Open and real-world human-AI coordination by heterogeneous training with communication

Cong GUAN, Ke XUE, Chunpeng FAN, Feng CHEN, Lichao ZHANG, Lei YUAN, Chao QIAN, Yang YU

Front. Comput. Sci. ›› 2025, Vol. 19 ›› Issue (4) : 194314.

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Front. Comput. Sci. ›› 2025, Vol. 19 ›› Issue (4) : 194314. DOI: 10.1007/s11704-024-3797-6
Artificial Intelligence
RESEARCH ARTICLE

Open and real-world human-AI coordination by heterogeneous training with communication

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Abstract

Human-AI coordination aims to develop AI agents capable of effectively coordinating with human partners, making it a crucial aspect of cooperative multi-agent reinforcement learning (MARL). Achieving satisfying performance of AI agents poses a long-standing challenge. Recently, ah-hoc teamwork and zero-shot coordination have shown promising advancements in open-world settings, requiring agents to coordinate efficiently with a range of unseen human partners. However, these methods usually assume an overly idealistic scenario by assuming homogeneity between the agent and the partner, which deviates from real-world conditions. To facilitate the practical deployment and application of human-AI coordination in open and real-world environments, we propose the first benchmark for open and real-world human-AI coordination (ORC) called ORCBench. ORCBench includes widely used human-AI coordination environments. Notably, within the context of real-world scenarios, ORCBench considers heterogeneity between AI agents and partners, encompassing variations in capabilities and observations, which aligns more closely with real-world applications. Furthermore, we introduce a framework known as Heterogeneous training with Communication (HeteC) for ORC. HeteC builds upon a heterogeneous training framework and enhances partner population diversity by using mixed partner training and frozen historical partners. Additionally, HeteC incorporates a communication module that enables human partners to communicate with AI agents, mitigating the adverse effects of partially observable environments. Through a series of experiments, we demonstrate the effectiveness of HeteC in improving coordination performance. Our contribution serves as an initial but important step towards addressing the challenges of ORC.

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Keywords

human-AI coordination / multi-agent reinforcement learning / communication / open-environment coordination / real-world coordination

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Cong GUAN, Ke XUE, Chunpeng FAN, Feng CHEN, Lichao ZHANG, Lei YUAN, Chao QIAN, Yang YU. Open and real-world human-AI coordination by heterogeneous training with communication. Front. Comput. Sci., 2025, 19(4): 194314 https://doi.org/10.1007/s11704-024-3797-6

1 Introduction

Developing Artificial Intelligence (AI) agents that can coordinate with human partners (i.e., Human-AI Coordination, HAC) is a longstanding challenge [1,2]. Cooperative multi-agent reinforcement learning (MARL) [35] has been seen as a promising solution to many multi-agent decision-making problems. Current state-of-the-art MARL methods can build highly competent agents in cooperative environments [610]. However, those agents are often over-fitted to their training partners and cannot coordinate with unseen agents effectively [1113], which is a fundamental challenge when applied to HAC [2]. Besides, an increasing number of practical tasks, particularly those involving open-world scenarios where important factors are subject to change, are emerging [1417]. In such a setting, a trained HAC agent is expected to coordinate effectively with novel human partners who were not encountered during its training.
To tackle this challenge, recent works, e.g., ad-hoc teamwork (AHT) [18] and zero-shot coordination (ZSC) [11], have proposed some promising solutions [19]. One key insight of these methods is to expose the agent to diverse partners during the training process. A typical approach is two-stage [2024], which first develops a diverse policy pool consisting of multiple partners, possibly covering various types of unseen partners. Then, an adaptive agent policy is trained against this policy pool. These approaches have achieved visible success, representing an important step toward addressing the challenges of open-world HAC.
However, the current work is primarily based on idealized assumptions and pays little attention to real-world challenges. Humans and AI agents in many real-world tasks are naturally heterogeneous [25,26]. That is, agents and partners have different observations and capabilities (including advantages, i.e., the efficiency of doing something, and abilities, i.e., the ability to do something). For example, the observations of AI agents are limited (e.g., due to damaged sensors) compared with human partners (which can actively obtain more useful information) in many scenarios, making it difficult for them to successfully complete tasks solely based on their own observations thus hard to coordinate effectively with human partners. Thus, taking the heterogeneous nature of humans and agents into consideration when training AI agents is necessary to accomplish open and real-world HAC (ORC) tasks. However, there are only a few preliminary attempts considering the heterogeneous setting (e.g., MAZE [27]). Besides, to the best of our knowledge, there is no work that simultaneously considers the heterogeneity in observations and capabilities of both AI agents and human partners, which is, however, a widespread and important problem in real-world applications. Training AI agents with open and real coordination abilities is still a challenging problem [28,29].
In this paper, we first formulate the problem of open-world coordination and real-world coordination, respectively. Then, we propose an Open and Real-world Coordination Benchmark (ORCBench) for this important but challenging task for the importance of the targeted benchmarks for HAC [30]. ORCBench includes popular environments that are commonly used in recent works. ORCBench not only considers the open challenge, i.e., different unseen partners with different unknown levels, but also the real challenge, i.e., agents and partners are heterogeneous, from the observation to the capability. Furthermore, we propose a basic framework, heterogeneous training with communication (HeteC), for solving the ORC problem. HeteC is built upon a heterogeneous coordination training framework and enhances partner diversity through mixed partner training and frozen archive. Additionally, HeteC introduces a communication module to facilitate coordination between human partners and AI agents in situations where there is limited information. As a versatile framework, HeteC can be applied to solve the ORC problem, and other related works in the field, such as ZSC and communication techniques, can be easily integrated into HeteC to further improve its effectiveness.
To validate the effectiveness of HeteC, we conducted experiments on ORCBench and compared it with existing methods [2023,27]. Firstly, we demonstrate that the ORC environment poses challenges for the state-of-the-art HAC methods. Next, we evaluate the effectiveness of our proposed method on different layouts and with various masks (i.e., different limited observation spaces of agents). Our contributions are three-fold:
1. We formulate the ORC problem, and our aim is to train an agent that can effectively coordinate with unseen and heterogeneous human partners in this setting.
2. We introduce ORCBench, a benchmark specifically designed for open real-world human-AI coordination. ORCBench includes various environments and algorithms, where the agent and human partner have different abilities.
3. We present an efficient algorithm, HeteC, for solving ORC problems. Experimental results across different environments in ORCBench demonstrate the superior performance of HeteC. Moreover, our ablation studies confirm the effectiveness of each module in HeteC. The proposed ORCBench and HeteC serve as an initial but important step towards addressing the challenges of ORC, and we hope it could attract people’s attention to this setting.

