Skip to content

Think How Your Teammates Think: Active Inference Can Benefit Decentralized Execution

Conference: AAAI 2026 arXiv: 2511.18761 Area: LLM Evaluation Keywords: Multi-agent cooperation, active inference, teammate modeling, communication-free framework, decentralized execution

TL;DR

This paper proposes AIM (Active Inference Modeling), a framework for decentralized multi-agent reinforcement learning that models teammates' active inference processes — as perception–belief–action triple portraits — based solely on local observations without any communication. A dual filtering mechanism based on accuracy and relevance selectively integrates teammate belief portraits to assist decision-making. AIM achieves state-of-the-art or near-state-of-the-art performance across four benchmarks: SMAC, SMACv2, MPE, and GRF.


Background & Motivation

Coordination challenges in decentralized settings: In decentralized multi-agent systems, agents lack awareness of teammates' decision logic, which easily leads to miscoordination and suboptimal policies.

Limitations of communication-based methods: Exchanging decision information (Tell) is an intuitive solution, but is infeasible or unreliable in many real-world scenarios due to limited bandwidth, high latency, noise, and communication attacks.

Shortcomings of existing agent modeling methods: - Some methods require access to other agents' full trajectories (e.g., ToMnet), which is unavailable during decentralized execution. - Others (e.g., OMG) can only model agents with fixed parameters, capping the upper bound of team policy performance. - Existing methods model only partial decision components (behavior or intent), ignoring the complete decision process and creating a gap between the model and reality.

Core insight: Rather than telling agents what their teammates do (Tell), agents should think about how their teammates reason (Think). Inspired by human cognitive decision-making and active inference theory, this work models the teammate decision process as a perception–belief–action active inference pipeline.


Method

Overall Architecture

AIM consists of two main modules: (1) a teammate triple portrait modeling module based on active inference, which generates perception–belief–action portraits for each teammate using only local observations; and (2) a dual filtering module that selectively integrates teammate belief portraits based on accuracy and relevance to assist decision-making. Training follows the CTDE paradigm (QMIX) and is compatible with value decomposition methods such as VDN and QPLEX.

Key Designs 1: Perception Portrait

  • Function: Constructs teammate \(j\)'s perspective observation \(\hat{o}_{ij}^t\) from agent \(i\)'s local observation \(o_i^t\).
  • Mechanism: A perspective transformation operation — using teammate \(j\)'s position as the origin, recomputing the relative positions of other agents and taking the intersection with agent \(i\)'s observation as the perception portrait.
  • Implementation: The perception portrait \(\hat{o}_{ij}^t\) is fed into a GRU network to obtain teammate \(j\)'s historical trajectory information \(\hat{h}_{ij}^t\).
  • Design Motivation: To understand a teammate's behavior, one must first understand what the teammate "sees."

Key Designs 2: Belief Portrait

  • Function: Constructs the high-level decision basis — belief representation \(z_{-i}^t\) — for teammates.
  • Distinction from perception: Perception is objective (depending on environmental state and position), whereas belief is subjective (highly variable due to limited observation) and is thus modeled from agent \(i\)'s own perspective rather than the teammate's.
  • Generation: Agent \(i\)'s trajectory \(h_i^t\) and teammate index \(id_{-i}\) are fed into a belief encoder, which outputs a Gaussian distribution \(\mathcal{N}(\mu_i^t, \delta_i^t)\); the belief representation is obtained via reparameterization.
  • Two constraints:
    • Decision support: Maximize mutual information between belief \(z_{-i}^t\) and teammates' actual actions: \(\mathcal{L}_{mi} = \mathbb{E}[\mathcal{D}_{KL}(p(z_{-i}^t | h_i^t, id_{-i}) \| q_\xi(z_{-i}^t | h_i^t, a_{-i}^t, id_{-i}))]\)
    • Short-term stability: Cosine similarity loss between beliefs at adjacent timesteps: \(\mathcal{L}_{cn} = \mathbb{E}[-\frac{z_{-i}^{t-1} \cdot z_{-i}^t}{\|z_{-i}^{t-1}\| \|z_{-i}^t\|}]\)

Key Designs 3: Action Portrait

  • Function: Predicts teammates' actual actions as posterior feedback on modeling accuracy.
  • Input: Concatenation of belief portrait \(z_{-i}^t\) and historical perception information \(\hat{h}_{-i}^t\).
  • Loss: Cross-entropy between predicted and ground-truth actions: \(\mathcal{L}_{ce} = -\sum_i a_{-i}^{true} \log \hat{a}_{-i}\).
  • Joint optimization: Backpropagation of action prediction errors jointly optimizes perception and belief portraits, forming a closed loop.
  • Combined triple portrait loss: \(\mathcal{L}_{MD} = \lambda_{mi}\mathcal{L}_{mi} + \lambda_{cn}\mathcal{L}_{cn} + \lambda_{ce}\mathcal{L}_{ce}\)

