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fleet-scheduling-using-maddpg-multi-agent-rl's Introduction

Fleet-Scheduling-using-MADDPG-Multi-Agent-RL

Goal:

  • To develop a Multi-Agent Deep Deterministic Policy Gradient (MADDPG) algorithm to solve a Multi-Agent Environment (i.e., Vehicle Scheduling Environment) and Simple Adversary: OpenAI Multi-Agent particle environment.

Multi-Agent Environment

  • Two cars in a 4x4 Grid-world environment
    • 1st car – Goal - To reach top right of the environment
    • 2nd car – Goal - To reach top left of the environment
    • State space: 16 states: {s0, s1, s2,...s15}
    • Action space: {0: down, 1: up, 2: right, 3: left, 4: no move}
    • Reward structure
      • Towards the target: 1
      • Away from the target: -3
      • Stays in same position: -5
      • Reaches target: 100

Simple Adversary - OpenAI Multi Agent particle environment

  • 3 agents – 1 adversary and 2 good agents (Physical deception)
  • Environment – 2 landmarks (Green – target landmark, Black – dummy landmark)
  • Rewards:
    • For agents:
      • Positive reward - based on the distance between the closest agent to the target landmark
      • Negative reward – based on the distance between the adversary to the target landmark
    • For adversary:
      • Positive reward – based on the distance between the adversary to target landmark

Implementation:

  • Implemented Q-learning and MADDPG on both Vehicle Scheduling and Simple Adversary Environments

MADDPG:

  • Every Agent has
    • Actor Network:
      • Inputs: States, Actions
      • Outputs: Probabilities
    • Critic Network:
      • Inputs: States, Actions
      • Outputs: Q values
  • To avoid running targets (i.e. freeze weights) target networks are used
    • Target Actor Network (i.e. performed soft updates)
    • Target Critic Network (i.e. performed soft updates)

Improved Version of MADDPG

  • I developed an improved version of MADDPG, where I have used the ε-greedy approach even after applying noise to actions chosen from the deterministic policy.

Observations:

  • Q learning is not working well for the Vehicle Scheduling environment.
  • The MADDPG algorithm is working better when compared to the Q-learning algorithm.
  • Proper attention should be given while implementing the MADDPG algorithm since it may lead to over-estimation of the Q-value using the Critic network.
  • MADDPG is working well for a continuous action-state value environment (i.e., Simple Adversary)

fleet-scheduling-using-maddpg-multi-agent-rl's People

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fleet-scheduling-using-maddpg-multi-agent-rl's Issues

NameError: name 'RandomAgent' is not defined

Hi nkrgit,

  I am very sorry to disturb you. I run the code unsuccefullly, here is some detail about that. May you help me? 
  thanks in advance.

Sincerely,
Xianfeng Ye

$py Fleet_Scheduling_Report_MADDPG.py
/home/srv/anaconda/anaconda3/envs/rllib/lib/python3.8/site-packages/google/colab/data_table.py:30: UserWarning: IPython.utils.traitlets has moved to a top-level traitlets package.
from IPython.utils import traitlets as _traitlets
WARN: gym.spaces.Box autodetected dtype as <class 'numpy.float32'>. Please provide explicit dtype.
Traceback (most recent call last):
File "Fleet_Scheduling_Report_MADDPG.py", line 415, in
q_learning()
File "Fleet_Scheduling_Report_MADDPG.py", line 213, in q_learning
agent = RandomAgent(env)#creating a random agent to explore the given environments
NameError: name 'RandomAgent' is not defined

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