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Gregory Farquhar

dblp:195/5653 · DBLP profile ↗
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20ranked-venue papers
4as first author
8since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 20 · 4 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
19 papers
Reinforcement learning · 66% Optimization for machine learning · 10% Transfer learning and domain adaptation · 5%

Topics — the 30 heaviest of 49, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
2.782020
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · J. Mach. Learn. Res. 2020
Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · NeurIPS 2020
Multi-Agent Common Knowledge Reinforcement Learning · NeurIPS 2019
Machine learning › Reinforcement learning
model-based reinforcement learning
1.942022
Model-Value Inconsistency as a Signal for Epistemic Uncertainty · ICML 2022
Proper Value Equivalence · NeurIPS 2021
Self-Consistent Models and Values · NeurIPS 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning › value-based multi-agent reinforcement learning
value decomposition
1.232020
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · J. Mach. Learn. Res. 2020
Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · NeurIPS 2020
QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · ICML 2018
Machine learning › Reinforcement learning
exploration
1.022022
Model-Value Inconsistency as a Signal for Epistemic Uncertainty · ICML 2022
Growing Action Spaces · ICML 2020
Machine learning › Optimization for machine learning
bilevel optimization
0.912025
Scalable Meta-Learning via Mixed-Mode Differentiation · ICML 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning
0.922020
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · J. Mach. Learn. Res. 2020
Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · NeurIPS 2020
Machine learning › Optimization for machine learning › bilevel optimization
gradient-based bilevel optimization
0.912025
Scalable Meta-Learning via Mixed-Mode Differentiation · ICML 2025
Machine learning › Transfer learning and domain adaptation
meta-learning
0.912025
Scalable Meta-Learning via Mixed-Mode Differentiation · ICML 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning › decentralized multi-agent reinforcement learning
decentralized policy learning
0.822020
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · J. Mach. Learn. Res. 2020
QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · ICML 2018
Machine learning › Optimization for machine learning
gradient estimation
0.822019
Loaded DiCE: Trading off Bias and Variance in Any-Order Score Function Gradient Estimators for Reinforcement Learning · NeurIPS 2019
A Baseline for Any Order Gradient Estimation in Stochastic Computation Graphs · ICML 2019
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.722019
Loaded DiCE: Trading off Bias and Variance in Any-Order Score Function Gradient Estimators for Reinforcement Learning · NeurIPS 2019
DiCE: The Infinitely Differentiable Monte Carlo Estimator · ICML 2018
Machine learning › Reinforcement learning
meta-reinforcement learning
0.712023
Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design · NeurIPS 2023
Machine learning › Reinforcement learning › reinforcement learning environment › environment design
unsupervised environment design
0.712023
Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design · NeurIPS 2023
Machine learning › Reinforcement learning
safe reinforcement learning
0.612022
Model-Value Inconsistency as a Signal for Epistemic Uncertainty · ICML 2022
Machine learning › Trustworthy machine learning
uncertainty estimation
0.612022
Model-Value Inconsistency as a Signal for Epistemic Uncertainty · ICML 2022
Machine learning › Reinforcement learning
generalization in reinforcement learning
0.512021
Transient Non-stationarity and Generalisation in Deep Reinforcement Learning · ICLR 2021
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.512021
PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning · ICML 2021
Machine learning › Reinforcement learning
multi-task reinforcement learning
0.512021
PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning · ICML 2021
Machine learning › Reinforcement learning
non-stationary reinforcement learning
0.512021
Transient Non-stationarity and Generalisation in Deep Reinforcement Learning · ICLR 2021
Machine learning › Reinforcement learning
policy evaluation
0.512021
Self-Consistent Models and Values · NeurIPS 2021
Robotics › Robot manipulation › learning from demonstration
reinforcement learning from demonstration
0.512021
PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning · ICML 2021
Natural language and speech › Language models and text generation
self-consistency
0.512021
Self-Consistent Models and Values · NeurIPS 2021
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
successor features
0.512021
PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning · ICML 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
value-based planning
0.512021
Proper Value Equivalence · NeurIPS 2021
