Agents
Safety through feedback in Constrained RL
Chirra, Shashank Reddy, Varakantham, Pradeep, Paruchuri, Praveen
In safety-critical RL settings, the inclusion of an additional cost function is often favoured over the arduous task of modifying the reward function to ensure the agent's safe behaviour. However, designing or evaluating such a cost function can be prohibitively expensive. For instance, in the domain of self-driving, designing a cost function that encompasses all unsafe behaviours (e.g. aggressive lane changes) is inherently complex. In such scenarios, the cost function can be learned from feedback collected offline in between training rounds. This feedback can be system generated or elicited from a human observing the training process. Previous approaches have not been able to scale to complex environments and are constrained to receiving feedback at the state level which can be expensive to collect. To this end, we introduce an approach that scales to more complex domains and extends to beyond state-level feedback, thus, reducing the burden on the evaluator. Inferring the cost function in such settings poses challenges, particularly in assigning credit to individual states based on trajectory-level feedback. To address this, we propose a surrogate objective that transforms the problem into a state-level supervised classification task with noisy labels, which can be solved efficiently. Additionally, it is often infeasible to collect feedback on every trajectory generated by the agent, hence, two fundamental questions arise: (1) Which trajectories should be presented to the human? and (2) How many trajectories are necessary for effective learning? To address these questions, we introduce \textit{novelty-based sampling} that selectively involves the evaluator only when the the agent encounters a \textit{novel} trajectory. We showcase the efficiency of our method through experimentation on several benchmark Safety Gymnasium environments and realistic self-driving scenarios.
Efficient and Distributed Large-Scale 3D Map Registration using Tomographic Features
Unlu, Halil Utku, Tzes, Anthony, Krishnamurthy, Prashanth, Khorrami, Farshad
A robust, resource-efficient, distributed, and minimally parameterized 3D map matching and merging algorithm is proposed. The suggested algorithm utilizes tomographic features from 2D projections of horizontal cross-sections of gravity-aligned local maps, and matches these projection slices at all possible height differences, enabling the estimation of four degrees of freedom in an efficient and parallelizable manner. The advocated algorithm improves state-of-the-art feature extraction and registration pipelines by an order of magnitude in memory use and execution time. Experimental studies are offered to investigate the efficiency of this 3D map merging scheme.
Multi-agent Cooperative Games Using Belief Map Assisted Training
Huang, Qinwei, Luo, Chen, Wu, Alex B., Khan, Simon, Li, Hai, Qiu, Qinru
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.
Cooperative Target Capture using Voronoi Region Shaping
Kumar, Gautam, Ratnoo, Ashwini
This paper discusses a cooperative strategy for capturing a target using multiple pursuers in a planar scenario. Given an initial position distribution of pursuers, the Voronoi Diagram is employed to characterize the target's proximity region. The key idea is to dynamically shape that region using a policy that directs its vertices towards its instantaneous centroid. Analysis of the resulting dynamics deduces the velocity control inputs for the pursuers. As the main result, target's proximity region is shown to shrink exponentially irrespective of its speed and evasion policy. Simulation results demonstrate the characteristics of the proposed method.
OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following Agents
Wang, Zihao, Cai, Shaofei, Mu, Zhancun, Lin, Haowei, Zhang, Ceyao, Liu, Xuejie, Li, Qing, Liu, Anji, Ma, Xiaojian, Liang, Yitao
We present OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in open-world Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $\tau$ = {$o_0$, $a_0$, $\dots$} and an imitation learning (IL) policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models (MLMs). With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc. into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the IL policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials.
Formation Under Communication Constraints: Control Performance Meets Channel Capacity
Chen, Yaru, Cong, Yirui, Zhou, Xiangyun, Cheng, Long, Wang, Xiangke
In wireless communication-based formation control systems, the control performance is significantly impacted by the channel capacity of each communication link between agents. This relationship, however, remains under-investigated in the existing studies. To address this gap, the formation control problem of classical second-order multi-agent systems with bounded process noises was considered taking into account the channel capacity. More specifically, the model of communication links between agents is first established, based on a new concept -- guaranteed communication region, which characterizes all possible locations for successful message decoding in the present of control-system uncertainty. Furthermore, we rigorously prove that, the guaranteed communication region does not unboundedly increase with the transmission time, which indicates an important trade-off between the guaranteed communication region and the data rate. The fundamental limits of data rate for any desired accuracy are also obtained. Finally, the integrated design to achieve the desired formation accuracy is proposed, where an estimation-based controller and transmit power control strategy are developed.
