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Open AccessProceedings Article

QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning

TLDR
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, and structurally enforce that the joint-action value is monotonic in the per- agent values, which allows tractable maximisation of the jointaction-value in off-policy learning.
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This article is published in International Conference on Machine Learning.The article was published on 2018-07-03 and is currently open access. It has received 505 citations till now. The article focuses on the topics: Reinforcement learning & Monotonic function.

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Citations
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Agent Modelling under Partial Observability for Deep Reinforcement Learning.

TL;DR: In this paper, an encoder-decoder architecture is used to extract representations about the modelled agents conditioned only on the local observations of the controlled agent, which are used to augment the decision policy.
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Independent Reinforcement Learning for Weakly Cooperative Multiagent Traffic Control Problem

TL;DR: In this paper, the adaptive traffic signal control (ATSC) problem is modeled as a multi-agent cooperative game among urban intersections, where intersections cooperate to optimize their common goal.
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On the Use and Misuse of Absorbing States in Multi-agent Reinforcement Learning

TL;DR: In this article, the authors propose a novel architecture for an existing state-of-the-art MARL algorithm which uses attention instead of a fully connected layer with absorbing states, and demonstrate that this novel architecture significantly outperforms the standard architecture on tasks in which agents are created or destroyed within episodes.

Neural-Attentional Architectures for Deep Multi-Agent Reinforcement Learning in Varying Environments

TL;DR: This work proposes new neural architectures for multi-agent relationships at the policy level by using an attentional architecture, obtaining superior results to a full-knowledge, fully-centralized reference solution, and significantly outperforming it when scaling to large numbers of agents.
Proceedings ArticleDOI

Adaptive Average Exploration in Multi-Agent Reinforcement Learning

TL;DR: The objective of this research project was to improve Multi-Agent Reinforcement Learning performance in the StarCraft II environment with respect to faster training times, greater stability, and higher win ratios by creating an adaptive action selector the authors call Adaptive Average Exploration, and using experiences previously learned by a neural network via Transfer Learning.
References
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Long short-term memory

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Human-level control through deep reinforcement learning

TL;DR: This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
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Empirical evaluation of gated recurrent neural networks on sequence modeling

TL;DR: These advanced recurrent units that implement a gating mechanism, such as a long short-term memory (LSTM) unit and a recently proposed gated recurrent unit (GRU), are found to be comparable to LSTM.

Deep reinforcement learning with double Q-learning

TL;DR: In this article, the authors show that the DQN algorithm suffers from substantial overestimation in some games in the Atari 2600 domain, and they propose a specific adaptation to the algorithm and show that this algorithm not only reduces the observed overestimations, but also leads to much better performance on several games.
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Learning from delayed rewards

TL;DR: The invention relates to a circuit for use in a receiver which can receive two-tone/stereo signals which is intended to make a choice between mono or stereo reproduction of signal A or of signal B and vice versa.
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