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AVOCADO: Adaptive Optimal Collision Avoidance driven by Opinion

arXiv.org Artificial Intelligence

We present AVOCADO (AdaptiVe Optimal Collision Avoidance Driven by Opinion), a novel navigation approach to address holonomic robot collision avoidance when the degree of cooperation of the other agents in the environment is unknown. AVOCADO departs from a Velocity Obstacle's formulation akin to the Optimal Reciprocal Collision Avoidance method. However, instead of assuming reciprocity, AVOCADO poses an adaptive control problem that aims at adapting in real-time to the cooperation degree of other robots and agents. Adaptation is achieved through a novel nonlinear opinion dynamics design that relies solely on sensor observations. As a by-product, based on the nonlinear opinion dynamics, we propose a novel method to avoid the deadlocks under geometrical symmetries among robots and agents. Extensive numerical simulations show that AVOCADO surpasses existing geometrical, learning and planning-based approaches in mixed cooperative/non-cooperative navigation environments in terms of success rate, time to goal and computational time. In addition, we conduct multiple real experiments that verify that AVOCADO is able to avoid collisions in environments crowded with other robots and humans.


On the Complexity of Learning to Cooperate with Populations of Socially Rational Agents

arXiv.org Artificial Intelligence

Artificially intelligent agents deployed in the real-world will require the ability to reliably \textit{cooperate} with humans (as well as other, heterogeneous AI agents). To provide formal guarantees of successful cooperation, we must make some assumptions about how partner agents could plausibly behave. Any realistic set of assumptions must account for the fact that other agents may be just as adaptable as our agent is. In this work, we consider the problem of cooperating with a \textit{population} of agents in a finitely-repeated, two player general-sum matrix game with private utilities. Two natural assumptions in such settings are that: 1) all agents in the population are individually rational learners, and 2) when any two members of the population are paired together, with high-probability they will achieve at least the same utility as they would under some Pareto efficient equilibrium strategy. Our results first show that these assumptions alone are insufficient to ensure \textit{zero-shot} cooperation with members of the target population. We therefore consider the problem of \textit{learning} a strategy for cooperating with such a population using prior observations its members interacting with one another. We provide upper and lower bounds on the number of samples needed to learn an effective cooperation strategy. Most importantly, we show that these bounds can be much stronger than those arising from a "naive'' reduction of the problem to one of imitation learning.


Multi-agent Cooperative Games Using Belief Map Assisted Training

arXiv.org Artificial Intelligence

In a multi-agent system, agents share their local observations to gain global situational awareness for decision making and collaboration using a message passing system. When to send a message, how to encode a message, and how to leverage the received messages directly affect the effectiveness of the collaboration among agents. When training a multi-agent cooperative game using reinforcement learning (RL), the message passing system needs to be optimized together with the agent policies. This consequently increases the model's complexity and poses significant challenges to the convergence and performance of learning. To address this issue, we propose the Belief-map Assisted Multi-agent System (BAMS), which leverages a neuro-symbolic belief map to enhance training. The belief map decodes the agent's hidden state to provide a symbolic representation of the agent's understanding of the environment and other agent's status. The simplicity of symbolic representation allows the gathering and comparison of the ground truth information with the belief, which provides an additional channel of feedback for the learning. Compared to the sporadic and delayed feedback coming from the reward in RL, the feedback from the belief map is more consistent and reliable. Agents using BAMS can learn a more effective message passing network to better understand each other, resulting in better performance in a cooperative predator and prey game with varying levels of map complexity and compare it to previous multi-agent message passing models. The simulation results showed that BAMS reduced training epochs by 66\%, and agents who apply the BAMS model completed the game with 34.62\% fewer steps on average.


Intrinsic Action Tendency Consistency for Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Efficient collaboration in the centralized training with decentralized execution (CTDE) paradigm remains a challenge in cooperative multi-agent systems. We identify divergent action tendencies among agents as a significant obstacle to CTDE's training efficiency, requiring a large number of training samples to achieve a unified consensus on agents' policies. This divergence stems from the lack of adequate team consensus-related guidance signals during credit assignments in CTDE. To address this, we propose Intrinsic Action Tendency Consistency, a novel approach for cooperative multi-agent reinforcement learning. It integrates intrinsic rewards, obtained through an action model, into a reward-additive CTDE (RA-CTDE) framework. We formulate an action model that enables surrounding agents to predict the central agent's action tendency. Leveraging these predictions, we compute a cooperative intrinsic reward that encourages agents to match their actions with their neighbors' predictions. We establish the equivalence between RA-CTDE and CTDE through theoretical analyses, demonstrating that CTDE's training process can be achieved using agents' individual targets. Building on this insight, we introduce a novel method to combine intrinsic rewards and CTDE. Extensive experiments on challenging tasks in SMAC and GRF benchmarks showcase the improved performance of our method.


