Heterogeneous Hierarchical Multi-Agent Reinforcement Learning for Air Combat Maneuvering, the implementation of the method proposed in this paper.
We use low-level policies for either fight or escape maneuvers. These will be first trained, then employed in the high-level hierarchy as part of environment.
- ray["rllib"] == 2.4.0
- torch >= 2.0.0
- numpy == 1.24.3
- gymnasium == 0.26.3
- tensorboard == 2.13.0
- pycairo == 1.23.0
- cartopy >= 0.21.0
- geographiclib == 2.0
- tqdm
Run train_hetero.py
for heterogeneous agents training in low-level mode and train_hier.py
to train the high-level policy (commander). The low-level policies must be pre-trained and stored in order to start training of the commander policy. At this stage, low-level policy training is configured for 2vs2 and high-level policy training for 3vs3. The reason for this is the structure of Ray for setting up Centralized Critics.
Most important arguments to set are:
agent_mode
is either "fight" or "escape"level
from 1 to 5 (only for low-level)rew_scale
to scale rewards. Default 1.glob_frac
is a float number for reward sharing between agents. Default 0.restore
either True or False, to restore traininglog_name
to define the experiment namegpu
either 0 or 1, to use gpu or not. Default 0.num_workers
is number of parallel samplers (threads). Default 4.epochs
number of training epochs. Default 10'000.batch_size
to adjust PPO training batch size. Default 2000.eval
either True or False, for having evaluations stored as images. Default True.render
either True or False, to visualize the current combat scenario. It stores iteratively the current combat situation as .png filemap_size
is a float that will be mapped as -> x*100 = x[km], e.g. 0.3 -> 30 km per axis.friendly_kill
to consider friendly kill or not. Default True.friendly_punish
if both agents to punish if friendly kill occurred. Default True.
- Training is done in levels (1-5) for low-level policies. After completion of training in a level, you have to manually start the next level training and restore the algorithm by setting
restore=True
. - The algorithm and the evaluation/rendering images will be stored in
results/levelX_{fight/escape}
. - When
agent_mode
is set to "escape",level=3
is set to train against scripted opponents directly. - High-level policy is not trained in curriculum fashion.
Levels 4 and 5 use the previously learned policies (fictitious self-play). Ray seems inconsistent when calling its method Policy.compute_single_action()
. Therefore, the learned policies will be stored in folder policies
from level 3 onwards. The actions will then be computed manually inside the method _policy_actions()
.
Change N_OPPS_HL
in env_hier.py
, train_hier.py
and ac_models_hier.py
to change detected opponents. E.g. setting N_OPPS_HL=3
allows the Commander to detect 3 opponents for an agent and can select one of these three to attack.
Ray allows training on GPU but during several experiments, the performance was worse compared to CPU. Reason still unknown. This might improve in future versions. In our case, GPU was an RTX 3080Ti and CPU i9-13900H.
HHMARL 3D is on its way with more advanced rendering ...