Reinforcement Learning in Distributed Domains: Beyond Team Games
Proceedings of the Seventeenth International Joint Conference on Artificial Intelligence. Pages 819-823.
© 2001 International Joint Conferences on Artificial Intelligence
Abstract
Using a distributed algorithm rather than a centralized one can b e extremely b ene cial in large search problems. In addition, the incorp oration of machine learning techniques like Reinforcement Learning (RL) into search algorithms has often b een found to improve their p erformance. In this article we investigate a search algorithm that combines these prop erties by employing RL in a distributed manner, essentially using the team game approach. We then present bi-utility search, which interleaves our distributed algorithm with (centralized) simulated annealing, by using the distributed algorithm to guide the exploration step of the simulated annealing. We investigate using these algorithms in the domain of minimizing the loss of imp ortance-weighted communication data traversing a constellations of communication satellites. To do this we intro duce the idea of running these algorithms \on top" of an underlying, learning-free routing algorithm. They do this by having the actions of the distributed learners b e the intro duction of virtual \ghost" trac into the decision-making of the underlying routing algorithm, trac that \misleads" the routing algorithm in a way that actually improves p erformance. We nd that using our original distributed RL algorithm to set ghost trac improves p erformance, and that bi-utility search | a semi-distributed search algorithm that is widely applicable | substantially outp erforms b oth that distributed RL algorithm and (centralized) simulated annealing in our problem domain.
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1 Introduction
Use of a centralized algorithm to perform search in large spaces can be quite problematic. This is especially so when the search problem is to nd a control policy for a large, distributed Multi-Agent System (MAS) in which communication limitations restrict the amount of data
Kagan Tumer
NASA Ames Research Center Mo ett Field, CA 94035 kagan@ptolemy.arc.nasa.gov
that a centralized algorithm could exploit. Satisfactory performance in such domains may not be possible at all unless one uses a distributed rather than centralized algorithm.
A canonical example of such a control problem, central to mid-term NASA interplanetary missions, is controlling the communication of scienti c data up from a planet, across an orbiting constellation of communication satellites orbiting that planet, and thence down to Earth. In addition to its distributed nature, this domain presents a number of other diculties. One is that the satellites must be able to exercise a large degree of autonomy, since communication with earth can take hours. Another is the need for robustness and adaptability, since the communication loads can be quite unpredictable. Both of these diculties argue for the use of learning algorithms to perform the distributed control. In particular, the technique of Reinforcement Learning (RL) has often been successfully applied to search algorithms [ 6;; 14;; 26 ] , and suggests itself for this domain. More generally, integrating such RL into a distributed algorithmmay be highly bene cial for many distributed control problems.
In this article we concentrate on algorithms that achieve this integration by having the agents in the MAS each run RL algorithms. The design problem is how to ensure that as those agents each try to optimize the values of their personal utility functions, an overall \world utility function" , quantifying the desirability of the various possible behaviors of the overall system, is maximized. Though most naturally viewed as a means of distributed control, such an approach can actually be used for distributed search in general, by identifying each of the distributed components of the search problem with an agent.
The COllective INtelligence (COIN) framework addresses such design problems [ 20;; 23;; 24 ] . That work has focussed on modifying the agents' personal utility functions so that they induce the best possible value of the world utility function. The learning-based search algorithms we have explored to date based on the COIN framework have been extremely successful. In fact, even in domains where centralized algorithms can be used, due to their adaptability and their exploiting the learning power of each of the individual agents COIN-based systems typically perform better than such centralized algorithms.
Nonetheless, many centralized algorithms have a number of well-understood strengths, that if integrated with a distributed RL approach like that of COINs might result in performance better than either approach alone. In addition, often search algorithms that are conventionally viewed as centralized can be implemented in a quasidistributed manner. This opens up the possibility that a hybrid of such an algorithm with a distributed RL algorithm might not only achieve better performance than either alone, but also be implementable in a large distributed problem domain.
In this paper we investigate hybrids of distributed RL algorithms and search algorithms that are (conventionally viewed as) centralized. We concentrate on the use of Simulated Annealing (SA) as the centralized algorithm. SA is a natural choice because its behavior and strengths are very well-understood [ 1;; 4;; 5;; 13;; 16;; 17;; 21 ] In addition, at the expense of periodic centralized broadcasts to all agents of whether to choose a new action or repeat their most recent one, and of associated measurements of global performance, SA can be implemented in a quasi-distributed manner. No inter-agent communication is required beyond those broadcasts and measurements.
