agent Deep Q-Network (DQN), a spatially partitioned Multi-Agent DQN, a continuous single-agent Deep Deterministic Policy Gradient (DDPG), and a geographically partitioned multi-agent DDPG framework. Numerical evaluations reveal that the multi-agent DDPG approach substantially outperforms single-agent in dense scenarios. Additionally full coverage is achieved, and a fairness Jain's index of 0.94 is obtained. Finally, the multi-agent demonstrates highly efficient computational convergence of dense scenarios with $400$ users.
Reinforcement learning (RL) has emerged as a powerful approach for improving reasoning in language and vision-language models, yet its strongest successes still depend heavily on ground-truth supervision (e.g., verifiable reward). Such annotations are costly to obtain and become increasingly scarce as reasoning capabilities advance beyond what humans can reliably evaluate. Self-rewarding RL reduces this dependence by enabling models to derive reward signals from their own completions. However, training solely on self-generated feedback can reinforce existing biases and suboptimal behaviors, reduce response diversity, and ultimately lead to homogenized responses and training collapse. In this work, we show that unsupervised reasoning can emerge through cooperative multi-agent training. We introduce Co-RL, a framework in which multiple decoupled models, sharing no parameters, are simultaneously optimized through RL using rewards derived from their peers. We further show that increasing cohort diversity, through heterogeneous model families, sizes, and rephrased training samples, reduces the correlated errors that drive self-reinforcing feedback loops. This diversity consistently improves reasoning performance, maintains behavioral diversity, and mitigates training collapse. Across text-only and multimodal domains, Co-RL consistently outperforms the base models and prior label-free approaches, while matching or surpassing supervised methods, without access to any ground-truth labels. Concretely, Co-RL yields average gains of 3.0-8.6% across seven text-only benchmarks for LLMs and 2.3-7.2% across four multimodal benchmarks for VLMs. Code is available at https://github.com/DrStranded/Co-RL.
We study decentralized multi-player reinforcement learning in episodic tabular Markov decision processes (MDPs) under three forms of information asymmetry: (A) unobserved actions with common rewards, (B) observed actions with independent rewards, and (C) unobserved actions with independent rewards. Players cannot communicate during learning but may agree on a protocol a priori. For Problems A and B we propose \texttt{mQ-learning} and \texttt{mQ-learning-intervals}, achieving $\tilde{O}(\sqrt{H^4 S A_{\text{joint}}\, T})$ regret, where $H$ is the horizon, $S$ the state count, $T = KH$ the total steps, and $A_{\text{joint}} = \prod_{i=1}^M |\mathcal{A}_i|$ the joint action space across $M$ players. For Problem C we give \texttt{mEXC} and \texttt{mEXC-Bellman}, two-phase explore-then-commit algorithms with regret $\tilde{O}(H (S A_{\text{joint}})^{1/3} T^{2/3})$. Against the centralized joint-action benchmark, decentralized learning under information asymmetry matches the single-agent Q-learning rate of \cite{jin2018q} up to logarithmic factors. Because $A_{\text{joint}}$ grows exponentially in $M$, the bounds are most meaningful for small $M$ or small per-player action sets.
Simon Yu, Nicholas Tomlin, Marwa Abdulhai +7cs.CL cs.AI cs.LG
Multi-agent reinforcement learning for human-AI interaction typically relies on a single large language model to simulate user behavior. We show that this approach systematically fails to generalize, and trace the failure to simulator collapse: because the simulator LLM is mode-collapsed, an LLM policy trained against it overfits to narrow strategies that exploit the simulator's dominant mode, and such a policy transfers poorly to unseen simulators and real users. We formalize this collapse theoretically and propose two complementary solutions, one at inference time and one at training time. The inference-time solution, Verbalized Sampling, broadens the simulator's behavior by sampling from a verbalized response distribution, reducing mode collapse. The training-time solution, Co-Training, jointly optimizes the policy against a population of trainable simulators, preventing it from overfitting to any single simulator's mode. We validate both solutions on three multi-turn benchmarks: Persuasion for Good, $τ^2$-bench, and CooperBench. Verbalized Sampling improves held-out success by up to 9% over single-simulator RL, and Co-Training pushes gains further to 14%; the human study shows similar gain on real users. Both solutions preserve the policy diversity that collapses under single-simulator RL. To support further work in this direction, we release SCOPE, an open-source framework for Population Co-Training multi-agent RL. More broadly, our results suggest that the diversity of the training environment, not only the policy, is critical to the generalization of multi-turn RL to real-world deployment.
