Markov Models
Dynamic Game-Theoretical Decision-Making Framework for Vehicle-Pedestrian Interaction with Human Bounded Rationality
Dang, Meiting, Zhao, Dezong, Wang, Yafei, Wei, Chongfeng
Human-involved interactive environments pose significant challenges for autonomous vehicle decision-making processes due to the complexity and uncertainty of human behavior. It is crucial to develop an explainable and trustworthy decision-making system for autonomous vehicles interacting with pedestrians. Previous studies often used traditional game theory to describe interactions for its interpretability. However, it assumes complete human rationality and unlimited reasoning abilities, which is unrealistic. To solve this limitation and improve model accuracy, this paper proposes a novel framework that integrates the partially observable markov decision process with behavioral game theory to dynamically model AV-pedestrian interactions at the unsignalized intersection. Both the AV and the pedestrian are modeled as dynamic-belief-induced quantal cognitive hierarchy (DB-QCH) models, considering human reasoning limitations and bounded rationality in the decision-making process. In addition, a dynamic belief updating mechanism allows the AV to update its understanding of the opponent's rationality degree in real-time based on observed behaviors and adapt its strategies accordingly. The analysis results indicate that our models effectively simulate vehicle-pedestrian interactions and our proposed AV decision-making approach performs well in safety, efficiency, and smoothness. It closely resembles real-world driving behavior and even achieves more comfortable driving navigation compared to our previous virtual reality experimental data.
The Number of Trials Matters in Infinite-Horizon General-Utility Markov Decision Processes
Santos, Pedro P., Sardinha, Alberto, Melo, Francisco S.
The general-utility Markov decision processes (GUMDPs) framework generalizes the MDPs framework by considering objective functions that depend on the frequency of visitation of state-action pairs induced by a given policy. In this work, we contribute with the first analysis on the impact of the number of trials, i.e., the number of randomly sampled trajectories, in infinite-horizon GUMDPs. We show that, as opposed to standard MDPs, the number of trials plays a key-role in infinite-horizon GUMDPs and the expected performance of a given policy depends, in general, on the number of trials. We consider both discounted and average GUMDPs, where the objective function depends, respectively, on discounted and average frequencies of visitation of state-action pairs. First, we study policy evaluation under discounted GUMDPs, proving lower and upper bounds on the mismatch between the finite and infinite trials formulations for GUMDPs. Second, we address average GUMDPs, studying how different classes of GUMDPs impact the mismatch between the finite and infinite trials formulations. Third, we provide a set of empirical results to support our claims, highlighting how the number of trajectories and the structure of the underlying GUMDP influence policy evaluation.
Deep Reinforcement Learning-based Obstacle Avoidance for Robot Movement in Warehouse Environments
Li, Keqin, Chen, Jiajing, Yu, Denzhi, Dajun, Tao, Qiu, Xinyu, Jieting, Lian, Baiwei, Sun, Shengyuan, Zhang, Wan, Zhenyu, Ji, Ran, Hong, Bo, Ni, Fanghao
At present, in most warehouse environments, the accumulation of goods is complex, and the management personnel in the control of goods at the same time with the warehouse mobile robot trajectory interaction, the traditional mobile robot can not be very good on the goods and pedestrians to feed back the correct obstacle avoidance strategy, in order to control the mobile robot in the warehouse environment efficiently and friendly to complete the obstacle avoidance task, this paper proposes a deep reinforcement learning based on the warehouse environment, the mobile robot obstacle avoidance Algorithm. Firstly, for the insufficient learning ability of the value function network in the deep reinforcement learning algorithm, the value function network is improved based on the pedestrian interaction, the interaction information between pedestrians is extracted through the pedestrian angle grid, and the temporal features of individual pedestrians are extracted through the attention mechanism, so that we can learn to obtain the relative importance of the current state and the historical trajectory state as well as the joint impact on the robot's obstacle avoidance strategy, which provides an opportunity for the learning of multi-layer perceptual machines afterwards. Secondly, the reward function of reinforcement learning is designed based on the spatial behaviour of pedestrians, and the robot is punished for the state where the angle changes too much, so as to achieve the requirement of comfortable obstacle avoidance; Finally, the feasibility and effectiveness of the deep reinforcement learning-based mobile robot obstacle avoidance algorithm in the warehouse environment in the complex environment of the warehouse are verified through simulation experiments.