Machine learning › Reinforcement learning › model-based reinforcement learning
value equivalence
0.512021
Proper Value Equivalence · NeurIPS 2021
Machine learning › Reinforcement learning
value function estimation
0.512021
Self-Consistent Models and Values · NeurIPS 2021
Machine learning › Transfer learning and domain adaptation
zero-shot transfer
0.512021
PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning · ICML 2021
Machine learning › Reinforcement learning
off-policy reinforcement learning
0.412020
Growing Action Spaces · ICML 2020
Machine learning › Reinforcement learning › transfer learning in reinforcement learning
value function transfer
0.412020
Growing Action Spaces · ICML 2020
Machine learning › Learning theory › statistical learning theory
bias-variance tradeoff
0.412019
Loaded DiCE: Trading off Bias and Variance in Any-Order Score Function Gradient Estimators for Reinforcement Learning · NeurIPS 2019

Methods — techniques the papers use, named apart from their topics

automatic differentiation · 1.6mixed-mode differentiation · 0.9gradient-of-a-gradient · 0.9value-based reinforcement learning · 0.8regret approximation · 0.7adversarial environment design · 0.7value-based planning · 0.6implicit value ensemble · 0.6bootstrapping · 0.6inverse temporal difference learning · 0.5
YearPublicationVenuePosition
2025 Scalable Meta-Learning via Mixed-Mode Differentiation
abstract
Gradient-based bilevel optimisation is a powerful technique with applications in hyperparameter optimisation, task adaptation, algorithm discovery, meta-learning more broadly, and beyond. It often requires differentiating through the gradient-based optimisation process itself, leading to "gradient-of-a-gradient" calculations with computationally expensive second-order and mixed derivatives. While modern automatic differentiation libraries provide a convenient way to write programs for calculating these derivatives, they oftentimes cannot fully exploit the specific structure of these problems out-of-the-box, leading to suboptimal performance. In this paper, we analyse such cases and propose Mixed-Flow Meta-Gradients, or MixFlow-MG -- a practical algorithm that uses mixed-mode differentiation to construct more efficient and scalable computational graphs yielding over 10x memory and up to 25\% wall-clock time improvements over standard implementations in modern meta-learning setups.
Iurii Kemaev, Dan Andrei Calian, Luisa M. Zintgraf, Gregory Farquhar, Hado van Hasselt
ICML4
2025 DataRater: Meta-Learned Dataset Curation
abstract
The quality of foundation models depends heavily on their training data. Consequently, great efforts have been put into dataset curation. Yet most approaches rely on manual tuning of coarse-grained mixtures of large buckets of data, or filtering by hand-crafted heuristics. An approach that is ultimately more scalable (let alone more satisfying) is to \emph{learn} which data is actually valuable for training. This type of meta-learning could allow more sophisticated, fine-grained, and effective curation. Our proposed \emph{DataRater} is an instance of this idea. It estimates the value of training on any particular data point. This is done by meta-learning using `meta-gradients', with the objective of improving training efficiency on held out data. In extensive experiments across a range of model scales and datasets, we find that using our DataRater to filter data is highly effective, resulting in significantly improved compute efficiency.
Dan Andrei Calian, Gregory Farquhar, Iurii Kemaev, Luisa M. Zintgraf, Matteo Hessel, Jeremy Shar, Junhyuk Oh, András György 0001, Tom Schaul, Jeffrey Dean, Hado van Hasselt, David Silver 0001
NeurIPS2
2023 Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design
abstract
The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.
Matthew Thomas Jackson, Minqi Jiang, Jack Parker-Holder, Risto Vuorio, Chris Lu 0001, Gregory Farquhar, Shimon Whiteson, Jakob N. Foerster
NeurIPS6
2022 Model-Value Inconsistency as a Signal for Epistemic Uncertainty
abstract
Using a model of the environment and a value function, an agent can construct many estimates of a state’s value, by unrolling the model for different lengths and bootstrapping with its value function. Our key insight is that one can treat this set of value estimates as a type of ensemble, which we call an implicit value ensemble (IVE). Consequently, the discrepancy between these estimates can be used as a proxy for the agent’s epistemic uncertainty; we term this signal model-value inconsistency or self-inconsistency for short. Unlike prior work which estimates uncertainty by training an ensemble of many models and/or value functions, this approach requires only the single model and value function which are already being learned in most model-based reinforcement learning algorithms. We provide empirical evidence in both tabular and function approximation settings from pixels that self-inconsistency is useful (i) as a signal for exploration, (ii) for acting safely under distribution shifts, and (iii) for robustifying value-based planning with a learned model.