Jiaao Ma, Chuan Lin, Guangjie Han +4cs.LG cs.MA cs.NI
Multi-AUV ad-hoc network-based target tracking requires networked autonomous underwater vehicles (AUVs) to cooperatively track maneuvering targets under constrained acoustic communication, dynamic topology, and uncertain ocean disturbances. Although multi-agent reinforcement learning (MARL) enables decentralized coordination through centralized training, existing methods suffer from high-dimensional joint state-action modeling, noise-sensitive policy generation, leading to unstable training and degraded tracking. To address these issues, we propose VGG-MADiffRL, a value-gradient-guided multi-agent diffusion RL algorithm, and MDCA, a diffusion?based hierarchical control architecture. Leveraging underwater mission characteristics, we model sonar detection mechanisms and ocean current disturbances, formulating cooperative tracking for multi-AUV ad-hoc networks as an MDP. The proposed MDCA constitutes a three-tier closed-loop control framework: a global intelligent control layer, a local online training layer, and a physical action execution layer. This structure enables synergistic optimization across task allocation, local decision processes, and execution feedback. Within MDCA, the local online training layer is the policy learning framework; VGG-MADiffRL builds on diffusion policies and incorporates value gradients to guide action generation in the reverse denoising process, steering the generated actions towards higher expected returns. It employs twin value networks with joint optimization and soft target updates to mitigate overestimation and training oscillations, promoting more stable convergence. Experimental results show that VGG-MADiffRL consistently achieves faster convergence, higher tracking accuracy, and smoother training dynamics in cooperative tracking scenarios, validating its effectiveness and practical engineering value in dynamic underwater settings.
Many reinforcement learning systems, from fleet management to traffic signal control, must serve an objective that changes dynamically after deployment, and retraining a policy for each new objective is prohibitively expensive. For a single agent, this problem is well understood: successor features with generalized policy improvement, together with their universal extension, recombine a library of learned policies into a policy for any new objective, with a guarantee that the result is never worse than any policy in the library. However, multi-agent transfer has received far less attention, and the common practice of letting each agent recombine its own library independently inherits the recipe but not the guarantee. We prove that this independent composition can produce joint behavior strictly worse than every policy in the library, because recombining teammates changes the environment each agent faces and invalidates the values it relies on, a failure with no single-agent counterpart. We further show that the only unconditionally safe fixed rule is synchronized composition, which moves the whole team to one jointly trained policy but cannot serve objectives that assign different goals to different agents. To attain safety and flexibility at once, we propose MA-USFA, a hierarchical method with two layers: a lower layer of universal successor feature approximators that predicts each agent's successor features while conditioned on its teammates' objectives, and an upper composer that selects, across agents, which library entry each agent should follow and supplies the cross-agent correction a per-agent value cannot represent. Trained once over the distribution of objectives, it is applied at deployment with no per-task adaptation.