2 Related work

2.1 Multi-agent reinforcement learning

MARL Many real-world problems involve multiple interacting agents, which can be typically formalized as a Multi-Agent Reinforcement Learning (MARL) problem [31,32]. Moreover, when these agents share a common objective, it falls under the category of cooperative MARL [5]. Cooperative MARL necessitates agent coordination, and it has witnessed significant progress across diverse domains, such as path-finding [33], active voltage control [34], and dynamic algorithm configuration [35]. The previous classic methods can mainly be categorized into two groups: one is policy-based methods such as MADDPG [6] and MAPPO [9], and the other is value-based methods like VDN [7] and QMIX [8]. Recently, some works that utilize transformer architecture [36] explores new approaches to address cooperative MARL problems, demonstrating remarkable coordination abilities across a wide range of tasks, including the StarCraft Multi-Agent Challenge (SMAC) [37], the Hanabi challenge [38] and Google Research Football (GRF) [9]. In addition to these mentioned works considering general settings, some other more specific problem settings have been proposed to further advance the investigation of cooperative MARL, such as efficient communication [39], offline policy deployment [40], model learning in MARL [41], and policy robustness in the presence of perturbations [42,43].
Communication in MARL Communication is essential in MARL because it can allow agents to share their information (e.g., observations, experiences) with other partners to enhance coordination [39], which can significantly mitigate the challenges posed by partial observability inherent in the environment. Existing research on multi-agent communication primarily attempts to learn effective communication protocols from the following three aspects [39]: when to communicate, what to communicate, and whom to communicate with. Early related works consider simply broadcasting messages at each timestep to promote team coordination and adopt an end-to-end training scheme to generate useful messages [44,45]. Later on, some works employ techniques like gate mechanisms [46,47] to determine whom to communicate with, thus reducing the communication cost. MAIC [48] and some other works [49,50] answer the question of what to communicate by utilizing techniques like teammate modeling to generate more succinct and efficient messages. Besides, when receiving multiple messages, a few works [51,52] propose to adopt an attention mechanism to extract the most valuable part for decision-making. In terms of when to communicate, VBC [49] and TMC [50] utilize a fixed threshold to control the timing of communication. Furthermore, some works about MARL communication focus on offline setting [53], communication robustness for policy deployment [54,55], etc.

2.2 Human-AI coordination

Human-AI Coordination (HAC) considers training AI agents that can effectively coordinate with humans [12], which is particularly important for many real-world applications, such as self-driving vehicles [56] and assistant robots [57]. Thus, studying this problem could potentially make our ultimate goal of building AI systems that can assist humans and augment our capabilities [58,59] and finally enhance the productivity in human society.
Recently, some research has focused on open-world HAC [17], which requires agents to collaborate with unseen partners. Ad-hoc teamwork [18,19] assumes that there is a given population of teams and trains agents to do well when substituted in as one of the members of these teams. The Zero-Shot Coordination (ZSC) task aims to train agents (representing AI) that can coordinate well with novel partners (representing humans). The ZSC problem does not assume that a population of teams is provided but needs to train a population by the ZSC algorithm itself [11,60], thus to expect the trained coordination policy is compatible with unseen partners [61].
Current ZSC methods tend to assume that human partners and agents are homogeneous, which is, however, not aligned with the complexities of many real-world scenarios. Recently, some works have made initial explorations into the aspect of heterogeneous coordination. For example, Hidden-Utility Self-Play (HSP) [23] assumes humans are not reasonable but instead biased, and explicitly models the human biases as hidden reward functions. MAZE [27] considers the heterogeneity of the task and coevolves two populations of agents and partners respectively.
However, there exist other real-world challenges that have been overlooked. For instance, agents may face constraints in their observational capabilities and frequently observe within a distinct context compared to human partners. Nevertheless, much of the existing research operates under the assumption that agents and humans possess equal levels of observance [20,21,23,62], which is overly idealistic and inconsistent with the real-world scenarios.

3 Problem formulation

In this section, we introduce the problem formulation of open and real-world human-AI coordination (ORC). We first give the basic definition of HAC. Then, we introduce the open-world HAC and real-world HAC in Section 3.1 and Section 3.2, respectively. Finally, we introduce our ORCBench, the first benchmark for ORC in Section 3.3.
A general formulation for fully cooperative MARL is Decentralized Partially Observable Markov Decision Process (Dec-POMDP) [63,64], which is denoted as a tuple I,S,A,P,Ω,O,R,γ, where I={1,,N} indicates the set of N controlled agents, S is the state space, A=A1××AN is the action space, P:S×AS is the transition function, R:S×AR is a shared global reward function, and γ[0,1) is the discount factor. At each time-step, each agent i observes a local observation oiΩ, which is a projection of the true state sS by the observation function oi=O(s,i). Each agent selects an action aiA to execute, and all individual actions form a joint action aAN which leads to the next state sP(s|s,a) and a shared reward r=R(s,a), the formal objective of the agents is to maximize the expected cumulative discounted reward E[t=0γtR(st,aat)].
In this work, we specifically model the human-AI coordination as Human-AI-Coordination Dec-POMDP (HAC-Dec-POMDP), denoted by I{A,H},S,A,P,Ω,O,R,γ, where I{A,H} indicates the set of NA+NH players, A={1,,NA} and H={1,,NH} denote the AI and human set, respectively. Besides, agent and human have their own observations and actions, and we denote their corresponding spaces with superscripts. We consider the scenario where there is one controlled agent in each set in this paper, i.e., NA=NH=1. When there are than one controlled agents in the agent and human sets, without loss of generality, we use πA:SAA and πH:SAH to denote the joint policy of agent and human, respectively. Then, we can define the expected discounted return as J(πA,πH)=E[t=0γtR(st,at(A),at(H))], where at(A)πA(|st),at(H)πH(|st),st+1P(|st,{at(A),at(H)}). The goal is to specify πA and πH to achieve the highest J(πA,πH). Let ΠH denotes the unknown distribution of human policies. The final objective of HAC is to obtain the best AI agent policy πA with the goal of maximizing the expected return with the true partner distribution, i.e., πA= argmaxπAEπHΠH[J(πA,πH)].

