Multi-agent deep reinforcement learning for Robocup Rescue Simulator

Animesh Goyal · 2020

Recent development in the field of Artificial Intelligence have dealt with building a winning strategy for video games where agents learn how to finish their task successfully using Deep Reinforcement Learning (DRL). The first major breakthrough came when Mnih et al. [22] showed how a DRL algorithm, termed Deep Q-Networks (DQN), can be applied to a collection of Atari 2600 games to surpass the performance of all previous algorithms and achieve a level that is comparable to a professional player. Their trained model received only raw pixels and game score as inputs to learn successful policies for single agents and was able to outperform professionals across a set of 49 Atari games. After a few years, focus shifted on training multiple agents using DRL, often known as multi-agent deep reinforcement learning (MADRL), for real time strategy games. Brockman et al. [4] achieved superhuman performance in the game of DOTA 2 which involves multi-agent collaboration, spatial and temporal reasoning, adversarial planning, and opponent modeling. Using Proximal Policy Optimization (PPO) algorithm and a LSTM layer as the primary component of the neural network, their trained model was able to defeat the human champion team, Team OG by 2:0. Most recently, Vinyals et al. [38] showed how a MADRL model can achieve grandmaster level in the game of StarCraft II. In this work, we apply MADRL to RoboCup Rescue Simulator (RCRS), which is part of the annual RoboCup Competition. RCRS is an open-source virtual environment that evaluates how effective multiple agents like ambulance team, police officer and fire brigades are in rescuing civilians and extinguishing fire from a city where an earthquake just happened. RCRS is challenging, easy to use and customize multi-agent scenario. In order to create RCRS environment where deep reinforcement learning algorithms can be tested, RCRS-gym, an open-source OpenAI Gym environment was developed. In this report, we have focused on training multiple fire brigades to collaboratively accomplish their task of extinguishing fire in the city. Fire Brigades were trained using two DRL algorithms: DQN and PPO. The performance of the algorithms was then compared with a greedy approach on two different map setting, "Small" map and "Big" map, each having different number of fire brigades and buildings. The agents were able to successfully finish their task of extinguishing fire on both map setting thus proving that RCRS is a suitable environment for developing deep reinforcement learning agent in a strategic multiagent game scenario. DQN outperformed PPO in the "Small" map setting while PPO outperformed a variant to DQN, H-DQN in the "Big" map setting. However, both the algorithms were not able to significantly outperform the greedy approach in either setting which opens up a promising avenue for future research

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