Instant delivery platforms have become a critical component of urban logistics, increasingly relying on crowdsourced couriers to fulfill highly dynamic orders. In real-world systems, couriers are not exclusive to a single platform and may concurrently serve multiple platforms, while each platform can only observe its own orders and couriers' interactions due to privacy and operational constraints. This results in a multi-platform dispatch environment with inherent partial observability. However, most existing works on dispatch optimization assume full courier observability and mandatory assignment acceptance, causing substantial performance degradation when deployed in realistic multi-platform settings. In this paper, we propose POLO, a partially observable multi-agent reinforcement learning framework for dispatching optimization in multi-platform instant delivery systems. POLO firstly models each platform-grid pair as an independent agent that learns dispatch policies solely from platform-local observations, aligning the learning process with real-world privacy and operational constraints. To support effective decision-making under incomplete and heterogeneous courier information, POLO introduces a novel attention-based policy representation that selectively aggregates inter-courier information. Moreover, we design a counterfactual reward shaping mechanism to mitigate the non-stationarity induced by joint actions across grids, leading to more stable and scalable learning. We develop a high-fidelity simulator to evaluate dispatch performance under varying numbers of platforms and system scales. Extensive experiments demonstrate that POLO consistently outperforms strong baselines in terms of platform revenue and courier travel efficiency, highlighting its robustness and effectiveness in realistic multi-platform settings.
Multi-agent reinforcement learning (MARL) is a powerful framework for solving complex collaborative tasks, but it relies heavily on well-defined global reward functions. Designing such rewards is challenging, especially in systems with heterogeneous agents, where a single scalar objective may fail to capture diverse behaviors. In this paper, we introduce Multi-AGent Preference-Integrated lEarning (MAGPIE), which addresses these challenges through agent-specific preference modeling. Each agent is evaluated by a dedicated expert through preference signals, eliminating the need for global evaluation. We theoretically prove that optimizing these decentralized preferences converges to a Nash equilibrium policy. To integrate local preferences into a coherent global objective, we construct agent-specific reward models from preference data and combine them via a monotonic aggregation mechanism. We further prove that optimizing this aggregate reward model is equivalent to training the Nash equilibrium policy. Extensive experiments on benchmark multi-agent tasks and a sequential production line task show that MAGPIE achieves performance comparable to reward-engineered baselines, demonstrating its potential to facilitate policy learning in scenarios where precise reward engineering is impractical.
Senhao Wang, Chenghao Cai, Haitao Hu +4cs.AI cs.CL
Reinforcement learning (RL) has achieved strong results in improving large language models (LLMs) on tasks with stationary, verifiable rewards, such as mathematical reasoning and code execution. In these settings, the environment follows fixed rules and does not adapt strategically to the agent. Strategic dialogue differs in this respect: the environment is another agent that adapts to the policy, and success depends on the interaction between the two sides. Despite this interactive nature, current RL approaches typically train a target agent against a fixed counterpart or simulator. We find that this training paradigm encourages the policy to exploit counterpart-specific regularities rather than learn strategies that generalize across counterparts. We call this problem the static-counterpart mismatch, which we quantify directly in our experiments. To address it, we propose Isolated Bilateral Reinforcement Learning (IB-RL), in which the two roles coevolve through joint rollouts while each role optimizes its own reward through fully independent advantages, action masks, and update paths. We evaluate frozen policies against fully independent held-out counterparts in both domains. On Vehicle TeleSales, IB-RL achieves 89.6% Success@1, compared to 84.6% for the best unilateral RL baseline. On Deal-or-NoDeal, it reaches 98.4% agreement against DeepSeek V4 Pro, compared to 86.4% for the best unilateral baseline. These results indicate that jointly training both roles with strict peragent isolation produces policies that generalize more effectively to unseen counterparts.