3.1 Open-world coordination

Open-world human-AI coordination (OC) aims to obtain an agent that can coordinate well with unseen partners, which is a fundamental challenge in HAC and cooperative MARL. In our considered two-player setting, there are two roles for the human and the agent, denoted as 1 and 2, respectively, using superscripts. One simple approach for OC is Self-Play (SP) [65,66], with the following objective:
JSP(πA):=J(πA1,πA2)+J(πA2,πA1).
However, the SP agent is only paired with a copy of itself, making it hard to generalize well to novel partners [11,12]. Recent approaches for OC are exposing the agent to diverse partners during the training process [2022,27,67,68]. OC methods first construct a human partner population ΠH to approximate the true distribution ΠH. To achieve this, one successful technique is improving diversity in the human partner population [2022]. After obtaining the human partner population, OC methods train a best response agent to them and use it as the solution to OC.
To evaluate the different OC methods, Cross-play (XP) [11] metric is usually considered, i.e.,
JXP(πA,πH):=J(πA1,πH2)+J(πH1,πA2).
In the two-player cooperative task, the XP metric necessitates both the agent and the human to perform well in roles 1 and 2 simultaneously, which is, however, not realistic. In the real world, the roles and responsibilities of the agent and the human are often naturally different and fixed. In other words, the agent and the human are heterogeneous, and different policies should be employed to control different roles. In heterogeneous scenarios, conventional OC methods tend to be less efficient [27] because it is challenging or even impossible to train a diverse set of partners individually, but rather requires simultaneous and coordinated training of the agent and the partners. This challenge reflects the nature of real-world coordination, which we will discuss in Section 3.2.

3.2 Real-world coordination

We begin with two instances of real-world human-AI coordination (RC). In the factory production task, the robotic arm is capable of lifting heavy objects that human workers are unable to handle, while human workers can perform more flexible operations compared to the robotic arm. This highlights the distinct tasks performed by the agent and the human, stemming from their inherent heterogeneity. Furthermore, in many real-world scenarios, the agent and the human have distinct observation conditions due to differences in how they receive information. Humans possess superior information aggregation capabilities and have access to multiple channels for gathering information. It is essential for humans to transmit relevant and useful information to the agent in order to achieve better coordination.
Thus, RC has two significant features: 1) Due to the heterogeneous action space, human partners and AI agents should have natural and fixed roles. 2) Due to the heterogeneous observation space, they need to communicate with each other to mitigate the effects of partial observability. Therefore, in the formulation of RC, it is crucial not only to explicitly define the differing abilities of different roles but also to introduce communication mechanisms to enhance coordination capabilities.
As we discussed above, we assume that the agent and the human take on roles 1 and 2 respectively in real-world coordination tasks. Besides, the two players are usually heterogeneous, i.e., their observation space OA and OH, and action space AA and AH are different [26,27,69,70]. Then, we have the following ORC metric, which takes both open coordination and real coordination into account:
JORC(πA,πH):=J(πA1,πH2),
and the objective of ORC algorithms is to obtain the optimal agent policy πA=argmaxπAEπHΠH[JORC(πA,πH)]. When introducing a message set M to model the communication in RC, the HAC-Dec-POMDP can be transformed into a HAC-Dec-POMDP with Communication (Dec-POMDP-Comm) [63,64]. Specifically, an AI agent makes decision based on an individual communication policy πC(aiτi,mi), where τi represents the history (oi1,ai1,,oit1,ait1,oit), miM is the message generated by the human partner.
In our paper, we assume fixed roles where the agent serves as the recipient of information, while the human acts as the sender of information. This is a common scenario in the real world, where humans often possess a richer set of observational information compared to robots. By providing the necessary information to the robot, it is possible to achieve better coordination.

3.3 ORC benchmark

To facilitate further ORC research, we propose the first benchmark for ORC, i.e., ORCBench. In this section, we will first introduce the environments and interfaces. This includes how to make the environment open (unseen pre-trained partners) and how to make the environment real (heterogeneous agents and partners). Besides, ORCBench can also be used to assess the performance of communication algorithms in human-machine collaboration. Existing communication algorithms rarely assume that partners may change, and we hope that our provided benchmark can help researchers address this issue.
Environments Overcooked [12] is a two-player common-payoff coordination cooking environment, which is one of the most popular benchmarks in human-AI coordination [20,23,27,62,71,72]. As shown in Fig.1, two players are placed into a grid-world kitchen as chefs and tasked with delivering as many cooked dishes of onion soup as possible within a limited time budget. This task involves a series of sequential high-level actions to which both players can contribute: collecting onions, depositing them into cooking pots, letting the onions cook into soup, collecting a dish, getting the soup, and delivering it. Both players are rewarded equally when delivering a soup successfully. As shown in Fig.2, we include the following layouts with different degrees of heterogeneity in our benchmark:
Fig.1 Illustration of the Overcooked game

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Fig.2 Illustration of different layouts on Overcooked. (a) CR and H-CR; (b) AA; (c) AA-2; (d) FC

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● Crapped room (CR) is a simple and homogeneous layout, presenting a low-level coordination challenge.
● Heterogeneous-crapped room (H-CR) is modified from CR by constraining the skills of the agent and partner, forcing them to complete the task cooperatively. Specifically, player 1 can only collect onions, deposit them into cooking pots, but can not collect a dish, get the soup, or deliver the soup at the delivery location.
● The agent and partner in asymmetric advantages (AA) have the same skills but with different advantages.
● Asymmetric advantages-2 (AA-2) is modified from AA by making the different advantages more obvious. The distance between the onions and the cooking pots in AA-2 is longer compared to AA. Thus, player 1 will take more time to get the onions and deposit them into cooking pots.
● In Forced Coordination (FC), player 1 on the left can only collect and deliver the onions and dishes, while player 2 on the right is only to receive the onions, put them into the cooking pots, and then use the dish to deliver the soup. If they want to deliver the soup successfully, they have to collaborate with each other.
To further validate the effectiveness and scalability of the ORC method and enrich the ORCBench, we also design a environment named Emergency Rescue, which is a cooperative common-payoff grid-world based environment. As shown in Fig.3, human doctors and AI robots must effectively collaborate to search for and locate injured person in a forest for medical treatment. When a certain number of treatments are provided (i.e., when some humans or AI robots reach the vicinity of the injured person), it is considered a success, and both humans and agents will receive a high reward. Unlike Overcooked, Emergency Rescue allows for multiple agents, making it an appropriate environment to test the scalability of various ORC algorithms. Additionally, we consider different masks (i.e., scale of the sights) of the environments, where smaller sights bring more challenges for the coordination between humans and AI robots.
Fig.3 Illustration of the emergency rescue environment