Evaluating Robot Influence on Pedestrian Behavior Models for Crowd Simulation and Benchmarking
Agrawal, Subham, Dengler, Nils, Bennewitz, Maren
The presence of robots amongst pedestrians affects them causing deviation to their trajectories. Existing methods suffer from the limitation of not being able to objectively measure this deviation in unseen cases. In order to solve this issue, we introduce a simulation framework that repetitively measures and benchmarks the deviation in trajectory of pedestrians due to robots driven by different navigation algorithms. We simulate the deviation behavior of the pedestrians using an enhanced Social Force Model (SFM) with a robot force component that accounts for the influence of robots on pedestrian behavior, resulting in the Social Robot Force Model (SRFM). Parameters for this model are learned using the pedestrian trajectories from the JRDB dataset [1]. Pedestrians are then simulated using the SRFM with and without the robot force component to objectively measure the deviation to their trajectory caused by the robot in 5 different scenarios. Our work in this paper is a proof of concept that shows objectively measuring the pedestrian reaction to robot is possible. We use our simulation to train two different RL policies and evaluate them against traditional navigation models.
Adaptive Compensation for Robotic Joint Failures Using Partially Observable Reinforcement Learning
Pham, Tan-Hanh, Aikins, Godwyll, Truong, Tri, Nguyen, Kim-Doang
Robotic manipulators are widely used in various industries for complex and repetitive tasks. However, they remain vulnerable to unexpected hardware failures. In this study, we address the challenge of enabling a robotic manipulator to complete tasks despite joint malfunctions. Specifically, we develop a reinforcement learning (RL) framework to adaptively compensate for a non-functional joint during task execution. Our experimental platform is the Franka robot with 7 degrees of freedom (DOFs). We formulate the problem as a partially observable Markov decision process (POMDP), where the robot is trained under various joint failure conditions and tested in both seen and unseen scenarios. We consider scenarios where a joint is permanently broken and where it functions intermittently. Additionally, we demonstrate the effectiveness of our approach by comparing it with traditional inverse kinematics-based control methods. The results show that the RL algorithm enables the robot to successfully complete tasks even with joint failures, achieving a high success rate with an average rate of 93.6%. This showcases its robustness and adaptability. Our findings highlight the potential of RL to enhance the resilience and reliability of robotic systems, making them better suited for unpredictable environments. All related codes and models are published online.
MEGA-PT: A Meta-Game Framework for Agile Penetration Testing
Penetration testing is an essential means of proactive defense in the face of escalating cybersecurity incidents. Traditional manual penetration testing methods are time-consuming, resource-intensive, and prone to human errors. Current trends in automated penetration testing are also impractical, facing significant challenges such as the curse of dimensionality, scalability issues, and lack of adaptability to network changes. To address these issues, we propose MEGA-PT, a meta-game penetration testing framework, featuring micro tactic games for node-level local interactions and a macro strategy process for network-wide attack chains. The micro- and macro-level modeling enables distributed, adaptive, collaborative, and fast penetration testing. MEGA-PT offers agile solutions for various security schemes, including optimal local penetration plans, purple teaming solutions, and risk assessment, providing fundamental principles to guide future automated penetration testing. Our experiments demonstrate the effectiveness and agility of our model by providing improved defense strategies and adaptability to changes at both local and network levels.