Marcos Carvalho, Fatih Temiz, Shavbo Salehi +2cs.NI cs.AI
Time-sensitive networking (TSN) is increasingly integrated into mobile edge computing (MEC) to support applications with stringent latency requirements, such as extended reality (XR). However, existing TSN scheduling solutions predominantly rely on static optimization techniques or centralized learning models that are based on fixed traffic patterns, limiting their effectiveness in dynamic environments. In practice, MEC environments often host multiple co-located XR traffic flows whose characteristics evolve over time, creating complex inter-queue dependencies that current schedulers fail to capture. Addressing these challenges requires adaptive, decentralized scheduling mechanisms capable of coordinating multiple TSN queues under varying traffic conditions. To this end, this paper proposes a multi-agent reinforcement learning (MARL) framework for TSN scheduling, where each TSN queue is modeled as an autonomous agent. The Heterogeneous-Agent Proximal Policy Optimization (HAPPO) algorithm is employed to explicitly model inter-agent dependencies and jointly optimize service delivery across queues. The simulation results demonstrate that the proposed approach reduces average frame waiting times by up to 26.8% and worst-case delays by approximately 16.8%, highlighting its effectiveness in dynamic XR-driven MEC scenarios.
Marcos Carvalho, Fatih Temiz, Shavbo Salehi +2cs.NI cs.AI
Time-Sensitive Networking (TSN) and Mobile Edge Computing (MEC) hold strong potential for enabling ultra-reliable low-latency communication for time-sensitive applications, such as eXtended Reality (XR). However, the widespread adoption of XR introduces significant challenges due to co-located services in MEC environments, leading to contention for shared network resources. Moreover, XR traffic types have distinct characteristics and criticality in terms of timing requirements, further increasing the complexity and dynamics of such environments. Although reinforcement learning has shown promise for TSN scheduling optimization in dynamic network scenarios, existing approaches rely on centralized or high-level multi-agent designs and are typically tailored to periodic and predictable industrial traffic, limiting their applicability to XR workloads. As a result, these approaches suffer from (i) limited ability to capture inter-queue dependencies due to coarse-grained control, and (ii) poor adaptability to highly dynamic and heterogeneous XR traffic. To address these gaps, we propose a multi-agent reinforcement learning approach for queue-level XR traffic scheduling. We adopt the multi-agent transformer (MAT) to model inter-queue dependencies via attention over agents' observations and actions, enabling implicit coordination across heterogeneous co-located XR applications. Our simulation results show that the proposed method outperforms baselines, achieving up to 71.42% latency reduction and up to 83.2% reduction in failure rate, while consistently achieving high reliability across all queues.
Cooperative multi-agent reinforcement learning often adds social terms to individual rewards, yet the scale of those terms is usually chosen by hand. We ask whether a guilt signal can instead be calibrated from human neural and behavioural data and transferred to artificial agents. Using the public SoDec responsibility fMRI dataset (40 participants), we fit a subject-fixed-effects regression of momentary-happiness changes on outcome-type counts and recover a guilt weight as the Partner-negative minus Social-negative contrast ($\hat{w}=1.118$, Cohen's $d=0.214$). We embed this weight in a two-agent Social Lottery environment and train independent Proximal Policy Optimization actor-critics under four shaping regimes: neurally calibrated, uniform constant, zero (selfish), and a unit-coefficient oracle. Across 1{,}000 evaluation episodes per condition, the calibrated agents track the human Social safe-choice rate most closely ($0.459$ vs.\ human $0.484$; $\mathrm{KL}=0.0012$), while the other three conditions deviate by one to three orders of magnitude in KL. Human neurobehavioural priors can therefore act as quantitative constraints on prosocial reward shaping.
