RDHNet: addressing rotational and permutational symmetries in continuous multi-agent systems

Dongzi WANG , Lilan HUANG , Muning WEN , Yuanxi PENG , Minglong LI , Teng LI

Front. Comput. Sci. ›› 2025, Vol. 19 ›› Issue (11) : 1911365

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Front. Comput. Sci. ›› 2025, Vol. 19 ›› Issue (11) : 1911365 DOI: 10.1007/s11704-025-41250-2
Artificial Intelligence
RESEARCH ARTICLE

RDHNet: addressing rotational and permutational symmetries in continuous multi-agent systems

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Abstract

Symmetry is prevalent in multi-agent systems. The presence of symmetry, coupled with the misuse of absolute coordinate systems, often leads to a large amount of redundant representation space, significantly increasing the search space for learning policies and reducing learning efficiency. Effectively utilizing symmetry and extracting symmetry-invariant representations can significantly enhance multi-agent systems’ learning efficiency and overall performance by compressing the model’s hypothesis space and improving sample efficiency. The issue of rotational symmetry in multi-agent reinforcement learning has received little attention in previous research and is the primary focus of this paper. To address this issue, we propose a rotation-invariant network architecture for continuous action space tasks. This architecture utilizes relative coordinates between agents, eliminating dependence on absolute coordinate systems, and employs a hypernetwork to enhance the model’s fitting capability, enabling it to model MDPs with more complex dynamics. It can be used for both predicting actions and evaluating action values/utilities. In benchmark tasks, experimental results validate the impact of rotational symmetry on multi-agent decision systems and demonstrate the effectiveness of our method. The code of RDHNet has been available at the website of github.com/wang88256187/RDHNet.

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multi-agent / reinforcement learning / symmetry

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Dongzi WANG, Lilan HUANG, Muning WEN, Yuanxi PENG, Minglong LI, Teng LI. RDHNet: addressing rotational and permutational symmetries in continuous multi-agent systems. Front. Comput. Sci., 2025, 19(11): 1911365 DOI:10.1007/s11704-025-41250-2

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1 Introduction

In recent years, multi-agent reinforcement learning (MARL) has made significant advancements [1] and has been widely applied in areas such as traffic planning [2,3], power management [4], gaming [57], and Robotics [8,9]. However, compared to single-agent reinforcement learning, MARL faces more challenging issues, including credit assignment [10,11], scalability [3,12], communication [13] and imperfect information games [14]. In this paper, we primarily focus on the symmetry problem in MARL.

Symmetry is widely present in the natural world, and many studies in fields such as image processing, graph neural networks, and point clouds have focused on symmetry. In multi-agent reinforcement learning (MARL), research on symmetry is still in its infancy. Symmetry can be broadly categorized into permutation symmetry and rotational and mirror symmetry (in this paper, we refer to both rotational and mirror symmetry as rotational symmetry, as they can be derived from orthogonal transformations). Some research has been conducted on permutation symmetry in MARL [1518], and HPN [17], with the most notable work being HPN. By designing a network structure with permutation-invariant inductive bias, permutation-invariant representations can be naturally obtained, leading to the corresponding action outputs. However, research on rotation invariance (RI) in MARL is still in its early stages.

Rotational symmetry is prevalent in the real world. For instance, if a person learns traffic rules at a driving school, they can easily generalize them to real-world traffic conditions without considering whether they are facing north or south. Similarly, a basketball team, after training, can play in a new arena without worrying about the actual orientation of the court. They only need to know their relative positions to teammates, opponents, and the basket. Humans naturally incorporate prior knowledge of rotational symmetry into specific tasks, resulting in higher sample efficiency when learning a new skill. However, this is not the case for machines. Without special consideration of rotation invariance, machines cannot generalize knowledge learned from state s to a rotated state s, shown in Fig.1.

Some works [1921] define the symmetry method and quantity for the agent’s coordinate system, which improves the algorithm’s performance on specific MARL tasks. However, it still cannot handle continuous rigid transformations in Euclidean space. Continuous rigid transformations involve rotating the agent’s coordinates around a fixed point by arbitrary angles rather than assuming rotations are only multiples of 90 degrees or simple mirror reflections. Continuous transformations are more representative of real-world scenarios. Those two transformations are shown in Fig.2. Theoretically, if a reasonable model or algorithm could account for rotational symmetry, an agent could generalize knowledge learned from state s to the rotated state s, thereby significantly reducing the state representation space.

