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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Pommerman: A Multi-Agent Playground</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>David Ha Google Brain</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Julian Togelius NYU</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Why Pommerman</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Multi-Agent Learning</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kyunghyun Cho</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joan Bruna NYU</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Denny Britz Stanford University</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jakob Foerster University of Oxford</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>We present Pommerman, a multi-agent environment based on the classic console game Bomberman. Pommerman consists of a set of scenarios, each having at least four players and containing both cooperative and competitive aspects. We believe that success in Pommerman will require a diverse set of tools and methods, including planning, opponent/teammate modeling, game theory, and communication, and consequently can serve well as a multi-agent benchmark. To date, we have already hosted one competition, and our next one will be featured in the NIPS 2018 competition track.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Historically, a majority of multi-agent research has focused
on zero-sum two player games. For example, computer
competitions for Poker and Go over the past fifteen years have
been vital for developing methods culminating in recent
superhuman performance (Moravc´ık et al.
        <xref ref-type="bibr" rid="ref3">2017; Noam Brown
2017</xref>
        ; Bowling et al. 2017; Silver et al. 2016). These
benchmarks have also lead to the discovery of new algorithms
and approaches like Monte Carlo Tree Search
        <xref ref-type="bibr" rid="ref15 ref17 ref22 ref25 ref38 ref5 ref6 ref6">(Vodopivec,
Samothrakis, and Sˇ ter 2017; Browne et al. 2012; Kocsis and
Szepesva´ri 2006; Coulom 2006)</xref>
        and Counterfactual Regret
Minimization (Zinkevich et al. 2008).
      </p>
      <p>We believe that an aspect restraining the field from
progressing towards general-sum research and scenarios with
more than two players is the lack of suitable environments.
We propose Pommerman as a solution.</p>
      <p>
        Pommerman is stylistically similar to Bomberman
        <xref ref-type="bibr" rid="ref2">(Bomberman 1983)</xref>
        , the famous game from Nintendo. At a
high level, there are at least four agents all traversing a grid
world. Each agent’s goal is to have their team be the last
remaining. They can plant bombs that, upon expiration,
destroy anything (but rigid walls) in their vicinity. It contains
both adversarial and cooperative elements. The Free-For-All
(FFA) variant has at most one winner and, because there are
four players, encourages research directions that can
handle situations where the Nash payoffs are not all equivalent.
The team variants encourage research with and without
explicit communication channels, including scenarios where
the agent has to cooperate with previously unseen
teammates. The latter is a recently burgeoning subfield of
multiagent learning (Foerster et al. 2016; Resnick et al. 2018d;
Evtimova et al.
        <xref ref-type="bibr" rid="ref3">2017; Foerster et al. 2017</xref>
        ; Lewis et al.
        <xref ref-type="bibr" rid="ref3">2017;
Mordatch and Abbeel 2017</xref>
        ; Lazaridou et al. 2018) with
established prior work as well
        <xref ref-type="bibr" rid="ref11 ref15 ref17 ref36 ref6">(Steels 1999; 2003; Levy and
Kirby 2006; Fehervari and Elmenreich 2010)</xref>
        , while the
latter has been underexplored.
      </p>
      <p>
        We aim for the Pommerman benchmark to provide for
multi-agent learning what the Atari Learning Environment
(Bellemare et al. 2013) provided for single-agent
reinforcement learning and ImageNet
        <xref ref-type="bibr" rid="ref8">(Deng et al. 2009)</xref>
        for image
recognition. Beyond game theory and communication,
Pommerman can also serve as a testbed for research into
reinforcement learning, planning, and opponent/teammate
modeling.
      </p>
      <p>
        RoboCup Soccer
        <xref ref-type="bibr" rid="ref23">(Nardi et al. 2014)</xref>
        is a similar
competition that has been running since 1997. There, eleven agents
per side play soccer. Key differences between Pommerman
and RoboCup Soccer are:
1. Pommerman includes an explicit communication channel.
      </p>
      <p>This changes the dynamics of the game and adds new
research avenues.
2. Pommerman strips away the sensor input, which means
that the game is less apt for robotics but more apt for
studying other aspects of AI, games, and strategy.
3. Pommerman uses low dimensional, discrete control and
input representations instead of continuous ones. We
believe this makes it easier to focus on the high level
strategic aspects rather than low level mechanics.
4. In team variants, the default Pommerman setup has only
two agents per side, which makes it more amenable to
burgeoning fields like emergent communication which
encounter training difficulties with larger numbers of agents.
