Agents
MOMAland: A Set of Benchmarks for Multi-Objective Multi-Agent Reinforcement Learning
Felten, Florian, Ucak, Umut, Azmani, Hicham, Peng, Gao, Röpke, Willem, Baier, Hendrik, Mannion, Patrick, Roijers, Diederik M., Terry, Jordan K., Talbi, El-Ghazali, Danoy, Grégoire, Nowé, Ann, Rădulescu, Roxana
Many challenging tasks such as managing traffic systems, electricity grids, or supply chains involve complex decision-making processes that must balance multiple conflicting objectives and coordinate the actions of various independent decision-makers (DMs). One perspective for formalising and addressing such tasks is multi-objective multi-agent reinforcement learning (MOMARL). MOMARL broadens reinforcement learning (RL) to problems with multiple agents each needing to consider multiple objectives in their learning process. In reinforcement learning research, benchmarks are crucial in facilitating progress, evaluation, and reproducibility. The significance of benchmarks is underscored by the existence of numerous benchmark frameworks developed for various RL paradigms, including single-agent RL (e.g., Gymnasium), multi-agent RL (e.g., PettingZoo), and single-agent multi-objective RL (e.g., MO-Gymnasium). To support the advancement of the MOMARL field, we introduce MOMAland, the first collection of standardised environments for multi-objective multi-agent reinforcement learning. MOMAland addresses the need for comprehensive benchmarking in this emerging field, offering over 10 diverse environments that vary in the number of agents, state representations, reward structures, and utility considerations. To provide strong baselines for future research, MOMAland also includes algorithms capable of learning policies in such settings.
(Demo) Systematic Experimentation Using Scenarios in Agent Simulation: Going Beyond Parameter Space
Nallur, Vivek, Aghaei, Pedram, Finlay, Graham
This paper demonstrates a disconnected ABM architecture that enables domain experts, and non-programmers to add qualitative insights into the ABM model without the intervention of the programmer. This role separation within the architecture allows policy-makers to systematically experiment with multiple policy interventions, different starting conditions, and visualizations to interrogate their ABM. Keywords: BehaviourFlow Multiple Experts Policy Validation Domain Expertise. 1 Introduction The ideal that agent-based modelling (ABM) in social simulation strives to achieve, in many cases, is a true representation of the'society-of-agents' under study, so that we may gain insight into (or even generate) surprising interactions, emergent behaviour, and some level of explainability in an otherwise complex scenario. This promise has led ABM to be used in many and varied domains, e.g., GIS and socio-ecological modelling [3][2], migration networks [13][6], epidemiological and crisis simulation [12][7], computer games [8], pedestrian dynamics [1][5], self-adaptive software [10][14], modelling emergence[11], emotion modelling [4][9]. Unfortunately, agent-based modelling mechanisms are rarely built to accommodate multiple different experts.
PrISM-Observer: Intervention Agent to Help Users Perform Everyday Procedures Sensed using a Smartwatch
Arakawa, Riku, Yakura, Hiromu, Goel, Mayank
We routinely perform procedures (such as cooking) that include a set of atomic steps. Often, inadvertent omission or misordering of a single step can lead to serious consequences, especially for those experiencing cognitive challenges such as dementia. This paper introduces PrISM-Observer, a smartwatch-based, context-aware, real-time intervention system designed to support daily tasks by preventing errors. Unlike traditional systems that require users to seek out information, the agent observes user actions and intervenes proactively. This capability is enabled by the agent's ability to continuously update its belief in the user's behavior in real-time through multimodal sensing and forecast optimal intervention moments and methods. We first validated the steps-tracking performance of our framework through evaluations across three datasets with different complexities. Then, we implemented a real-time agent system using a smartwatch and conducted a user study in a cooking task scenario. The system generated helpful interventions, and we gained positive feedback from the participants. The general applicability of PrISM-Observer to daily tasks promises broad applications, for instance, including support for users requiring more involved interventions, such as people with dementia or post-surgical patients.
