Source-linked AI summary
MA-UITD: Offline Multi-Agent Reward Inference for Characterizing Continuous Social Behavior
Zeyuan Zhang, Yiyun Yang, Yuan Cheng, Herbert Zheng Wu, Yusi Chen
TL;DR
Inferring rewards from social behavior is difficult because choices reflect both individual preferences and expectations about others, while existing methods can require extra interaction or restrictive assumptions. MA-UITD infers agent-specific rewards offline from joint demonstrations using belief-conditioned successor features. It outperforms baselines in discrete-action simulations and recovers behaviorally compatible reward profiles in continuous-action settings.
Problem
Social choices depend on both personal preferences and expectations about other agents, while existing approaches can require additional interaction, policy optimization, or restrictive assumptions.
Source: §1 · pp. 1–2Method
MA-UITD combines belief-conditioned successor features with inverse temporal-difference consistency and noise-contrastive behavioral learning to infer explicit agent-specific rewards offline.
Source: §1 · p. 2, §4.2.1 · p. 6Results
Across cooperative, competitive, and general-sum simulations, MA-UITD outperforms discrete-action baselines and captures task-relevant reward structure in continuous-action settings.
Source: §1 · p. 3Takeaways & Limitations
On experimentally collected social-foraging trajectories, MA-UITD infers distinct spatial and interaction-dependent reward structures for leaders and followers.
Source: §1 · p. 3Rewards outside the observed-state support are weakly evidenced and depend largely on regularization and function-approximator inductive biases.
Source: §6 · p. 10
Abstract
from arXiv · showhide
Multi-agent inverse reinforcement learning offers a powerful framework not only for imitation learning but also for understanding the neural computations supporting social interactions and decision-making. Inferring rewards from interacting agents is challenging because observed choices reflect both personal preferences and expectations about others. Existing methods often require additional environment interaction, repeated policy optimization as an inner loop, or restrictive assumptions about environment dynamics and action spaces, limiting their applicability to fixed behavioral datasets. We introduce Multi-Agent Unilateral Inverse Temporal Difference Learning (MA-UITD), an offline method for inferring explicit agent-specific rewards from joint demonstrations in continuous-state environments with either discrete or bounded continuous actions. Its core idea is to represent the long-term consequences of each agent's own actions through belief-conditioned successor features that average over other agents' behavior. Shared reward features and agent-specific preference vectors connect these unilateral values to the target reward function, while inverse temporal-difference consistency and noise-contrastive behavioral learning enable inference without known dynamics or an inner policy-optimization loop. Across simulated cooperative, competitive, and general-sum tasks, MA-UITD outperforms baselines in discrete-action settings and infers behaviorally compatible reward profiles in continuous-action settings. When applied to experimentally collected social-foraging trajectories, MA-UITD inferred distinct spatial and interaction-dependent reward structures for leaders and followers, providing a quantitative characterization of latent behavioral objectives that may be relevant for understanding the neural computations underlying social behavior.
1 INTRODUCTION
Explicit rewards offer an interpretable account of what outcomes individuals value, complementing action prediction. In social settings, MA-UITD infers agent-specific rewards from fixed joint demonstrations without known dynamics or policy-optimization loops.
1 INTRODUCTION
- Explicit rewards specify which outcomes an individual values and how competing outcomes are traded off, offering an interpretable account beyond action prediction.Inferred rewards, values, and prediction errors can also serve as trial-by-trial variables for analyses of neural recordings.Source: §1 · pp. 1–2
- Social choices reflect both personal preferences and expectations about others, so similar actions can arise from different incentives.Single-agent IRL treats individuals as isolated decision-makers, complicating separation of intrinsic preferences from socially contingent choices.Source: §1 · p. 2
- Fixed behavioral datasets often lack reward labels, known dynamics, or opportunities for new interaction, while observed states and actions may be continuous.Existing methods can require repeated policy updates and environment interaction, or discrete actions and additional rollouts.Source: §1 · p. 2
- MA-UITD uses belief-conditioned successor features to represent unilateral long-term values while marginalizing over other agents’ anticipated behavior.Its offline learning combines inverse temporal-difference consistency with noise-contrastive behavioral learning, without known dynamics or an inner policy-optimization loop.Source: §1 · pp. 2–3
- Across cooperative, competitive, and general-sum simulations, MA-UITD outperforms discrete-action baselines and captures task-relevant reward structure in continuous-action settings.On social-interaction data, it reveals distinct spatial and interaction-dependent incentives underlying leader–follower dynamics.Source: §1 · p. 3
2 RELATED WORK
Existing multi-agent inverse reinforcement learning methods address parts of offline social-behavior inference, but retain constraints on optimization, dynamics, or action spaces. MA-UITD learns belief-conditioned successor features from fixed joint transitions and avoids a forward policy-optimization loop.