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Observation
● The observations of agent and partners in Overcooked are a tensor with 10 channels. Specifically, the first five channels correspond to the basic information of the layout: the location of the pot, the location of the counter, the location of the onion, the location of the dish, the location for serving; the last five channels correspond to the useful information for better cooking: the quantity of onions in the pot, the cooking time for the onions, the location of the onion soup, the number of available dishes, and the number of available onions. We obtain different POMDP environments by masking some specific channels of the agent. A detailed observations information and the masks are provided in Tab.1.
● In Emergency Rescue, the observation sight of the AI robots is restricted due to limitations in sensor performance and energy consumption. However, humans have the advantage of carrying superior sensing devices, thereby enabling them to have a broader observation range.
Capabilities One significant differences between human and AI is the capability.
● In Overcooked, the capabilities of AI and humans are different on some layouts. For example, players in different rooms (i.e., left and right) of layout AA (Fig.2(b)) have different advantages. Player 1 on the left is good at collecting dishes and delivering the soup, while player 2 on the right is good at collecting onions and deposing them into cooking pots. If they can coordinate well, high scores can be achieved.
● In Emergency Rescue, human doctors have slower speed in the forest, whereas the AI robots (e.g., drones and quadruped robots) exhibit faster mobility. In the modeling of MDP (Markov Decision Process), the difference in action frequencies [73] between humans and AI robots can be considered. Specifically, in our experiment, AI robots are capable of taking three steps while humans are limited to taking only one step.
In ORCBench, in addition to the standard MARL APIs, we also provide the following interfaces to enhance user usability for environment heterogeneity. Note that the pre-trained partners and pre-trained communication modules are obtained after running our HeteC from scratch. They are seen as “pre-trained” from the perspective of the users of ORCBench.
Pre-trained partners To facilitate users in quickly testing their own ORC algorithms, we provide a series of pre-trained partners, which are categorized based on their performance levels, ranging from low (i.e., SP partners), medium (i.e., MEP partners) to high (i.e., MAZE partners).
Pre-trained communication modules Communication plays a crucial role in MARL, especially under the POMDP setting, leading to a better understanding of other agents and environmental information, thus better coordination abilities. To facilitate user convenience, we provide several pre-trained communication modules with different input information for each environment, which can be easily integrated into any existing ZSC algorithm.

4 Method

In this section, we introduce our method for open real-world coordination, Heterogeneous training with Communication (HeteC). We first introduce the general framework. Then, we introduce the detailed heterogeneous training framework and communication module in Section 4.1 and Section 4.2, respectively.
We consider the two-player ORC problem stated in Section 3, where the trained agent should coordinate well with the unseen partner, and the agent and partner are heterogeneous, i.e., they have different observations and capabilities in different environments. HeteC utilizes a heterogeneous training framework [27], which not only exposes the agent to diverse partners during the training process, but can improve the ability to coordinate with unseen partners [2022], i.e., handling open-world coordination challenge, but also can simultaneously train the agent population and partner population from scratch, handling the real-world coordination challenge. To further enhance partner diversity, HeteC adopts different approaches to update the partner, i.e., mixed partner training, and fixes some partners during the training process, i.e., frozen archive. Additionally, HeteC introduces a communication module to facilitate better coordination between human partners and AI agents in situations where there is an information disparity.
The detailed procedure of HeteC is presented in Algorithm 1. HeteC firstly randomly initializes two populations of agents and partners (line 1) and coevolves them by iterative pairing, updating, and selection (lines 3–13). In each generation, the agents and partners from the two populations are first paired to get the agent-partner pairs (lines 4–5). Then, each agent-partner pair interacts with the environment to collect their trajectories (line 7), which are used to update the agent and partner (line 8). In the selection process (lines 12–13), the updated agents directly form the agent population in the next generation, while the updated partners will be added to an archive, which contains diverse partners generated so far. The next partner population is generated by selecting diverse partners from the archive, A high-level workflow of HeteC is provided in Fig.4 for clarity.
Fig.4 Illustration of the high-level workflow of HeteC

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4.1 Heterogeneous training framework

One challenge of ORC is to train the agent can coordinate well with unseen heterogeneous human partners. To address this challenge, ORC utilizes a heterogeneous training framework from MAZE [27] based on evolutionary algorithms [74,75], which has shown its excellent performance when handling the heterogeneous challenges by maintaining two separate agent and partner populations and coevolve them. In the updating process, HeteC uses Jensen-Shannon Divergence (JSD) as the diversity term to enhance the objective function, which is similar to the approach in [20,27]. Then, HeteC updates agents and partners by MAPPO [9], and updates the agent population and partner archive following the approach in MAZE. In the selection process, HeteC uses clustering-based selection [76] to select a set of high-performance but diverse partners to form a subset of the next partner population. After finishing the training process, HeteC returns the AI agent by ensemble the agent population through majority voting, which selects the action voted by the most agents when given a state.
However, relying solely on update and selection mechanisms is insufficient to promote partner diversity. In the case of MAZE, it quickly converges during training, resulting in limited ability to collaborate with diverse partners and thus limiting its overall coordination abilities. In the following part, we will introduce the mechanisms in HeteC that are designed to further improve the performance.
Mixed partners training The key to achieving ORC is to provide a high-quality population of partners. Existing research has shown that different algorithms yield partners that can reach different implicit conventions and converge to different Nash equilibria in cooperative games. HeteC allows to use other methods to update the partners to enhance the diversity of partners. Specifically, before the regular updating by MAPPO, the partners will first use SP to update themselves, which can further increase the differences between them.
Frozen archive The heterogeneous training framework considers the heterogeneity between agents and partners, thus the algorithm converges quickly (as shown in Fig.3 of [27]), resulting in a lack of diversity in the partner population. To address this, we periodically and randomly select and freeze some partners and store them in a special archive called the Frozen Archive. Once a partner is added to the frozen archive, it is only used for pairing with the agent and will be not updated anymore, i.e., directly returned to the frozen archive without updating. During the selection process, there is a probability of α choosing a partner from the frozen archive as a part of the next generation’s partner population. We analyze the sensitivity of this hyperparameter in the ablation studies, as shown in Section 5.4.

4.2 Communication module

To address the challenges arising from the disparity in observations between the AI agent and human partners, HeteC integrates a communication module into the framework, which enables human partners to transmit the information they perceive to the AI agent. As shown in Fig.5, we utilize a simple communication module by directly concatenating the information to the second-to-last embedding of the agent policy. Although it is transferable, the communication module is considered part of the human partner’s policy πH and is updated end-to-end accordingly. Note that other advanced communication methods can also be employed to enhance the performance. Furthermore, we examine the impact of various input information on the communication module and the transferability of the communication module in Section 5.4.
Fig.5 Illustration of the policy network and communication module

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Finally, we provide an example of HeteC in action on the FC layout of Overcooked. As depicted in Fig.6, the AI and agents are situated in separate rooms, each with distinct capabilities. For instance, the human on the left can only collect and deliver onions and dishes, while the AI on the right can solely receive the onions, place them in cooking pots, and deliver the soup using the dish. Effective coordination is essential if they wish to deliver a complete soup. Furthermore, their observations differ, with the human having access to all game information, while the AI lacks knowledge of the cooking pot’s location, making it challenging to fulfill cooking tasks. Thanks to the communication module in HeteC, the human can transmit valuable information (m) to enhance the AI agent’s observation, such as providing the position of the cooking pots. The effectiveness of HeteC will be demonstrated through various experiments in Section 5.
Fig.6 Illustration of the HeteC on FC layout of Overcooked

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5 Experiments

In this section, we design experiments on several environments from ORCBench to evaluate the proposed method. We investigate the following research questions (RQs): (1) Is the ORC challenging and why (Section 5.2)? (2) What is the performance of HeteC on the ORC environments (Section 5.3)? (3) Are the mechanisms of HeteC important (Section 5.4)? (4) Can HeteC agent coordinate well with real humans (Section 5.5)?

