Multi-Agent Reinforcement Learning

Using topological stratifications to improve PPO and DQN agents in a multi-agent command-and-control environment.

This project investigates multi-agent reinforcement learning (MARL) for command-and-control (C2) orchestration, where multiple autonomous agents must coordinate to accomplish shared objectives in a partially observable environment.

The goal of the game is to get trained agents to work together to track a target. Each agent has an energy bank that is depleted while they are actively tracking the target. There is a harsh penalty for losing track of the target and smaller penalties for “using energy” with tracking devices.

Environment

Agents were trained in grid-based environments built on Griddly, a fast and flexible game engine designed for RL research. Griddly provides an extremely fast game engine written in C++, boasting over 30,000 frames per second during simulation. The environment interface was initially implemented using OpenAI Gym, which later migrated to Farama Foundation Gymnasium as the community standard (and maintenance) shifted. The multi-agent coordination layer was handled via PettingZoo, which provides a standard API for multi-agent environments compatible with Gymnasium. We used ray’s RLLib for parallelization and interfacing between Griddly and Gymnasium. The RLLib aspect of the project was responsible for handling the distributed policy mapping for the multi-agent setup.

Algorithms

Baseline

We trained agents using two standard deep RL algorithms:

  • PPO (Proximal Policy Optimization) — an on-policy actor-critic method well-suited to cooperative multi-agent settings due to its stability and sample efficiency.
  • DQN (Deep Q-Network) — an off-policy value-based method, used here as a baseline and point of comparison for the policy gradient approach.

Both algorithms were applied in the decentralized execution setting, where each agent maintains its own policy but training incorporates shared reward signals reflecting team-level objectives. As the size of the environment increases, the performance with both of these algorithms plummets. The agents cannot overcome the additional size of the grid worl and never come close to succesfully tracking the target.

Topological stratifications

Our main contribution was the use of topological stratifications to improve agent performance. The state-action space of the C2 environment has natural geometric structure in which agents occupy specific positions and each sensor has limited range. In order for them to work collaboratively they must interact across a spatial domain. Competing against this is their energy budget, ensuring they must only send information to one another or track the target when it is feasible and efficient. The stratified nature of this setup can be exploited to improve performance both during training and evaluation.

A stratification decomposes the state-action space into several strata of different topological, reflecting qualitative differences in the coordination problem (e.g., isolated agents vs. connected clusters vs. encirclement configurations). By incorporating topological features derived from their geometric arrangement in the grid world (computed using persistent homology) into the agent’s observation, the policy receives a richer signal about the global structure of the current configuration, not just local observations. Meta-agents can be deployed to orchestrate the stratification or it can be learned directly.

Improvements with Topology

This approach improved performance for both PPO and DQN agents relative to baselines without topological augmentation, suggesting that topological features provide complementary information to standard spatial observations in cooperative MARL tasks.

The mean reward for collaborative tracking in a C2 system highlighting the efficiency of using topological stratifications. Taken from (Catanzaro et al., 2024).

The above plot compares performance of baseline PPO vs topologically-enhanced PPO for this game. The episode reward mean is shown together with more common sense metrics for the tracking game. In all arrangements, we see significant improvements when we use stratifications during learning (Mask) compared to only during inference (no Mask). The comparison between naive training and topologically-informed training is not shown on this plot but can be found in (Catanzaro et al., 2024)–it is even more stark.

References

2024

  1. rl_preview.png
    Topological Decompositions Enhance Efficiency of Reinforcement Learning
    Michael J Catanzaro, Aaron Dharna, Jay Hineman, James B Polly, Kevin McGoff, Abraham D Smith, and Paul Bendich
    2024 IEEE Aerospace, Jul 2024