Simulating Classroom Education with LLM-Empowered Agents
Zhang, Zheyuan, Zhang-Li, Daniel, Yu, Jifan, Gong, Linlu, Zhou, Jinchang, Liu, Zhiyuan, Hou, Lei, Li, Juanzi
Large language models (LLMs) have been employed in various intelligent educational tasks to assist teaching. While preliminary explorations have focused on independent LLM-empowered agents for specific educational tasks, the potential for LLMs within a multi-agent collaborative framework to simulate a classroom with real user participation remains unexplored. In this work, we propose SimClass, a multi-agent classroom simulation framework involving user participation. We recognize representative class roles and introduce a novel class control mechanism for automatic classroom teaching, and conduct user experiments in two real-world courses. Utilizing the Flanders Interactive Analysis System and Community of Inquiry theoretical frame works from educational analysis, we demonstrate that LLMs can simulate traditional classroom interaction patterns effectively while enhancing user's experience. We also observe emergent group behaviors among agents in SimClass, where agents collaborate to create enlivening interactions in classrooms to improve user learning process. We hope this work pioneers the application of LLM-empowered multi-agent systems in virtual classroom teaching.
Meta-Gradient Search Control: A Method for Improving the Efficiency of Dyna-style Planning
Burega, Bradley, Martin, John D., Kapeluck, Luke, Bowling, Michael
We study how a Reinforcement Learning (RL) system can remain sample-efficient when learning from an imperfect model of the environment. This is particularly challenging when the learning system is resource-constrained and in continual settings, where the environment dynamics change. To address these challenges, our paper introduces an online, meta-gradient algorithm that tunes a probability with which states are queried during Dyna-style planning. Our study compares the aggregate, empirical performance of this meta-gradient method to baselines that employ conventional sampling strategies. Results indicate that our method improves efficiency of the planning process, which, as a consequence, improves the sample-efficiency of the overall learning process. On the whole, we observe that our meta-learned solutions avoid several pathologies of conventional planning approaches, such as sampling inaccurate transitions and those that stall credit assignment. We believe these findings could prove useful, in future work, for designing model-based RL systems at scale.
AI Hospital: Benchmarking Large Language Models in a Multi-agent Medical Interaction Simulator
Fan, Zhihao, Tang, Jialong, Chen, Wei, Wang, Siyuan, Wei, Zhongyu, Xi, Jun, Huang, Fei, Zhou, Jingren
Artificial intelligence has significantly advanced healthcare, particularly through large language models (LLMs) that excel in medical question answering benchmarks. However, their real-world clinical application remains limited due to the complexities of doctor-patient interactions. To address this, we introduce \textbf{AI Hospital}, a multi-agent framework simulating dynamic medical interactions between \emph{Doctor} as player and NPCs including \emph{Patient}, \emph{Examiner}, \emph{Chief Physician}. This setup allows for realistic assessments of LLMs in clinical scenarios. We develop the Multi-View Medical Evaluation (MVME) benchmark, utilizing high-quality Chinese medical records and NPCs to evaluate LLMs' performance in symptom collection, examination recommendations, and diagnoses. Additionally, a dispute resolution collaborative mechanism is proposed to enhance diagnostic accuracy through iterative discussions. Despite improvements, current LLMs exhibit significant performance gaps in multi-turn interactions compared to one-step approaches. Our findings highlight the need for further research to bridge these gaps and improve LLMs' clinical diagnostic capabilities. Our data, code, and experimental results are all open-sourced at \url{https://github.com/LibertFan/AI_Hospital}.
Concentrate Attention: Towards Domain-Generalizable Prompt Optimization for Language Models
Li, Chengzhengxu, Liu, Xiaoming, Zhang, Zhaohan, Wang, Yichen, Liu, Chen, Lan, Yu, Shen, Chao
Recent advances in prompt optimization have notably enhanced the performance of pre-trained language models (PLMs) on downstream tasks. However, the potential of optimized prompts on domain generalization has been under-explored. To explore the nature of prompt generalization on unknown domains, we conduct pilot experiments and find that (i) Prompts gaining more attention weight from PLMs' deep layers are more generalizable and (ii) Prompts with more stable attention distributions in PLMs' deep layers are more generalizable. Thus, we offer a fresh objective towards domain-generalizable prompts optimization named "Concentration", which represents the "lookback" attention from the current decoding token to the prompt tokens, to increase the attention strength on prompts and reduce the fluctuation of attention distribution. We adapt this new objective to popular soft prompt and hard prompt optimization methods, respectively. Extensive experiments demonstrate that our idea improves comparison prompt optimization methods by 1.42% for soft prompt generalization and 2.16% for hard prompt generalization in accuracy on the multi-source domain generalization setting, while maintaining satisfying in-domain performance. The promising results validate the effectiveness of our proposed prompt optimization objective and provide key insights into domain-generalizable prompts.