We propose a Relative Direction Hypernetwork (RDHNet) architecture to extract relative directional and positional information and then use a symmetry computation module to aggregate this information. Effectively leveraging symmetry compresses redundant representation space, facilitating better knowledge sharing among agents and enhancing learning efficiency and robustness. Additionally, we utilize the high-order modeling capabilities of the hypernetwork module to improve the model’s expressiveness, enabling it to handle tasks with more complex dynamics. RDHNet can be used to construct not only an action value/utility evaluation network but also a policy network that produces actions based on input states.

We conducted experiments on two continuous action tasks, Cooperative Prey Predator and Cooperative Navigation. The results demonstrate that, compared to other methods, RDHNet achieves superior performance. Moreover, during execution, RDHNet does not require absolute coordinate and directional information; it can make appropriate decisions based solely on relative observations from the agent’s perspective, indicating that in situations where geographic positioning information is unavailable, our method remains effective, whereas other methods may fail to function. We summarize our contributions as follows:

● We formalized the symmetry problem in multi-agent systems, classifying it into permutation symmetry and rotational symmetry, providing a clearer problem definition for future research on symmetry.

● We propose a network architecture that can eliminate the redundant representation space caused by symmetry without significantly reducing the network’s expressiveness.

● We compare different methods on benchmark tasks to analyze and confirm the real impact of symmetry on MARL problems. We also conduct separate ablation studies for rotation invariance (RI) and permutation invariance (PI).

2 Related works

2.1 Symmtry in GNNs and point clouds

Recent advances in symmetry studies within Graph Neural Networks (GNNs) and point cloud processing have significantly influenced the development of invariant models to permutations, rotations, and translations. For instance, the introduction of Graph Convolutional Networks (GCNs) [22] laid the foundation for permutation invariance in GNNs. In the context of point clouds, PointNet [23] and its successor PointNet++ [24] pioneered approaches that handle unordered point sets directly, enabling permutation invariance.

Building on these foundational works, recent studies have explored rotational and translational equivariance in graph neural networks (GNNs) and point cloud networks. Tensor Field Networks [25] and SE(3)-Transformers [26] exemplify this trend by incorporating roto-translation equivariant features, enabling more accurate and robust processing of 3D point clouds and molecular structures. Additionally, work [27] extended the expressive power of GNNs by proving the capability of certain architectures to universally approximate permutation-invariant functions, further advancing the theoretical understanding of symmetry in GNNs. DimeNet [28] captures angular dependencies between atoms in a molecular graph, which enhances the network’s ability to model geometric structures without being affected by the specific orientation or position of the molecule in space.

2.2 Symmtry in MARL

Some works have begun to address the issue of redundant space caused by symmetry in multi-agent reinforcement learning (MARL). Methods such as ASN [15], UPDeT [16], and HPN [17] have focused on the redundancy problem due to permutation symmetry. They modify the actor network by incorporating prior knowledge to compress the redundant representation space caused by permutation order. The primary differences among them are: ASN [15] uses MLP as the basic network module, UPDeT [16] uses transformers, and HPN [17] uses hypernetworks. Essentially, they all integrate permutation symmetry into the network inductive bias to address the redundancy problem caused by different permutations of semantically identical states. However, these approaches do not address the issue of rotational symmetry.

Work [19] was the first to address the rotational symmetry issue in MARL, which involves symmetry operator pairs (Lg,Kg) to the model. Works [20,21] generate rotated samples during training and introduce a rotational symmetry loss function to exploit symmetry. However, a major limitation of these works is that they can only handle rotational symmetry at multiples of 90 degrees. They neither consider nor can be applied to continuous random rotational symmetry, which is precisely the focus of our work and is more aligned with real-world scenarios.

3 Problem formulation

A Multi-Agent Reinforcement Learning (MARL) problem is often considered a Markov decision process, which is a tuple of the form (N,S,O,A,T,R,ρ,γ,π). Here, N is the set of all agents, S is the set of states, O=O1×O2×O|N| is the set of joint observations where Ok indicates the set of kth agent’ observations, A=A1×Ak××A|N|, T:S×A×S[0,1] is a transition function that specifies the probability of reaching state sS after all agents taking their joint action a in state s, reward function R:S×AR is to return a reward value to agents to evaluate the quality of the agent’s action, ρ is the initial state distribution, γ is the discount factor. At one timestep, each agent needs to take action to the environment based on their observation, and then the state of the environment will change naturally. After this, agents will be rewarded r=R(s,a) and new observations. A joint policy π is a function that maps joint observation oO to joint action aA. π often can be divided into a set of all agents’ policies (π1,πk,π|N|), where πk is the policy function that maps kth agent’ observation to its action. The core objective of MARL is to find the optimal policy π= argmaxπt=0E(ot,at)ρπ[γtr(st,at)], where the subscript t represents the variable value at the tth timestep. However, if we directly handle a MARL problem as formalized above without addressing symmetry, it typically results in a substantial amount of redundant representations, leading to low sample efficiency.