5.1 Experimental settings

We use five layouts of Overcooked, i.e., CR, H-CR, AA, AA-2, and FC as our test beds. As stated in Section 3.3, the observation of Overcooked has a total of 10 channels, where different channel includes different information. In the experiment, we create different partially observable environments by masking different channels. Note that there are multiple ways to mask channels, and we randomly use the following three masks, as shown in Tab.1. For Emergency Rescue, we consider the three layouts, i.e., 1-1, 1-2, and 1-3, where x-y denote the there are x humans and y agents in the environment. We also use the Mask to these layouts, where We also use masks to set up these environments, where Mask1, Mask2, and Mask3 have progressively smaller sight of agent, making the environment increasingly challenging.
Tab.1 Observation channels and Masks in Overcooked environment
Channel Type Information Mask 1 Mask 2 Mask 3
0 Basic Information Location of the Cooking Pots
1 Location of the counters ×
2 Location of the onions ×
3 Location of the dishes × ×
4 Location for delivery
5 Advanced Information Number of onions in the pot × × ×
6 Cooking time for the onions × ×
7 Location of onion soup × × ×
8 Number of available dishes ×
9 Number of available onions × ×
We compare the proposed method with the following methods:
● Population play (PP) [67] maintains a population of agents that interact with each other. During each PP iteration, pairs of agents are drawn from the population and trained for several timesteps.
● Fictitious Co-Play (FCP) [21] is a two-stage approach to learning to collaborate with humans without human data. In the first stage, it builds a pool of partners that represent different conventions; while at the second stage, it trains a best-response agent to obtain diverse partners and their checkpoints.
● Maximum Entropy Population-based training (MEP) [22] also follows a two-stage framework, while it proposes to learn a diverse partner population through maximizing one centralized population entropy objective.
● Hidden-utility Self-Play (HSP) [23] explicitly models the human biases as hidden reward functions. On this basis, it augments the policy pool with biased policies and afterward trains an adaptive policy.
● Multi-agent zero-shot coordination by coevolution (MAZE) [27] separately maintains agent and partner population and coevolves them, demonstrating excellent performance in heterogeneous environments.
We use the following partners to evaluate various comparison methods, which simulate humans with varying skill levels ranging from low to high: 1) SP partners, which are trained by SP [65,66] and used to simulate poorly-performed humans; 2) MEP partners [22], which are the partners at the first phase and are used to simulate moderately-performed humans; 3) MAZE partners [27], which are obtained by exchanging the role of agent and partner and re-training in another separate run. They are used to simulate highly-performed humans.
We implement all the methods using MAPPO [9] as the basic RL algorithm. For a fair comparison, our Hetec uses the same settings for the same mechanisms as above mentioned methods, such as hyper-parameters settings of MAPPO, and the number of training episodes (as all the methods). We will report the average results across three identical seeds for all algorithms and all tasks. Detailed settings of different methods are provided in Appendix A.1.

5.2 RQ1: Challenge of ORC

In order to verify the impact of ORC settings on the performance of different algorithms, we first compare a series of methods under MDP and POMDP settings and test them with different partners. We randomly selected Mask 2 as the ORC POMDP environment. Each algorithm is trained on each type of environment. We further compute the ranking of each algorithm under each setting as in [77], which are averaged in the last row of Tab.2.
Tab.2 The reward (mean±std.) achieved by the compared algorithms when testing with different partners on CR and AA layouts. For each combination of layout and partner, the largest reward is bolded
Environment Type Partner PP FCP MEP HSP MAZE
CR MDP SP 139.5±12.98 174.5±19.37 153.625±27.33 161.25±35.71 178.25±17.80
MEP 163.0±4.79 183.375±10.61 184.25±14.41 176.875±12.89 186.75±13.54
MAZE 215.875±13.71 213.5±17.50 205.375±12.13 192.375±34.57 217.0±10.89
AA SP 159.75±28.51 184.0±29.57 143.875±21.47 121.75±20.64 183.375±23.73
MEP 243.5±15.98 264.15±15.87 250.375±18.39 207.75±20.15 269.625±22.31
MAZE 285.25±10.36 331.375±11.61 318.0±10.41 314.625±9.59 334.125±19.29
Average ranking 4.0 2.17 3.3 4.33 1.17
CR POMDP SP 81.375±33.75 58.125±13.09 89.125±41.98 47.875±4.85 112.5±26.83
MEP 55.0±38.03 65.0±26.07 72.25±14.28 32.875±12.84 76.0±15.02
MAZE 44.625±14.34 82.25±18.26 62.25±17.88 54.275±14.16 88.25±21.27
AA SP 93.75±10.76 43.875±6.26 67.75±21.03 95.375±23.76 113.51±31.52
MEP 111.125±16.01 51.51±6.56 82.01±26.09 102.625±40.95 144.875±18.23
MAZE 96.5±15.64 54.125±5.95 93.75±15.44 115.5±12.18 169.375±10.62
Average ranking 3.33 4.0 3.17 3.5 1.0
All the methods show a decreased performance in POMDP environments, indicating the challenges posed by ORC. MAZE performs the best, achieving the optimal average ranking in both types of environments, i.e., 1.17 and 1.0, respectively. Considering the heterogeneous nature between agent and partner, the advantage of MAZE in POMDP becomes more prominent (average ranking improves from 1.7 to 1.0). Thus, MAZE will be an important compared method in the subsequent experiments.