Angelos Filos, Eszter Vértes, Zita Marinho, Gregory Farquhar, Diana Borsa, Abram L. Friesen, Feryal M. P. Behbahani, Tom Schaul, André Barreto 0001, Simon Osindero
ICML4
2021 Transient Non-stationarity and Generalisation in Deep Reinforcement Learning
Maximilian Igl, Gregory Farquhar, Jelena Luketina, Wendelin Böhmer, Shimon Whiteson
ICLR2
2021 PsiPhi-Learning: Reinforcement Learning with Demonstrations using Successor Features and Inverse Temporal Difference Learning
abstract
We study reinforcement learning (RL) with no-reward demonstrations, a setting in which an RL agent has access to additional data from the interaction of other agents with the same environment. However, it has no access to the rewards or goals of these agents, and their objectives and levels of expertise may vary widely. These assumptions are common in multi-agent settings, such as autonomous driving. To effectively use this data, we turn to the framework of successor features. This allows us to disentangle shared features and dynamics of the environment from agent-specific rewards and policies. We propose a multi-task inverse reinforcement learning (IRL) algorithm, called \emph{inverse temporal difference learning} (ITD), that learns shared state features, alongside per-agent successor features and preference vectors, purely from demonstrations without reward labels. We further show how to seamlessly integrate ITD with learning from online environment interactions, arriving at a novel algorithm for reinforcement learning with demonstrations, called $\Psi \Phi$-learning (pronounced ‘Sci-Fi’). We provide empirical evidence for the effectiveness of $\Psi \Phi$-learning as a method for improving RL, IRL, imitation, and few-shot transfer, and derive worst-case bounds for its performance in zero-shot transfer to new tasks.
Angelos Filos, Clare Lyle, Yarin Gal, Sergey Levine, Natasha Jaques, Gregory Farquhar
ICML6
2021 Self-Consistent Models and Values
abstract
Learned models of the environment provide reinforcement learning (RL) agents with flexible ways of making predictions about the environment.Models enable planning, i.e. using more computation to improve value functions or policies, without requiring additional environment interactions.In this work, we investigate a way of augmenting model-based RL, by additionally encouraging a learned model and value function to be jointly \emph{self-consistent}.This lies in contrast to classic planning methods like Dyna, which only update the value function to be consistent with the model.We propose a number of possible self-consistency updates, study them empirically in both the tabular and function approximation settings, and find that with appropriate choices self-consistency can be useful both for policy evaluation and control.
Gregory Farquhar, Kate Baumli, Zita Marinho, Angelos Filos, Matteo Hessel, Hado van Hasselt, David Silver 0001
NeurIPS1
2021 Proper Value Equivalence
abstract
One of the main challenges in model-based reinforcement learning (RL) is to decide which aspects of the environment should be modeled. The value-equivalence (VE) principle proposes a simple answer to this question: a model should capture the aspects of the environment that are relevant for value-based planning. Technically, VE distinguishes models based on a set of policies and a set of functions: a model is said to be VE to the environment if the Bellman operators it induces for the policies yield the correct result when applied to the functions. As the number of policies and functions increase, the set of VE models shrinks, eventually collapsing to a single point corresponding to a perfect model. A fundamental question underlying the VE principle is thus how to select the smallest sets of policies and functions that are sufficient for planning. In this paper we take an important step towards answering this question. We start by generalizing the concept of VE to order-$k$ counterparts defined with respect to $k$ applications of the Bellman operator. This leads to a family of VE classes that increase in size as $k \rightarrow \infty$. In the limit, all functions become value functions, and we have a special instantiation of VE which we call proper VE or simply PVE. Unlike VE, the PVE class may contain multiple models even in the limit when all value functions are used. Crucially, all these models are sufficient for planning, meaning that they will yield an optimal policy despite the fact that they may ignore many aspects of the environment. We construct a loss function for learning PVE models and argue that popular algorithms such as MuZero can be understood as minimizing an upper bound for this loss. We leverage this connection to propose a modification to MuZero and show that it can lead to improved performance in practice.
