Agents
Gradient-based Learning in State-based Potential Games for Self-Learning Production Systems
Yuwono, Steve, Löppenberg, Marlon, Schwung, Dorothea, Schwung, Andreas
In this paper, we introduce novel gradient-based optimization methods for state-based potential games (SbPGs) within self-learning distributed production systems. SbPGs are recognised for their efficacy in enabling self-optimizing distributed multi-agent systems and offer a proven convergence guarantee, which facilitates collaborative player efforts towards global objectives. Our study strives to replace conventional ad-hoc random exploration-based learning in SbPGs with contemporary gradient-based approaches, which aim for faster convergence and smoother exploration dynamics, thereby shortening training duration while upholding the efficacy of SbPGs. Moreover, we propose three distinct variants for estimating the objective function of gradient-based learning, each developed to suit the unique characteristics of the systems under consideration. To validate our methodology, we apply it to a laboratory testbed, namely Bulk Good Laboratory Plant, which represents a smart and flexible distributed multi-agent production system. The incorporation of gradient-based learning in SbPGs reduces training times and achieves more optimal policies than its baseline.
Tree Search for Simultaneous Move Games via Equilibrium Approximation
Yu, Ryan, Olshevsky, Alex, Chin, Peter
Neural network supported tree-search has shown strong results in a variety of perfect information multi-agent tasks. However, the performance of these methods on partial information games has generally been below competing approaches. Here we study the class of simultaneous-move games, which are a subclass of partial information games which are most similar to perfect information games: both agents know the game state with the exception of the opponent's move, which is revealed only after each agent makes its own move. Simultaneous move games include popular benchmarks such as Google Research Football and Starcraft. In this study we answer the question: can we take tree search algorithms trained through self-play from perfect information settings and adapt them to simultaneous move games without significant loss of performance? We answer this question by deriving a practical method that attempts to approximate a coarse correlated equilibrium as a subroutine within a tree search. Our algorithm works on cooperative, competitive, and mixed tasks. Our results are better than the current best MARL algorithms on a wide range of accepted baseline environments.
Rapport-Driven Virtual Agent: Rapport Building Dialogue Strategy for Improving User Experience at First Meeting
Baihaqi, Muhammad Yeza, Contreras, Angel García, Kawano, Seiya, Yoshino, Koichiro
Rapport is known as a conversational aspect focusing on relationship building, which influences outcomes in collaborative tasks. This study aims to establish human-agent rapport through small talk by using a rapport-building strategy. We implemented this strategy for the virtual agents based on dialogue strategies by prompting a large language model (LLM). In particular, we utilized two dialogue strategies-predefined sequence and free-form-to guide the dialogue generation framework. We conducted analyses based on human evaluations, examining correlations between total turn, utterance characters, rapport score, and user experience variables: naturalness, satisfaction, interest, engagement, and usability. We investigated correlations between rapport score and naturalness, satisfaction, engagement, and conversation flow. Our experimental results also indicated that using free-form to prompt the rapport-building strategy performed the best in subjective scores.
PRIMER: Perception-Aware Robust Learning-based Multiagent Trajectory Planner
Kondo, Kota, Tewari, Claudius T., Tagliabue, Andrea, Tordesillas, Jesus, Lusk, Parker C., How, Jonathan P.
In decentralized multiagent trajectory planners, agents need to communicate and exchange their positions to generate collision-free trajectories. However, due to localization errors/uncertainties, trajectory deconfliction can fail even if trajectories are perfectly shared between agents. To address this issue, we first present PARM and PARM*, perception-aware, decentralized, asynchronous multiagent trajectory planners that enable a team of agents to navigate uncertain environments while deconflicting trajectories and avoiding obstacles using perception information. PARM* differs from PARM as it is less conservative, using more computation to find closer-to-optimal solutions. While these methods achieve state-of-the-art performance, they suffer from high computational costs as they need to solve large optimization problems onboard, making it difficult for agents to replan at high rates. To overcome this challenge, we present our second key contribution, PRIMER, a learning-based planner trained with imitation learning (IL) using PARM* as the expert demonstrator. PRIMER leverages the low computational requirements at deployment of neural networks and achieves a computation speed up to 5500 times faster than optimization-based approaches.
CtRL-Sim: Reactive and Controllable Driving Agents with Offline Reinforcement Learning
Rowe, Luke, Girgis, Roger, Gosselin, Anthony, Carrez, Bruno, Golemo, Florian, Heide, Felix, Paull, Liam, Pal, Christopher
Evaluating autonomous vehicle stacks (AVs) in simulation typically involves replaying driving logs from real-world recorded traffic. However, agents replayed from offline data are not reactive and hard to intuitively control. Existing approaches address these challenges by proposing methods that rely on heuristics or generative models of real-world data but these approaches either lack realism or necessitate costly iterative sampling procedures to control the generated behaviours. In this work, we take an alternative approach and propose CtRL-Sim, a method that leverages return-conditioned offline reinforcement learning to efficiently generate reactive and controllable traffic agents. Specifically, we process real-world driving data through a physics-enhanced Nocturne simulator to generate a diverse offline reinforcement learning dataset, annotated with various reward terms. With this dataset, we train a return-conditioned multi-agent behaviour model that allows for fine-grained manipulation of agent behaviours by modifying the desired returns for the various reward components. This capability enables the generation of a wide range of driving behaviours beyond the scope of the initial dataset, including adversarial behaviours. We demonstrate that CtRL-Sim can generate diverse and realistic safety-critical scenarios while providing fine-grained control over agent behaviours.