5.3 RQ2: Performance of HeteC

To investigate the performance of HeteC, we first compare HeteC with MAZE on all the five layouts of Overcooked with different Masks. As shown in Tab.3, there is not much difference between MAZE and HeteC in fully observable environments, with HeteC performing slightly better, especially in the more challenging environments except for CR. In the three masked environments, HeteC demonstrates significant advantages and achieves the best performance across all of them than MAZE. We also compare HeteC with MAZE on the 1-1, 1-2, and 1-3 layouts of Emergency Rescue, as shown in Tab.4. In the simpler environment (i.e., Fully Observable and Mask 1), MAZE and HeteC exhibit similar performance. However, as the agent’s sight decreases, HeteC demonstrates a more pronounced advantage. As the number of controlled agents increases, the environment becomes more challenging, but our algorithm can still perform well, demonstrating its scalability. Note that the higher reward in the 1-3 environment compared to 1-2 is because we consider at least two agents reaching the goal in these two environments. Since 1-3 has a higher total number of agents, it is relatively easier in comparison.
Tab.3 The reward (mean±std.) achieved by the compared algorithms when testing with different partners on CR, H-CR, AA, AA-2, and FC layouts of Overcooked. For each combination of layout and partner, the largest reward is bolded
Environment Partner Fully observable Mask 1 Mask 2 Mask 3
MAZE HeteC MAZE HeteC MAZE HeteC MAZE HeteC
CR SP 178.25±17.80 160.375±16.01 66.5±12.72 150.5±21.01 112.5±26.83 116.625±11.31 64.5±30.68 130.5±9.06
MEP 186.75±13.54 173.125±10.71 80.5±34.47 182.5±16.37 76.0±15.02 156.99±29.68 42.75±2.11 170.125±29.03
MAZE 217.0±10.89 201.5±17.02 78.25±29.66 205.875±8.45 88.25±21.27 206.375±17.63 71.875±25.59 196.375±13.24
H-CR SP 127.25±16.41 140.75±17.25 30.625±21.01 175.375±41.31 142.75±58.03 156.375±23.91 14.7±7.92 139.125±35.62
MEP 211.75±8.97 208.625±9.73 6.0±3.45 193.6±48.16 213.625±13.18 221.75±4.95 10.275±5.77 209.25±12.43
MAZE 213.925±14.61 219.875±10.02 5.5±2.94 218.75±12.09 214.375±5.74 227.5±6.92 54.23±46.21 205.5±10.01
AA SP 183.375±23.73 160.375±17.37 18.675±29.15 141.5±29.26 113.51±31.52 169.5±32.78 38.0±57.31 148.625±26.38
MEP 269.625±22.31 257.5±29.61 31.375±40.05 248.375±44.05 144.875±18.23 271.85±15.55 76.125±74.53 235.75±17.94
MAZE 334.125±19.29 365.0±6.09 26.3±8.01 360.25±7.89 169.375±10.62 356.625±8.83 157.625±30.29 347.5±10.07
AA-2 SP 128.875±28.83 117.25±37.81 65.375±41.07 84.3±53.83 90.875±6.39 97.125±57.22 91.125±32.65 111.0±16.32
MEP 190.5±13.66 199.75±49.32 23.5±7.23 217.0±29.81 97.375±17.11 231.625±19.97 142.25±20.94 200.6±14.36
MAZE 243.75±16.72 272.0±16.0 26.375±4.95 245.625±9.77 93.5±52.84 252.375±8.83 225.625±11.42 260.0±2.21
FC SP 99.0±16.25 101.625±15.87 4.625±5.65 99.5±9.44 5.2±6.31 110.4±8.69 8.025±5.24 108.5±20.68
MEP 116.0±12.54 129.3±33.01 5.225±3.43 108.125±32.265 5.625±5.28 110.75±29.97 3.475±2.19 107.375±18.18
MAZE 173.0±13.62 185.875±5.45 3.7±2.31 120.375±35.85 5.0±2.59 185.5±9.15 24.775±29.38 181.375±2.21
Average Ranking 1.6 1.4 2 1 2 1 2 1
Tab.4 The reward (mean±std.) achieved by the compared algorithms when testing with different partners on 1-1, 1-2, 1-3 layouts of Emergency Rescue. For each combination of layout and partner, the largest reward is bolded
Environment Partner Fully observable Mask 1 Mask 2 Mask 3
MAZE HeteC MAZE HeteC MAZE HeteC MAZE HeteC
1-1 SP 0.70±0.04 0.72±0.01 0.73±0.01 0.73±0.02 0.69±0.02 0.70±0.03 0.51±0.01 0.73±0.01
MEP 0.71±0.05 0.73±0.01 0.75±0.02 0.74±0.02 0.69±0.01 0.70±0.03 0.53±0.03 0.74±0.02
MAZE 0.76±0.04 0.77±0.02 0.76±0.02 0.76±0.02 0.72±0.02 0.74±0.03 0.58±0.02 0.78±0.01
1-2 SP 0.49±0.05 0.50±0.01 0.48±0.01 0.47±0.05 0.33±0.09 0.48±0.03 0.31±0.05 0.47±0.04
MEP 0.52±0.05 0.52±0.02 0.51±0.03 0.49±0.06 0.42±0.08 0.56±0.03 0.31±0.04 0.48±0.03
MAZE 0.72±0.04 0.72±0.01 0.70±0.02 0.68±0.05 0.57±0.09 0.70±0.06 0.48±0.03 0.63ƒ±0.02
1-3 SP 0.64±0.02 0.63±0.01 0.56±0.03 0.60±0.03 0.38±0.07 0.52±0.08 0.42±0.04 0.60±0.07
MEP 0.65±0.02 0.64±0.01 0.57±0.03 0.60±0.03 0.37±0.07 0.51±0.08 0.44±0.05 0.61±0.07
MAZE 0.71±0.02 0.69±0.01 0.64±0.03 0.67±0.03 0.46±0.09 0.60±0.08 0.50±0.06 0.66±0.07
Average ranking 1.44 1.33 1.33 1.44 2 1 2 1
Then, We plot the training curves of MAZE and HeteC on AA layout of Overcooked and 1-2 layout of Emergency Rescue under different settings, as shown in Fig.7. MAZE has a significant performance decline in the masked environments. However, the masked environment has a much smaller impact on HeteC. A similar conclusion can be obtained on the CR layout, which is provided in Appendix A.2.
Fig.7 Training curves of MAZE and HeteC on fully observable and different masks of the AA and 1-2 layouts. (a) MAZE-AA; (b) HeteC-AA; (c) MAZE-1-2; (d) HeteC-1-2

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Furthermore, we compared the performance variation of all algorithms in fully observable and Mask2 environments on CR and AA layouts in Fig.8. It can be observed that HeteC exhibits significant advantages in both cases.
Fig.8 Performance comparison of different methods on CR and AA layouts when testing with different partners. The gray shaded bar is used to denote the degree of performance variation, which equals to the highest performance on the two settings minus the performance on fully observable environment. (a) CR; (b) AA