This paper proposes FedCritic-MIMO, a communication-efficient serverless federated multi-agent reinforcement learning framework for AI-native resource control across independently deployable cell-level controllers in open and disaggregated 6G RANs. Controllers share no trainer, retain local actors and personalized critic components, and exchange only compatible shared critic parameters. FedCritic-MIMO targets reuse-$1$ multi-cell massive-MIMO OFDMA deployments, where RAN controllers jointly manage user scheduling, per-stream power allocation, beamforming, interference, and long-term QoS with limited inter-controller signaling. Each base station locally executes its actor without centralized training or actor federation, while critic knowledge is exchanged peer-to-peer over an interference-aware graph. It enables this collaboration through wireless-aware event triggering, adaptive layer-wise top-$k$ sparse critic exchange with error feedback, and balanced interference-aware fusion. We establish conditional finite-time stationarity and consensus guarantees for the balanced, compressed peer-to-peer critic recursion under a fixed-policy, frozen-target critic-regression model. In strongly interference-coupled reuse-$1$ simulations, FedCritic-MIMO achieves the best performance-communication tradeoff among heuristic, independent-learning, centralized-training, and communication-ablation baselines. It achieves the highest held-out throughput, improves user-rate distribution and mean SINR, increases QoS satisfaction, and attains the lowest interference cost per delivered bit among learning baselines. It reduces critic-communication overhead by $76\%$ relative to uncompressed distributed critic exchange. These results demonstrate that serverless exchange of compatible shared critic parameters can coordinate RAN controllers without centralized trajectory collection or parameter-server aggregation.
Maksymilian Wolski, Nicholas Hoernle, Johannes Forkel +1cs.AI cs.MA
AI agents deployed in real-world settings must be capable of coordinating with humans and other AI agents they have not encountered before. Zero-shot coordination (ZSC) algorithms aim to achieve this by specifying high-level learning rules such that independently engineered agents can coordinate with each other at test time. Rigorous evaluation of ZSC algorithms remains difficult: ideally, multiple independent implementations of each proposed algorithm must be used, reflecting the variation that arises when independent parties interpret and implement the same specification. In practice, however, ZSC algorithms have almost exclusively been evaluated using a single implementation trained across different random seeds, with only a handful of works additionally varying the neural network architecture. This leaves open questions about robustness to specification ambiguities and implementation details. In this work, we provide the first systematic evaluation of this robustness. We introduce a new evaluation scheme, cross-implementation cross-play, varying implementation details that prior work has shown to affect the performance of multi-agent reinforcement learning (MARL) algorithms, and we evaluate Other-Play, a popular ZSC algorithm, with this scheme. Our findings are encouraging and suggest that, for Other-Play, the standard ZSC evaluation is, in fact, a reasonable proxy for this more thorough cross-implementation evaluation.
Maximizing throughput under proportional fairness in dense wireless networks requires jointly managing user association, scheduling, base station (BS) activation, and handover control under hard finite-horizon energy and handover budgets, which induces a fundamental tension between BS-side energy management and user-side handover regulation. While multi-agent reinforcement learning (MARL) is a natural framework for such distributed sequential control, its application here faces two difficulties: finite-horizon budget constraints cannot be evaluated at each time slot, and the nonlinear proportional fairness utility admits no principled per-slot decomposition. We propose HeLyMARL, a Lyapunov-embedded heterogeneous MARL framework that resolves both via drift-plus-penalty decomposition with virtual queues. The energy and handover constraint pressures are internalized directly into a unified per-slot reward, converting the constrained finite-horizon problem into an unconstrained MARL problem. Comparison against two Lagrangian-based alternatives reveals a timescale separation: Lagrangian relaxation regulates constraints only across training episodes, whereas the virtual queues of HeLyMARL bound cumulative budget consumption at every partial horizon within an episode, a pacing guarantee beyond the reach of greedy Lyapunov-based control. Simulations show that HeLyMARL is the only method that sustains the throughput-fairness balance together with uninterrupted service throughout the horizon, outperforming conventional MARL, Lyapunov-based, and constrained MARL benchmarks without premature budget exhaustion.