Key Designs 4: Accuracy Filter

  • Problem: Due to limited local observations, perception portraits inevitably contain errors; blindly using inaccurate portraits distorts decision-making.
  • Approach: Learn a mapping \(f: \mathbb{R}^h \mapsto \mathbb{R}\) that maps perception portraits to accuracy scores \(c_{ij}^t = \text{softmax}(f(\hat{h}_{ij}^t))\), constructing an \(N \times N\) evaluation matrix \(\mathcal{C}^t\).
  • Three property constraints:
    • Mutual evaluation symmetry: Symmetry loss \(\mathcal{L}_{sy} = \|\mathcal{C} - \mathcal{C}^T\|_\mathcal{F}\)
    • Self-evaluation supremacy: Diagonal loss \(\mathcal{L}_{se} = -\sum_i c_{ii}\)
    • Similarity yields high scores: Automatically satisfied by the neural network's property of producing similar outputs for similar inputs
  • Selection: The \(top\_k\) teammates with the highest accuracy scores proceed to the next stage.

Key Designs 5: Relevance Filter

  • Problem: Multi-agent cooperation is typically local, and integrating information from all teammates is unnecessary.
  • Approach: An attention mechanism is used with agent \(i\)'s own perception history \(h_i^t\) as the Query, the perception histories \(\hat{h}_k^t\) of the \(k\) filtered teammates as Keys, and their belief portraits \(z_k^t\) as Values.
  • Attention score: \(\alpha_{i,k} = \frac{\exp(\frac{1}{\sqrt{d_{key}}}(h_i^t W_Q) \cdot (\hat{h}_k^t W_K)^T)}{\sum_{j=1}^k \exp(\frac{1}{\sqrt{d_{key}}}(h_i^t W_Q) \cdot (\hat{h}_j^t W_K)^T)}\)
  • Fusion result: \(e_i^t = \sum_{j=1}^k \alpha_{i,j} \cdot z_j^t\), concatenated with \(h_i^t\) and passed through a linear layer to compute local Q-values.
  • Design Motivation: Belief portraits are fused rather than action portraits, as the high-level belief representation can dilute the impact of single-step modeling errors.

Overall Training Objective

\[\mathcal{L}_{tot} = \mathcal{L}_{TD} + \mathcal{L}_{MD} + \mathcal{L}_{DF}\]

where \(\mathcal{L}_{TD}\) is the TD loss from QMIX, \(\mathcal{L}_{MD}\) is the triple portrait loss, and \(\mathcal{L}_{DF} = \lambda_{sy}\mathcal{L}_{sy} + \lambda_{se}\mathcal{L}_{se}\) is the dual filtering loss.


Key Experimental Results

Experimental Setup

  • Benchmarks: SMAC (6 maps), SMACv2 (6 tasks), MPE (3 tasks), GRF (Google Research Football)
  • Baselines: QMIX, QPLEX, RODE, COLA, SIRD (without communication); MAIC, T2MAC (with communication); OMG (agent modeling)
  • Evaluation: Average over 5 random seeds

Main Results

  1. SMAC: AIM outperforms all baselines on maps requiring explicit role assignment and cooperative partner selection (3s5z_vs_3s6z, corridor, 6h_vs_8z), even surpassing communication-based methods, suggesting that modeling is more effective than communication at close range.
  2. SMACv2: Under additional challenges including randomized initial positions and unit types, baseline methods experience significant performance drops, while AIM remains competitive, validating the environmental adaptability of the perception portrait module.
  3. MPE: AIM achieves state-of-the-art or near-state-of-the-art performance on locally observable Predator-Prey tasks.
  4. Ablation Study: Removing any single component — belief portrait, action portrait, or either filtering module — leads to performance degradation, confirming the necessity of each component.

Highlights & Insights

Strengths

  • The paradigm shift from "Tell" to "Think" is novel; incorporating active inference theory into teammate modeling in MARL represents a creative contribution.
  • The perception–belief–action triple portrait design is systematic and complete, with clear correspondence to cognitive science concepts.
  • The dual filtering mechanism (accuracy + relevance) addresses the inevitable noise in local observation-based modeling.
  • Experiments span four major benchmarks with comprehensive baselines, including both communication-based and communication-free comparisons.

Limitations & Future Work

  • The perspective transformation operation (perception portrait construction) relies on known teammate positions, making it inapplicable in scenarios where positional information is unavailable.
  • The selection of \(top\_k\) requires tuning across different scenarios; no adaptive strategy is proposed.
  • Validation is limited to discrete action spaces; extension to continuous action spaces is not discussed.

  • MAIC: A communication-based MARL method that achieves teammate awareness through message exchange; AIM outperforms MAIC even at close range, demonstrating that modeling can substitute for communication.
  • OMG: An agent modeling method based solely on local observations, but with fixed teammate policies; AIM allows all agents to train simultaneously, breaking through the upper bound on cooperative efficiency.
  • Theory of Mind (ToMnet): Models agents' mental states based on theory of mind, but requires access to the modeled agent's trajectory; AIM operates entirely from local observations, better satisfying decentralized requirements.
  • Active Inference: A decision-making framework derived from Friston's free energy principle; AIM borrows its perception–belief–action structure for teammate modeling, representing its first systematic application in MARL.