Agents
Solving a Stackelberg Game on Transportation Networks in a Dynamic Crime Scenario: A Mixed Approach on Multi-Layer Networks
Samanta, Sukanya, Kimura, Kei, Yokoo, Makoto
Interdicting a criminal with limited police resources is a challenging task as the criminal changes location over time. The size of the large transportation network further adds to the difficulty of this scenario. To tackle this issue, we consider the concept of a layered graph. At each time stamp, we create a copy of the entire transportation network to track the possible movements of both players, the attacker and the defenders. We consider a Stackelberg game in a dynamic crime scenario where the attacker changes location over time while the defenders attempt to interdict the attacker on his escape route. Given a set of defender strategies, the optimal attacker strategy is determined by applying Dijkstra's algorithm on the layered networks. Here, the attacker aims to minimize while the defenders aim to maximize the probability of interdiction. We develop an approximation algorithm on the layered networks to find near-optimal strategy for defenders. The efficacy of the developed approach is compared with the adopted MILP approach. We compare the results in terms of computational time and solution quality. The quality of the results demonstrates the need for the developed approach, as it effectively solves the complex problem within a short amount of time.
Multi-Task Lane-Free Driving Strategy for Connected and Automated Vehicles: A Multi-Agent Deep Reinforcement Learning Approach
Berahman, Mehran, Rostami-Shahrbabaki, Majid, Bogenberger, Klaus
Deep reinforcement learning has shown promise in various engineering applications, including vehicular traffic control. The non-stationary nature of traffic, especially in the lane-free environment with more degrees of freedom in vehicle behaviors, poses challenges for decision-making since a wrong action might lead to a catastrophic failure. In this paper, we propose a novel driving strategy for Connected and Automated Vehicles (CAVs) based on a competitive Multi-Agent Deep Deterministic Policy Gradient approach. The developed multi-agent deep reinforcement learning algorithm creates a dynamic and non-stationary scenario, mirroring real-world traffic complexities and making trained agents more robust. The algorithm's reward function is strategically and uniquely formulated to cover multiple vehicle control tasks, including maintaining desired speeds, overtaking, collision avoidance, and merging and diverging maneuvers. Moreover, additional considerations for both lateral and longitudinal passenger comfort and safety criteria are taken into account. We employed inter-vehicle forces, known as nudging and repulsive forces, to manage the maneuvers of CAVs in a lane-free traffic environment. The proposed driving algorithm is trained and evaluated on lane-free roads using the Simulation of Urban Mobility platform. Experimental results demonstrate the algorithm's efficacy in handling different objectives, highlighting its potential to enhance safety and efficiency in autonomous driving within lane-free traffic environments.
CooHOI: Learning Cooperative Human-Object Interaction with Manipulated Object Dynamics
Gao, Jiawei, Wang, Ziqin, Xiao, Zeqi, Wang, Jingbo, Wang, Tai, Cao, Jinkun, Hu, Xiaolin, Liu, Si, Dai, Jifeng, Pang, Jiangmiao
Recent years have seen significant advancements in humanoid control, largely due to the availability of large-scale motion capture data and the application of reinforcement learning methodologies. However, many real-world tasks, such as moving large and heavy furniture, require multi-character collaboration. Given the scarcity of data on multi-character collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce Cooperative Human-Object Interaction (CooHOI), a novel framework that addresses multi-character objects transporting through a two-phase learning paradigm: individual skill acquisition and subsequent transfer. Initially, a single agent learns to perform tasks using the Adversarial Motion Priors (AMP) framework. Following this, the agent learns to collaborate with others by considering the shared dynamics of the manipulated object during parallel training using Multi-Agent Proximal Policy Optimization (MAPPO). When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-character HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-character interactions, and can be seamlessly extended to include more participants and a wide range of object types.