Safety interventions for large populations of network-coupled agents must protect shared constraints without unnecessarily overriding task-oriented policy decisions. We present HetGPS, a hybrid graph-control framework synergizing learned graph risk with physics-anchored correction by separating intervention magnitude from corrective direction. An action-conditioned graph residual model schedules state-dependent intervention authority, while a physics model determines its direction. For electric vehicle (EV) charging, we couple this filter with a parameter-shared heterogeneous graph soft actor-critic policy, enabling topology-aware coordination with a learned model size independent of fleet size. Across five nested distribution networks with 200--3,218 EVs and 100 evaluation days, Adaptive Authority reduces bus--step voltage violations from 3.93--7.74\% without filtering to 0.52--3.44\%, while maintaining 99.06--100\% departure success. Relative to the same physics-directed projection with fixed authority, it improves mean reward on all five networks and lowers the mean safety score on four. The deployed policy-and-risk model contains 383,702 learned parameters at every scale; at 3,218 EVs, a matched centralized SAC actor is about $170\times$ larger. A policy trained on the eight-transformer system transfers zero-shot to the 16- and 32-transformer systems, attaining 0.57--0.75\% violation rates and at least 99.99\% departure success. These results show that learned graph risk can allocate intervention authority at scale while feeder physics anchors corrective action.
Credit assignment is a fundamental challenge in cooperative multi-agent reinforcement learning, particularly in embodied AI settings characterized by limited and delayed feedback as well as dynamically changing numbers of active agents. We propose MARS-RA, a framework that reformulates credit assignment as a rank aggregation problem using contribution-based pairwise comparisons among agents generated by large multimodal models. This shift from absolute to relative estimation ensures robustness against noise and dynamic agent participation, converting comparison results into contribution scores for potential-based reward shaping. We provide theoretical justification for the convergence and robustness of the proposed framework, and show that Shapley values can be used as an interpretive reference. Experimental results on challenging tasks of different types indicate that MARS-RA can guide agents toward effective cooperation.
Thomas Hickling, Dylan Wynne, Yu Su +1cs.RO cs.AI cs.LG
This paper presents a cooperative indoor UAV guidance framework that combines a shared voxel-map world model with a multi-agent Soft Actor-Critic (MASAC) controller. Multiple drones fuse 360 LiDAR observations into a common world-frame occupancy map, which is converted into a compact bird's-eye-view (BEV) representation and provided to each agent as an ego-aligned local crop. This integrate-in-world, act-in- ego design enables consistent multi-UAV spatial fusion whilst retaining decentralised continuous control. The policy combines BEV map features, near-field obstacle observations, and compact goal and peer-state information within a centralised-training, decentralised-execution framework. In simulation, the learned controller achieves a 90.3% success rate in corridor navigation, outperforming Astar planning, an artificial potential field controller, and a prior guidance method. To address residual sim-to-real mismatch, the simulation-trained policy is further adapted using offline imitation fine-tuning from real-world data. Real-world experiments in GNSS-denied indoor environments demonstrate stable two-UAV cooperative operation across increasingly chal- lenging obstacle layouts. The results show that shared voxel-map representations provide an effective and scalable spatial substrate for learned cooperative indoor UAV guidance.
Alireza Saleh Abadi, Leen-Kiat Soh, Daniel Alan Redder +2cs.AI cs.MA
Open agent systems (OASYS) are increasingly prevalent in real-world domains where the sets of agents and tasks change unpredictably over time. Such openness, including agent openness (AO) and task openness (TO), poses a fundamental challenge to multi-agent reinforcement learning (MARL), which typically assumes fixed state and action spaces. Existing methods address openness only partially: padding and masking approaches introduce artificial bounds, while recent graph-based or hypergraph methods handle one dimension of openness but still depend on restrictive assumptions. In this paper, we introduce Pointer Learner for Agent and Task Openness (PLATO), a pointer-network-based actor combined with a centralized graph neural network (GNN) critic, trained with multi-agent proximal policy optimization under a centralized training and decentralized execution paradigm. Our pointer-based actor outputs distributions directly over the current task set. This directly supports changing action spaces without masking or retraining. Our GNN critic encodes agent-task interactions as a graph that changes shape with task and agent composition. Together, these components consider AO and TO without the boundedness of existing approaches. We formalize PLATO in a Task-and-Agent-Open Markov Game (TaAgO-MG), extending prior task-open formulations, and prove it is well-defined over the resulting unbounded state and action spaces. We evaluate PLATO with the Methods for Open Agent Systems Evaluation Initiative (MOASEI) wildfire suppression domain, an environment designed for open multi-agent system evaluation, and we demonstrate strong performance and more consistent zero-shot generalization than state-of-the-art baselines in OASYS.