Permutation symmetry occurs when the order of agent information does not affect the overall observation information, resulting in redundant representation space due to the fixed order setting. Let oi=e=[e1,e2,,em]T, where ek denotes the information of the k-th entity (an entity can be an enemy, a teammate, or other things that can influence agent making decision) observed by agent i. Specifically, let e=[e1,e2,,em]T=x=[x1,x2,,xm]T. When the order of the entities’ information in oi changes, i.e., e= [e1,e2,,em]T=[x1,x2,,xm]Tg,gG, where G is the set of all permutation matrices and g is a specific permutation matrix in G. It can be seen that regardless of the value of g, the physical information contained in oi remains unaffected. In other words, the permutation order of the entity information is actually redundant in the decision-making process of agent i. However, if we do not address this issue, the permutation-induced symmetry will lead to a large amount of redundant representation space, i.e., xg1,xg2, will all be recognized by the model as different observation information, thus resulting in redundant space. A function f:XY, where X=[x1,x2,,xm]T and Y=[y1,y2,,ym]T. If f satisfies f([x1,x2,,xm]Tg)=f([x1,x2,,xm]T)=[y1,y2,,ym]T, gG, then we call f a permutation-invariant function. If we can construct a model that satisfies the properties of the f function, then permutation symmetry can be effectively addressed.

Rotational symmetry refers to the condition where rotating a state as a whole does not affect the relative physical information contained within that state. This implies that many rotational mappings of the same state lead to representational space redundancy. Let us further refine the observation oi. We distinguish the features of each entity into spatial coordinates pk and other information zk, so the observation can be represented as oi=[[p1,z1]T,[p2,z2]T,,[pm,zm]T]. We then reconstruct oi as [[p1,p2,,pm]T,[z1,z2,,zm]T]. Consider a binary function h:(P,Z)Y, where P=[p1,p2,,pm]T, Z=[z1,z2,,zm]T, and Y=[y1,y2,,ym]T. U is the set of all m×m rotation matrices, and uU is a specific rotation matrix. If h(Pu,Z)=h(P,Z)=Y,uU, then h is called a rotation-invariant function. If a model satisfies the properties of the h function, we can say that the model possesses rotational invariance.

4 Rotational-invariant multi-agent reinforcement learning

Rotation-invariant multi-agent reinforcement learning (MARL) does not require an absolute coordinate reference system; it only considers the relative positional relationships between entities. This approach aligns more closely with human intuition and facilitates better knowledge generalization. This chapter provides a detailed overview of the RDHNet framework’s structure, which is shown in Fig. 3.

4.1 Directional information proccess

To address the issue of rotational symmetry, it is first necessary to distinguish which elements are direction-related and which are direction-independent in a decision-making scenario involving multiple entities. Information such as the volume and mass of entities is typically direction-invariant. In contrast, the position, motion direction, and force direction of entities are closely related to the reference direction (changing with the reference frame).

Fig.4 shows the observation of agent i at a specific moment in the Cooperative Prey Predator task. In this observation, it can be seen that regardless of the choice of reference direction, the angles and lengths of the lines connecting each entity to agent i do not change. We need to leverage this invariance in multi-agent scenarios to compress the representation dimensions of observation information. This involves deconstructing and reorganizing the original information structure, replacing the reference frame based on absolute direction with a reference frame defined by the line connecting a specific entity and the agent itself.

