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A Review of Nine Physics Engines for Reinforcement Learning Research

arXiv.org Artificial Intelligence

We present a review of popular simulation engines and frameworks used in reinforcement learning (RL) research, aiming to guide researchers in selecting tools for creating simulated physical environments for RL and training setups. It evaluates nine frameworks (Brax, Chrono, Gazebo, MuJoCo, ODE, PhysX, PyBullet, Webots, and Unity) based on their popularity, feature range, quality, usability, and RL capabilities. We highlight the challenges in selecting and utilizing physics engines for RL research, including the need for detailed comparisons and an understanding of each framework's capabilities. Key findings indicate MuJoCo as the leading framework due to its performance and flexibility, despite usability challenges. Unity is noted for its ease of use but lacks scalability and simulation fidelity. The study calls for further development to improve simulation engines' usability and performance and stresses the importance of transparency and reproducibility in RL research. This review contributes to the RL community by offering insights into the selection process for simulation engines, facilitating informed decision-making.


IDAT: A Multi-Modal Dataset and Toolkit for Building and Evaluating Interactive Task-Solving Agents

arXiv.org Artificial Intelligence

Seamless interaction between AI agents and humans using natural language remains a key goal in AI research. This paper addresses the challenges of developing interactive agents capable of understanding and executing grounded natural language instructions through the IGLU competition at NeurIPS. Despite advancements, challenges such as a scarcity of appropriate datasets and the need for effective evaluation platforms persist. We introduce a scalable data collection tool for gathering interactive grounded language instructions within a Minecraft-like environment, resulting in a Multi-Modal dataset with around 9,000 utterances and over 1,000 clarification questions. Additionally, we present a Human-in-the-Loop interactive evaluation platform for qualitative analysis and comparison of agent performance through multi-turn communication with human annotators. We offer to the community these assets referred to as IDAT (IGLU Dataset And Toolkit) which aim to advance the development of intelligent, interactive AI agents and provide essential resources for further research.


Generalization Error Matters in Decentralized Learning Under Byzantine Attacks

arXiv.org Artificial Intelligence

Recently, decentralized learning has emerged as a popular peer-to-peer signal and information processing paradigm that enables model training across geographically distributed agents in a scalable manner, without the presence of any central server. When some of the agents are malicious (also termed as Byzantine), resilient decentralized learning algorithms are able to limit the impact of these Byzantine agents without knowing their number and identities, and have guaranteed optimization errors. However, analysis of the generalization errors, which are critical to implementations of the trained models, is still lacking. In this paper, we provide the first analysis of the generalization errors for a class of popular Byzantine-resilient decentralized stochastic gradient descent (DSGD) algorithms. Our theoretical results reveal that the generalization errors cannot be entirely eliminated because of the presence of the Byzantine agents, even if the number of training samples are infinitely large. Numerical experiments are conducted to confirm our theoretical results.


EvoAgent: Towards Automatic Multi-Agent Generation via Evolutionary Algorithms

arXiv.org Artificial Intelligence

The rise of powerful large language models (LLMs) has spurred a new trend in building LLM-based autonomous agents for solving complex tasks, especially multi-agent systems. Despite the remarkable progress, we notice that existing works are heavily dependent on human-designed frameworks, which greatly limits the functional scope and scalability of agent systems. How to automatically extend the specialized agent to multi-agent systems to improve task-solving capability still remains a significant challenge. In this paper, we introduce EvoAgent, a generic method to automatically extend expert agents to multi-agent systems via the evolutionary algorithm, thereby improving the effectiveness of LLM-based agents in solving tasks. Specifically, we consider the existing agent frameworks as the initial individual and then apply a series of evolutionary operators (e.g., mutation, crossover, selection, etc.) to generate multiple agents with diverse agent settings. EvoAgent can be generalized to any LLM-based agent framework, and can automatically extend the existing agent framework to multi-agent systems without any extra human designs. Experimental results across various tasks have shown that EvoAgent can automatically generate multiple expert agents and significantly enhance the task-solving capabilities of LLM-based agents.


Analysis of Robotic System Models Through Property Inheritance from Petri Net Meta-models

arXiv.org Artificial Intelligence

This article investigates the analysis of robotic system models using the Robotic System Hierarchic Petri Net (RSHPN) meta-model, proposing streamlined methods by focusing on significant system fragments and inheriting properties from the meta-model. Our research demonstrates that it is feasible to: 1) effectively analyze complex robotic systems expressed using RSHPN, and 2) enable models to inherit properties from the meta-model. This approach significantly simplifies the analysis process, reduces design time, and ensures the safety and reliability of the systems. These aspects are crucial for robots operating in human environments. Our results suggest that Petri nets could be further explored as a useful tool for the formal description and in-depth analysis of the properties of robotic systems.