As our problem domain in this paper we concentrate on the problem of minimizing the importance-weighted loss of scienti c data owing across a constellation of communication satellites. The rst contribution of this paper is a novel \baseline" distributed control algorithm for this domain, one that involves no learning. To minimize the number of confounding distinctions between that baseline algorithm and the COIN algorithm we investigate, we have that COIN algorithm \run on top" of the baseline algorithm. More precisely, our second contribution is to use a baseline algorithm in concert with a COIN algorithm in which each agent's action is the determination of ctitious \ghost trac" that is presented to the baseline algorithm, thereby (hopefully) inducing that baseline algorithm to achieve an even better value of the world utility. (Note that this idea can be applied with most any baseline algorithm and most any distributed RL algorithm.) In this paper we investigate the simplest kind of COIN algorithm, which essentially works by using the team game (TG) approach [ 8 ] . Our nal contribution is the hybrid of that distributed RL algorithm with SA, a hybrid we call \biutility search" . This hybrid works by interleaving the Boltzmann-distribution-based exploitation step of conventional SA with a novel exploration step, where rather than have the overall system randomly step away from the current point each agent takes a step that its RL algorithm recommends.
In the next section we discuss the use of distributed RL in the context of our particular problem domain. In Section 3 we de ne that problem domain in a fully formal manner. Then in Section 4 we present experimental comparisons of TG-based bi-utility search with both TG and SA in that domain. We nd that using our original distributed RL algorithm to set ghost trafc improves performance, and that bi-utility search | a semi-distributed search algorithm that is widely applicable | substantially outperforms both that distributed RL algorithm and (centralized) simulated annealing in our problem domain.
2 Background
Many future NASA projects will involve data traversing a constellation of communication satellites. In such a constellation, each satellite continually receives data (e.g., data uplinked from a planet, relayed from another satellite, or even directly observed), and needs to relay this data along a path back to Earth. In general, di erent data are likely to have di erent levels of importance. Accordingly, a suitable overall goal for such a constellation to minimize is the total importance-weighted loss of data across the network. We can cast this as maximizing a world utility function given by the negative of that loss. Due to various hardware limitations (e.g., storage, power, bandwidth), even at those times that a particular satellite has a direct link to Earth, to maximize this world utility, it will often still be preferable for that satellite to route its current data across other satellites rather than send it directly to Earth For example, since we are implicitly assuming multiple communication transmitters at each satellite, it may bene t a satellite to drain its current disk by ooading data to other satellites while it is also downloading data to Earth. In this way, the disk will be emptier and therefore better able to accommodate future data surges.
Clearly given the time delays and hardware limitations inherent in this problem, one would like to use as decentralized an algorithm as possible for determining the routing. Unfortunately, while they can be implemented in decentralized forms, traditional routing algorithms (e.g., shortest path algorithms [ 2;; 3;; 10 ] ) are ill-suited for our world utility function. Accordingly, in this study we had to rst develop a non-learning \baseline" distributed routing algorithm, one that we expect will do well for our world utility. To create a distributed RL version of that algorithm we then consider the use of \ghost" trac, which is non-existent trac that is presented along with the real trac to the baseline routing algorithms running on the satellites. The goal of the learning is to nd such ghost trac that will \fool" the baseline algorithm into having the satellites take better routing decision (as far as world utility is concerned) than they would otherwise.
A natural choice for the type of learning to use to optimize ghost trac is RL [ 6;; 8;; 12;; 15;; 19;; 26 ] . Indeed, distributed MAS control algorithms in which the agents independently attempt to maximize their personal utilities using RL have been successfully used to optimize world utility in several large decentralized problems [ 11;; 14;; 18;; 20;; 22;; 23;; 24 ] . In the TG approaches in particular [ 8 ] , every agent uses RL with its utility set to the world utility, so the only centralized communication needed is periodic broadcasts of the world reward signal (in our case presumably calculated on Earth where all the data is collected), a signal shared by all agents. This contrasts with conventional centralized RL, in which the information periodically broadcast has to be \personalized" to each satellite, being that satellite's updated routing policy.