Importance Sampling-Guided Meta-Training for Intelligent Agents in Highly Interactive Environments
Arief, Mansur, Timmerman, Mike, Li, Jiachen, Isele, David, Kochenderfer, Mykel J
Training intelligent agents to navigate highly interactive environments presents significant challenges. While guided meta reinforcement learning (RL) approach that first trains a guiding policy to train the ego agent has proven effective in improving generalizability across various levels of interaction, the state-of-the-art method tends to be overly sensitive to extreme cases, impairing the agents' performance in the more common scenarios. This study introduces a novel training framework that integrates guided meta RL with importance sampling (IS) to optimize training distributions for navigating highly interactive driving scenarios, such as T-intersections. Unlike traditional methods that may underrepresent critical interactions or overemphasize extreme cases during training, our approach strategically adjusts the training distribution towards more challenging driving behaviors using IS proposal distributions and applies the importance ratio to de-bias the result. By estimating a naturalistic distribution from real-world datasets and employing a mixture model for iterative training refinements, the framework ensures a balanced focus across common and extreme driving scenarios. Experiments conducted with both synthetic dataset and T-intersection scenarios from the InD dataset demonstrate not only accelerated training but also improvement in agent performance under naturalistic conditions, showcasing the efficacy of combining IS with meta RL in training reliable autonomous agents for highly interactive navigation tasks.
Faster Optimal Coalition Structure Generation via Offline Coalition Selection and Graph-Based Search
Taguelmimt, Redha, Aknine, Samir, Boukredera, Djamila, Changder, Narayan, Sandholm, Tuomas
Coalition formation is a key capability in multi-agent systems. An important problem in coalition formation is coalition structure generation: partitioning agents into coalitions to optimize the social welfare. This is a challenging problem that has been the subject of active research for the past three decades. In this paper, we present a novel algorithm, SMART, for the problem based on a hybridization of three innovative techniques. Two of these techniques are based on dynamic programming, where we show a powerful connection between the coalitions selected for evaluation and the performance of the algorithms. These algorithms use offline phases to optimize the choice of coalitions to evaluate. The third one uses branch-and-bound and integer partition graph search to explore the solution space. Our techniques bring a new way of approaching the problem and a new level of precision to the field. In experiments over several common value distributions, we show that the hybridization of these techniques in SMART is faster than the fastest prior algorithms (ODP-IP, BOSS) in generating optimal solutions across all the value distributions.
Robotic Shepherding in Cluttered and Unknown Environments using Control Barrier Functions
Hamandi, Mahmoud, Khorrami, Farshad, Tzes, Anthony
This paper introduces a novel control methodology designed to guide a collective of robotic-sheep in a cluttered and unknown environment using robotic-dogs. The dog-agents continuously scan the environment and compute a safe trajectory to guide the sheep to their final destination. The proposed optimization-based controller guarantees that the sheep reside within a desired distance from the reference trajectory through the use of Control Barrier Functions (CBF). Additional CBF constraints are employed simultaneously to ensure inter-agent and obstacle collision avoidance. The efficacy of the proposed approach is rigorously tested in simulation, which demonstrates the successful herding of the robotic-sheep within complex and cluttered environments.
Cooperative Salvo Guidance over Leader-Follower Network with Free-Will Arbitrary Time Convergence
Pal, Rajib Shekhar, Kumar, Shashi Ranjan, Mukherjee, Dwaipayan
A cooperative salvo strategy is proposed in this paper which achieves consensus among the interceptors within a pre-defined arbitrary settling time. Considering non-linear engagement kinematics and a system lag to capture the effect of interceptor autopilot as present in realistic interception scenarios, the guidance schemes use the time-to-go estimates of the interceptors in order to achieve simultaneous interception of a stationary target at a pre-determined impact time. The guidance scheme ensures that consensus among the time-to-go estimates of the interceptors is achieved within a settling time whose upper bound can be pre-specified arbitrarily independent of the initial conditions or design parameters. The efficacy of the proposed guidance strategy is demonstrated using numerical simulations with varied conditions of initial position, velocities and heading angle errors of the interceptors as well as different desired impact times.