5. Pommerman’s FFA variant promotes research that does
not reduce to a 1v1 game, which means that a lot of the
theory underlying such games (like RoboCup Soccer) is
not applicable.</p>
      <p>The second, third, and fourth differences above are a
positive or negative trade-off depending on one’s research goals.</p>
      <p>
        Another, more recent, benchmark is Half-Field Offense
        <xref ref-type="bibr" rid="ref14">(Hausknecht et al. 2016)</xref>
        , a modification of RoboCup that
reduces the complexity and focuses on decision-making in
a simplified subtask. However, unlike the FFA scenario in
Pommerman, Half-Field Offense is limited to being a
zerosum game between two teams.
      </p>
      <p>In general, the communities that we want to attract to
benchmark their algorithms have not gravitated towards
RoboCup but instead have relied on a large number of
oneoff toy tasks. This is especially true for multi-agent Deep
RL. We think that the reasons for that could be among the
five above. Consequently, Pommerman has the potential to
unite these communities, especially when considering that
future versions can be expanded to more than four agents.</p>
    </sec>
    <sec id="sec-2">
      <title>High Quality Benchmark</title>
      <p>
        There are attributes that are common to the best benchmarks
beyond satisfying the community’s research direction. These
include having mechanics and gameplay that are intuitive for
humans, being fun to play and watch, being easy to integrate
into common research setups, and having a learning problem
that is not too difficult for the current state of method
development. Most games violate at least one of these. For
example, the popular game Defense of the Ancients
        <xref ref-type="bibr" rid="ref26">(OpenAI
2018)</xref>
        is intuitive and fun, but extremely difficult to integrate.
On the other hand, the card game Bridge is easy to integrate,
but it is not intuitive; the gameplay and mechanics are slow
to learn and there is a steep learning curve to understanding
strategy.
      </p>
      <p>Pommerman satisfies these requirements. People have no
trouble understanding basic strategy and mechanics. It is fun
to play and to watch, having been developed by Nintendo
for two decades. Additionally, we have purposefully made
the state input based not on pixel observations but rather on
a symbolic interpretation so that it does not require large
amounts of compute to build learning agents.</p>
      <p>Research game competitions disappear for two reasons
- either the administrators stop running it or participants
stop submitting entrants. This can be due to the game
being ‘solved’, but it could also be because the game just was
not enjoyable or accessible enough. We view Pommerman
as having a long life ahead of it. Beyond the surface
hyperparameters like board size and number of walls, early forays
suggest that there are many aspects of the game that can be
modified to create a rich and long lasting research challenge
and competition venue. These include partial observability
of the board, playing with random teammates,
communication among the agents, adding power-ups, and learning to
play with human players.</p>
      <p>These potential extensions, and the fact that N-player
learning by itself has few mathematical guarantees, suggest
that Pommerman will be a challenging and fruitful testbed
for years to come.</p>
      <p>
        There are, however, limitations to this environment. One
difficulty is that a local optimum arises where the agent
avoids exploding itself by learning to never use the bomb
action. In the long term, this is ineffective because the agent
needs to use the bomb to destroy other agents. Players have
successfully solved this challenge
        <xref ref-type="bibr" rid="ref27 ref28 ref31">(Resnick et al. 2018a)</xref>
        , but
it is an aspect of basic gameplay that has to be handled in
order for the multi-agent research benefits to become
apparent.
      </p>
      <sec id="sec-2-1">
        <title>Description</title>
        <p>
          In this section, we give details of the Pommerman
environment. Note that all of the code to run the game and train
agents can be found in our git repository
          <xref ref-type="bibr" rid="ref27 ref28 ref31">(Resnick et al.