Christopher Grimm, André Barreto 0001, Gregory Farquhar, David Silver 0001, Satinder Singh 0001
NeurIPS3
2020 Growing Action Spaces
abstract
In complex tasks, such as those with large combinatorial action spaces, random exploration may be too inefficient to achieve meaningful learning progress. In this work, we use a curriculum of progressively growing action spaces to accelerate learning. We assume the environment is out of our control, but that the agent may set an internal curriculum by initially restricting its action space. Our approach uses off-policy reinforcement learning to estimate optimal value functions for multiple action spaces simultaneously and efficiently transfers data, value estimates, and state representations from restricted action spaces to the full task. We show the efficacy of our approach in proof-of-concept control tasks and on challenging large-scale StarCraft micromanagement tasks with large, multi-agent action spaces.
Gregory Farquhar, Laura Gustafson, Zeming Lin, Shimon Whiteson, Nicolas Usunier, Gabriel Synnaeve
ICML1
2020 Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
abstract
QMIX is a popular $Q$-learning algorithm for cooperative MARL in the centralised training and decentralised execution paradigm. In order to enable easy decentralisation, QMIX restricts the joint action $Q$-values it can represent to be a monotonic mixing of each agent's utilities. However, this restriction prevents it from representing value functions in which an agent's ordering over its actions can depend on other agents' actions. To analyse this representational limitation, we first formalise the objective QMIX optimises, which allows us to view QMIX as an operator that first computes the $Q$-learning targets and then projects them into the space representable by QMIX. This projection returns a representable $Q$-value that minimises the unweighted squared error across all joint actions. We show in particular that this projection can fail to recover the optimal policy even with access to $Q^*$, which primarily stems from the equal weighting placed on each joint action. We rectify this by introducing a weighting into the projection, in order to place more importance on the better joint actions. We propose two weighting schemes and prove that they recover the correct maximal action for any joint action $Q$-values, and therefore for $Q^*$ as well. Based on our analysis and results in the tabular setting we introduce two scalable versions of our algorithm, Centrally-Weighted (CW) QMIX and Optimistically-Weighted (OW) QMIX and demonstrate improved performance on both predator-prey and challenging multi-agent StarCraft benchmark tasks (Samvelyan et al., 2019).
Tabish Rashid, Gregory Farquhar, Bei Peng 0001, Shimon Whiteson
NeurIPS2
2020 Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
abstract
In many real-world settings, a team of agents must coordinate its behaviour while acting in a decentralised fashion. At the same time, it is often possible to train the agents in a centralised fashion where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a mixing network that estimates joint action-values as a monotonic combination of per-agent values. We structurally enforce that the joint-action value is monotonic in the per-agent values, through the use of non-negative weights in the mixing network, which guarantees consistency between the centralised and decentralised policies. To evaluate the performance of QMIX, we propose the StarCraft Multi-Agent Challenge (SMAC) as a new benchmark for deep multi-agent reinforcement learning. We evaluate QMIX on a challenging set of SMAC scenarios and show that it significantly outperforms existing multi-agent reinforcement learning methods.
Tabish Rashid, Mikayel Samvelyan, Christian Schröder de Witt, Gregory Farquhar, Jakob N. Foerster, Shimon Whiteson
J. Mach. Learn. Res.4
2019 A Baseline for Any Order Gradient Estimation in Stochastic Computation Graphs
abstract
By enabling correct differentiation in Stochastic Computation Graphs (SCGs), the infinitely differentiable Monte-Carlo estimator (DiCE) can generate correct estimates for the higher order gradients that arise in, e.g., multi-agent reinforcement learning and meta-learning. However, the baseline term in DiCE that serves as a control variate for reducing variance applies only to first order gradient estimation, limiting the utility of higher-order gradient estimates. To improve the sample efficiency of DiCE, we propose a new baseline term for higher order gradient estimation. This term may be easily included in the objective, and produces unbiased variance-reduced estimators under (automatic) differentiation, without affecting the estimate of the objective itself or of the first order gradient estimate. It reuses the same baseline function (e.g., the state-value function in reinforcement learning) already used for the first order baseline. We provide theoretical analysis and numerical evaluations of this new baseline, which demonstrate that it can dramatically reduce the variance of DiCE’s second order gradient estimators and also show empirically that it reduces the variance of third and fourth order gradients. This computational tool can be easily used to estimate higher order gradients with unprecedented efficiency and simplicity wherever automatic differentiation is utilised, and it has the potential to unlock applications of higher order gradients in reinforcement learning and meta-learning.
