Reinforcement learning of coordination in cooperative multi-agent systems
By Spiros Kapetanakis, Daniel Kudenko. 2002
234 citations recorded by the source corpus.
Subfields: Reinforcement Learning
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Reinforcement Learning
- Karl Tuyls
- Chris Amato
- Sean Luke
- Liviu Panait
- Daan Bloembergen
- Nadine Le Fort-Piat
- Guillaume J. Laurent
- Laëtitia Matignon
Citations in the corpus
- Multiagent Bidirectionally-Coordinated Nets: Emergence of Human-level Coordination in Learning to Play StarCraft Combat Games (2017, background): “The idea of learning independent agents can also be found (Lauer and Riedmiller 2000; Kapetanakis and Kudenko 2002; Lauer and Riedmiller 2004; Foerster et al. 2016).”
- Deep Decentralized Multi-task Multi-Agent Reinforcement Learning under Partial Observability (2017, background): “Frequency Maximum Q-Value heuristics (Kapetanakis & Kudenko, 2002) bias action selection towards those consistently achieving max rewards.”
- Mean Field Multi-Agent Reinforcement Learning (2018, neutral): “For Rec-FMQ, we set the frequency learning rate α f = 0 .”
- Independent reinforcement learners in cooperative Markov games: a survey regarding coordination problems (2012, methodology): “Kapetanakis and Kudenko (2002, 2004) proposed to bias the probability of choosing an action with the frequency of receiving the maximum reward for that action.”
- Evolutionary Dynamics of Multi-Agent Learning: A Survey (2015, methodology): “Other examples include frequency maximum Q-learning (Kapetanakis & Kudenko, 2002), an algorithm tailored to coordinate in cooperative multi-agent systems, and a class of regret minimisation algorithms (Blum & Mansour, 2007) that guarantee performance close to the best fixed action in hindsight…”
- Multi-agent Reinforcement Learning: An Overview (2010, unknown): “The Frequency Maximum Q-value (FMQ) heuristic is based on the frequency with which actions yielded good rewards in the past [59].”
- QD-Learning: A Collaborative Distributed Strategy for Multi-Agent Reinforcement Learning Through Consensus + Innovations (2012, background): “Various formulations, ranging from general competitive dynamic stochastic games [11], [12], [13], [14] to so called fully cooperative [15], [16], [17], [18], [19], [20], [21], [22], have been investigated (see [10] for a more complete taxonomy).”
- Game Theory and Multi-agent Reinforcement Learning (2012, background): “The frequency maximum Q-learning (FMQ) algorithm (Kapetanakis and Kudenko, 2002), for example, keeps a frequency value f req(R∗,a) indicating how often the maximum reward so far (R∗) has been observed for a certain action a.”
- Biasing Coevolutionary Search for Optimal Multiagent Behaviors (2006, methodology): “The authors then suggested that the search could be improved by using more optimistic exploration actions; this direction was further explored in [9] and [10].”
- Cooperative Multi-Agent Learning: The State of the Art (2005, background): “These games are later used in [137, 142, 192] to investigate multi-agent reinforcement learning and evolutionary computation approaches.”
- An Overview of Cooperative and Competitive Multiagent Learning (2005, background): “Fully Cooperative Scenarios Research in simple stateless environments shows that multiple cooperating concurrent learners can greatly benefit from being optimistic about their teammates: the goal is not to match well your current teammates, but to expect them to improve as well due to their learning”
- Lenient learners in cooperative multiagent systems (2006, methodology): “According to [2], this is equivalent to the performance of FMQ in these problem domains, and it is also signi.cantly better than the performance of traditional Q-learning approaches, as well as to an algorithm previously proposed in [3].”
- Theoretical considerations of potential-based reward shaping for multi-agent systems (2011, background): “Multiple individual learners will converge to one of these equilibrium, but whether it will be the optimum cannot be guaranteed [6] With multiple agents in the same environment, altering the exploration of one will change the experiences of all agents [12, 13].”