There are a number of major shortcomings of conventional TG however. One of them is that for large systems each agent faces an overwhelming signal-to-noise problem in determining how its actions a ect the rewards it receives [ 25 ] . Another arises from the fact that each agent's predictions of expected rewards is independent of the other agents' actions, i.e., each agent i considers a distribution of the form:
rather than one of the form
P(utility;; j action 1 ;; action 2 ;; :::;; ;; observation i ):
Unfortunately, it is quite common that utility is maximized at one joint action pro le (action 0 1 ;; action 0 2 ;; :::), but that due to the historical probability distribution over action pro les, action 0 i does not maximize E(utility;; j action i ;; observation i ), and therefore is not taken by agent i. In essence, there is a synchronization problem.
To simplify matters, we consider TG using the simplest possible RL algorithm, in which each learner makes no observations and uses no lookahead, choosing its action (ghost trac level) at any moment by sampling a Gibbs distribution 1 over its estimates for the associated rewards [ 7;; 23 ] . For stationary trac patterns, with such RL algorithms the natural performance measure is given by the function taking joint-action pro les to the world reward.
One distributed approach to such a search problem that avoids the synchronization diculty of TG while still only requiring the centralized broadcast of information that isn't personalized is simulated annealing (SA) [ 1;; 9 ] . The variant of SA considered here repeats a twostep process. In the decentralized \exploration step" , all agents make (usually small) random changes in their action. In the subsequent centralized \exploitation step" , a Gibbs distribution over the associated rewards is sampled to choose between the new action pro le and the previous one. That (non-personalized) choice | use your new action or your previous one | is then broadcast out to all the agents. (Note that such a broadcast is no more personalized than the world reward value that must be similarly broadcast in TG.) The major disadvantage of SA compared to distributed RL is that only one \learner" is exploited in SA, at the central location.
1 I.e., choose action a i with estimated reward R i with probability p(a i ) = exp(;R i =T ) P j exp(;R j =T) , where T determines
the \temperature" parameter which controls the exploration/exploitation tradeo .
In this article we introduce \bi-utility search" , which is a hybrid of SA and distributed RL that combines the strengths of both. Bi-utility search is identical to SA, except that the random perturbation of each agent's action occurring in the exploration step is replaced by a perturbation determined by the RL algorithm of that agent. Since the exploitation of SA is used, the synchronization problem of distributed RL is avoided. On the other hand, since the exploration of distributed RL is used, the blind random nature of SA is replaced by a (hopefully) more intelligent RL-guided process. Particularly in large domains, we would expect that that guiding might provide major improvements in performance.
3 Constellations of Satellites
In our simulations each satellite s i has a storage capacity c i , measured in amount of data. It also has a bandwidth (or \link capacity" , also measured in amount of data, implicitly per unit time interval) b ik to each other satellite k. Earth is simply a special satellite with c 0 = 1. At each time step t, an amount of new data y ijt of importance j is introduced to the system at satellite i. We add y ijt to the total amount of data of importance j received by i from all other satellites at t and then to the amount of unsent data on the disk left over from the previous time step to get the total volume of data of importance j at i at t, v ijt . If P j v ijt > c i , then that di erence constitutes the amount of data lost at satellite i at t. We assume that the same proportion of data is dropped for each importance level, since once the disk is full the satellite is unable to examine any data sent to it and determine its priority.
De ne l ijt to be the amount of data of importance j lost (i.e., dropped) at satellite i at t. De ne the associated cost as l ijt w j for some weights w j . Then the objective function we wish to maximize is the time-average of
Denote a path by a sequence of satellites ~ s s 1 ;; : : : ;; s p , where s 1 represents the originating satellite and s p is the satellite which ultimately sends the packet to Earth. At each t each satellite i evaluates a potential decision to send some data to satellite k by estimating the \headroom" of the optimal path to Earth beginning at k. The headroom of path ~ s is the available room for additional data, given the available storage capacity on each satellite along ~ s and the link capacity of each connection along ~ s. Formally, the headroomH(~ s) of a path ~ s is given by:
The presumption is that a path that currently has headroom should be favored over one with low headroom, since the likelihood of data being dropped is lower. This is just like how a path with low current cost is favored over a path with high current cost in traditional Shortest Path (SP) data routing [ 2;; 3 ] ).
