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Maximizing utility in multi-agent environments by anticipating the behavior of other learners

arXiv.org Artificial Intelligence

Learning algorithms are often used to make decisions in sequential decision-making environments. In multi-agent settings, the decisions of each agent can affect the utilities/losses of the other agents. Therefore, if an agent is good at anticipating the behavior of the other agents, in particular how they will make decisions in each round as a function of their experience that far, it could try to judiciously make its own decisions over the rounds of the interaction so as to influence the other agents to behave in a way that ultimately benefits its own utility. In this paper, we study repeated two-player games involving two types of agents: a learner, which employs an online learning algorithm to choose its strategy in each round; and an optimizer, which knows the learner's utility function and the learner's online learning algorithm. The optimizer wants to plan ahead to maximize its own utility, while taking into account the learner's behavior. We provide two results: a positive result for repeated zero-sum games and a negative result for repeated general-sum games. Our positive result is an algorithm for the optimizer, which exactly maximizes its utility against a learner that plays the Replicator Dynamics -- the continuous-time analogue of Multiplicative Weights Update (MWU). Additionally, we use this result to provide an algorithm for the optimizer against MWU, i.e.~for the discrete-time setting, which guarantees an average utility for the optimizer that is higher than the value of the one-shot game. Our negative result shows that, unless P=NP, there is no Fully Polynomial Time Approximation Scheme (FPTAS) for maximizing the utility of an optimizer against a learner that best-responds to the history in each round. Yet, this still leaves open the question of whether there exists a polynomial-time algorithm that optimizes the utility up to $o(T)$.


Gradient-based Regularization for Action Smoothness in Robotic Control with Reinforcement Learning

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) has achieved remarkable success, ranging from complex computer games to real-world applications, showing the potential for intelligent agents capable of learning in dynamic environments. However, its application in real-world scenarios presents challenges, including the jerky problem, in which jerky trajectories not only compromise system safety but also increase power consumption and shorten the service life of robotic and autonomous systems. To address jerky actions, a method called conditioning for action policy smoothness (CAPS) was proposed by adding regularization terms to reduce the action changes. This paper further proposes a novel method, named Gradient-based CAPS (Grad-CAPS), that modifies CAPS by reducing the difference in the gradient of action and then uses displacement normalization to enable the agent to adapt to invariant action scales. Consequently, our method effectively reduces zigzagging action sequences while enhancing policy expressiveness and the adaptability of our method across diverse scenarios and environments. In the experiments, we integrated Grad-CAPS with different reinforcement learning algorithms and evaluated its performance on various robotic-related tasks in DeepMind Control Suite and OpenAI Gym environments. The results demonstrate that Grad-CAPS effectively improves performance while maintaining a comparable level of smoothness compared to CAPS and Vanilla agents.


Mechanisms for Data Sharing in Collaborative Causal Inference (Extended Version)

arXiv.org Artificial Intelligence

Collaborative causal inference (CCI) is a federated learning method for pooling data from multiple, often self-interested, parties, to achieve a common learning goal over causal structures, e.g. estimation and optimization of treatment variables in a medical setting. Since obtaining data can be costly for the participants and sharing unique data poses the risk of losing competitive advantages, motivating the participation of all parties through equitable rewards and incentives is necessary. This paper devises an evaluation scheme to measure the value of each party's data contribution to the common learning task, tailored to causal inference's statistical demands, by comparing completed partially directed acyclic graphs (CPDAGs) inferred from observational data contributed by the participants. The Data Valuation Scheme thus obtained can then be used to introduce mechanisms that incentivize the agents to contribute data. It can be leveraged to reward agents fairly, according to the quality of their data, or to maximize all agents' data contributions.


MobileExperts: A Dynamic Tool-Enabled Agent Team in Mobile Devices

arXiv.org Artificial Intelligence

The attainment of autonomous operations in mobile computing devices has consistently been a goal of human pursuit. With the development of Large Language Models (LLMs) and Visual Language Models (VLMs), this aspiration is progressively turning into reality. While contemporary research has explored automation of simple tasks on mobile devices via VLMs, there remains significant room for improvement in handling complex tasks and reducing high reasoning costs. In this paper, we introduce MobileExperts, which for the first time introduces tool formulation and multi-agent collaboration to address the aforementioned challenges. More specifically, MobileExperts dynamically assembles teams based on the alignment of agent portraits with the human requirements. Following this, each agent embarks on an independent exploration phase, formulating its tools to evolve into an expert. Lastly, we develop a dual-layer planning mechanism to establish coordinate collaboration among experts. To validate our effectiveness, we design a new benchmark of hierarchical intelligence levels, offering insights into algorithm's capability to address tasks across a spectrum of complexity. Experimental results demonstrate that MobileExperts performs better on all intelligence levels and achieves ~ 22% reduction in reasoning costs, thus verifying the superiority of our design.


VITAMIN: A Compositional Framework for Model Checking of Multi-Agent Systems

arXiv.org Artificial Intelligence

The verification of Multi-Agent Systems (MAS) poses a significant challenge. Various approaches and methodologies exist to address this challenge; however, tools that support them are not always readily available. Even when such tools are accessible, they tend to be hard-coded, lacking in compositionality, and challenging to use due to a steep learning curve. In this paper, we introduce a methodology designed for the formal verification of MAS in a modular and versatile manner, along with an initial prototype, that we named VITAMIN. Unlike existing verification methodologies and frameworks for MAS, VITAMIN is constructed for easy extension to accommodate various logics (for specifying the properties to verify) and models (for determining on what to verify such properties).


