This review uses Markov games and their decentralized, partially observed variants as the mathematical frame, groups the multi-agent reinforcement learning literature into three lineages—agents learning in isolation, methods that factor a team value into per-agent pieces (VDN, QMIX and their descendants), and actor-critic schemes trained against a critic with global knowledge (MADDPG, COMA, MAPPO)—discusses the obstacles that distinguish MARL from its single-agent counterpart, namely a moving-target learning problem, dividing a shared reward among team members, limited local views, and growth of the joint action space, explains why training with global information but acting on local information has become the standard design, reviews uses in real-time strategy games, robot teams, automate
This review uses Markov games and their decentralized, partially observed variants as the mathematical frame, groups the multi-agent reinforcement learning literature into three lineages—agents learning in isolation, methods that factor a team value into per-agent pieces (VDN, QMIX and their descendants), and actor-critic schemes trained against a critic with global knowledge (MADDPG, COMA, MAPPO)—discusses the obstacles that distinguish MARL from its single-agent counterpart, namely a moving-target learning problem, dividing a shared reward among team members, limited local views, and growth of the joint action space, explains why training with global information but acting on local information has become the standard design, reviews uses in real-time strategy games, robot teams, automate