Zero Shot Coordination for Sparse Reward Tasks with Diverse Reward Shapings
Keenan Powell, Peihong Yu, Pratap Tokekar
AI 速览:作者提出用随机奖励塑形训练方法集成,以提升智能体与采用不同奖励塑形但稀疏目标相同的未知伙伴在稀疏奖励任务中的零样本协调表现。
Many Multi-Agent Reinforcement Learning (MARL) agents fail to adapt properly to cooperating with agents trained with the same objectives but different seeds, algorithms, or other training differences. This is the problem of Zero-Shot Coordination (ZSC), which focuses on training agents to cooperate well with unknown agents. ZSC has been studied for a variety of tabular cases and simple games such as Hanabi, achieving excellent results. However, existing solutions to ZSC only consider identical rewards for your trained agents and all future partners. This is not realistic for the trained agents, as they do not consider the problem of cooperating with agents that have identical sparse objectives but shape the rewards for those objectives in different manner. To address this issue, we show how to train an ensemble of methods using randomized reward shapings chosen using 4 selection algorithms. Experiments done on the Overcooked environment demonstrate consistent improvements of 62.2%-119.2% in sparse reward over baseline ZSC algorithms when playing with agents that have identical sparse rewards but different reward shapings.
Low-rank adapters (LoRA) let one base model serve many fine-tuned variants: multi-tenant engines keep a single copy of the base and batch the requests of many tenants, each with its own adapter. As base models move to 8-bit (FP8) and 4-bit formats, their general matrix multiplications (GEMMs) become cheaper, but the adapters do not: engines run them as separate small GPU kernels beside the GEMM, whose latency takes a growing share of every decoding step. An adapter projects its input down to a low rank and back up, and our key observation is that the GEMM needs the down-projection only in its epilogue, the final stage in which it writes its output. EpiLoRA, a plugin for the vLLM engine, therefore launches the down-projection first and the low-precision GEMM as a dependent kernel that streams its weights meanwhile and adds every tenant's up-projection in its epilogue. On NVIDIA Hopper GPUs, EpiLoRA decodes for a single adapter with up to 24% lower time per token than vLLM's fastest configuration, and faster than SGLang and TensorRT-LLM; with many tenants, its adapter kernels deliver more throughput than vLLM's on most GPU-model pairs we tested. The same low-precision base also trains: a LoRA reinforcement-learning trainer that computes on the engine's FP8 weights needs no 16-bit copy, so a 27B model trains on one 48 GB GPU, and an engine that then keeps activations in 16 bits removes most of the remaining mismatch between the model generating training data and the one trained.