As an example, consider the observation shown in Fig.4. First, a reference entity j is selected. Then, with agent i as the origin and the line between agent i and entity j as the zero-degree direction, a polar coordinate system is established, and the polar coordinates of each entity in this system are calculated. After the Relative Direction Layer (RDL), the information of kth entity Ek should be processed into a tuple (zijk,dijk,θijk) by the following equation:

zijk=zk,dijk=(xkxi,ykyi),θijk=arctanykyixkxiarctanyjyixjxi,

where zijk represents some attributes of entity k that are independent of directional changes, while dijk and θijk correspond to the length and angle, respectively, in the polar coordinate system of entity k. In this system, the zero axis is defined by the line from entity i to entity j, with the pole located at the position of entity i. In practical processing, since arctan(x) is an odd function with a period of π, it results in two possible values within a 2π range. This requires discarding one of the values based on the specific context, complicating efficient algorithm execution. The same issue arises when arcsin(x) and arccos(x) are used independently. To address this issue, we propose replacing θijk in Equation (1) with mijk=[sin(θijk),cos(θijk)] for representing the angle information. More detail about computing [sin(θijk),cos(θijk)] is in Appendix C.

If subsequent evaluation of action is needed, the actions must also be processed in the “Relative Direction Layer”. Here, the action (usually a force vector) of agent i originally based on the absolute coordinate system is converted into a tuple (lij,ϕij) based on the aforementioned polar coordinate system.

At this point, the information of each entity has been separated and processed individually. After passing through the Relative Direction Layer, the positional information of entities in the environment is fully decoupled from the absolute coordinate system, making their location data solely dependent on their relative positions to other entities.

4.2 Information embedding and aggregation

Once the direction-dependent and direction-independent information of each entity is separated, the next step is to encode and aggregate this entity information. As shown in Fig.3, when using entity j as a reference, an information tuple (zijk,dijk,mijk) for entity k can be obtained. Each element of the tuple is encoded in different ways: the direction-independent information zijk is encoded using a multilayer perceptron (MLP), denoted as Embz; the distance information dijk is encoded using radial basis functions (RBF), denoted as Embd; and the angle information is encoded using sine and cosine functions. For action value evaluation, the action vector ai is similarly processed, with the relative angle ϕij encoded using sine and cosine functions and the magnitude of ai encoded using RBF. Here, every entity’s information is encoded into eijk=[Embz(zijk),Embd(dijk),Embθ(mijk)]. The encoded information eijk of entity k inputs into a specific hypernetwork to obtain an overall abstract representation of the entity. To enhance the network’s expressive capability, different hypernetworks are used for different entity categories. For example, if the category of k is Ck, the corresponding hypernetwork HypernetCk is used, whose structure is generally consistent with that in [17]. Finally, the abstract representations of each entity are aggregated using a symmetric aggregation function, which ensures that the output is invariant to the permutation of input variables (i.e., a permutation-invariant function f as defined in Section 3). This representation can be computed as:

o~ij=kN(i),kjMHCk(eijk),

where MHCk refers to the hypernet for the class of entity k, and N(i) is an entity set that contains all the entities in the entity i’s view. By this point, we have effectively utilized both permutation symmetry and rotational symmetry, achieving compression of redundant representations o~ij for entity i’s observation based on the position of entity j (i.e., the symmetric physical information is always processed to yield the same representation). Here, if it is necessary to evaluate the action utility value, aij will be similarly calculated.

4.3 Algorithm inplementation

Theoretically, RDHNet can be combined with any mainstream continuous-action MARL algorithm. However, in practice, we chose COMIX [29], which currently demonstrates state-of-the-art performance in continuous multi-agent tasks, as the foundation for our implementation. We adopt the COMIX scheme in FACMAC [30], which employs the cross-entropy method (CEM) [31] by QMIX-style [29]. Specifically, both observations and actions are processed to obtain their corresponding rotation-invariant representations o~ij and a~ij. Action utility value is computed by qij=ME(o~ij,a~ij), where the qij denotes that the utility is computed with respect to reference entity j, and the ME is the evaluation network in Fig.3. We can select reference j based on different strategies and obtain qi from qij (which will be discussed in detail later). Once qi is obtained, the mixer network can compute Qtot as following:

Qtot=w1(s)q1+w2(s)q2++wn(s)qn+b(s),

where wi(s) are weights generated by a hypernetwork (conditioned on the global state s) that ensures all wi(s)0 to maintain monotonicity. b(s) is a state-dependent bias, also generated by the hypernetwork. In practice, the weights wi(s) and the bias b(s) are produced by a separate hypernetwork that takes the state s as input. This structure can factorize the joint action-value function Qtot while respecting the monotonicity condition, making decentralized execution possible.

During training, the loss for the final parameter update follows the Bellman equation as described in QMIX:

L(η)=i=1b(r+γmaxQ¯totQtot)2,

where the overline denotes the target network, the target network is typically updated with a delay, and its gradients are frozen during gradient ascent to enhance training stability [32].