Multi-agent inverse reward learning
- MA-AIRL uses adversarial reward estimation with policy optimization, MAMQL assumes discrete actions and uses additional policy rollouts, and other methods impose further modeling constraints.Latent quantal level-k reasoning requires recursive value iteration; GS-CIOC presumes known dynamics and local linear-quadratic approximations.Source: §2 · p. 3
Successor-feature-based inverse reward learning
- Inverse temporal-difference learning estimates shared cumulants, demonstrator-specific successor features, and preference vectors from fixed demonstrations, but lacks an explicit strategic Markov-game formulation.Its formal setup uses different reward tasks within a common controlled Markov process with discrete actions.Source: §2 · p. 3
Offline reward inference for animal behavior
- Offline reward-inference methods for animal behavior can avoid known dynamics and additional interaction, but prior formulations are single-agent and use discrete actions.Joint experimental trajectories can be available even when constructing a faithful interactive simulator is difficult.Source: §2 · p. 3
- MA-UITD learns belief-conditioned successor features from fixed joint transitions and uses noise-contrastive estimation to avoid the continuous-action normalizer.It recovers explicit agent-specific reward profiles without adversarial optimization, additional environment interaction, or a forward policy-optimization loop.Source: §2 · p. 3
3 PROBLEM FORMULATION
The problem is to infer agent-specific rewards from offline joint demonstrations in an n-agent discounted Markov game, allowing discrete or bounded continuous actions. Because rewards are not uniquely identifiable from demonstrations in general-sum games, the target is a behaviorally compatible representative profile, not a unique ground truth.
3 PROBLEM FORMULATION
- The setup is an n-agent discounted Markov game with joint state and actions, transition dynamics, and no known reward functions.Each agent’s action space may be discrete or a bounded continuous subset of R^di.Source: §3 · p. 3
- Learning uses only offline joint expert trajectories without observed generating rewards or additional environment interaction.The formulation assumes joint actions lead to state transitions under the game’s transition dynamics.Source: §3 · p. 4
- The method assumes agent-specific arrival-state rewards, assigning value to the resulting state rather than directly to the executed action.Because the state is joint, these rewards can still encode individual preferences and interactions; action-contingent rewards can be represented equivalently when choices produce distinguishable outcome states.Source: §3 · p. 4
- The target is a representative agent-specific reward profile, assessed by whether it ranks demonstrated actions above counterfactuals under each agent’s predictive belief.Rewards in general-sum Markov games are not uniquely identifiable from demonstrations without additional assumptions.Source: §3 · p. 4
4 MULTI-AGENT UNILATERAL INVERSE TEMPORAL DIFFERENCE LEARNING (MA-UITD)
MA-UITD infers agent-specific rewards offline by linking shared reward features and preferences to belief-conditioned successor features (BCSFs). Its dataset-based objectives fit demonstrated action preferences and enforce unilateral Bellman consistency.
4 MULTI-AGENT UNILATERAL INVERSE TEMPORAL DIFFERENCE LEARNING (MA-UITD)
- MA-UITD combines shared reward features, agent-specific preferences, and belief-conditioned successor features to infer explicit agent-specific rewards from fixed joint demonstrations.Each agent’s BCSFs represent the long-term consequences of its own action while averaging over its prediction of other agents’ behavior.Source: §4 · p. 4
4.1 BELIEF-CONDITIONED SUCCESSOR FEATURES (BCSF)
- Because an agent chooses without observing others’ current actions, its unilateral value averages over a belief about their actions; equilibrium and level-k reasoning restrict that belief differently.The reward preferences remain encoded by agent-specific preference vectors, separate from strategic assumptions in predictive beliefs.Source: §4 · p. 4, §4.1 · p. 5
4.2 OFFLINE REWARD INFERENCE WITH MA-UITD
- The offline procedure calibrates predictive beliefs to demonstrated conditional behavior and fits the representation from observed joint transitions without a transition model or policy-optimization loop.Observed transitions provide Monte Carlo samples for the behavioral and temporal-difference objectives.Source: §4 · p. 4, §4.2 · p. 5
4.2.1 CONTRASTIVE BEHAVIORAL LEARNING
- Noise-contrastive estimation fits unnormalized BCSF scores by comparing demonstrated actions with sampled alternatives, avoiding the intractable continuous-action normalizer.The temperature controls assumed behavioral stochasticity, and the alternatives are unilateral while other agents’ behavior remains marginalized.Source: §4.2.1 · p. 6
4.2.2 UNILATERAL INVERSE TEMPORAL-DIFFERENCE LEARNING
- The unilateral inverse temporal-difference objective enforces Bellman consistency on BCSFs using demonstrated transitions, which implicitly average over other agents’ actions and environment transitions.The sample-based objective requires neither the transition kernel nor an explicit opponent model.Source: §4.2.2 · p. 6
4.2.3 OPTIMIZATION AND REWARD RECOVERY
- Training alternates behavioral and temporal-difference updates, then recovers each agent’s reward as the shared feature map weighted by that agent’s preference vector.The shared representation applies across cooperative, competitive, and general-sum games.Source: §4.2.3 · p. 6
5 RESULTS
Across simulated tasks, MA-UITD recovers policies and rewards, including in bounded continuous-action settings; on social-foraging trajectories, it captures distinct leader–follower reward structures.
