Agents
Negotiating Control: Neurosymbolic Variable Autonomy
Bakirtzis, Georgios, Chiou, Manolis, Theodorou, Andreas
V ariable autonomy equips a system, such as a robot, with mixed initiatives such that it can adjust its independence level based on the task's complexity and the surrounding environment. V ariable autonomy solves two main problems in robotic planning: the first is the problem of humans being unable to keep focus in monitoring and intervening during robotic tasks without appropriate human factor indicators, and the second is achieving mission success in unforeseen and uncertain environments in the face of static reward structures. An open problem in variable autonomy is developing robust methods to dynamically balance autonomy and human intervention in real-time, ensuring optimal performance and safety in unpredictable and evolving environments. We posit that addressing unpredictable and evolving environments through an addition of rule-based symbolic logic has the potential to make autonomy adjustments more contextually reliable and adding feedback to reinforcement learning through data from mixed-initiative control further increases efficacy and safety of autonomous behaviour.
On the Use of Immersive Digital Technologies for Designing and Operating UAVs
Emami, Yousef, Li, Kai, Almeida, Luis, Ni, Wei
Unmanned Aerial Vehicles (UAVs) provide agile and safe solutions to communication relay networks, offering improved throughput. However, their modeling and control present challenges, and real-world deployment is hindered by the gap between simulation and reality. Moreover, enhancing situational awareness is critical. Several works in the literature proposed integrating UAV operation with immersive digital technologies, such as Digital Twin (DT) and Extended Reality (XR), to address these challenges. This paper provides a comprehensive overview of current research and developments involving immersive digital technologies for UAVs, including the latest advancements and emerging trends. We also explore the integration of DT and XR with Artificial Intelligence (AI) algorithms to create more intelligent, adaptive, and responsive UAV systems. Finally, we provide discussions, identify gaps in current research, and suggest future directions for studying the application of immersive technologies in UAVs, fostering further innovation and development in this field. We envision the fusion of DTs with XR will transform how UAVs operate, offering tools that enhance visualization, improve decision-making, and enable effective collaboration.
OpenDevin: An Open Platform for AI Software Developers as Generalist Agents
Wang, Xingyao, Li, Boxuan, Song, Yufan, Xu, Frank F., Tang, Xiangru, Zhuge, Mingchen, Pan, Jiayi, Song, Yueqi, Li, Bowen, Singh, Jaskirat, Tran, Hoang H., Li, Fuqiang, Ma, Ren, Zheng, Mingzhang, Qian, Bill, Shao, Yanjun, Muennighoff, Niklas, Zhang, Yizhe, Hui, Binyuan, Lin, Junyang, Brennan, Robert, Peng, Hao, Ji, Heng, Neubig, Graham
Software is one of the most powerful tools that we humans have at our disposal; it allows a skilled programmer to interact with the world in complex and profound ways. At the same time, thanks to improvements in large language models (LLMs), there has also been a rapid development in AI agents that interact with and affect change in their surrounding environments. In this paper, we introduce OpenDevin, a platform for the development of powerful and flexible AI agents that interact with the world in similar ways to those of a human developer: by writing code, interacting with a command line, and browsing the web. We describe how the platform allows for the implementation of new agents, safe interaction with sandboxed environments for code execution, coordination between multiple agents, and incorporation of evaluation benchmarks. Based on our currently incorporated benchmarks, we perform an evaluation of agents over 15 challenging tasks, including software engineering (e.g., SWE-Bench) and web browsing (e.g., WebArena), among others. Released under the permissive MIT license, OpenDevin is a community project spanning academia and industry with more than 1.3K contributions from over 160 contributors and will improve going forward.
ODGR: Online Dynamic Goal Recognition
Shamir, Matan, Elhadad, Osher, Taylor, Matthew E., Mirsky, Reuth
Traditionally, Reinforcement Learning (RL) problems are aimed at optimization of the behavior of an agent. This paper proposes a novel take on RL, which is used to learn the policy of another agent, to allow real-time recognition of that agent's goals. Goal Recognition (GR) has traditionally been framed as a planning problem where one must recognize an agent's objectives based on its observed actions. Recent approaches have shown how reinforcement learning can be used as part of the GR pipeline, but are limited to recognizing predefined goals and lack scalability in domains with a large goal space. This paper formulates a novel problem, "Online Dynamic Goal Recognition" (ODGR), as a first step to address these limitations. Contributions include introducing the concept of dynamic goals into the standard GR problem definition, revisiting common approaches by reformulating them using ODGR, and demonstrating the feasibility of solving ODGR in a navigation domain using transfer learning. These novel formulations open the door for future extensions of existing transfer learning-based GR methods, which will be robust to changing and expansive real-time environments.
Infinite Ends from Finite Samples: Open-Ended Goal Inference as Top-Down Bayesian Filtering of Bottom-Up Proposals
Zhi-Xuan, Tan, Kang, Gloria, Mansinghka, Vikash, Tenenbaum, Joshua B.
The space of human goals is tremendously vast; and yet, from just a few moments of watching a scene or reading a story, we seem to spontaneously infer a range of plausible motivations for the people and characters involved. What explains this remarkable capacity for intuiting other agents' goals, despite the infinitude of ends they might pursue? And how does this cohere with our understanding of other people as approximately rational agents? In this paper, we introduce a sequential Monte Carlo model of open-ended goal inference, which combines top-down Bayesian inverse planning with bottom-up sampling based on the statistics of co-occurring subgoals. By proposing goal hypotheses related to the subgoals achieved by an agent, our model rapidly generates plausible goals without exhaustive search, then filters out goals that would be irrational given the actions taken so far. We validate this model in a goal inference task called Block Words, where participants try to guess the word that someone is stacking out of lettered blocks. In comparison to both heuristic bottom-up guessing and exact Bayesian inference over hundreds of goals, our model better predicts the mean, variance, efficiency, and resource rationality of human goal inferences, achieving similar accuracy to the exact model at a fraction of the cognitive cost, while also explaining garden-path effects that arise from misleading bottom-up cues. Our experiments thus highlight the importance of uniting top-down and bottom-up models for explaining the speed, accuracy, and generality of human theory-of-mind.
Virtue Ethics For Ethically Tunable Robotic Assistants
Ramanayake, Rajitha, Nallur, Vivek
The common consensus is that robots designed to work alongside or serve humans must adhere to the ethical standards of their operational environment. To achieve this, several methods based on established ethical theories have been suggested. Nonetheless, numerous empirical studies show that the ethical requirements of the real world are very diverse and can change rapidly from region to region. This eliminates the idea of a universal robot that can fit into any ethical context. However, creating customised robots for each deployment, using existing techniques is challenging. This paper presents a way to overcome this challenge by introducing a virtue ethics inspired computational method that enables character-based tuning of robots to accommodate the specific ethical needs of an environment. Using a simulated elder-care environment, we illustrate how tuning can be used to change the behaviour of a robot that interacts with an elderly resident in an ambient-assisted environment. Further, we assess the robot's responses by consulting ethicists to identify potential shortcomings.
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.