How to choose the referred entity?

Regarding the selection of the reference entity j, we employ a simple yet feasible approach—alternately selecting each entity within the observation range as the reference target j. The final output (either aij or qij) is averaged over all reference entities to reduce variance and enhance training stability. For example, the final action value qi=1nk=0nqik, as this approach helps to reduce variance and improve training stability. Additionally, if performance is not the only consideration, such as when computational overhead is also a factor, we have employed alternative selection methods. A detailed analysis of the Computational Complexity will be presented in the next subsection, and the experimental results will be shown in Section 5.

The detailed processing steps of RDHNet are outlined in Algorithm 1. At the same time, Algorithm 2 provides a detailed description of the process by which RDHNet, combined with CEM [31], outputs actions and their utility.

4.4 Improvement for large-scale tasks

For tasks involving a large number and variety of entities, the initial version of RDHNet does indeed introduce significant computational costs. As analyzed in Appendix A, the computational complexity is O(n3), where n represents the number of agents. This results in substantial computational overhead for large-scale tasks. To address this issue in tasks with a large number of agents, we propose an optimization strategy. Specifically, we set an upper limit k on the number of reference agents when constructing the polar coordinate system. When the number of entities nk, a polar coordinate system is constructed and computed for each entity. When n>k, only k entities are selected from the n entities to construct the polar coordinate system, reducing the computational complexity to O(n2), which is also analyzed in Appendix A. Various strategies can be used to select the entities, such as choosing the k nearest entities, selecting entities of different types, or uniformly sampling entities based on distance. We believe the specific selection strategy should depend on the task scenario. In our task, we adopted the strategy of selecting the k nearest agents. The impact of different selection quantities on the model’s performance is evaluated in the Section 5.

5 Experiments

In this section, we utilize experiments to validate the effectiveness of our method. Across two types of tasks, RDHNet demonstrates significant superiority when compared to state-of-the-art MARL algorithms for continuous action tasks.

5.1 Task domains and baseline

We tested the algorithm on two types of tasks, which are both developed based on the MPE (multiagent-particle-envs) [33]. MPE features highly realistic physical mechanisms, such as inertia and air damping, making it highly suitable for validating the performance of our algorithm. The first task is Prey Predator (PP), in which the prey moves at a slower speed following a fixed strategy, and the goal is to control the predators to get as close to the prey as possible. The second task is a Cooperative Navigation (CN), where the objective is to control the agents to cover every target point. We adopted a simplified strategy in both tasks to focus on the research problem studied in this paper, where agents use global observation information in all algorithms. In both tasks, the agents’ actions are force vectors, and there are obstacles present. The agents need to avoid obstacles as much as possible while achieving their task goals.

Through our investigation, we found that there are relatively few multi-agent reinforcement learning (MARL) methods specifically targeting continuous action spaces. Therefore, we selected FACMAC [30], MADDPG [33], independent DDPG (IDDPG) [34], as well as COVDN [30] and COMIX [30], as baselines to evaluate the performance of our approach. COVDN and COMIX employ the cross-entropy method (CEM) [31] to successfully extend value decomposition-based methods, such as VDN [35] and QMIX [29], to continuous action problems.

To ensure the fairness of the comparative experiments, we made every effort to keep the common parameters consistent. Since all the methods used in this paper are off-policy, maintaining parameter consistency is relatively easy. The parameters listed in Tab.1 are common to all methods, and thus they remain the same across all experiments. Additionally, to mitigate the influence of randomness, all experiments in this study were conducted with different random seeds. This strict control of parameter consistency is crucial to ensure the validity of our experimental results.

5.2 Perfermance compared with baseline

Fig.5 illustrates the convergence performance of each algorithm during training. From the Fig.5, we can observe that in the Cooperative Navigation tasks, RDHNet consistently converges quickly and stably to the best results. Meanwhile, COMIX, COVDN, IDDPG, and MADDPG also achieve relatively good convergence, but FACMAC underperforms significantly, exhibiting poor convergence speed, final performance, and stability. In the predator prey tasks, RDHNet also achieves the fastest convergence and best performance across both scenarios. Furthermore, we observe that as the number of entities in the predator prey tasks increases, the advantages of RDHNet become more pronounced. Specifically, RDHNet demonstrates overwhelming superiority in the scenario with six predators compared to the other algorithms. We speculate that this is because the representation space is larger in scenarios with more entities, allowing RDHNet, which leverages rotational symmetry to compress the representation space, to have a more significant advantage. Tab.2 lists the performance of all models after trained, showing that RDHNet achieves the best performance in four out of five tasks. The results confirm the objective presence of rotational symmetry in MARL tasks and demonstrate the effectiveness of our proposed method in addressing this issue.

