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.
Many Multi-Agent Reinforcement Learning (MARL) agents fail to adapt properly to cooperating with agents trained with the same objectives but different seeds, algorithms, or other training differences. This is the problem of Zero-Shot Coordination (ZSC), which focuses on training agents to cooperate well with unknown agents. ZSC has been studied for a variety of tabular cases and simple games such as Hanabi, achieving excellent results. However, existing solutions to ZSC only consider identical rewards for your trained agents and all future partners. This is not realistic for the trained agents, as they do not consider the problem of cooperating with agents that have identical sparse objectives but shape the rewards for those objectives in different manner. To address this issue, we show how to train an ensemble of methods using randomized reward shapings chosen using 4 selection algorithms. Experiments done on the Overcooked environment demonstrate consistent improvements of 62.2%-119.2% in sparse reward over baseline ZSC algorithms when playing with agents that have identical sparse rewards but different reward shapings.