United We Stand: Decentralized Multi-Agent Planning With Attrition

arXiv.org Artificial Intelligence

Decentralized planning is a key element of cooperative multi-agent systems for information gathering tasks. However, despite the high frequency of agent failures in realistic large deployment scenarios, current approaches perform poorly in the presence of failures, by not converging at all, and/or by making very inefficient use of resources (e.g. energy). In this work, we propose Attritable MCTS (A-MCTS), a decentralized MCTS algorithm capable of timely and efficient adaptation to changes in the set of active agents. It is based on the use of a global reward function for the estimation of each agent's local contribution, and regret matching for coordination. We evaluate its effectiveness in realistic data-harvesting problems under different scenarios. We show both theoretically and experimentally that A-MCTS enables efficient adaptation even under high failure rates. Results suggest that, in the presence of frequent failures, our solution improves substantially over the best existing approaches in terms of global utility and scalability.


A Text-to-Game Engine for UGC-Based Role-Playing Games

arXiv.org Artificial Intelligence

The shift from professionally generated content (PGC) to user-generated content (UGC) has revolutionized various media formats, from text to video. With the rapid advancements in generative AI, a similar shift is set to transform the game industry, particularly in the realm of role-playing games (RPGs). This paper introduces a new framework for a text-to-game engine that utilizes foundation models to convert simple textual inputs into complex, interactive RPG experiences. The engine dynamically renders the game story in a multi-modal format and adjusts the game character, environment, and mechanics in real-time in response to player actions. Using this framework, we developed the "Zagii" game engine, which has successfully supported hundreds of RPG games across a diverse range of genres and facilitated tens of thousands of online user gameplay instances. This validates the effectiveness of our frame-work. Our work showcases the potential for a more open and democratized gaming paradigm, highlighting the transformative impact of generative AI on the game life cycle.


A Dialogue Game for Eliciting Balanced Collaboration

arXiv.org Artificial Intelligence

Collaboration is an integral part of human dialogue. Typical task-oriented dialogue games assign asymmetric roles to the participants, which limits their ability to elicit naturalistic role-taking in collaboration and its negotiation. We present a novel and simple online setup that favors balanced collaboration: a two-player 2D object placement game in which the players must negotiate the goal state themselves. We show empirically that human players exhibit a variety of role distributions, and that balanced collaboration improves task performance. We also present an LLM-based baseline agent which demonstrates that automatic playing of our game is an interesting challenge for artificial systems.


Homotopic Path Set Planning for Robot Manipulation and Navigation

arXiv.org Artificial Intelligence

This paper addresses path set planning that yields important applications in robot manipulation and navigation such as path generation for deformable object keypoints and swarms. A path set refers to the collection of finite agent paths to represent the overall spatial path of a group of keypoints or a swarm, whose collective properties meet spatial and topological constraints. As opposed to planning a single path, simultaneously planning multiple paths with constraints poses nontrivial challenges in complex environments. This paper presents a systematic planning pipeline for homotopic path sets, a widely applicable path set class in robotics. An extended visibility check condition is first proposed to attain a sparse passage distribution amidst dense obstacles. Passage-aware optimal path planning compatible with sampling-based planners is then designed for single path planning with adjustable costs. Large accessible free space for path set accommodation can be achieved by the planned path while having a sufficiently short path length. After specifying the homotopic properties of path sets, path set generation based on deformable path transfer is proposed in an efficient centralized manner. The effectiveness of these methods is validated by extensive simulated and experimental results.


MetaUrban: A Simulation Platform for Embodied AI in Urban Spaces

arXiv.org Artificial Intelligence

Public urban spaces like streetscapes and plazas serve residents and accommodate social life in all its vibrant variations. Recent advances in Robotics and Embodied AI make public urban spaces no longer exclusive to humans. Food delivery bots and electric wheelchairs have started sharing sidewalks with pedestrians, while diverse robot dogs and humanoids have recently emerged in the street. Ensuring the generalizability and safety of these forthcoming mobile machines is crucial when navigating through the bustling streets in urban spaces. In this work, we present MetaUrban, a compositional simulation platform for Embodied AI research in urban spaces. MetaUrban can construct an infinite number of interactive urban scenes from compositional elements, covering a vast array of ground plans, object placements, pedestrians, vulnerable road users, and other mobile agents' appearances and dynamics. We design point navigation and social navigation tasks as the pilot study using MetaUrban for embodied AI research and establish various baselines of Reinforcement Learning and Imitation Learning. Experiments demonstrate that the compositional nature of the simulated environments can substantially improve the generalizability and safety of the trained mobile agents. MetaUrban will be made publicly available to provide more research opportunities and foster safe and trustworthy embodied AI in urban spaces.