Abstract:Transformer-based trajectory optimization methods have demonstrated exceptional performance in offline Reinforcement Learning (offline RL), yet it poses challenges due to substantial parameter size and limited scalability, which is particularly critical in sequential decision-making scenarios where resources are constrained such as in robots and drones with limited computational power. Mamba, a promising new linear-time sequence model, offers performance on par with transformers while delivering substantially fewer parameters on long sequences. As it remains unclear whether Mamba is compatible with trajectory optimization, this work aims to conduct comprehensive experiments to explore the potential of Decision Mamba in offline RL (dubbed DeMa) from the aspect of data structures and network architectures with the following insights: (1) Long sequences impose a significant computational burden without contributing to performance improvements due to the fact that DeMa's focus on sequences diminishes approximately exponentially. Consequently, we introduce a Transformer-like DeMa as opposed to an RNN-like DeMa. (2) For the components of DeMa, we identify that the hidden attention mechanism is key to its success, which can also work well with other residual structures and does not require position embedding. Extensive evaluations from eight Atari games demonstrate that our specially designed DeMa is compatible with trajectory optimization and surpasses previous state-of-the-art methods, outdoing Decision Transformer (DT) by 80\% with 30\% fewer parameters, and exceeds DT in MuJoCo with only a quarter of the parameters.
Abstract:Recent advances in multi-agent reinforcement learning (MARL) have opened up vast application prospects, including swarm control of drones, collaborative manipulation by robotic arms, and multi-target encirclement. However, potential security threats during the MARL deployment need more attention and thorough investigation. Recent researches reveal that an attacker can rapidly exploit the victim's vulnerabilities and generate adversarial policies, leading to the victim's failure in specific tasks. For example, reducing the winning rate of a superhuman-level Go AI to around 20%. They predominantly focus on two-player competitive environments, assuming attackers possess complete global state observation. In this study, we unveil, for the first time, the capability of attackers to generate adversarial policies even when restricted to partial observations of the victims in multi-agent competitive environments. Specifically, we propose a novel black-box attack (SUB-PLAY), which incorporates the concept of constructing multiple subgames to mitigate the impact of partial observability and suggests the sharing of transitions among subpolicies to improve the exploitative ability of attackers. Extensive evaluations demonstrate the effectiveness of SUB-PLAY under three typical partial observability limitations. Visualization results indicate that adversarial policies induce significantly different activations of the victims' policy networks. Furthermore, we evaluate three potential defenses aimed at exploring ways to mitigate security threats posed by adversarial policies, providing constructive recommendations for deploying MARL in competitive environments.