Jingkai Mao, Jakob N. Foerster, Tim Rocktäschel, Maruan Al-Shedivat, Gregory Farquhar, Shimon Whiteson
ICML5
2019 A Survey of Reinforcement Learning Informed by Natural Language
abstract
To be successful in real-world tasks, Reinforcement Learning (RL) needs to exploit the compositional, relational, and hierarchical structure of the world, and learn to transfer it to the task at hand. Recent advances in representation learning for language make it possible to build models that acquire world knowledge from text corpora and integrate this knowledge into downstream decision making problems. We thus argue that the time is right to investigate a tight integration of natural language understanding into RL in particular. We survey the state of the field, including work on instruction following, text games, and learning from textual domain knowledge. Finally, we call for the development of new environments as well as further investigation into the potential uses of recent Natural Language Processing (NLP) techniques for such tasks.
Jelena Luketina, Nantas Nardelli, Gregory Farquhar, Jakob N. Foerster, Jacob Andreas, Edward Grefenstette, Shimon Whiteson, Tim Rocktäschel
IJCAI3
2019 Loaded DiCE: Trading off Bias and Variance in Any-Order Score Function Gradient Estimators for Reinforcement Learning
abstract
Gradient-based methods for optimisation of objectives in stochastic settings with unknown or intractable dynamics require estimators of derivatives. We derive an objective that, under automatic differentiation, produces low-variance unbiased estimators of derivatives at any order. Our objective is compatible with arbitrary advantage estimators, which allows the control of the bias and variance of any-order derivatives when using function approximation. Furthermore, we propose a method to trade off bias and variance of higher order derivatives by discounting the impact of more distant causal dependencies. We demonstrate the correctness and utility of our estimator in analytically tractable MDPs and in meta-reinforcement-learning for continuous control.
Gregory Farquhar, Shimon Whiteson, Jakob N. Foerster
NeurIPS1
2019 Multi-Agent Common Knowledge Reinforcement Learning
abstract
Cooperative multi-agent reinforcement learning often requires decentralised policies, which severely limit the agents' ability to coordinate their behaviour. In this paper, we show that common knowledge between agents allows for complex decentralised coordination. Common knowledge arises naturally in a large number of decentralised cooperative multi-agent tasks, for example, when agents can reconstruct parts of each others' observations. Since agents can independently agree on their common knowledge, they can execute complex coordinated policies that condition on this knowledge in a fully decentralised fashion. We propose multi-agent common knowledge reinforcement learning (MACKRL), a novel stochastic actor-critic algorithm that learns a hierarchical policy tree. Higher levels in the hierarchy coordinate groups of agents by conditioning on their common knowledge, or delegate to lower levels with smaller subgroups but potentially richer common knowledge. The entire policy tree can be executed in a fully decentralised fashion. As the lowest policy tree level consists of independent policies for each agent, MACKRL reduces to independently learnt decentralised policies as a special case. We demonstrate that our method can exploit common knowledge for superior performance on complex decentralised coordination tasks, including a stochastic matrix game and challenging problems in StarCraft II unit micromanagement.