Ariadne and Theseus: Exploration and Rendezvous with Two Mobile Agents in an Unknown Graph

arXiv.org Artificial Intelligence

We investigate two fundamental problems in mobile computing: exploration and rendezvous, with two distinct mobile agents in an unknown graph. The agents may communicate by reading and writing information on whiteboards that are located at all nodes. They both move along one adjacent edge at every time-step. In the exploration problem, the agents start from the same arbitrary node and must traverse all the edges. We present an algorithm achieving collective exploration in $m$ time-steps, where $m$ is the number of edges of the graph. This improves over the guarantee of depth-first search, which requires $2m$ time-steps. In the rendezvous problem, the agents start from different nodes of the graph and must meet as fast as possible. We present an algorithm guaranteeing rendezvous in at most $\frac{3}{2}m$ time-steps. This improves over the so-called `wait for Mommy' algorithm which is based on depth-first search and which also requires $2m$ time-steps. Importantly, all our guarantees are derived from a more general asynchronous setting in which the speeds of the agents are controlled by an adversary at all times. Our guarantees generalize to weighted graphs, when replacing the number of edges $m$ with the sum of all edge lengths. We show that our guarantees are met with matching lower-bounds in the asynchronous setting.


JointPPO: Diving Deeper into the Effectiveness of PPO in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

While Centralized Training with Decentralized Execution (CTDE) has become the prevailing paradigm in Multi-Agent Reinforcement Learning (MARL), it may not be suitable for scenarios in which agents can fully communicate and share observations with each other. Fully centralized methods, also know as Centralized Training with Centralized Execution (CTCE) methods, can fully utilize observations of all the agents by treating the entire system as a single agent. However, traditional CTCE methods suffer from scalability issues due to the exponential growth of the joint action space. To address these challenges, in this paper we propose JointPPO, a CTCE method that uses Proximal Policy Optimization (PPO) to directly optimize the joint policy of the multi-agent system. JointPPO decomposes the joint policy into conditional probabilities, transforming the decision-making process into a sequence generation task. A Transformer-based joint policy network is constructed, trained with a PPO loss tailored for the joint policy. JointPPO effectively handles a large joint action space and extends PPO to multi-agent setting in a clear and concise manner. Extensive experiments on the StarCraft Multi-Agent Challenge (SMAC) testbed demonstrate the superiority of JointPPO over strong baselines. Ablation experiments and analyses are conducted to explores the factors influencing JointPPO's performance.


MetaDesigner: Advancing Artistic Typography through AI-Driven, User-Centric, and Multilingual WordArt Synthesis

arXiv.org Artificial Intelligence

MetaDesigner revolutionizes artistic typography synthesis by leveraging the strengths of Large Language Models (LLMs) to drive a design paradigm centered around user engagement. At the core of this framework lies a multi-agent system comprising the Pipeline, Glyph, and Texture agents, which collectively enable the creation of customized WordArt, ranging from semantic enhancements to the imposition of complex textures. MetaDesigner incorporates a comprehensive feedback mechanism that harnesses insights from multimodal models and user evaluations to refine and enhance the design process iteratively. Through this feedback loop, the system adeptly tunes hyperparameters to align with user-defined stylistic and thematic preferences, generating WordArt that not only meets but exceeds user expectations of visual appeal and contextual relevance. Empirical validations highlight MetaDesigner's capability to effectively serve diverse WordArt applications, consistently producing aesthetically appealing and context-sensitive results.


StreamLTS: Query-based Temporal-Spatial LiDAR Fusion for Cooperative Object Detection

arXiv.org Artificial Intelligence

Cooperative perception via communication among intelligent traffic agents has great potential to improve the safety of autonomous driving. However, limited communication bandwidth, localization errors and asynchronized capturing time of sensor data, all introduce difficulties to the data fusion of different agents. To some extend, previous works have attempted to reduce the shared data size, mitigate the spatial feature misalignment caused by localization errors and communication delay. However, none of them have considered the asynchronized sensor ticking times, which can lead to dynamic object misplacement of more than one meter during data fusion. In this work, we propose Time-Aligned COoperative Object Detection (TA-COOD), for which we adapt widely used dataset OPV2V and DairV2X with considering asynchronous LiDAR sensor ticking times and build an efficient fully sparse framework with modeling the temporal information of individual objects with query-based techniques. The experiment results confirmed the superior efficiency of our fully sparse framework compared to the state-of-the-art dense models. More importantly, they show that the point-wise observation timestamps of the dynamic objects are crucial for accurate modeling the object temporal context and the predictability of their time-related locations.


AMEX: Android Multi-annotation Expo Dataset for Mobile GUI Agents

arXiv.org Artificial Intelligence

AI agents have drawn increasing attention mostly on their ability to perceive environments, understand tasks, and autonomously achieve goals. To advance research on AI agents in mobile scenarios, we introduce the Android Multi-annotation EXpo (AMEX), a comprehensive, large-scale dataset designed for generalist mobile GUI-control agents. Their capabilities of completing complex tasks by directly interacting with the graphical user interface (GUI) on mobile devices are trained and evaluated with the proposed dataset. AMEX comprises over 104K high-resolution screenshots from 110 popular mobile applications, which are annotated at multiple levels. Unlike existing mobile device-control datasets, e.g., MoTIF, AitW, etc., AMEX includes three levels of annotations: GUI interactive element grounding, GUI screen and element functionality descriptions, and complex natural language instructions, each averaging 13 steps with stepwise GUI-action chains. We develop this dataset from a more instructive and detailed perspective, complementing the general settings of existing datasets. Additionally, we develop a baseline model SPHINX Agent and compare its performance across state-of-the-art agents trained on other datasets. To facilitate further research, we open-source our dataset, models, and relevant evaluation tools. The project is available at https://yuxiangchai.github.io/AMEX/