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5.4 RQ3: Further studies

Ablation studies In order to verify the impact of different components of our algorithm on its performance, we conducted ablation experiments on different masks of the AA layout. We consider the following ablation methods: MAZE, MAZE with a communication module (i.e., MAZE + Comm.), HeteC without mixed partner training (i.e., HeteC w/o MPT), HeteC without frozen archive (i.e., HeteC w/o FA), HeteC without clustering-based selection and use random selection (i.e., HeteC w/o CS), and HeteC.
As shown in Tab.5, HeteC has the best average ranking, i.e., 1.42, among all the compared methods. The use of the communication module in the maze (i.e., MAZE + Comm.) significantly improves the performance in multiple POMDP environments. HeteC w/o MPT and HeteC w/o FA show similar overall performance, i.e., 3.12 and 3.00, respectively. HeteC w/o CS has a significant performance decline. Clustering-based selection is a key basic mechanism in diversity-based optimization, whose effectiveness is also verified in some previous studies [76]. The experimental results demonstrate the effectiveness of different components of HeteC: communication significantly enhances performance in POMDP environments, and the use of our proposed mixed partners training and frozen archive mechanisms further improves performance in ORC scenarios.
Tab.5 The reward (mean ± std.) achieved by the compared algorithms when testing with different partners on the AA layout. The POMDP environment is Mask 2. For each combination of layout and partner, the largest reward is bolded
Environment Partner MAZE MAZE + Comm. HeteC w/o MPT HeteC w/o FA HeteC w/o CS HeteC
Fully observable SP 139.375±12.64 143.0±30.61 144.875±39.63 135.75±6.81 134.625±20.51 140.375±20.61
MEP 256.625±30.41 247.525±37.61 242.875±33.05 242.125±25.70 256.25±18.24 257.5±29.61
MAZE 335.0±11.83 350.125±16.39 358.625±10.29 343.375±2.21 304.5±13.08 365.0±6.09
Mask 1 SP 3.6±2.36 129.125±32.86 133.25±32.83 145.5±37.17 134.625±26.92 141.5±29.26
MEP 5.725±2.31 244.0±48.67 244.625±25.53 244.375±37.29 233.125±36.11 248.375±44.05
MAZE 6.94±1.05 329.9±6.87 353.125±10.26 357.0±8.86 328.875±17.63 360.25±7.89
Mask 2 SP 99.625±25.07 136.0±18.06 131.1±13.85 147.1±27.33 135.02±30.41 149.375±33.73
MEP 93.5±15.91 244.25±23.93 256.875±29.65 248.5±16.57 274.5±46.99 271.85±15.55
MAZE 85.75±15.81 341.875±12.04 348.375±14.23 337.375±19.76 353.125±12.19 356.375±8.83
Mask 3 SP 82.5±52.17 137.125±32.01 141.25±20.43 143.75±11.36 139.75±28.67 148.625±26.38
MEP 129.0±28.06 226.75±40.99 229.875±31.31 250.375±25.44 207.5±59.36 235.75±17.94
MAZE 132.25±53.58 341.375±13.33 341.25±8.12 350.5±9.95 326.73±35.55 347.5±10.07
Average ranking 5.42 3.83 3.12 3.00 4.08 1.50
Sensitivity analysis of frozen ratio α. We investigate the influence of frozen ratio α of sampling partners from the frozen archive. In each generation, HeteC will select Nα partners from the frozen archive Arc and the remaining N(1α) partners from the archive Arc. As shown in Fig.9, α value that are too high or too low can have a negative impact on algorithm performance. We select a moderate value of 0.6.
Fig.9 Sensitivity analysis on frozen ratio α on AA layout using Mask 2. 0.6 is used in our main experiments

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Influence of the input information of communication module In our experiments, we typically utilize the full observation information of the human partner as the default input for the communication module. However, we want to investigate the impact of using only specific masked channels as the input, which we refer to as HeteC-specific.
As shown in Tab.6, using full information has the best average ranking, which is slightly better than using specific information. Note that the results of HeteC-specific on Mask 3 are better than HeteC’s. This may be because the missing information from Mask 3 has a significant impact on the results. Using specific information allows the agent to pay more attention to this information, resulting in less interference compared to using all the information.
Tab.6 The reward (mean±std.) achieved by the compared algorithms when testing with different partners on the AA layout. For each combination of layout and partner, the largest reward is bolded
Environment Partner MAZE MAZE + Comm. HeteC HeteC-specific
Mask 1 SP 3.6±2.36 129.125±32.86 141.5±29.26 135.0±16.28
MEP 5.725±2.31 244.0±48.67 248.375±44.05 246.125±13.31
MAZE 6.94±1.05 329.9±6.87 360.25±7.89 349.125±10.47
Mask 2 SP 99.625±25.07 136.0±18.06 169.5±32.78 164.875±37.88
MEP 93.5±15.91 244.25±23.93 271.85±15.55 255.875±36.22
MAZE 85.75±15.81 341.875±12.04 356.375±8.83 353.0±3.41
Mask 3 SP 82.5±52.17 137.125±32.01 148.625±26.38 154.25±29.71
MEP 129.0±28.06 226.75±40.99 235.75±17.94 243.875±24.75
MAZE 132.25±53.58 341.375±13.33 347.5±10.07 355.625±14.23
Average ranking 4.0 3.0 1.33 1.67
Generalization ability of the communication modules In practical deployment, we aim for a robust communication module that can generalize to different masked environments. To verify the generalization ability of our learned communication module, we transfer the trained communication modules (both full information and specific information) to other environments and directly equip it to the agent and partner trained in those corresponding environments.
To verify the generalization ability of different communication modules, we equip the 6 communication modules (full information and specific information on 3 masks) to the 9 partners on the 3 masks and generate a 9×6 heat-map, as shown in Fig.10. It is evident that generalization does incur some performance decline, but the differences in the full information are relatively small, indicating a certain level of generalization capability. As expected, the specific channels demonstrate a significant decline, especially when using Mask 2 in Mask 1 and Mask 3 environments. This is because both Mask 1 and Mask 3 obscure important information, which the specific channel of Mask 2 cannot provide. In the future, to achieve better communication modules, it is necessary to improve information extraction approaches. Additionally, exposure to a wider range of POMDP settings during training is crucial for training a robust communication module.
Fig.10 Generalization ability of communication modules

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5.5 RQ4: Coordination with real humans.

