PopGen: Generating Semantically Diverse Populations for Zero-Shot Coordination
Organizations: EPFL · UC Berkeley · Yonsei University · Google DeepMind ·
Abstract
In multi-agent reinforcement learning, exposing a cooperator to partners with diverse strategies during training is key to better collaboration at test time. However, existing methods typically rely on trajectory-level proxies to measure diversity, which may label two distinct trajectories of the same strategy as diverse. Instead, our key insight is to leverage LLMs' ability to describe behaviorally distinct agents in environments, similar to how humans can recognize high-level strategies. To this end, we introduce PopGen, a framework that synthesizes semantically diverse agents from scratch using LLMs. PopGen first generates a diverse set of textual descriptions of agent behaviors, then translates each behavior into a code policy that can be executed within the environment. We show that cooperators trained against PopGen populations achieve robust zero-shot cooperation with unseen partners, outperforming population-play baselines across four collaborative environments. We further show that semantic diversity scales with PopGen population size, improving the cooperator's worst-case performance, and we identify design choices that preserve population quality while maximizing diversity. Our code is available at https://github.com/labicon/PopGen.
Figures & tables
Appendix figures & tables17 assets
Supplementary material from the paper’s appendix.
Appendix
| Env | Num. Agents | Action Space | Observation | Objective |
| LBF | 2 (ego: 2) | Discrete (6) | Partial | Collect all food items |
| Overcooked | 2 (ego: 2) | Discrete (6) | Global | Serve as many soups as possible |
| PMR | 2 (ego: 2) | Continuous (2D) | Global | Meet at the same landmark |
| PP | 7 (ego: 2, adv.: 5) | Continuous (2D) | Partial | Capture prey |
| Env. | Name | Description |
| LBF | Closest-Food Greedy | Moves to the nearest food and loads it when possible. |
| Team-Center Food | Targets food near the center of the two agents. | |
| Teammate-Biased Food | Targets the food cheapest for the teammate to reach. | |
| Synchronized Loading | Waits at its food until the teammate is adjacent. | |
| PP | Closest-Prey Greedy | Chases the nearest prey, whether it is a rabbit or a stag. |
| Teammate-Biased Prey | Targets the prey the teammate is also pressuring. |
| Shared across all environments | |
| Discount factor | 0.99 |
| Learning rate | |
| PPO clip | 0.2 |
| GAE | 0.9 |
| Policy network | GRU |
| Prioritized sampling | 1.0 |
| Method | Partners | PMR | LBF | PP | Overcooked |
| Self-Play (SP) | Eval | ||||
| Train | |||||
| FCP | Eval | ||||
| Train | |||||
| MEP | Eval | ||||
| Train |
| Held-out partner | PopPlay (ours) | SP | FCP | MEP | CoMeDi |
| Point-Mass Rendezvous (PMR) | |||||
| Closest-Landmark Greedy | |||||
| Farthest-Landmark Commitment | |||||
| Teammate-Biased Landmark | |||||
| Regroup then Diverge | |||||
| Level-Based Foraging (LBF) | |||||
| Landmark (%) | Run 1 | Run 2 | Run 3 | Run 4 | Run 5 | |||||||||||||||
| 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | |
| East | 0 | 0 | 0 | 100 | 35 | 100 | 0 | 0 | 0 | 0 | 0 | 0 | 85 | 0 | 0 | 100 | 0 | 0 | 0 | 0 |
| North | 100 | 15 | 0 | 0 | 0 | 0 | 75 | 0 | 0 | 0 | 100 | 0 | 15 | 0 | 30 | 0 | 0 | 0 | 0 | 0 |