Autonomous Decision Making for Air Taxi Networks
Future urban air mobility systems are expected to be operated by rideshare companies as fleets, which will require fully autonomous air traffic control systems and an order of magnitude increase in airspace capacity. Such a system must not only be safe, but also highly responsive to customer demand. This paper proposes the air traffic network problem (ATNP), which models the optimization problem of future cooperative air taxi networks. We propose a three-phase decision making model that efficiently assigns vehicles to passengers, determines flight levels to reduce collision risk, and resolves aircraft conflicts by selectively applying Monte Carlo tree search. We develop a simulator for the ATNP and show that our approach has increased safety and reduced passenger waiting time compared to greedy and first-dispatch protocols over potential vertiport layouts across the Bay Area and New York City.
Singular knee identification to support emergence recognition in physical swarm and cellular automata trajectories
Faruque, Imraan A., Ahmed, Ishriak
After decades of attention, emergence continues to lack a centralized mathematical definition that leads to a rigorous emergence test applicable to physical flocks and swarms, particularly those containing both deterministic elements (eg, interactions) and stochastic perturbations like measurement noise. This study develops a heuristic test based on singular value curve analysis of data matrices containing deterministic and Gaussian noise signals. The minimum detection criteria are identified, and statistical and matrix space analysis developed to determine upper and lower bounds. This study applies the analysis to representative examples by using recorded trajectories of mixed deterministic and stochastic trajectories for multi-agent, cellular automata, and biological video. Examples include Cucker Smale and Vicsek flocking, Gaussian noise and its integration, recorded observations of bird flocking, and 1D cellular automata. Ensemble simulations including measurement noise are performed to compute statistical variation and discussed relative to random matrix theory noise bounds. The results indicate singular knee analysis of recorded trajectories can detect gradated levels on a continuum of structure and noise. Across the eight singular value decay metrics considered, the angle subtended at the singular value knee emerges with the most potential for supporting cross-embodiment emergence detection, the size of noise bounds is used as an indication of required sample size, and the presence of a large fraction of singular values inside noise bounds as an indication of noise.
Robust Cooperative Multi-Agent Reinforcement Learning:A Mean-Field Type Game Perspective
Zaman, Muhammad Aneeq uz, Laurière, Mathieu, Koppel, Alec, Başar, Tamer
In this paper, we study the problem of robust cooperative multi-agent reinforcement learning (RL) where a large number of cooperative agents with distributed information aim to learn policies in the presence of \emph{stochastic} and \emph{non-stochastic} uncertainties whose distributions are respectively known and unknown. Focusing on policy optimization that accounts for both types of uncertainties, we formulate the problem in a worst-case (minimax) framework, which is is intractable in general. Thus, we focus on the Linear Quadratic setting to derive benchmark solutions. First, since no standard theory exists for this problem due to the distributed information structure, we utilize the Mean-Field Type Game (MFTG) paradigm to establish guarantees on the solution quality in the sense of achieved Nash equilibrium of the MFTG. This in turn allows us to compare the performance against the corresponding original robust multi-agent control problem. Then, we propose a Receding-horizon Gradient Descent Ascent RL algorithm to find the MFTG Nash equilibrium and we prove a non-asymptotic rate of convergence. Finally, we provide numerical experiments to demonstrate the efficacy of our approach relative to a baseline algorithm.
Two-Stage Depth Enhanced Learning with Obstacle Map For Object Navigation
Zheng, Yanwei, Feng, Shaopu, Huang, Bowen, Li, Changrui, Zhang, Xiao, Yu, Dongxiao
The task that requires an agent to navigate to a given object through only visual observation is called visual object navigation (VON). The main bottlenecks of VON are strategies exploration and prior knowledge exploitation. Traditional strategies exploration ignores the differences of searching and navigating stages, using the same reward in two stages, which reduces navigation performance and training efficiency. Our study enables the agent to explore larger area in searching stage and seek the optimal path in navigating stage, improving the success rate of navigation. Traditional prior knowledge exploitation focused on learning and utilizing object association, which ignored the depth and obstacle information in the environment. This paper uses the RGB and depth information of the training scene to pretrain the feature extractor, which improves navigation efficiency. The obstacle information is memorized by the agent during the navigation, reducing the probability of collision and deadlock. Depth, obstacle and other prior knowledge are concatenated and input into the policy network, and navigation actions are output under the training of two-stage rewards. We evaluated our method on AI2-Thor and RoboTHOR and demonstrated that it significantly outperforms state-of-the-art (SOTA) methods on success rate and navigation efficiency.
