# Multi-Agent Coordination in Adversarial Environments through Signal Mediated Strategies

arXiv: https://arxiv.org/abs/2102.05026 · HTML: https://mlsanity.com/paper/2102.05026/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 23 of its 67 references that are in the map.
- First posted on arXiv 9 Feb 2021.

## Builds on (most cited first, 23 of 23)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Counterfactual Multi-Agent Policy Gradients](https://mlsanity.com/paper/1705.08926/) (2017)
- [QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1803.11485/) (2018)
- [Learning to Communicate with Deep Multi-Agent Reinforcement Learning](https://mlsanity.com/paper/1605.06676/) (2016)
- [Value-Decomposition Networks For Cooperative Multi-Agent Learning](https://mlsanity.com/paper/1706.05296/) (2017)
- [Deep Recurrent Q-Learning for Partially Observable MDPs](https://mlsanity.com/paper/1507.06527/) (2015)
- [Population Based Training of Neural Networks](https://mlsanity.com/paper/1711.09846/) (2017)
- [Learning Multiagent Communication with Backpropagation](https://mlsanity.com/paper/1605.07736/) (2016)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Multi-agent Reinforcement Learning in Sequential Social Dilemmas](https://mlsanity.com/paper/1702.03037/) (2017)
- [A Survey and Critique of Multiagent Deep Reinforcement Learning](https://mlsanity.com/paper/1810.05587/) (2018)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Deep Decentralized Multi-task Multi-Agent Reinforcement Learning under Partial Observability](https://mlsanity.com/paper/1703.06182/) (2017)
- [Deep Counterfactual Regret Minimization](https://mlsanity.com/paper/1811.00164/) (2018)
- [Emergent Coordination Through Competition](https://mlsanity.com/paper/1902.07151/) (2019)
- [Lenient Multi-Agent Deep Reinforcement Learning](https://mlsanity.com/paper/1707.04402/) (2017)
- [Computational Results for Extensive-Form Adversarial Team Games](https://mlsanity.com/paper/1711.06930/) (2017)
- [Team-maxmin equilibrium: efficiency bounds and algorithms](https://mlsanity.com/paper/1611.06134/) (2016)
- [Learning to Correlate in Multi-Player General-Sum Sequential Games](https://mlsanity.com/paper/1910.06228/) (2019)
- [Decentralized Anti-coordination Through Multi-agent Learning](https://mlsanity.com/paper/1402.0583/) (2014)

## Built on by (most cited first, 3 of 3)

- [A Marriage between Adversarial Team Games and 2-player Games: Enabling Abstractions, No-regret Learning, and Subgame Solving](https://mlsanity.com/paper/2206.09161/) (2022)
- [Public Information Representation for Adversarial Team Games](https://mlsanity.com/paper/2201.10377/) (2022)
- [Towards convergence to Nash equilibria in two-team zero-sum games](https://mlsanity.com/paper/2111.04178/) (2021)

## Abstract (arXiv)

Many real-world scenarios involve teams of agents that have to coordinate their actions to reach a shared goal. We focus on the setting in which a team of agents faces an opponent in a zero-sum, imperfect-information game. Team members can coordinate their strategies before the beginning of the game, but are unable to communicate during the playing phase of the game. This is the case, for example, in Bridge, collusion in poker, and collusion in bidding. In this setting, model-free RL methods are oftentimes unable to capture coordination because agents' policies are executed in a decentralized fashion. Our first contribution is a game-theoretic centralized training regimen to effectively perform trajectory sampling so as to foster team coordination. When team members can observe each other actions, we show that this approach provably yields equilibrium strategies. Then, we introduce a signaling-based framework to represent team coordinated strategies given a buffer of past experiences. Each team member's policy is parametrized as a neural network whose output is conditioned on a suitable exogenous signal, drawn from a learned probability distribution. By combining these two elements, we empirically show convergence to coordinated equilibria in cases where previous state-of-the-art multi-agent RL algorithms did not.