Finally, we conduct experiments with real human participants to investigate the ability of coordinating with real humans of different methods. We recruit a total of 16 participants to evaluate five algorithms (FCP, MEP, MAZE, Hetec, HeteC-specific) on two different environments (CR and AA). These participants were randomly divided into two groups, with 8 participants assigned to test each environment. During the evaluation process, each participant experienced all five algorithms in a randomized order to mitigate any potential experimental biases. After completing these experiments, each participant provided subjective ratings for their five partners, expressing their preference for coordination with each agent. For the convenience of the experiment, we utilize the pre-trained communication module in HeteC to communicate with the agent, while the real human participant only needs to focus on operating the player. Our ethical statement is provided in Appendix A.3.
Main results We first show the environment reward achieved when coordinating with real human participants by five algorithms, as shown in Tab.7. Among these algorithms, HeteC and HeteC-specific demonstrate significant advantages over the compared baselines, achieving average ranking 1.67 and 2.0, respectively. MAZE is the best baseline method among the three baselines, which is consistent with the conclusions in Sections 5.2 and 5.3.
Tab.7 The reward (mean±std.) achieved by the compared algorithms when testing with real human participants on the AA and CR layouts. For each combination of layout and mask type, the largest reward is bolded
Environment Type FCP MEP MAZE HeteC HeteC-specific
CR Fully Observable 217.5±25.37 207.5±26.33 222.5±21.06 215.0±19.36 212.5±22.22
Mask 2 105.0±21.79 92.5±24.36 137.5±30.72 210.0±26.45 202.5±25.37
Mask 3 95.0±23.97 100.0±17.32 132.5±26.33 200.0±17.32 205.0±16.58
AA Fully Observable 337.5±29.04 322.5±30.72 342.5±33.81 352.5±26.33 347.5±31.52
Mask 2 132.5±19.84 147.5±13.91 207.5±37.33 342.5±21.06 335.0±27.83
Mask 3 112.5±34.55 137.5±25.37 197.5±27.27 325.0±39.68 327.5±34.55
Average ranking 4.17 4.5 2.67 1.67 2.0
Human preference To further consider the humans’ subjective feedback, we additionally include a metric “Human preference” [21,23]. The human preference for method A over method B can be calculated as follows. Let N be the total number of human players participating in the experiment, NA be the number of human players who rank A over B, and NB be the number of those who rank B over A. Then, Human preference for method A over method B is computed as NANNBN. Each participant provide subjective ratings after coordinating with all the five agents, e.g., A>C>D>B>E. The overall human preference value is obtained by averaging the values on the two layouts. As shown in Fig.11, HeteC and HeteC-specific are better than the three baselines, which is consistent with the reward comparisons in Tab.4.
Fig.11 Human preferences of different methods on CR and AA layouts

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6 Final remarks

In conclusion, this paper makes contributions to the field of ORC through the introduction of the problem formulation, ORCBench benchmark, and the HeteC framework. The ORCBench benchmark provides a standardized evaluation environment that incorporates heterogeneity and realistic conditions, enabling the comparison and assessment of coordination algorithms. The HeteC framework enhances coordination performance by incorporating mixed partner training algorithms, frozen archive, and a communication module, addressing the challenges posed by variations in capabilities, and limited observations in open and real-world environments. Through a series of experiments, the effectiveness of HeteC in improving coordination is demonstrated, serving as a crucial step towards the practical deployment and application of human-AI coordination in cooperative MARL.
There are several future directions to explore in the field of ORC. Firstly, expanding the scope beyond the current experiments and modeling other cooperative multi-agent environments as ORC problems would provide broader tasks. Additionally, addressing more complex and challenging scenarios, such as noisy environments and external attacks, would further enhance the robustness and adaptability of coordination strategies. One limitation of this work is we only use basic communication method. Incorporating improved communication methods, such as leveraging natural language processing techniques and large language models, could enhance the ability of AI agents to understand and generate human language, enabling more effective information exchange and coordination with human partners. These future research directions hold the potential to advance the field of ORC, enabling more sophisticated and efficient coordination in diverse and dynamic environments.

Cong Guan received the BSc degree and MSc degree from School of Mechanical Engineering and Automation, Northeastern University, China. He is currently pursuing the PhD degree with the Department of Computer Science and Technology, Nanjing University, China. His current research interests mainly include machine learning, reinforcement learning, and multi-agent reinforcement learning

Ke Xue received the BSc degree in Mathematics and Applied Mathematics from School of Mathematics, Sun Yat-Sen University, China in 2019. He is currently pursuing the PhD degree with the School of Artificial Intelligence, Nanjing University, China. His current research interests mainly include machine learning and black-box optimization

Chunpeng Fan received his MSc degree in communication engineering from Liaoning University of Technology, China in 2017. He is currently working in Polixir Technologies. His research interests include multi-agent reinforcement learning, multiagent system

Feng Chen received his BSc degree from School of Artificial Intelligence, Nanjing University, China in 2022. He is currently pursuing the MSc degree with the School of Artificial Intelligence, Nanjing University, Nanjing, China. His research interests include multi-agent reinforcement learning, multiagent system

Lichao Zhang received his MSc degree in Agricultural Electrification and Automation from Shihezi University, China in 2018. He is currently working in Polixir Technologies. His research interests include multi-agent reinforcement learning, multiagent system

Lei Yuan received the BSc degree in Department of Electronic Engineering in 2016 from Tsinghua University, and his MSc degree from Chinese Aeronautical Establishment, China in 2019. He is currently pursuing the PhD degree with the Department of Computer Science and Technology, Nanjing University, China. His current research interests mainly include machine learning, reinforcement learning, and multi-agent reinforcement learning

Chao Qian received PhD degree in the Department of Computer Science and Technology from Nanjing University, China in 2015, and is currently an associate professor at the School of Artificial Intelligence, Nanjing University, China. His research interests are mainly theoretical analysis of evolutionary algorithms, design of safe and efficient EAs, and evolutionary learning. He is an associate editor of IEEE Transactions on Evolutionary Computation, an associate editor of SCIENCE CHINA Information Sciences. He has regularly given tutorials and co-chaired special sessions at leading evolutionary computation conferences (CEC, GECCO, PPSN), and has been invited to give an Early Career Spotlight Talk “Towards Theoretically Grounded Evolutionary Learning” at IJCAI 2022

Yang Yu received the PhD degree in the Department of Computer Science and Technology from Nanjing University, China in 2011, and is currently a professor at the School of Artificial Intelligence, Nanjing University, China. His research interests include machine learning, mainly reinforcement learning and derivative-free optimization for learning. Prof. Yu was granted the CCF-IEEE CS Young Scientist Award in 2020, recognized as one of the AI’s 10 to Watch by IEEE Intelligent Systems, and received the PAKDD Early Career Award in 2018. His teams won the Champion of the 2018 OpenAI Retro Contest on transfer reinforcement learning and the 2021 ICAPS Learning to Run a Power Network Challenge with Trust. He served as Area Chairs for NeurIPS, ICML, IJCAI, AAAI, etc

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Acknowledgements

This work was supported by the National Key Research and Development Program of China (2020AAA0107200), the National Natural Science Foundation of China (Grant Nos. 61921006, 61876119, 62276126), the Natural Science Foundation of Jiangsu (BK20221442). We thank Lihe Li and Ziqian Zhang for their useful suggestions and discussions.

Competing interests

The authors declare that they have no competing interests or financial conflicts to disclose.

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