Building Machines that Learn and Think with People
Collins, Katherine M., Sucholutsky, Ilia, Bhatt, Umang, Chandra, Kartik, Wong, Lionel, Lee, Mina, Zhang, Cedegao E., Zhi-Xuan, Tan, Ho, Mark, Mansinghka, Vikash, Weller, Adrian, Tenenbaum, Joshua B., Griffiths, Thomas L.
What do we want from machine intelligence? We envision machines that are not just tools for thought, but partners in thought: reasonable, insightful, knowledgeable, reliable, and trustworthy systems that think with us. Current artificial intelligence (AI) systems satisfy some of these criteria, some of the time. In this Perspective, we show how the science of collaborative cognition can be put to work to engineer systems that really can be called ``thought partners,'' systems built to meet our expectations and complement our limitations. We lay out several modes of collaborative thought in which humans and AI thought partners can engage and propose desiderata for human-compatible thought partnerships. Drawing on motifs from computational cognitive science, we motivate an alternative scaling path for the design of thought partners and ecosystems around their use through a Bayesian lens, whereby the partners we construct actively build and reason over models of the human and world.
Explaining Decisions of Agents in Mixed-Motive Games
Orner, Maayan, Maksimov, Oleg, Kleinerman, Akiva, Ortiz, Charles, Kraus, Sarit
In recent years, agents have become capable of communicating seamlessly via natural language and navigating in environments that involve cooperation and competition, a fact that can introduce social dilemmas. Due to the interleaving of cooperation and competition, understanding agents' decision-making in such environments is challenging, and humans can benefit from obtaining explanations. However, such environments and scenarios have rarely been explored in the context of explainable AI. While some explanation methods for cooperative environments can be applied in mixed-motive setups, they do not address inter-agent competition, cheap-talk, or implicit communication by actions. In this work, we design explanation methods to address these issues. Then, we proceed to establish generality and demonstrate the applicability of the methods to three games with vastly different properties. Lastly, we demonstrate the effectiveness and usefulness of the methods for humans in two mixed-motive games. The first is a challenging 7-player game called no-press Diplomacy. The second is a 3-player game inspired by the prisoner's dilemma, featuring communication in natural language.
Odyssey: Empowering Agents with Open-World Skills
Liu, Shunyu, Li, Yaoru, Zhang, Kongcheng, Cui, Zhenyu, Fang, Wenkai, Zheng, Yuxuan, Zheng, Tongya, Song, Mingli
Recent studies have delved into constructing generalist agents for open-world embodied environments like Minecraft. Despite the encouraging results, existing efforts mainly focus on solving basic programmatic tasks, e.g., material collection and tool-crafting following the Minecraft tech-tree, treating the ObtainDiamond task as the ultimate goal. This limitation stems from the narrowly defined set of actions available to agents, requiring them to learn effective long-horizon strategies from scratch. Consequently, discovering diverse gameplay opportunities in the open world becomes challenging. In this work, we introduce ODYSSEY, a new framework that empowers Large Language Model (LLM)-based agents with open-world skills to explore the vast Minecraft world. ODYSSEY comprises three key parts: (1) An interactive agent with an open-world skill library that consists of 40 primitive skills and 183 compositional skills. (2) A fine-tuned LLaMA-3 model trained on a large question-answering dataset with 390k+ instruction entries derived from the Minecraft Wiki. (3) A new open-world benchmark includes thousands of long-term planning tasks, tens of dynamic-immediate planning tasks, and one autonomous exploration task. Extensive experiments demonstrate that the proposed ODYSSEY framework can effectively evaluate the planning and exploration capabilities of agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.