skip to main content


Title: Distributed Q-Learning with State Tracking for Multi-agent Networked Control
This paper studies distributed Q-learning for Linear Quadratic Regulator (LQR) in a multi-agent network. The existing results often assume that agents can observe the global system state, which may be infeasible in large-scale systems due to privacy concerns or communication constraints. In this work, we consider a setting with unknown system models and no centralized coordinator. We devise a state tracking (ST) based Q-learning algorithm to design optimal controllers for agents. Specifically, we assume that agents maintain local estimates of the global state based on their local information and communications with neighbors. At each step, every agent updates its local global state estimation, based on which it solves an approximate Q-factor locally through policy iteration. Assuming a decaying injected excitation noise during the policy evaluation, we prove that the local estimation converges to the true global state, and establish the convergence of the proposed distributed ST-based Q-learning algorithm. The experimental studies corroborate our theoretical results by showing that our proposed method achieves comparable performance with the centralized case.  more » « less
Award ID(s):
2202126 2203412
NSF-PAR ID:
10353735
Author(s) / Creator(s):
; ; ;
Date Published:
Journal Name:
AAMAS '21: Proceedings of the 20th International Conference on Autonomous Agents and MultiAgent SystemsMay 2021
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. We consider the problem of spectrum sharing by multiple cellular operators. We propose a novel deep Reinforcement Learning (DRL)-based distributed power allocation scheme which utilizes the multi-agent Deep Deterministic Policy Gradient (MA-DDPG) algorithm. In particular, we model the base stations (BSs) that belong to the multiple operators sharing the same band, as DRL agents that simultaneously determine the transmit powers to their scheduled user equipment (UE) in a synchronized manner. The power decision of each BS is based on its own observation of the radio environment (RF) environment, which consists of interference measurements reported from the UEs it serves, and a limited amount of information obtained from other BSs. One advantage of the proposed scheme is that it addresses the single-agent non-stationarity problem of RL in the multi-agent scenario by incorporating the actions and observations of other BSs into each BS's own critic which helps it to gain a more accurate perception of the overall RF environment. A centralized-training-distributed-execution framework is used to train the policies where the critics are trained over the joint actions and observations of all BSs while the actor of each BS only takes the local observation as input in order to produce the transmit power. Simulation with the 6 GHz Unlicensed National Information Infrastructure (U-NII)-5 band shows that the proposed power allocation scheme can achieve better throughput performance than several state-of-the-art approaches. 
    more » « less
  2. Policy gradient methods have become popular in multi-agent reinforcement learning, but they suffer from high variance due to the presence of environmental stochasticity and exploring agents (i.e., non-stationarity), which is potentially worsened by the difficulty in credit assignment. As a result, there is a need for a method that is not only capable of efficiently solving the above two problems but also robust enough to solve a variety of tasks. To this end, we propose a new multi-agent policy gradient method, called Robust Local Advantage (ROLA) Actor-Critic. ROLA allows each agent to learn an individual action-value function as a local critic as well as ameliorating environment non-stationarity via a novel centralized training approach based on a centralized critic. By using this local critic, each agent calculates a baseline to reduce variance on its policy gradient estimation, which results in an expected advantage action-value over other agents’ choices that implicitly improves credit assignment. We evaluate ROLA across diverse benchmarks and show its robustness and effectiveness over a number of state-of-the-art multi-agent policy gradient algorithms. 
    more » « less
  3. The conventional machine learning (ML) and deep learning (DL) methods use large amount of data to construct desirable prediction models in a central fusion center for recognizing human activities. However, such model training encounters high communication costs and leads to privacy infringement. To address the issues of high communication overhead and privacy leakage, we employed a widely popular distributed ML technique called Federated Learning (FL) that generates a global model for predicting human activities by combining participated agents’ local knowledge. The state-of-the-art FL model fails to maintain acceptable accuracy when there is a large number of unreliable agents who can infuse false model, or, resource-constrained agents that fails to perform an assigned computational task within a given time window. We developed an FL model for predicting human activities by monitoring agent’s contributions towards model convergence and avoiding the unreliable and resource-constrained agents from training. We assign a score to each client when it joins in a network and the score is updated based on the agent’s activities during training. We consider three mobile robots as FL clients that are heterogeneous in terms of their resources such as processing capability, memory, bandwidth, battery-life and data volume. We consider heterogeneous mobile robots for understanding the effects of real-world FL setting in presence of resource-constrained agents. We consider an agent unreliable if it repeatedly gives slow response or infuses incorrect models during training. By disregarding the unreliable and weak agents, we carry-out the local training of the FL process on selected agents. If somehow, a weak agent is selected and started showing straggler issues, we leverage asynchronous FL mechanism that aggregate the local models whenever it receives a model update from the agents. Asynchronous FL eliminates the issue of waiting for a long time to receive model updates from the weak agents. To the end, we simulate how we can track the behavior of the agents through a reward-punishment scheme and present the influence of unreliable and resource-constrained agents in the FL process. We found that FL performs slightly worse than centralized models, if there is no unreliable and resource-constrained agent. However, as the number of malicious and straggler clients increases, our proposed model performs more effectively by identifying and avoiding those agents while recognizing human activities as compared to the stateof-the-art FL and ML approaches. 
    more » « less
  4. null (Ed.)
    In this article, we propose a novel semicentralized deep deterministic policy gradient (SCDDPG) algorithm for cooperative multiagent games. Specifically, we design a two-level actor-critic structure to help the agents with interactions and cooperation in the StarCraft combat. The local actor-critic structure is established for each kind of agents with partially observable information received from the environment. Then, the global actor-critic structure is built to provide the local design an overall view of the combat based on the limited centralized information, such as the health value. These two structures work together to generate the optimal control action for each agent and to achieve better cooperation in the games. Comparing with the fully centralized methods, this design can reduce the communication burden by only sending limited information to the global level during the learning process. Furthermore, the reward functions are also designed for both local and global structures based on the agents' attributes to further improve the learning performance in the stochastic environment. The developed method has been demonstrated on several scenarios in a real-time strategy game, i.e., StarCraft. The simulation results show that the agents can effectively cooperate with their teammates and defeat the enemies in various StarCraft scenarios. 
    more » « less
  5. null (Ed.)
    Intelligent utilization of resources and improved mission performance in an autonomous agent require consideration of cyber and physical resources. The allocation of these resources becomes more complex when the system expands from one agent to multiple agents, and the control shifts from centralized to decentralized. Consensus is a distributed algorithm that lets multiple agents agree on a shared value, but typically does not leverage mobility. We propose a coupled consensus control strategy that co-regulates computation, communication frequency, and connectivity of the agents to achieve faster convergence times at lower communication rates and computational costs. In this strategy, agents move towards a common location to increase connectivity. Simultaneously, the communication frequency is increased when the shared state error between an agent and its connected neighbors is high. When the shared state converges (i.e., consensus is reached), the agents withdraw to the initial positions and the communication frequency is decreased. Convergence properties of our algorithm are demonstrated under the proposed co-regulated control algorithm. We evaluated the proposed approach through a new set of cyber-physical, multi-agent metrics and demonstrated our approach in a simulation of unmanned aircraft systems measuring temperatures at multiple sites. The results demonstrate that, compared with fixed-rate and event-triggered consensus algorithms, our co-regulation scheme can achieve improved performance with fewer resources, while maintaining high reactivity to changes in the environment and system. 
    more » « less