5.1 EXPERIMENTAL SETUP
- The simulated evaluation spans cooperative Simple Spread, competitive Simple Push, and general-sum Gems, with discrete actions or bounded two-dimensional displacements.The games use an 80-step horizon; Gems includes private and jointly collected rewards.Source: §5.1 · pp. 6–7, §5 · p. 6
5.2 POLICY AND REWARD RECOVERY
- MA-UITD achieves higher recovered-policy returns than both baselines in Simple Spread and for both roles in Simple Push, and most closely approaches expert performance in Gems.In Gems, MA-UITD and MAMQL recover both cooperative and competitive behaviors, while MA-AIRL recovers only competitive behavior.Source: §5.2 · p. 7, Table 1 · p. 7
- MA-UITD outperforms baselines on both Pearson and Spearman reward-recovery measures across all three simulated environments.Correlations compare predicted and ground-truth immediate rewards on held-out transitions.Source: Figure 1 · p. 7, §5.2 · p. 7
- In Simple Spread, MA-UITD recovers the task’s coverage structure and nearly identical spatial reward landscapes for both agents.When one agent is near a landmark, the other landmark becomes relatively more rewarding for the other agent, encouraging landmark coverage rather than converging on one target.Source: §5.2 · pp. 7–8, Figure 2 · p. 8
- In continuous-action tasks, recovered policies match expert returns in Gems and approach them in Simple Spread, while Simple Push performance remains role dependent.Across held-out trajectories, reward agreement is positive in all three tasks; Simple Spread has the strongest linear agreement (agent-mean PCC 0.828±0.033).Source: §5.2 · p. 8, Table 2 · p. 8, Table 3 · p. 8
- On mouse social-foraging trajectories, leaders’ learned rewards depend primarily on their own location, whereas followers’ rewards emphasize proximity to the partner.Across five pairs, followers valued proximal partner locations more highly than leaders (two-sided paired t-test at d = 0.07, P = 0.026; n = 5 pairs).Source: §5.2 · p. 9, Figure 3 · p. 9
6 DISCUSSION
MA-UITD infers explicit agent-specific rewards from fixed demonstrations using belief-conditioned successor features. Estimates beyond observed state support depend largely on regularization and function-approximation inductive biases.
6 DISCUSSION
- MA-UITD uses belief-conditioned successor features to recover explicit agent-specific rewards from fixed demonstrations in continuous-state settings with discrete or bounded continuous actions.Reward inference is conditioned on predictive beliefs estimated from observed behavior.Source: §6 · p. 9
- Rewards outside the support of observed states are weakly evidenced and depend largely on regularization and the function approximator’s inductive biases.The paper advises cautious interpretation of these estimates until additional data support them.Source: §6 · p. 10
AI USE STATEMENT
- The authors report using generative AI for language polishing, literature retrieval and discovery, and coding, but not for ideation, methodology, or experimental design.They state that they reviewed AI-assisted work and take responsibility for the final content.Source: AI USE STATEMENT · p. 10
A ALGORITHMS
- Algorithm 1 takes reward-free joint demonstrations and training settings as input, then returns shared reward-feature parameters and agent-specific parameters.Its loop samples unilateral alternatives and updates agent parameters using the inverse temporal-difference loss.Source: A ALGORITHMS · p. 12
B IMPLEMENTATION DETAILS
Implementation details specify task-specific network inputs and expert demonstrations, then describe the discrete-action loss, empirical noise distribution, continuous-policy rollout, and hyperparameter search.