2018b)</xref>
          , while our website (pommerman.com) contains
further information on how to submit agents.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Game Information</title>
      <p>As previously mentioned, Pommerman is stylistically
similar to Bomberman. Every battle starts on a randomly
drawn symmetric 11x11 grid (‘board’) with four agents, one
in each corner. Teammates start on opposite corners.</p>
      <p>In team variants, the game ends when both players on one
team have been destroyed. In FFA, it ends when at most one
agent remains alive. The winning team is the one who has
remaining members. Ties can happen when the game does
not end before the max steps or if the last agents are
destroyed on the same turn. If this happens in competitions,
we will rerun the game. If it reoccurs, then we will rerun the
game with collapsing walls until there is a winner. This is a
variant where, after a fixed number of steps, the game board
becomes smaller according to a specified cadence. We have
a working example in the repository.</p>
      <p>Besides the agents, the board consists of wooden and rigid
walls. We guarantee that the agents will have an accessible
path to each other. Initially, this path is occluded by wooden
walls. See Figure 1 for a visual reference.</p>
      <p>Rigid walls are indestructible and impassable. Wooden
walls can be destroyed by bombs. Until they are destroyed,
they are impassable. After they are destroyed, they become
either a passage or a power-up.</p>
      <p>On every turn, agents choose from one of six actions:</p>
      <sec id="sec-3-1">
        <title>1. Stop: This action is a pass.</title>
      </sec>
      <sec id="sec-3-2">
        <title>2. Up: Move up on the board.</title>
      </sec>
      <sec id="sec-3-3">
        <title>3. Left: Move left on the board.</title>
      </sec>
      <sec id="sec-3-4">
        <title>4. Down: Move down on the board.</title>
      </sec>
      <sec id="sec-3-5">
        <title>5. Right: Move right on the board.</title>
      </sec>
      <sec id="sec-3-6">
        <title>6. Bomb: Lay a bomb.</title>
        <p>Additionally, if this is a communicative scenario, then the
agent emits a message every turn consisting of two words
from a dictionary of size eight. These words are passed to its
teammate in the next step as part of the observation. In total,
the agent receives the following observation each turn:
Board: 121 Ints. The flattened board. In partially observed
variants, all squares outside of the 5x5 purview around the
agent’s position will be covered with the value for fog (5).
Position: 2 Ints, each in [0, 10]. The agent’s (x, y) position
in the grid.</p>
      </sec>
      <sec id="sec-3-7">
        <title>Ammo: 1 Int. The agent’s current ammo.</title>
        <p>Blast Strength: 1 Int. The agent’s current blast strength.
Can Kick: 1 Int, 0 or 1. Whether the agent can kick or not.
Teammate: 1 Int in [-1, 3]. Which agent is this agent’s
teammate. In non-team variants, this is -1.</p>
        <p>Enemies: 3 Ints in [-1, 3]. Which agents are this agent’s
enemies. In team variants, the third int is -1.</p>
        <p>Bomb Blast Strength: List of Ints. The bomb blast
strengths for each of the bombs in the agent’s purview.
Bomb Life: List of Ints. The remaining life for each of the
bombs in the agent’s purview.</p>
        <p>Message: 2 Ints in [0, 8]. The message being relayed from
the teammate. Both Ints are zero only when a teammate is
dead or if it is the first step. This field is not included for
non-cheap talk variants.</p>
        <p>The agent starts with one bomb (‘ammo’). Every time it
lays a bomb, its ammo decreases by one. After that bomb
explodes, its ammo will increase by one. The agent also has a
blast strength that starts at two. Every bomb it lays is
imbued with the current blast strength, which is how far in
the vertical and horizontal directions that bomb will effect.
A bomb has a life of ten time steps. Upon expiration, the
bomb explodes and any wooden walls, agents, power-ups or
other bombs within reach of its blast strength are destroyed.
Bombs destroyed in this manner chain their explosions.</p>
        <p>Power-Ups: Half of the wooden walls have hidden
powerups that are revealed when the wall is destroyed. These are:
Extra Bomb: Picking this up increases the agent’s ammo
by one.</p>
        <p>Increase Range: Picking this up increases the agent’s blast
strength by one.</p>
        <p>Can Kick: Picking this up permanently allows an agent to
kick bombs by moving into them. The bombs travel in the
direction that the agent was moving at one unit per time
step until they are impeded either by a player, a bomb, or
a wall.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Early results</title>
      <p>The environment has been public since late February and
the competitions were first announced in late March. In
that time, we have seen a strong community gather around
the game, with more than 500 people in the Discord
server (https://discord.gg/mtW7kp) and more than half of
the repository commits from open source contributors.</p>
      <p>
        There have also been multiple published papers using
Pommerman (Resnick et al.
        <xref ref-type="bibr" rid="ref16">2018a; Zhou et al. 2018</xref>
        ). These
demonstrate that the environment is challenging and we do
not yet know what are the optimal solutions in any of the
variants. In particular, the agents in
        <xref ref-type="bibr" rid="ref27 ref28 ref31">(Resnick et al. 2018a)</xref>
        discover a novel way of playing where they treat the bombs
as projectiles by laying, then kicking them at opponents.
This is a strategy that not even novice humans attempt, yet
the agents use it to achieve a high success rate.
      </p>
      <p>
        Preliminary analysis suggests that the game can be very
challenging for reinforcement learning algorithms out of
the box. Without a very large batch size and a shaped
reward
        <xref ref-type="bibr" rid="ref24">(Ng, Harada, and Russell 1999)</xref>
        , neither of Deep
QLearning
        <xref ref-type="bibr" rid="ref19">(Mnih et al. 2013)</xref>
        nor Proximal Policy
Optimization
        <xref ref-type="bibr" rid="ref33">(Schulman et al. 2017)</xref>
        learned to successfully play the
game against the default learning agent (‘SimpleAgent’).