| West | 0 | 0 | 75 | 0 | 0 | 0 | 0 | 0 | 100 | 0 | 0 | 0 | 0 | 0 | 70 | 0 | 100 | 100 | 70 | 100 |
| South | 0 | 85 | 25 | 0 | 65 | 0 | 25 | 100 | 0 | 100 | 0 | 100 | 0 | 100 | 0 | 0 | 0 | 0 | 30 | 0 |
| Stage (%) | Run 1 | Run 2 | Run 3 | Run 4 | Run 5 | ||||||||||||||||
| 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | 1 | 2 | 3 | 4 | Mean | |
| Fetch onion | 37 | 40 | 51 | 38 | 58 | 51 | 40 | 54 | 41 | 49 | 35 | 46 | 43 | 42 | 57 | 34 | 51 | 47 | 35 | 39 | 44 |
| Onion pot | 31 | 36 | 38 | 35 | 38 | 36 | 35 | 39 | 33 | 28 | 33 | 45 | 33 | 35 | 34 | 34 | 38 | 42 | 35 | 36 | 36 |
| Start pot | 9 | 12 | 0 | 12 | 0 | 0 | 12 | 0 | 8 | 8 | 11 | 0 | 11 | 10 | 0 | 10 | 0 | 0 | 12 | 12 | 6 |
| Fetch dish | 11 | 12 | 11 | 8 | 4 | 13 | 13 | 7 | 11 | 8 | 11 | 10 | 11 | 13 | 9 | 10 | 10 | 11 | 10 | 12 | 10 |
| Scoop soup | 11 | 0 | 0 | 8 | 0 | 0 | 0 | 0 | 8 | 8 | 11 | 0 | 2 | 0 | 0 | 10 | 0 | 0 | 10 | 1 | 3 |
| Cooperator | ||||||
| Method | Partner | Onion pot | Start pot | Fetch dish | Scoop soup | Serve soup |
| PopPlay | Fill & Start | |||||
| Fill only | ||||||
| Fetch & Serve | ||||||
| Wait & Serve | ||||||
| Self-Play | Fill & Start | |||||
| Method | LLM Calls | Candidates | Turns | Prompt Example | Definition |
| 1. Instance-level Prompt | |||||
| Direct (DIR) | 1 | 1 | “Think step-by-step, generate a football player behavior” | ||
| 2. List-level Prompt | |||||
| One-Pass (OP) | 1 | “Generate 30 football player behaviors” | |||
| Sequence (SEQ) | 1 | “Generate 5 football player behaviors” | |||
| Multi-Turn (MT) | 1 | Turn 1: “Generate a football player behavior” Turn 2+: “Generate another football player behavior” | |||
| Diversity ( ) | Quality ( ) | ||||||||||||||
| Type | Ratio | football | lbf | pmr | pp | smacv2 | overcooked | avg | football | lbf | pmr | pp | smacv2 | overcooked | avg |
| Baseline (VS) | 1 | 0.730 | 0.726 | 0.636 | 0.691 | 0.756 | 0.612 | 0.692 | 12.77 | 11.16 | 13.52 | 12.20 | 12.00 | 13.32 | 12.50 |
| One Pass | 2 | 0.737 | 0.710 | 0.645 | 0.725 | 0.752 | 0.634 | 0.701 | 12.47 | 12.24 | 13.78 | 11.90 | 12.44 | 13.30 | 12.69 |
| 4 | 0.729 | 0.684 | 0.644 | 0.718 | 0.747 | 0.684 | 0.701 | 12.50 | 12.18 | 13.84 | 13.04 | 12.57 | 13.20 | 12.89 | |
| Independent | 2 | 0.737 | 0.654 | 0.637 | 0.735 | 0.738 | 0.616 | 0.686 | 12.44 | 11.97 | 13.84 | 12.93 | 12.20 | 13.26 | 12.77 |
| 4 | 0.726 | 0.672 | 0.643 | 0.721 | 0.749 | 0.614 | 0.688 | 13.01 | 12.57 | 13.88 | 12.77 | 12.11 | 13.10 | 12.91 | |
| Name | Abbr. | Description |
| LLM-Embodied Agent | LLM-A | Uses an LLM directly as the decision-making agent, conditioned on textualized observations and a behavior specification: |
| Reward Function | RF | An LLM generates a reward function , whose optimization via reinforcement learning yields a neural network policy exhibiting the target behavior. |
| Policy Code | PC | An LLM synthesizes an executable policy that directly maps observations to actions, serving as the policy. |
| Behavior Adherence (Dev) | Behavior Adherence (Test) | ||||||||||
| Method | Attempt | LBF | PMR | PP | Overcooked | Avg. | LBF | PMR | PP | Overcooked | Avg. |
| LLM-A | First | ||||||||||
| Best | |||||||||||
| PC | First | ||||||||||
| Best | |||||||||||
| Method | Generation latency (s) | Rollout latency (s) |
| LLM-A | — | |
| RF | ||
| PC |
| Split | Attempt | LBF | PMR | PP | Overcooked | Avg. |
| Dev | First | |||||
| Best | ||||||
| Test | First | |||||
| Best | ||||||