B IMPLEMENTATION DETAILS
- For Simple Spread, reward features use agent–landmark and inter-agent distances, while successor-feature networks also receive positions, velocities, and each agent’s own action; Simple Push and Gems use task-specific variants.In Gems, a shared MLP([32, 32]) torso encodes agent positions; algorithms receive the same task-specific state and action information.Source: B IMPLEMENTATION DETAILS · pp. 12–13
B.1 EXPERT DEMONSTRATIONS.
- Experts were trained with multi-agent ACKTR for discrete Simple Spread and Simple Push, and with MASAC for continuous versions and both Gems versions; datasets span 500–4,000 episodes.Gems demonstrations mix fully cooperative and fully competitive behavior equally.Source: §B.1 · p. 13
B.2 MA-UITD ON DISCRETE ACTION DATASETS
- For discrete-action datasets, MA-UITD replaces the NCE loss with maximum-likelihood estimation.Source: §B.2 · p. 13
B.3 NOISE DISTRIBUTION
- Negative actions are drawn from the expert’s empirical marginal action distribution by uniformly sampling a training transition and using its action at the current state.Source: §B.3 · p. 13
B.4 CONTINUOUS POLICY ROLLOUT
- Continuous-policy rollouts approximate each Boltzmann policy with 256 low-discrepancy candidate actions, sample the executed action categorically, and fix candidate-generation and sampling seeds across model seeds.Source: §B.4 · p. 13
B.5 HYPERPARAMETERS
- The authors conducted a comprehensive hyperparameter search and list MA-UITD settings separately for discrete-action, continuous-action, and real-animal-trajectory datasets.Source: §B.5 · p. 14, Table 4 · p. 14, Table 5 · p. 14
B.6 COMPUTE RESOURCES
Experiments used a workstation with one GPU per training run.
- The workstation had a 12-core AMD Ryzen 9 9900X CPU, 64 GB memory, and one NVIDIA GeForce RTX 5080 GPU with 16 GB; each run used one GPU.Experiments used Python 3.10.20, PyTorch 2.11.0, and CUDA 12.8.Source: §B.6 · p. 15
C.1 REWARD RECOVERY FOR MA-UITD AND BASELINES
Table 7 reports held-out immediate-reward recovery, with correlations summarized across three training seeds on a fixed test split.
- Table 7 reports held-out immediate-reward recovery using PCC and SCC, with each cell’s upper and lower values corresponding to those metrics.Entries are mean ± sample standard deviation across three training seeds on the fixed 500-episode test split.Source: Table 7 · p. 15, §C.1 · p. 15
C.2 POLICY IMITATION FOR THE Gems
The section reports Gems policy imitation and visualizes recovered reward functions across discrete- and continuous-action environments. The figures specify task-specific reward–distance curves and spatial maps for comparing recovered rewards with ground truth.
C.2 POLICY IMITATION FOR THE Gems
- For Gems policy imitation, Table 8 reports the percentage of gems collected, averaged across three seeds with 500 stochastic-policy episodes per seed.Source: Table 8 · p. 15, §C.2 · p. 15
C.3.1 RECOVERED REWARD IN DISCRETE-ACTION ENVIRONMENTS
- Figure 4 compares true and recovered rewards against landmark and arrival-state distances for both agents in discrete Simple Spread.Curves show raw MA-UITD, MA-AIRL, and MAMQL rewards, averaged over 4,836 held-out transitions from 500 episodes.Source: Figure 4 · p. 16
- Figure 5 plots true and recovered adversary and good-agent rewards against landmark distances in discrete Simple Push.Curves show raw MA-UITD, MA-AIRL, and MAMQL rewards, averaged over 12,500 held-out transitions from 500 episodes.Source: Figure 5 · p. 17
- Figure 6 compares ground-truth and recovered red- and blue-agent rewards against gem-arrival distances and shows spatial reward maps with gem locations and collection radii.The maps use independent symmetric scales centered at zero; blue denotes negative rewards and red positive rewards.Source: Figure 6 · p. 18
C.3.2 RECOVERED REWARD IN CONTINUOUS-ACTION ENVIRONMENTS
- Figure 7 compares true and raw MA-UITD rewards across continuous-action Simple Push, Gems, and Simple Spread, including a spatial map for Simple Spread.Curves are binned means from 500 held-out episodes per task; spatial maps use independent raw color scales.Source: Figure 7 · p. 19