5.3 Ablation study

To assess the impact of different symmetries in MARL, we conducted ablation experiments focusing on rotational and permutation symmetries. Given that rotational invariance is built upon permutation invariance, our experimental setup compared three scenarios: baseline, baseline with IE and PE, and baseline with only PE. The baseline used was COMIX, which is considered the best MARL algorithm for continuous action tasks. For implementing permutation invariance (PI), we replaced the MLP in COMIX with the HPN network. The method incorporating both permutation invariance (PI) and rotation invariance (IE) was our proposed RDHNet network.

The results, shown in Fig.6, reveal that introducing PE into the baseline improved performance across various Cooperative Prey Predator task scenarios compared to the original baseline. However, in the cooperative navigation task, performance did not significantly improve and even worsened as the number of entities increased. We speculate that the HPN network’s use of PE reduced the policy’s representational capacity. Nonetheless, the method incorporating both IE and PE achieved the best performance across all task scenarios, with its advantage becoming more pronounced as the number of entities increased. These experiments confirm that symmetry indeed exists in MARL problems and has a tangible impact on MARL performance.

5.4 Influence with different number of referred agents

In this section, we focus on studying the impact of selecting different numbers of reference entities on the performance and computational cost of RDHNet. We conduct an extensive analysis using the CN 3a cn 3a task, where we vary the number of reference entities kr used to construct the polar coordinate system, in order to investigate how kr affects the performance of RDHNet. The experimental results are shown in Fig.7.

From the experimental results, it appears that fewer reference entities yield better performance, particularly during the early stages of training. A possible explanation for this phenomenon is that when more entities are selected, the optimization process during backpropagation must satisfy additional constraints, which makes the model’s learning process more challenging. We plan to conduct further in-depth exploration and research on this phenomenon in the future. However, we have validated the feasibility of limiting RDHNet’s computational complexity to O(n2).

5.5 Latent embedding visualization

In this section, we use the data distribution in the latent space to demonstrate RDHNet’s capability to compress the representation space effectively. Specifically, we first interact with the environment using a random policy to collect a dataset D. Next, we apply rotation to the data, rotating each sample by arbitrary angles (in practice, each data point generates ten rotated versions). After constructing the dataset D, each (o,a) pair in the dataset is input into different models. We then extract the features from the layer preceding the output layer as the data representation in the latent space described by the model.

These representations are clustered using t-SNE, with the results shown in Fig.8. The figure shows that the representations of the baseline (COMIX) are the most dispersed in the latent space, followed by the baseline augmented with Permutation Invariance (PI). The most compact clustering is produced by the model that incorporates both Permutation Invariance and Rotational Invariance (RI), which is RDHNet. In our experimental setup, the degree of clustering reflects the compactness of the representation space. Thus, we have sufficient reason to believe that integrating both PI and RI in our RDHNet model enables the effective compression of redundant representations, as demonstrated in Fig.8.

6 Conclusion and discussion

In this paper, we first thoroughly analyze the representation redundancy problem caused by symmetry in multi-agent scenarios, distinguishing between permutation symmetry and rotational symmetry. We then propose the RDHNet architecture, inspired by human observation and problem-solving approaches, to address the issue of rotational symmetry in multi-agent systems. Finally, we validate our approach through experiments that reveal the objective hindrance posed by rotational symmetry to multi-agent learning and demonstrate that RDHNet applies to a wide range of multi-agent scenarios, further supporting our hypothesis: in specific scenarios and environments, Cartesian coordinates are unnecessary, as human intuition perceives distance and angles rather than constructing a Cartesian coordinate system in the mind.

We also acknowledge certain limitations of this work. For instance, the experimental scenarios lack diversity, the algorithm’s computational complexity increases quadratically with the number of entities in the system, and we have yet to develop more effective optimization strategies for the actor-critic version of RDHNet. In future research, we also envision a more aggressive computational compression scheme. Specifically, under the POMDP setting, each entity would be able to observe only the kn nearest entities to itself. As a result, when the number of agents increases, the model’s computational complexity will be controlled at approximately O(n) level. This would allow RDHNet to scale easily to large-scale scenarios. Of course, this remains part of our future work.

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