Note that in a real system, a particular satellite i does not have access to the precise v jkt ;; j 6= i at the current t. Hence the current headroom values would have to be estimated by satellites (just as current cost values are estimated in SP routing). Because we are interested in how to improve the performance of the base algorithm, in these experiments we ignore this issue and supply each satellite with the current v jkt . (The estimation of the v jkt would introduce a systematic error that should not a ect the ranking of the algorithms discussed below).
It is straightforward to calculate the maximum headroom path from each satellite to Earth using a version of Dijkstra's shortest path algorithm [ 3;; 10 ] . Let H ijt be the time t headroom of the optimal path originating at satellite i and with the rst hop being to satellite j. The satellite at which data originates does not directly decide on the full path to Earth taken by the data it transmits;; it simply decides on the rst hop in the path and sends its data to the appropriate satellite based on the H ijt 's. (Similarly, in traditional data routing, a router only selects the rst hop along the seemingly shortest path, based on the costs). More precisely, de ne
If H ij it > v ikt , then all of v ikt 8k is sent to satellite j it and H ij it is updated by subtracting v ikt o of the headroom estimate to re ect the fact that that much data has already been sent to that satellite. If H ij it < v ikt , then an amount H ij it is sent (highest importance data rst) to j it and H ij it is updated to equal zero.
This procedure is then repeated until either:
- v ikt = 0 8k, or
If the second condition occurs before all data has been routed, then the remaining data is not sent anywhere and instead kept on the disk until the next iteration in the hopes of routing it successfully then.
While this routing algorithm performs respectably, it is susceptible to the same phenomena that hamper traditional SP routing [ 20 ] : the satellites do not explicitly act to optimize G, and can therefore potentially work at cross-purposes. To alleviate this we introduce additive perturbations ijt to the headroom estimates H ijt and then perform the routing according to the perturbed headroom estimates. The ijt are free parameters to be determined via an optimization algorithm, and because their e ects on the headroom is the same as that of actual data, we call them \ghost" trac. Our goal then is to nd the f ijt g at each t that optimize the average of G t (f ijt g) | a search problem. In this paper we consider performing that search via two variants of simulated annealing, team game reinforcement learning and bi-utility search.
4 Experimental Results
In our experiments we had three importance levels (w j 2 f1;; 2;; 3g). For each satellite, for each importance level, at each t, new trac was introduced by uniformly sampling [0.0, 0.5]. We used a network of moderate connectivity with 20 satellites altogether (150 's for each t). For the purposes of learning, we associated the actions of an \agent" at t with the setting of ijt for a particular ij pair.
As mentioned before, to focus on how the individual RL-based agents' action decisions are exploited in the overall search algorithm rather than how those decisions are made in the rst place, we used the simplest possible RL algorithms in the TG agents. Since they make no observations, formally each such an agent has one \state" . Each agent's possible actions (ghost trac on a particular link) are chosen from the set of discrete values f-5, -4, ..., 4g. To re ect the nonstationarity in the environment, each agent applies proportional updating to average its empirically collected training data, giving an estimated reward value for each candidate action. (We had the geometric updating factor set to .1 always.) The RL algorithm then decides what action to take by sampling a Gibbs distribution over those associated reward estimates (cf. Section 1), using a decaying temperature parameter. Temperatures annealed linearly from .1 down to .01 after 5000 intervals had passed.
We investigate ve overall search algorithms. Each of them uses \time steps" , labeled by , that consist of 200 consecutive t values of the underlying system. \G " for each such \time step" is then de ned to be the average G t over that interval. (Note that successive values of G are not statistically independent;; some \leakage" of system behavior will occur across the boundary between successive .)
- Baseline: Algorithm outlined in Section 3;; no learning.
- Team Games (TG): Each agent uses the RL algorithm described above to try to independently maximize G at each .
- Simulated Annealing (SA): A two-step process is iterated. First a the vector is perturbed (uniformly) randomly and the resulting vector is implemented in the system. The ensuing G is measured (exploration), and at the next that vector is probabilistically \accepted or rejected" in favor of the pre-perturbation vector, by sampling a Gibbs distribution over the two associated recorded G values (exploitation). The vector so chosen is implemented, the ensuing G measured, and the process repeats.
- Localized Simulated Annealing: Simulated annealing modi ed by restricting each component of the new perturbation vector to be at most one bin away from the old one.
