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Multi-Agent Semi-Markov Decision Process (MSMDP)

Updated 30 January 2026
  • MSMDP is a formal framework for modeling trajectory-level decision-making among agents using temporally extended macro-actions.
  • It integrates hierarchical reinforcement learning with mean-field actor-critic methods to enable scalable strategy selection in complex environments like robotic soccer.
  • The framework employs high-level and low-level policies to optimize team rewards through spatial awareness and temporal abstraction, promoting advanced cooperation.

A Multi-Agent Semi-Markov Decision Process (MSMDP) is a formal framework for modeling trajectory-level decision-making among multiple agents where macro-actions (options) are temporally extended. In the hierarchical reinforcement learning (HRL) architecture proposed by Taourirte & Mia (2024), the MSMDP captures high-level strategy selection for teams of homogeneous agents, specifically applied to robotic soccer in adversarial, real-time, multi-agent virtual environments (Taourirte et al., 2 Dec 2025).

1. Mathematical Formulation of MSMDP

The MSMDP is structured as a tuple (S,{On}n=1N,P(0),R(0),γ)(S, \{O^n\}_{n=1}^N, P^{(0)}, R^{(0)}, \gamma), defining the joint state, options, transition kernel, reward function, and discount factor. At each high-level decision index ii, the global state siTs_i^T aggregates agents' and ball attributes:

  • PRN×2P \in \mathbb{R}^{N \times 2}: Teammates' (x,y)(x, y) positions
  • PgoalR2P_{\text{goal}} \in \mathbb{R}^2: Ball position
  • ifc{0,1}Nif_c \in \{0,1\}^N: Indicator vector for ball control per agent
  • PoppoRN×2P^{oppo} \in \mathbb{R}^{N \times 2}: Opponents’ positions

Each agent nn selects a high-level option from On={oknk=1...8}O^n = \{o^n_k \mid k=1...8\}, corresponding to eight coarse trajectory directions over the next ii0 low-level steps. Each option ii1 is defined by a triple ii2:

  • Initiation set ii3 (all states permit any directional option)
  • Intra-option policy ii4, implemented via PPO at the low level
  • Termination ii5 (fixed ii6 step duration)

The semi-Markov kernel is ii7 with ii8 determined after ii9 steps of low-level interaction, reflecting the options' temporal extension.

2. High-Level Reward Design

The high-level reward siTs_i^T0 aggregates instantaneous low-level team rewards siTs_i^T1 accrued over siTs_i^T2 steps for each option:

siTs_i^T3

Where:

  • siTs_i^T4
  • siTs_i^T5, siTs_i^T6 being robot-to-ball distance
  • siTs_i^T7, siTs_i^T8 denoting non-holder’s distance to opponent goal, siTs_i^T9 the neighborhood of agent PRN×2P \in \mathbb{R}^{N \times 2}0

Hence, for an option PRN×2P \in \mathbb{R}^{N \times 2}1 taken at state PRN×2P \in \mathbb{R}^{N \times 2}2 and ending at PRN×2P \in \mathbb{R}^{N \times 2}3,

PRN×2P \in \mathbb{R}^{N \times 2}4

This design incentivizes scoring, ball proximity, and control, with explicit spatial awareness embedded.

3. Value Functions and Hierarchical Policy Objective

Let PRN×2P \in \mathbb{R}^{N \times 2}5 denote the high-level stochastic policy over options. The HRL scheme aims to maximize the expected discounted sum of rewards every PRN×2P \in \mathbb{R}^{N \times 2}6 high-level steps:

PRN×2P \in \mathbb{R}^{N \times 2}7

This is equivalently expressed in low-level timesteps:

PRN×2P \in \mathbb{R}^{N \times 2}8

Bellman equations for SMDP option and state value functions are:

PRN×2P \in \mathbb{R}^{N \times 2}9

(x,y)(x, y)0

These express the modular temporal abstraction underpinning high-level policy learning.

4. Mean-Field Actor-Critic Integration for Scalability

To scale the architecture for large (x,y)(x, y)1, agent (x,y)(x, y)2 approximates the collective impact of peers via the mean option (x,y)(x, y)3. This simplifies multi-agent interactions to agent-vs-population averages and permits stable learning as shown in robotic soccer experiments (Taourirte et al., 2 Dec 2025).

The high-level mean-field Q-update:

(x,y)(x, y)4

where

(x,y)(x, y)5

The mean-field policy gradient update:

(x,y)(x, y)6

Concurrently, PPO optimizes each intra-option policy (x,y)(x, y)7 at the low level.

5. Learning and Execution Procedure

Training and execution of the MSMDP follows a hierarchical protocol. Each episode begins with environment reset and state observation. For each high-level time index (x,y)(x, y)8, all agents sample options conditioned on both state and neighborhood mean. These options execute for (x,y)(x, y)9 steps, during which low-level actions are decided via PPO, and cumulative team reward is collected.

After execution, agents update high-level value and policy parameters:

  • High-level TD error:

PgoalR2P_{\text{goal}} \in \mathbb{R}^20

  • Critic gradient:

PgoalR2P_{\text{goal}} \in \mathbb{R}^21

  • Actor gradient:

PgoalR2P_{\text{goal}} \in \mathbb{R}^22

  • Mean-field Q-table (or network) update:

PgoalR2P_{\text{goal}} \in \mathbb{R}^23

The algorithm cycles through episodes, yielding performance metrics superior to non-hierarchical MARL and non-mean-field approaches (e.g., 5.93 avg. goals, 89.1% ball control, 92.3% passing accuracy in 4v4 Webots simulations).

6. Significance in Multi-Agent Reinforcement Learning

The MSMDP architecture directly addresses the curse of dimensionality in multi-agent RL, supports multi-granular temporal abstraction (macro-strategy vs. micro-execution), and is validated in adversarial stochastic domains. The mean-field actor-critic module provides a scalable trajectory planning solution, enabling robust cooperation and strategic behavior amongst many agents. A plausible implication is that this MSMDP-HRL paradigm generalizes to other domains characterized by frequent interaction, real-time constraints, and large homogeneous cohorts.

7. Summary Table: MSMDP Components (as formulated by Taourirte & Mia, 2024)

Component Symbol/Structure Description
Joint State Space PgoalR2P_{\text{goal}} \in \mathbb{R}^24 Concatenated agent, ball, and opponent data
Option Set PgoalR2P_{\text{goal}} \in \mathbb{R}^25 Eight spatial directions per agent
Option Definition PgoalR2P_{\text{goal}} \in \mathbb{R}^26 Initiation, intra-option PPO, fixed duration
High-Level Reward PgoalR2P_{\text{goal}} \in \mathbb{R}^27 Sum of low-level team rewards over PgoalR2P_{\text{goal}} \in \mathbb{R}^28 steps
Mean-Field Update PgoalR2P_{\text{goal}} \in \mathbb{R}^29 Aggregated population impact in TD learning

All components are instantiated to facilitate hierarchical, mean-field multi-agent RL as validated in robotic soccer simulation research (Taourirte et al., 2 Dec 2025).

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