Summary
This paper presents Skilled Population Curriculum (SPC) which is a method for learning a curriculum to help a team of agents complete a complex task. SPC models the problem of choosing tasks for agents as a contextual bandit problem, and builds on top of the Exp3 algorithm to solve this bandit problem. SPC also uses an attention-based communication approach, and a hierarchical policy framework. Experiments are performed in the Multi-agent Particle Environment (MPE) and Google Research Football environment (GRF). While MPE does not seem to benefit much from SPC, in the more complex GRF domain the authors show using their SPC approach can accelerate training relative to MARL baselines.
Strengths
- The paper is clear: it is well-structured, and provides a good balance of intuition and detail. It is clearly motivated, and addresses an interesting problem.
- The presented results show clear benefits to the authors' approach.
- The authors use suitable baselines approaches, and suitable environments.
Weaknesses
- SPC seems to add significant computational complexity vs. baselines like IPPO. While the authors can justify focusing on sample complexity, for completeness they should also record information about the wall-clock time / computational resources needed to train their different baselines.
- In their research question stated on lines 52–53, the authors highlight their desire to consider complex sparse-reward settings. However, the MPE domains are a sparse setting, though fairly simple, and the results here show little benefit to using SPC. On the other hand, the GRF experiments appear to have a somewhat dense reward (the GRF checkpoint reward, which while not necessarily active every timestep, it could be argued is 'somewhat dense'). It seems like absent the checkpoint reward, SPC would struggle because there would be little information in the returns for the teacher agent to use — and I expect this would be the case in most complex (very) sparse reward environments
- Line 277 the authors state MADDPG/MAPPO would not be suitable in these experiments. This might be true in general, but for GRF specifically the critic input size actually would be the same across all tasks (as it pads observations if agents are absent). But since GRF is fully observable, MAPPO is equivalent to IPPO so this is not an issue for this work — though the authors may wish to revise their statement.
- Though the GRF environment is complex and difficult to solve, its level of complexity is somewhat deceptive, as evidenced by the video on the project website. The rollouts show that the agents have learned a simple "force an offside and run in a straight at the goal line" strategy which exploits deficiencies in the GRF bots. This behaviour has been observed before by Song et. al (http://arxiv.org/abs/2305.09458). However, this is not a fault of the authors, and is more broadly an issue in the MARL research community. Because of this, it's not clear what skills the agents learn in the training tasks that are useful in the target task. It would be interesting to see a plot of training task performance throughout training.
- It's unclear why the IPPO baselines have a sharp step change in performance around 80 and 90 million timesteps. The authors should investigate this, and perhaps make a comment (at least in the appendix) about why it occurs. In my experience, things like this sometimes occur when training runs stop unexpectedly before the full 100M timesteps, and so the remaining timesteps are aggregating over fewer seeds with lower performance. I would encourage the authors to produce plots reporting the interquartile mean of their results, and produce a plot showing the disaggregated training curves for each seed. These can go in the appendix.
- The authors state (line 301): " InFig. 5b, we omit the curve of QMix as its mean score is low and affects the presentation of the figure". I don't expect QMix to perform worse than the presumably near-uniform policies at the start of training for the other agents. So it's not clear how including QMix would disrupt the graph. Is it the case that QMix has a worse average goal difference than -2?
- Can the authors clarify: the target distribution for GRF is "100% 5vs5"? What is the target distribution for the MPE tasks? (I see now that these are mentioned later in the text: they should be mentioned when introducing the environments)
- It doesn't seem like there's a pattern to the task distribution (Fig. 6a) beyond "academy_pass_and_shoot_with_keeper becomes less common". It would be good to see the same plot for other trials. This possibly explainable by academy_pass_and_shoot_with_keeper requiring coordinated passing and shooting, whereas the 5vs5 rollouts (see video on project website) show a very simple GRF-bot exploiting strategy which does not closely resemble the behaviour required in academy_pass_and_shoot_with_keeper.
- Where the authors claim "For example, the proportions of 3vs1 and Empty-Goal tasks gradually drop as the student becomes proficient in these scenarios", it is difficult to support this by looking at Fig. 6a.
- In my opinion this approach is over-engineered, but the authors do acknowledge this. Stripping some components (e.g the hierarchical RL) and focusing on deeply investigating the remaining components would improve this work
- Minor writing fixes:
- line 42/43 "more scores" → "more goals"
- line 43: "4v11" → "4v1" (I assume)
- line 305: "tons of" → "many" (more formal tone)
Questions
- Why did you decide to add the shooting reward for 5vs5? Does it make a big difference?
- What causes the step-change drop in IPPO performance?
- How does including QMix in 5b disrupt the graph?
Rating
6: Weak Accept: Technically solid, moderate-to-high impact paper, with no major concerns with respect to evaluation, resources, reproducibility, ethical considerations.
Confidence
4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.
Limitations
- The limitations section is quite limited, and limitations and assumptions could be more clearly stated throughout.
- The authors recognise that their approach is complex and computationally intensive, so might not be applicable in simple environments. Testing in a complex environment like Google Research Football is a good choice, although due to issues with Google Research Football (such as the exploitability of the built-in AI) it is perhaps not as complex as the authors may hope, even though it has presented a challenge to past MARL research. However, this is a broader issue within the MARL community and the authors of this paper cannot fairly be singled out for this.