- G-Based Simulated Annealing (bi-utility search): Localized simulated annealing modi ed
by having each component of the new perturbation vector set by having the associated TG agent choose among the 3 candidate bins.


Figure 1 compares the performance of these ve algorithms on the network described above, averaged over 100 runs (the resulting error bars are too small to depict). The team game RL algorithm performs better than the baseline algorithm. However, the simulated annealing results show that TG is falling prey to problems like that of synchronization. When SA's minimal need for centralized broadcast information can be met, it should be used rather than TG. Next, note that the localized version of of SA signi cantly outperforms standard SA, re ecting the inherent smoothness the surface being searched. Finally, while both localized SA and bi-utility search are superior to both TG and SA, the G-guided version (bi-utility search) is the clear winner. This demonstrates that that algorithm does successfully combine the strengths of simulated annealing and reinforcement learning.
Figure 2 shows the G of the 's generated by the exploration steps of the two algorithms. RL-based exploration clearly produces better states, and this gap in performance increases in time. This translates into its higher performance.
5 Discussion
In search problems over large spaces, even if it is physically possible to use a centralized search algorithm, often one might expect that better performance would be achieved using a distributed rather than a centralized algorithm, due to its parallelization advantage. This raises the issue of what algorithms to run on each of the \agents" in such a distributed algorithm. Recent work has demonstrated that Reinforcement Learning (RL) can be quite gainfully applied to centralized search algorithms [ 6;; 14;; 26 ] . Here we investigate extending RL into a distributed setting.
We start by presenting a distributed RL search algorithm very similar to Team Games (TG) [ 8;; 23 ] . In particular, we present experiments showing how to use this algorithm to determine the \ghost trac" to be introduced into a pre- xed algorithm designed for routing communication data across a constellation of satellites, in the hopes of fooling that algorithm into performing better. Our experiments indicate that this distributed RL algorithm signi cantly reduces the importance-weighted amount of data lost in such a domain.
Unfortunately, TG has many shortcomings, including a \signal-to-noise" problem and a \synchronization" problem. The rst problem can be addressed using the COllective INtelligence (COIN) framework [ 20;; 23;; 24 ] . The second can be obviated if (non-personalized) periodic broadcast signals are allowed. In particular, Simulated Annealing (SA) only uses such signals, and avoids the synchronization problem. In fact, we nd that SA outperforms TG in our problem domain.
We introduce bi-utility search as a way to exploit the parallelization advantage of a distributed algorithm without incurring the diculties of TG. This procedure interleaves a distributed algorithm (e.g., TG) with SA, by using the distributed algorithm to govern an exploration step, which is followed by the exploitation step of SA. Our experiments show that TG-based bi-utility search substantially outperforms both TG and SA in our constellation of communication satellites domain.
As investigated here, bi-utility search uses Gibbs sampling both for the exploration and exploitation steps. It also uses world reward in both of those Gibbs samplers. None of that is a priori necessary;; bi-utility search is a general approach for combining a centralized exploitation step with a decentralized exploration step. In particular, the distributed algorithm can be based on the COIN framework, and thereby avoid the signal-to-noise problem of TG. Preliminary results not reported here indicate that such COIN-based bi-utility search performs even better than TG-based bi-utility search. We are currently investigating these issues further.
@inproceedings{ijcai2001p112,
title = {Reinforcement Learning in Distributed Domains: Beyond Team Games},
author = {Wolpert, David H. and Sill, Joseph and Tumer, Kagan},
booktitle = {Proceedings of the Seventeenth International Joint Conference on
Artificial Intelligence, {IJCAI-01}},
publisher = {International Joint Conferences on Artificial Intelligence},
editor = {Bernhard Nebel},
pages = {819--823},
year = {2001},
url = {https://ijcai.org/proceedings/2001/112},
}
TY - CPAPER TI - Reinforcement Learning in Distributed Domains: Beyond Team Games AU - Wolpert, David H. AU - Sill, Joseph AU - Tumer, Kagan T2 - Proceedings of the Seventeenth International Joint Conference on Artificial Intelligence, IJCAI-01 PB - International Joint Conferences on Artificial Intelligence PY - 2001 SP - 819 EP - 823 UR - https://ijcai.org/proceedings/2001/112 ER -Copied
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