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Sub-optimal Policy Aided Multi-Agent Reinforcement Learning for Flocking Control

arXiv 2209.08347 ↗First posted 17 Sep 2022cs.LG cs.AI cs.MAcited by 0

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Abstract (arXiv)

Flocking control is a challenging problem, where multiple agents, such as drones or vehicles, need to reach a target position while maintaining the flock and avoiding collisions with obstacles and collisions among agents in the environment. Multi-agent reinforcement learning has achieved promising performance in flocking control. However, methods based on traditional reinforcement learning require a considerable number of interactions between agents and the environment. This paper proposes a sub-optimal policy aided multi-agent reinforcement learning algorithm (SPA-MARL) to boost sample efficiency. SPA-MARL directly leverages a prior policy that can be manually designed or solved with a non-learning method to aid agents in learning, where the performance of the policy can be sub-optimal. SPA-MARL recognizes the difference in performance between the sub-optimal policy and itself, and then imitates the sub-optimal policy if the sub-optimal policy is better. We leverage SPA-MARL to solve the flocking control problem. A traditional control method based on artificial potential fields is used to generate a sub-optimal policy. Experiments demonstrate that SPA-MARL can speed up the training process and outperform both the MARL baseline and the used sub-optimal policy.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 6 of its 20 references that are in the map. First posted on arXiv 17 Sep 2022.

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References · 6

  1. 2017Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environmentscited by 1,558
  2. 2021A Minimalist Approach to Offline Reinforcement Learningcited by 899
  3. 2017Overcoming Exploration in Reinforcement Learning with Demonstrationscited by 340
  4. 2018Multi-Agent Generative Adversarial Imitation Learningcited by 100
  5. 2017Coordinated Multi-Agent Imitation Learningcited by 72
  6. 2019Integrating Behavior Cloning and Reinforcement Learning for Improved Performance in Dense and Sparse Reward Environmentscited by 17

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