Contrastive Imitation Learning for Language-guided Multi-Task Robotic Manipulation
Ma, Teli, Zhou, Jiaming, Wang, Zifan, Qiu, Ronghe, Liang, Junwei
Developing robots capable of executing various manipulation tasks, guided by natural language instructions and visual observations of intricate real-world environments, remains a significant challenge in robotics. Such robot agents need to understand linguistic commands and distinguish between the requirements of different tasks. In this work, we present Sigma-Agent, an end-to-end imitation learning agent for multi-task robotic manipulation. Sigma-Agent incorporates contrastive Imitation Learning (contrastive IL) modules to strengthen vision-language and current-future representations. An effective and efficient multi-view querying Transformer (MVQ-Former) for aggregating representative semantic information is introduced. Sigma-Agent shows substantial improvement over state-of-the-art methods under diverse settings in 18 RLBench tasks, surpassing RVT by an average of 5.2% and 5.9% in 10 and 100 demonstration training, respectively. Sigma-Agent also achieves 62% success rate with a single policy in 5 real-world manipulation tasks. The code will be released upon acceptance.
Advancing Robot-Assisted Autism Therapy: A Novel Algorithm for Enhancing Joint Attention Interventions
Recent studies have revealed that using social robots can accelerate the learning process of several skills in areas where autistic children typically show deficits. However, most early research studies conducted interactions via free play. More recent research has demonstrated that robot-mediated autism therapies focusing on core impairments of autism spectrum disorder (e.g., joint attention) yield better results than unstructured interactions. This paper aims to systematically review the most relevant findings concerning the application of social robotics to joint attention tasks, a cardinal feature of autism spectrum disorder that significantly influences the neurodevelopmental trajectory of autistic children. Initially, we define autism spectrum disorder and explore its societal implications. Following this, we examine the need for technological aid and the potentialities of robot-assisted autism therapy. We then define joint attention and highlight its crucial role in children's social and cognitive development. Subsequently, we analyze the importance of structured interactions and the role of selecting the optimal robot for specific tasks. This is followed by a comparative analysis of the works reviewed earlier, presenting an in-depth examination of two distinct formal models employed to design the prompts and reward system that enables the robot to adapt to children's responses. These models are critically compared to highlight their strengths and limitations. Next, we introduce a novel algorithm to address the identified limitations, integrating interactive environmental factors and a more sophisticated prompting and reward system. Finally, we propose further research directions, discuss the most relevant open questions, and draw conclusions regarding the effectiveness of social robotics in the medical treatment of autism spectrum disorders.
Mix Q-learning for Lane Changing: A Collaborative Decision-Making Method in Multi-Agent Deep Reinforcement Learning
Bi, Xiaojun, He, Mingjie, Sun, Yiwen
Lane-changing decisions, which are crucial for autonomous vehicle path planning, face practical challenges due to rule-based constraints and limited data. Deep reinforcement learning has become a major research focus due to its advantages in data acquisition and interpretability. However, current models often overlook collaboration, which affects not only impacts overall traffic efficiency but also hinders the vehicle's own normal driving in the long run. To address the aforementioned issue, this paper proposes a method named Mix Q-learning for Lane Changing(MQLC) that integrates a hybrid value Q network, taking into account both collective and individual benefits for the greater good. At the collective level, our method coordinates the individual Q and global Q networks by utilizing global information. This enables agents to effectively balance their individual interests with the collective benefit. At the individual level, we integrated a deep learning-based intent recognition module into our observation and enhanced the decision network. These changes provide agents with richer decision information and more accurate feature extraction for improved lane-changing decisions. This strategy enables the multi-agent system to learn and formulate optimal decision-making strategies effectively. Our MQLC model, through extensive experimental results, impressively outperforms other state-of-the-art multi-agent decision-making methods, achieving significantly safer and faster lane-changing decisions.
Federated Learning driven Large Language Models for Swarm Intelligence: A Survey
Federated learning (FL) offers a compelling framework for training large language models (LLMs) while addressing data privacy and decentralization challenges. This paper surveys recent advancements in the federated learning of large language models, with a particular focus on machine unlearning--a crucial aspect for complying with privacy regulations like the Right to be Forgotten. Machine unlearning in the context of federated LLMs involves systematically and securely removing individual data contributions from the learned model without retraining from scratch. We explore various strategies that enable effective unlearning, such as perturbation techniques, model decomposition, and incremental learning, highlighting their implications for maintaining model performance and data privacy. Furthermore, we examine case studies and experimental results from recent literature to assess the effectiveness and efficiency of these approaches in real-world scenarios. Our survey reveals a growing interest in developing more robust and scalable federated unlearning methods, suggesting a vital area for future research in the intersection of AI ethics and distributed machine learning technologies.
Characterising Interventions in Causal Games
Mishra, Manuj, Fox, James, Wooldridge, Michael
Causal games are probabilistic graphical models that enable causal queries to be answered in multi-agent settings. They extend causal Bayesian networks by specifying decision and utility variables to represent the agents' degrees of freedom and objectives. In multi-agent settings, whether each agent decides on their policy before or after knowing the causal intervention is important as this affects whether they can respond to the intervention by adapting their policy. Consequently, previous work in causal games imposed chronological constraints on permissible interventions. We relax this by outlining a sound and complete set of primitive causal interventions so the effect of any arbitrarily complex interventional query can be studied in multi-agent settings. We also demonstrate applications to the design of safe AI systems by considering causal mechanism design and commitment.