Source-linked AI summary

Multi-Agent Training for Pommerman: Curriculum Learning and Population-based Self-Play Approach

Nhat-Minh Huynh, Hoang-Giang Cao, I-Chen Wu

arXiv:2407.00662v2cs.MAcs.AI

TL;DR

Pommerman self-play training must address sparse rewards and effective agent matchmaking in a competitive setting. This paper combines curriculum learning and population-based self-play with performance-adaptive exploration rewards and Elo-based pairing. Its agent outperforms top learning agents without allied communication, though tree-search agents and teams using communication remain outside its demonstrated scope.

  • Problem

    Competitive self-play in Pommerman must address sparse-reward exploration and effective matchmaking for progressive learning.

    Source: §1 · p. 2
  • Method

    The system combines three-phase curriculum learning and population-based self-play, using performance-based annealing of dense exploration rewards and Elo-based matchmaking.

    Source: §1 · p. 2, §2.1.1 · p. 3, §2.1.2 · pp. 3–4
  • Results

    96.23% and 88.33% win rates against Skynet955 and Navocado, respectively; the agent also defeated Neoteric.

    Source: §3.2 · p. 8
  • Takeaways & Limitations

    The trained agent can outperform top learning agents without requiring communication among allied agents.

    Source: §1 · p. 2

    The agent is defeated by tree-search-based agents and methods using team communication, which the study leaves out of scope.

    Source: §3.2 · p. 8

Abstract

from arXiv · show

Pommerman is a multi-agent environment that has received considerable attention from researchers in recent years. This environment is an ideal benchmark for multi-agent training, providing a battleground for two teams with communication capabilities among allied agents. Pommerman presents significant challenges for model-free reinforcement learning due to delayed action effects, sparse rewards, and false positives, where opponent players can lose due to their own mistakes. This study introduces a system designed to train multi-agent systems to play Pommerman using a combination of curriculum learning and population-based self-play. We also tackle two challenging problems when deploying the multi-agent training system for competitive games: sparse reward and suitable matchmaking mechanism. Specifically, we propose an adaptive annealing factor based on agents' performance to adjust the dense exploration reward during training dynamically. Additionally, we implement a matchmaking mechanism utilizing the Elo rating system to pair agents effectively. Our experimental results demonstrate that our trained agent can outperform top learning agents without requiring communication among allied agents.

1 Introduction

Pommerman presents sparse-reward, delayed-action, and exploration challenges [2], motivating a two-stage system for training agents in 2vs2 team play. The system combines curriculum learning and population-based self-play with adaptive exploration rewards and Elo-based matchmaking, and reports outperforming learning agents without allied communication.

  • Pommerman is an open-source Python environment introduced in 2018, with team communication and challenges including sparse rewards and delayed bomb effects [1] [2].Games can last up to 800 timesteps, and bomb effects are delayed by 10 timesteps.Source: §1 · p. 1
  • The training system first uses three curriculum phases to build gameplay skills, then uses population-based self-play for strategy improvement.The curriculum targets exploration, item collection, evasion, defense, and survival before self-play begins.Source: §1 · p. 2
  • Performance-based adaptive annealing adjusts dense exploration rewards, while Elo-based matchmaking pairs agents for progressive learning.The paper presents these as responses to sparse-reward exploration and effective-matchmaking challenges in competitive self-play [3].Source: §1 · p. 2
  • The trained agent outperforms learning agents without requiring communication among allied agents.This is the paper’s stated experimental contribution.Source: §1 · p. 2

2 Approaches

The approach moves Pommerman agents from staged curriculum training to population-based self-play, using performance-adaptive reward weighting and Elo-based matchmaking. Its components structure skill acquisition, reward balance, self-play populations, and opponent pairing.

2.1.1 Curriculum Learning with Incremental Difficulty Agents

  • Three curriculum phases progress from exploring the map with static opponents, to placing bombs against moving opponents, to surviving and fighting bomb-placing opponents.The next phase activates when the training agent reaches a 55% win rate over the current rule-based agent.Source: §2.1.1 · p. 3

2.1.2 Adaptive Exploration Reward by Performance

  • The adaptive annealing factor uses agent performance, measured as average enemy deaths, to shift the weight from dense exploration reward toward game reward.The performance range is [0, 2], and k is set to 1.2; the approach responds to the conflict between early exploration needs and sparse-reward self-play.Source: §2.1.2 · pp. 3–4

2.2.1 Population-based Self-play System

  • Population self-play uses eight agents: three curriculum rule-based agents and five learning agents initialized from the curriculum-trained agent.An agent below a 45% win rate over the population is replaced by a stronger agent selected randomly from the four remaining agents.Source: §2.2.1 · p. 4

2.2.2 Match Making Probability

  • Elo-based matchmaking applies softmax to expected win rates so higher-rated agents have a higher chance of being selected as opponents.Ratings are updated after matches using the actual score and expected win rate, with K as the maximum per-game adjustment.Source: §2.2.2 · pp. 4–5

3 Experiment Results

The curriculum stage develops the agent through progressively harder opponents, while population-based self-play raises its Elo rating. In 100 round-robin matches, the method outscored leading learning agents and Neoteric, though tree-search and communication-enabled agents remained outside its scope.