Christian Schröder de Witt, Jakob N. Foerster, Gregory Farquhar, Philip Torr 0001, Wendelin Böhmer, Shimon Whiteson
NeurIPS3
2018 Counterfactual Multi-Agent Policy Gradients
abstract
Many real-world problems, such as network packet routing and the coordination of autonomous vehicles, are naturally modelled as cooperative multi-agent systems. There is a great need for new reinforcement learning methods that can efficiently learn decentralised policies for such systems. To this end, we propose a new multi-agent actor-critic method called counterfactual multi-agent (COMA) policy gradients. COMA uses a centralised critic to estimate the Q-function and decentralised actors to optimise the agents' policies. In addition, to address the challenges of multi-agent credit assignment, it uses a counterfactual baseline that marginalises out a single agent's action, while keeping the other agents' actions fixed. COMA also uses a critic representation that allows the counterfactual baseline to be computed efficiently in a single forward pass. We evaluate COMA in the testbed of StarCraft unit micromanagement, using a decentralised variant with significant partial observability. COMA significantly improves average performance over other multi-agent actor-critic methods in this setting, and the best performing agents are competitive with state-of-the-art centralised controllers that get access to the full state.
Jakob N. Foerster, Gregory Farquhar, Triantafyllos Afouras, Nantas Nardelli, Shimon Whiteson
AAAI2
2018 TreeQN and ATreeC: Differentiable Tree-Structured Models for Deep Reinforcement Learning
Gregory Farquhar, Tim Rocktäschel, Maximilian Igl, Shimon Whiteson
ICLR (Poster)1
2018 DiCE: The Infinitely Differentiable Monte Carlo Estimator
abstract
The score function estimator is widely used for estimating gradients of stochastic objectives in stochastic computation graphs (SCG), eg., in reinforcement learning and meta-learning. While deriving the first-order gradient estimators by differentiating a surrogate loss (SL) objective is computationally and conceptually simple, using the same approach for higher-order derivatives is more challenging. Firstly, analytically deriving and implementing such estimators is laborious and not compliant with automatic differentiation. Secondly, repeatedly applying SL to construct new objectives for each order derivative involves increasingly cumbersome graph manipulations. Lastly, to match the first-order gradient under differentiation, SL treats part of the cost as a fixed sample, which we show leads to missing and wrong terms for estimators of higher-order derivatives. To address all these shortcomings in a unified way, we introduce DiCE, which provides a single objective that can be differentiated repeatedly, generating correct estimators of derivatives of any order in SCGs. Unlike SL, DiCE relies on automatic differentiation for performing the requisite graph manipulations. We verify the correctness of DiCE both through a proof and numerical evaluation of the DiCE derivative estimates. We also use DiCE to propose and evaluate a novel approach for multi-agent learning. Our code is available at https://github.com/alshedivat/lola.
Jakob N. Foerster, Gregory Farquhar, Maruan Al-Shedivat, Tim Rocktäschel, Eric P. Xing, Shimon Whiteson
ICML2
2018 QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
abstract
In many real-world settings, a team of agents must coordinate their behaviour while acting in a decentralised way. At the same time, it is often possible to train the agents in a centralised fashion in a simulated or laboratory setting, where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a network that estimates joint action-values as a complex non-linear combination of per-agent values that condition only on local observations. We structurally enforce that the joint-action value is monotonic in the per-agent values, which allows tractable maximisation of the joint action-value in off-policy learning, and guarantees consistency between the centralised and decentralised policies. We evaluate QMIX on a challenging set of StarCraft II micromanagement tasks, and show that QMIX significantly outperforms existing value-based multi-agent reinforcement learning methods.
Tabish Rashid, Mikayel Samvelyan, Christian Schröder de Witt, Gregory Farquhar, Jakob N. Foerster, Shimon Whiteson
ICML4
2017 Stabilising Experience Replay for Deep Multi-Agent Reinforcement Learning
abstract
Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem size. Therefore, a key challenge is to translate the success of deep learning on single-agent RL to the multi-agent setting. A major stumbling block is that independent Q-learning, the most popular multi-agent RL method, introduces nonstationarity that makes it incompatible with the experience replay memory on which deep Q-learning relies. This paper proposes two methods that address this problem: 1) using a multi-agent variant of importance sampling to naturally decay obsolete data and 2) conditioning each agent’s value function on a fingerprint that disambiguates the age of the data sampled from the replay memory. Results on a challenging decentralised variant of StarCraft unit micromanagement confirm that these methods enable the successful combination of experience replay with multi-agent RL.
Jakob N. Foerster, Nantas Nardelli, Gregory Farquhar, Triantafyllos Afouras, Philip Torr 0001, Pushmeet Kohli, Shimon Whiteson
ICML3