One reason for this is because the game has a (previously
mentioned) unique feature in that the bomb action is highly
correlated with losing but must be wielded effectively to
win.
      </p>
      <p>
        We also tested the effectiveness of DAgger
        <xref ref-type="bibr" rid="ref7">(Daume´,
Langford, and Marcu 2009)</xref>
        in bootstrapping agents to match
the SimpleAgent. We found that, while somewhat sensitive
to hyperparameter choices, it was nonetheless effective at
yielding agents that could play at or above the FFA win rate
of a single SimpleAgent ( 20%). This is less than chance
because four simple agents will draw a large percentage of
the time.
      </p>
      <sec id="sec-4-1">
        <title>Competitions</title>
        <p>In this section, we describe the Pommerman competitions.
This includes both the upcoming NIPS 2018 event and the
FFA competition that we already ran.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>FFA competition</title>
      <p>We ran a preliminary competition on June 3rd, 2018. We did
not advertise this widely other than within our Discord
social group (https://discord.gg/mtW7kp), nor did we have any
prizes for it. Even so, we had a turnout of eight competitors
who submitted working agents by the May 31st deadline.</p>
      <p>
        The competition environment was the FFA variant
        <xref ref-type="bibr" rid="ref27 ref28 ref31">(Resnick et al. 2018c)</xref>
        where four agents enter, all of whom
are opponents. The top two agents were submitted by Go¨ro¨g
Mrton and a team led by Yichen Gong, with the latter being
the strongest.
      </p>
      <p>
        Go¨ro¨g’s agent improved upon the repository’s baseline
agent through a number of edits. On the other hand, Yichen’s
agent was a redesign implementing a Finite State Machine
Tree-Search approach
        <xref ref-type="bibr" rid="ref40">(Zhou et al. 2018)</xref>
        . They respectively
won 8 and 22 of their 35 matches (with a number of the
remaining being ties).
      </p>
    </sec>
    <sec id="sec-6">
      <title>NIPS Competition</title>
      <p>The NIPS competition will be held live at NIPS 2018 and
competitors are required to submit a team of two agents by
November 21st, 2018. The featured environment will be the
partially observable team variant without communication.
Otherwise, we will be reusing the machinery that we
developed to run the FFA competition.</p>
    </sec>
    <sec id="sec-7">
      <title>Submitting Agents</title>
      <p>
        We run the competitions using Docker and expect
submissions to be accompanied by a Docker file that we can
build on the game servers. For FFA competitions, this
entails submitting a (possibly private) repository having one
Docker file representing the agent. For team competitions,
this means the submission should have two Docker files to
represent the two agents. Instructions and an example for
building Docker containers from trained agents can be found
in our repository
        <xref ref-type="bibr" rid="ref27 ref28 ref31">(Resnick et al. 2018b)</xref>
        .
      </p>
      <p>The agents should follow the prescribed convention
specified in our example code and expose an ‘act’ endpoint that
accepts the dictionary of observations. Because we are
using Docker containers and http requests, we do not have any
requirements for programming language or framework.</p>
      <p>The expected response from the agent will be a single
integer in [0, 5] representing which of the six actions that agent
would like to take. In variants with messages, we also expect
two more integers in [1, 8] representing the message. If an
agent does not respond in an appropriate time limit for our
competition constraints (100ms), then we will automatically
issue them the Stop action and, if appropriate, have them
send out the message (0, 0). This timeout is an aspect of the
competition and not native to the game itself.</p>
      <sec id="sec-7-1">
        <title>Conclusion</title>
        <p>In this paper, we have introduced the Pommerman
environment, detailed why it is a strong setup for multi-agent
research, and described early results and competitions.</p>
        <p>All of the code is readily available at our git
repository (github.com/MultiAgentLearning/playground) and
further information about competitions, including NIPS 2018,
on our website (pommerman.com).</p>
      </sec>
      <sec id="sec-7-2">
        <title>Acknowledgments</title>
        <p>We are especially grateful to Roberta Raileanu, Sanyam
Kapoor, Lucas Beyer, Stephan Uphoff, and the whole
Pommerman Discord community for their contributions, as well
as Jane Street, Facebook AI Research, Google Cloud, and
NVidia Research for their sponsorship.
S. T., eds., Advances in Neural Information Processing
Systems 20. Curran Associates, Inc. 1729–1736.</p>
      </sec>
    </sec>
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