Vahana.jl -- A framework (not only) for large-scale agent-based models
Fürst, Steffen, Conrad, Tim, Jaeger, Carlo, Wolf, Sarah
However, their computational demands often become a significant barrier as the number of agents and complexity of the simulation increase. Traditional ABM platforms often struggle to fully exploit modern computing resources, hindering the development of large-scale simulations. This paper presents Vahana.jl, a high performance computing open source framework that aims to address these limitations. Building on the formalism of synchronous graph dynamical systems, Vahana.jl is especially well suited for models with a focus on (social) networks. The framework seamlessly supports distribution across multiple compute nodes, enabling simulations that would otherwise be beyond the capabilities of a single machine.
Vectorized Representation Dreamer (VRD): Dreaming-Assisted Multi-Agent Motion-Forecasting
Schofield, Hunter, Mirkhani, Hamidreza, Elmahgiubi, Mohammed, Rezaee, Kasra, Shan, Jinjun
For an autonomous vehicle to plan a path in its environment, it must be able to accurately forecast the trajectory of all dynamic objects in its proximity. While many traditional methods encode observations in the scene to solve this problem, there are few approaches that consider the effect of the ego vehicle's behavior on the future state of the world. In this paper, we introduce VRD, a vectorized world model-inspired approach to the multi-agent motion forecasting problem. Our method combines a traditional open-loop training regime with a novel dreamed closed-loop training pipeline that leverages a kinematic reconstruction task to imagine the trajectory of all agents, conditioned on the action of the ego vehicle. Quantitative and qualitative experiments are conducted on the Argoverse 2 multi-world forecasting evaluation dataset and the intersection drone (inD) dataset to demonstrate the performance of our proposed model. Our model achieves state-of-the-art performance on the single prediction miss rate metric on the Argoverse 2 dataset and performs on par with the leading models for the single prediction displacement metrics.
GTP-UDrive: Unified Game-Theoretic Trajectory Planner and Decision-Maker for Autonomous Driving in Mixed Traffic Environments
Naidja, Nouhed, Sandou, Guillaume, Font, Stéphane, Revilloud, Marc
Understanding the interdependence between autonomous and human-operated vehicles remains an ongoing challenge, with significant implications for the safety and feasibility of autonomous driving.This interdependence arises from inherent interactions among road users.Thus, it is crucial for Autonomous Vehicles (AVs) to understand and analyze the intentions of human-driven vehicles, and to display behavior comprehensible to other traffic participants.To this end, this paper presents GTP-UDRIVE, a unified game-theoretic trajectory planner and decision-maker considering a mixed-traffic environment. Our model considers the intentions of other vehicles in the decision-making process and provides the AV with a human-like trajectory, based on the clothoid interpolation technique.% This study investigates a solver based on Particle Swarm Optimization (PSO) that quickly converges to an optimal decision.Among highly interactive traffic scenarios, the intersection crossing is particularly challenging. Hence, we choose to demonstrate the feasibility and effectiveness of our method in real traffic conditions, using an experimental autonomous vehicle at an unsignalized intersection. Testing results reveal that our approach is suitable for 1) Making decisions and generating trajectories simultaneously. 2) Describing the vehicle's trajectory as a piecewise clothoid and enforcing geometric constraints. 3) Reducing search space dimensionality for the trajectory optimization problem.