Muhammad Umar Farooq Qaisar, Lin Zhang, Zhen Chen +3cs.NI cs.LG
Unmanned aerial vehicles (UAVs) have emerged as a key enabler of next-generation Internet of Things (IoT) ecosystems, offering flexible aerial relaying to extend connectivity across dynamic vehicular ad hoc networks (VANETs) in smart city environments. However, conventional centralized approaches for UAV trajectory planning require continuous global network state aggregation, making them impractical under bandwidth and energy constraints typical of dense urban deployments. In this article, we present TRUAV, a distributed multi-agent reinforcement learning framework based on independent tabular Q-learning for joint UAV trajectory planning and routing enhancement in UAV-aided VANETs. Each UAV is equipped with a local Q-learning agent that operates purely on locally observable information, including vehicle density, packet queue states, and neighbor UAV positions, thereby eliminating the need for global state exchange. A potential-game-inspired reward design encourages spatial diversity and routing-aware UAV positioning among interacting agents while accounting for energy consumption. Numerical simulations over a large urban area with 200 mobile vehicles show that the proposed TRUAV framework achieves network coverage and packet delivery ratios comparable to centralized deep reinforcement learning methods, while also improving relay delay and energy efficiency. Finally, we discuss emerging challenges and future research directions for distributed multi-agent UAV-assisted IoT systems.
Gil Lifshits, Igal Bilik, Gilad Katzcs.LG cs.AI cs.MA cs.RO
Coordinating autonomous vehicles at unsignalized intersections remains a critical challenge for multi-agent reinforcement learning (MARL) systems, which typically struggle with combinatorial action spaces, reliance on privileged information, or rigid agent designs. We propose Master-Agent Proto-plan System (MAPS), a hierarchical deep reinforcement learning (DRL) architecture in which a centralized Master agent generates a compact, continuous embedding, denoted as proto-plan, that encodes a global coordination strategy. Decentralized Worker agents integrate this embedding with local observations to execute vehicle-specific control, decoupling strategic intent from tactical execution and enabling independent optimization of each module. As a proof-of-concept evaluation of this coordination mechanism, we test MAPS across 72 intersection configurations in HighwayEnv. MAPS achieves collision-free navigation while significantly reducing average travel time, outperforming state-of-the-art baselines. The learned proto-plans further exhibit robust generalization: a system trained with three agents achieves a 94% success rate when deployed zero-shot to five-agent scenarios, confirming that proto-plan-based hierarchical learning provides a promising framework for multi-vehicle coordination.
Dynamic manufacturing environments require multi-agent systems to coordinate effectively under frequent operational disturbances such as machine failures, urgent job arrivals, and processing time variations. Existing multi-agent reinforcement learning approaches treat each disturbance episode independently, discarding valuable coordination experience that could accelerate future adaptation. In this paper, we propose a Graph-Structured Experiential Memory (GSEM) framework for multi-agent coordination in dynamic manufacturing. The framework encodes historical coordination episodes as heterogeneous relational graphs that capture task dependencies, machine states, and inter-agent collaboration patterns. When a new disturbance occurs, a graph neural network-based retrieval mechanism identifies structurally similar past episodes, enabling experience-guided policy adaptation rather than learning from scratch. Experiments on dynamic flexible job-shop scheduling benchmarks with three disturbance types show that GSEM reduces makespan by 4.1%-10.0% and adaptation time by 33%-38% compared to the strongest memory-augmented baseline, with the advantage increasing under higher disturbance frequency. Ablation studies and cross-disturbance transfer experiments further validate the necessity of graph-structured encoding and similarity-based retrieval and demonstrate the cross-disturbance generalizability of learned coordination patterns.