CuDA2: An approach for Incorporating Traitor Agents into Cooperative Multi-Agent Systems

arXiv.org Artificial Intelligence

Cooperative Multi-Agent Reinforcement Learning (CMARL) strategies are well known to be vulnerable to adversarial perturbations. Previous works on adversarial attacks have primarily focused on white-box attacks that directly perturb the states or actions of victim agents, often in scenarios with a limited number of attacks. However, gaining complete access to victim agents in real-world environments is exceedingly difficult. To create more realistic adversarial attacks, we introduce a novel method that involves injecting traitor agents into the CMARL system. We model this problem as a Traitor Markov Decision Process (TMDP), where traitors cannot directly attack the victim agents but can influence their formation or positioning through collisions. In TMDP, traitors are trained using the same MARL algorithm as the victim agents, with their reward function set as the negative of the victim agents' reward. Despite this, the training efficiency for traitors remains low because it is challenging for them to directly associate their actions with the victim agents' rewards. To address this issue, we propose the Curiosity-Driven Adversarial Attack (CuDA2) framework. CuDA2 enhances the efficiency and aggressiveness of attacks on the specified victim agents' policies while maintaining the optimal policy invariance of the traitors. Specifically, we employ a pre-trained Random Network Distillation (RND) module, where the extra reward generated by the RND module encourages traitors to explore states unencountered by the victim agents. Extensive experiments on various scenarios from SMAC demonstrate that our CuDA2 framework offers comparable or superior adversarial attack capabilities compared to other baselines.


The Overcooked Generalisation Challenge

arXiv.org Artificial Intelligence

We introduce the Overcooked Generalisation Challenge (OGC) - the first benchmark to study agents' zero-shot cooperation abilities when faced with novel partners and levels in the Overcooked-AI environment. This perspective starkly contrasts a large body of previous work that has trained and evaluated cooperating agents only on the same level, failing to capture generalisation abilities required for real-world human-AI cooperation. Our challenge interfaces with state-of-the-art dual curriculum design (DCD) methods to generate auto-curricula for training general agents in Overcooked. It is the first cooperative multi-agent environment specially designed for DCD methods and, consequently, the first benchmarked with state-of-the-art methods. It is fully GPU-accelerated, built on the DCD benchmark suite minimax, and freely available under an open-source license: https://git.hcics.simtech.uni-stuttgart.de/public-projects/OGC. We show that current DCD algorithms struggle to produce useful policies in this novel challenge, even if combined with recent network architectures that were designed for scalability and generalisability. The OGC pushes the boundaries of real-world human-AI cooperation by enabling the research community to study the impact of generalisation on cooperating agents.


FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.


Decentralized Transformers with Centralized Aggregation are Sample-Efficient Multi-Agent World Models

arXiv.org Artificial Intelligence

Learning a world model for model-free Reinforcement Learning (RL) agents can significantly improve the sample efficiency by learning policies in imagination. However, building a world model for Multi-Agent RL (MARL) can be particularly challenging due to the scalability issue in a centralized architecture arising from a large number of agents, and also the non-stationarity issue in a decentralized architecture stemming from the inter-dependency among agents. To address both challenges, we propose a novel world model for MARL that learns decentralized local dynamics for scalability, combined with a centralized representation aggregation from all agents. We cast the dynamics learning as an auto-regressive sequence modeling problem over discrete tokens by leveraging the expressive Transformer architecture, in order to model complex local dynamics across different agents and provide accurate and consistent long-term imaginations. As the first pioneering Transformer-based world model for multi-agent systems, we introduce a Perceiver Transformer as an effective solution to enable centralized representation aggregation within this context. Results on Starcraft Multi-Agent Challenge (SMAC) show that it outperforms strong model-free approaches and existing model-based methods in both sample efficiency and overall performance.


Multi-Task Lane-Free Driving Strategy for Connected and Automated Vehicles: A Multi-Agent Deep Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Deep reinforcement learning has shown promise in various engineering applications, including vehicular traffic control. The non-stationary nature of traffic, especially in the lane-free environment with more degrees of freedom in vehicle behaviors, poses challenges for decision-making since a wrong action might lead to a catastrophic failure. In this paper, we propose a novel driving strategy for Connected and Automated Vehicles (CAVs) based on a competitive Multi-Agent Deep Deterministic Policy Gradient approach. The developed multi-agent deep reinforcement learning algorithm creates a dynamic and non-stationary scenario, mirroring real-world traffic complexities and making trained agents more robust. The algorithm's reward function is strategically and uniquely formulated to cover multiple vehicle control tasks, including maintaining desired speeds, overtaking, collision avoidance, and merging and diverging maneuvers. Moreover, additional considerations for both lateral and longitudinal passenger comfort and safety criteria are taken into account. We employed inter-vehicle forces, known as nudging and repulsive forces, to manage the maneuvers of CAVs in a lane-free traffic environment. The proposed driving algorithm is trained and evaluated on lane-free roads using the Simulation of Urban Mobility platform. Experimental results demonstrate the algorithm's efficacy in handling different objectives, highlighting its potential to enhance safety and efficiency in autonomous driving within lane-free traffic environments.


Robust Cooperative Multi-Agent Reinforcement Learning:A Mean-Field Type Game Perspective

arXiv.org Artificial Intelligence

In this paper, we study the problem of robust cooperative multi-agent reinforcement learning (RL) where a large number of cooperative agents with distributed information aim to learn policies in the presence of \emph{stochastic} and \emph{non-stochastic} uncertainties whose distributions are respectively known and unknown. Focusing on policy optimization that accounts for both types of uncertainties, we formulate the problem in a worst-case (minimax) framework, which is is intractable in general. Thus, we focus on the Linear Quadratic setting to derive benchmark solutions. First, since no standard theory exists for this problem due to the distributed information structure, we utilize the Mean-Field Type Game (MFTG) paradigm to establish guarantees on the solution quality in the sense of achieved Nash equilibrium of the MFTG. This in turn allows us to compare the performance against the corresponding original robust multi-agent control problem. Then, we propose a Receding-horizon Gradient Descent Ascent RL algorithm to find the MFTG Nash equilibrium and we prove a non-asymptotic rate of convergence. Finally, we provide numerical experiments to demonstrate the efficacy of our approach relative to a baseline algorithm.