# Multi-Agent Neural Rewriter for Vehicle Routing with Limited Disclosure of Costs

arXiv: https://arxiv.org/abs/2206.05990 · HTML: https://mlsanity.com/paper/2206.05990/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 7 of its 13 references that are in the map.
- First posted on arXiv 13 Jun 2022.

## Builds on (most cited first, 7 of 7)

- [Communication-Efficient Learning of Deep Networks from Decentralized Data](https://mlsanity.com/paper/1602.05629/) (2016)
- [Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments](https://mlsanity.com/paper/1706.02275/) (2017)
- [Attention, Learn to Solve Routing Problems!](https://mlsanity.com/paper/1803.08475/) (2018)
- [Multi-Agent Reinforcement Learning: A Selective Overview of Theories and Algorithms](https://mlsanity.com/paper/1911.10635/) (2019)
- [Reinforcement Learning for Solving the Vehicle Routing Problem](https://mlsanity.com/paper/1802.04240/) (2018)
- [Fully Decentralized Multi-Agent Reinforcement Learning with Networked Agents](https://mlsanity.com/paper/1802.08757/) (2018)
- [Learning to Perform Local Rewriting for Combinatorial Optimization](https://mlsanity.com/paper/1810.00337/) (2018)

## Built on by (most cited first, 1 of 1)

- [Neural Combinatorial Optimization Algorithms for Solving Vehicle Routing Problems: A Comprehensive Survey with Perspectives](https://mlsanity.com/paper/2406.00415/) (2024)

## Abstract (arXiv)

We interpret solving the multi-vehicle routing problem as a team Markov game with partially observable costs. For a given set of customers to serve, the playing agents (vehicles) have the common goal to determine the team-optimal agent routes with minimal total cost. Each agent thereby observes only its own cost. Our multi-agent reinforcement learning approach, the so-called multi-agent Neural Rewriter, builds on the single-agent Neural Rewriter to solve the problem by iteratively rewriting solutions. Parallel agent action execution and partial observability require new rewriting rules for the game. We propose the introduction of a so-called pool in the system which serves as a collection point for unvisited nodes. It enables agents to act simultaneously and exchange nodes in a conflict-free manner. We realize limited disclosure of agent-specific costs by only sharing them during learning. During inference, each agents acts decentrally, solely based on its own cost. First empirical results on small problem sizes demonstrate that we reach a performance close to the employed OR-Tools benchmark which operates in the perfect cost information setting.