R-AIF: Solving Sparse-Reward Robotic Tasks from Pixels with Active Inference and World Models
Nguyen, Viet Dung, Yang, Zhizhuo, Buckley, Christopher L., Ororbia, Alexander
Although research has produced promising results demonstrating the utility of active inference (AIF) in Markov decision processes (MDPs), there is relatively less work that builds AIF models in the context of environments and problems that take the form of partially observable Markov decision processes (POMDPs). In POMDP scenarios, the agent must infer the unobserved environmental state from raw sensory observations, e.g., pixels in an image. Additionally, less work exists in examining the most difficult form of POMDP-centered control: continuous action space POMDPs under sparse reward signals. In this work, we address issues facing the AIF modeling paradigm by introducing novel prior preference learning techniques and self-revision schedules to help the agent excel in sparse-reward, continuous action, goal-based robotic control POMDP environments. Empirically, we show that our agents offer improved performance over state-of-the-art models in terms of cumulative rewards, relative stability, and success rate. The code in support of this work can be found at https://github.com/NACLab/robust-active-inference.
Adaptive Task Allocation in Multi-Human Multi-Robot Teams under Team Heterogeneity and Dynamic Information Uncertainty
Yuan, Ziqin, Wang, Ruiqi, Kim, Taehyeon, Zhao, Dezhong, Obi, Ike, Min, Byung-Cheol
Task allocation in multi-human multi-robot (MH-MR) teams presents significant challenges due to the inherent heterogeneity of team members, the dynamics of task execution, and the information uncertainty of operational states. Existing approaches often fail to address these challenges simultaneously, resulting in suboptimal performance. To tackle this, we propose ATA-HRL, an adaptive task allocation framework using hierarchical reinforcement learning (HRL), which incorporates initial task allocation (ITA) that leverages team heterogeneity and conditional task reallocation in response to dynamic operational states. Additionally, we introduce an auxiliary state representation learning task to manage information uncertainty and enhance task execution. Through an extensive case study in large-scale environmental monitoring tasks, we demonstrate the benefits of our approach.
Instigating Cooperation among LLM Agents Using Adaptive Information Modulation
Chen, Qiliang, Ilami, Sepehr, Lore, Nunzio, Heydari, Babak
This paper introduces a novel framework combining LLM agents as proxies for human strategic behavior with reinforcement learning (RL) to engage these agents in evolving strategic interactions within team environments. Our approach extends traditional agent-based simulations by using strategic LLM agents (SLA) and introducing dynamic and adaptive governance through a pro-social promoting RL agent (PPA) that modulates information access across agents in a network, optimizing social welfare and promoting pro-social behavior. Through validation in iterative games, including the prisoner's dilemma, we demonstrate that SLA agents exhibit nuanced strategic adaptations. The PPA agent effectively learns to adjust information transparency, resulting in enhanced cooperation rates. This framework offers significant insights into AI-mediated social dynamics, contributing to the deployment of AI in real-world team settings.
Towards Interactive and Learnable Cooperative Driving Automation: a Large Language Model-Driven Decision-Making Framework
Fang, Shiyu, Liu, Jiaqi, Ding, Mingyu, Cui, Yiming, Lv, Chen, Lv, Chen, Lv, Chen
At present, Connected Autonomous Vehicles (CAVs) have begun to open road testing around the world, but their safety and efficiency performance in complex scenarios is still not satisfactory. Cooperative driving leverages the connectivity ability of CAVs to achieve synergies greater than the sum of their parts, making it a promising approach to improving CAV performance in complex scenarios. However, the lack of interaction and continuous learning ability limits current cooperative driving to single-scenario applications and specific Cooperative Driving Automation (CDA). To address these challenges, this paper proposes CoDrivingLLM, an interactive and learnable LLM-driven cooperative driving framework, to achieve all-scenario and all-CDA. First, since Large Language Models(LLMs) are not adept at handling mathematical calculations, an environment module is introduced to update vehicle positions based on semantic decisions, thus avoiding potential errors from direct LLM control of vehicle positions. Second, based on the four levels of CDA defined by the SAE J3216 standard, we propose a Chain-of-Thought (COT) based reasoning module that includes state perception, intent sharing, negotiation, and decision-making, enhancing the stability of LLMs in multi-step reasoning tasks. Centralized conflict resolution is then managed through a conflict coordinator in the reasoning process. Finally, by introducing a memory module and employing retrieval-augmented generation, CAVs are endowed with the ability to learn from their past experiences. We validate the proposed CoDrivingLLM through ablation experiments on the negotiation module, reasoning with different shots experience, and comparison with other cooperative driving methods.