3 Experiment Results

  • Training agents used actor-critic with Proximal Policy Optimization (PPO).The network architecture is detailed in Appendix D.Source: §3 · p. 5

3.1 Curriculum Learning Stage

  • After about 5 million timesteps, the agent reached a 55% win rate against the static agent; entering the simple-moving phase dropped performance and increased annealing, prompting more item collection and bombing.The agent had to find better enemy-elimination strategies as the second phase became harder.Source: §3.1 · p. 5
  • In the third curriculum phase, the agent learned to dodge explosions while threatening and eliminating opponents.After curriculum training, dense exploration reward was annealed to zero, leaving sparse game rewards for self-play.Source: §3.1 · pp. 5, 7
  • With linear annealing, the agent could not pass the second phase because the schedule did not adjust to encourage exploration; manual tuning might improve results but adds hyperparameter work.Figure 5 depicts enemy deaths with the linear annealing factor.Source: §3.1 · pp. 5, 7, Figure 5 · p. 6

3.2 Self-play Stage

  • During self-play, the agents’ Elo rating rose from 1040 after curriculum training to 1160 after 200 million training timesteps.Figure 6 shows the ratings of five training agents.Source: §3.2 · p. 7, Figure 6 · p. 7
  • In 100 round-robin matches, the method reached 982 Elo, exceeding two top 2018 learning agents and Neoteric; win rates were 96.23% against Skynet955 and 88.33% against Navocado.Its Elo almost equaled dypm, a tree-search-based agent.Source: §3.2 · pp. 7–8, Figure 7 · p. 8, Table 1 · p. 8
  • The evaluation also reports that the method was defeated by tree-search-based agents and teams using communication; these cases were out of scope.Table 2 covers win rates against tree-search-based and communicated agents.Source: §3.2 · p. 8, Table 2 · p. 8

4 Conclusions

The system combines curriculum learning and population-based self-play, with performance-based reward annealing and Elo matchmaking. Without communication, its trained agent defeats the top learning agent and the top four 2019 rule-based agents.

  • Without communication, the trained agent defeats the top learning agent and the top four rule-based agents in the 2019 competition.Source: §4 · p. 8
  • The training system combines curriculum learning with population-based self-play, teaching skills that include bombing walls, collecting items, kicking bombs, and trapping enemies.Source: §4 · p. 8
  • Performance-based annealing adjusts dense exploration rewards, while Elo-based matchmaking pairs agents to support incremental self-play learning.Source: §4 · p. 8

A.1 Game Description

Pommerman uses an 11 x 11 board with agents in four corners, where bombs, obstacles, flames, and revealed items shape play.

  • The 11 x 11 board is symmetric along its main diagonal and places four agents at its corners.Source: §A.1 · p. 10, Figure 8 · p. 10
  • Bombs explode after 10 timesteps, creating cross-shaped flames that can eliminate agents, wooden walls, and items, and trigger other bombs.Source: §A.1 · p. 10
  • Destroyed wooden walls may reveal extra-bomb, increased-range, or kick-ability items, while agents cannot pass through bombs or obstacles.Source: §A.1 · p. 10, Figure 9 · p. 10

A.2 Game Modes

Pommerman offers free-for-all and team modes, with team play structured as a partially observable 2-versus-2 battle that permits limited communication.

  • In Free-For-All mode, all agents fight individually, and the last survivor wins.Source: §A.2 · p. 10
  • Team mode is a 2-versus-2 contest in which one team must eliminate the other; if both teams retain a survivor at the end, the game is a tie.Source: §A.2 · p. 10
  • Team play is partially observable within a 9x9 grid around each agent, and allied agents can communicate by sending a list of two numbers from 1 to 8.Source: §A.2 · p. 10

B State Representation

The state representation combines a local 9x9 spatial view centered on the player with scalar information about game status and abilities.

  • The agent’s 2D state features encode spatial information in a 9x9 grid centered on its position, matching its limited observation.Source: B State Representation · p. 11
  • Scalar features represent game information such as ammunition, bomb blast strength, and equipped item ability.Source: B State Representation · p. 11
  • The example map encodes passages and rigid walls as binary features, represents bomb strength and time-to-explosion, and fills off-board cells with rigid walls.This compact local representation is intended to help the agent focus on nearby objects and speed training.Source: B State Representation · p. 11, Figure 10 · p. 11

C Reward System

Pommerman gameplay is divided into exploration and combat, with corresponding rewards encouraging map discovery and opponent elimination. The training reward system is presented in Table 5.

C Reward System

D Network Architecture and Training Parameters

Training agents use actor-critic PPO with a convolutional, recurrent network whose value and policy heads estimate state value and action probabilities.

D Network Architecture and Training Parameters

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