Agents
Socially Interactive Agents for Robotic Neurorehabilitation Training: Conceptualization and Proof-of-concept Study
Arora, Rhythm, Prajod, Pooja, Nicora, Matteo Lavit, Panzeri, Daniele, Tauro, Giovanni, Vertechy, Rocco, Malosio, Matteo, André, Elisabeth, Gebhard, Patrick
Individuals with diverse motor abilities often benefit from intensive and specialized rehabilitation therapies aimed at enhancing their functional recovery. Nevertheless, the challenge lies in the restricted availability of neurorehabilitation professionals, hindering the effective delivery of the necessary level of care. Robotic devices hold great potential in reducing the dependence on medical personnel during therapy but, at the same time, they generally lack the crucial human interaction and motivation that traditional in-person sessions provide. To bridge this gap, we introduce an AI-based system aimed at delivering personalized, out-of-hospital assistance during neurorehabilitation training. This system includes a rehabilitation training device, affective signal classification models, training exercises, and a socially interactive agent as the user interface. With the assistance of a professional, the envisioned system is designed to be tailored to accommodate the unique rehabilitation requirements of an individual patient. Conceptually, after a preliminary setup and instruction phase, the patient is equipped to continue their rehabilitation regimen autonomously in the comfort of their home, facilitated by a socially interactive agent functioning as a virtual coaching assistant. Our approach involves the integration of an interactive socially-aware virtual agent into a neurorehabilitation robotic framework, with the primary objective of recreating the social aspects inherent to in-person rehabilitation sessions. We also conducted a feasibility study to test the framework with healthy patients. The results of our preliminary investigation indicate that participants demonstrated a propensity to adapt to the system. Notably, the presence of the interactive agent during the proposed exercises did not act as a source of distraction; instead, it positively impacted users' engagement.
Leveraging Large Language Model for Heterogeneous Ad Hoc Teamwork Collaboration
Liu, Xinzhu, Li, Peiyan, Yang, Wenju, Guo, Di, Liu, Huaping
Abstract--Compared with the widely investigated homogeneous multi-robot collaboration, heterogeneous robots with different capabilities can provide a more efficient and flexible collaboration for more complex tasks. In this paper, we consider a more challenging heterogeneous ad hoc teamwork collaboration problem where an ad hoc robot joins an existing heterogeneous team for a shared goal. Specifically, the ad hoc robot collaborates with unknown teammates without prior coordination, and it is expected to generate an appropriate cooperation policy to improve the efficiency of the whole team. To solve this challenging problem, we leverage the remarkable potential of the large language model (LLM) to establish a decentralized heterogeneous ad hoc teamwork collaboration framework that focuses on generating reasonable policy for an ad hoc robot to collaborate with original heterogeneous teammates. A training-free hierarchical dynamic planner is developed using the LLM together with the newly proposed Interactive Reflection of Thoughts (IRoT) method for the ad hoc agent to adapt to different teams. Then, the new team collaborates and finally finishes the task. Imagine after a natural disaster such as an earthquake or team at any time from any location, and then a heterogeneous hurricane, a team of robots is dispatched for the rescue task. Since the situation of a disaster site is complex, robots of During the past years, the multi-robot collaboration task different capabilities may be required for the rescue. These has been widely investigated, and a bunch of multi-agent robots are likely to be brought from different places and thus embodied tasks are proposed where multiple agents learn arrive at the site at different times. The coming robot doesn't proper strategies to collaborate efficiently [17, 18, 22, 23, 42, have any prior information on existing teammates, and it is 44, 45, 52] and solve complex embodied tasks [27, 35]. All expected to collaborate efficiently and robustly with previously these works only consider homogeneous agents with the same unknown teammates for the same goal. However, in real-world applications, the robots describes a typical heterogeneous ad hoc teamwork, and the may be faced with more complicated situations such as seismic new coming robot is called an ad hoc robot. It is necessary to leverage heterogeneous ad hoc teamwork collaboration is demonstrated robots with different capabilities to accomplish the task better in Figure 1, where heterogeneous robots of different capabilities [14, 19, 36, 37, 41]. Meanwhile, the ad hoc teamwork can compose any team, and the original heterogeneous team collaboration is an important problem in the heterogeneous collaborates to execute a task. An ad hoc robot could join this multi-robot collaboration, which has been rarely addressed. Beijing University of Posts and Telecommunications, Beijing, China.
The Benefits of Power Regularization in Cooperative Reinforcement Learning
Cooperative Multi-Agent Reinforcement Learning (MARL) algorithms, trained only to optimize task reward, can lead to a concentration of power where the failure or adversarial intent of a single agent could decimate the reward of every agent in the system. In the context of teams of people, it is often useful to explicitly consider how power is distributed to ensure no person becomes a single point of failure. Here, we argue that explicitly regularizing the concentration of power in cooperative RL systems can result in systems which are more robust to single agent failure, adversarial attacks, and incentive changes of co-players. To this end, we define a practical pairwise measure of power that captures the ability of any co-player to influence the ego agent's reward, and then propose a power-regularized objective which balances task reward and power concentration. Given this new objective, we show that there always exists an equilibrium where every agent is playing a power-regularized best-response balancing power and task reward. Moreover, we present two algorithms for training agents towards this power-regularized objective: Sample Based Power Regularization (SBPR), which injects adversarial data during training; and Power Regularization via Intrinsic Motivation (PRIM), which adds an intrinsic motivation to regulate power to the training objective. Our experiments demonstrate that both algorithms successfully balance task reward and power, leading to lower power behavior than the baseline of task-only reward and avoid catastrophic events in case an agent in the system goes off-policy.
Finite-time convergence to an $\epsilon$-efficient Nash equilibrium in potential games
Maddux, Anna, Ouhamma, Reda, Kamgarpour, Maryam
This paper investigates the convergence time of log-linear learning to an $\epsilon$-efficient Nash equilibrium (NE) in potential games. In such games, an efficient NE is defined as the maximizer of the potential function. Existing results are limited to potential games with stringent structural assumptions and entail exponential convergence times in $1/\epsilon$. Unaddressed so far, we tackle general potential games and prove the first finite-time convergence to an $\epsilon$-efficient NE. In particular, by using a problem-dependent analysis, our bound depends polynomially on $1/\epsilon$. Furthermore, we provide two extensions of our convergence result: first, we show that a variant of log-linear learning that requires a factor $A$ less feedback on the utility per round enjoys a similar convergence time; second, we demonstrate the robustness of our convergence guarantee if log-linear learning is subject to small perturbations such as alterations in the learning rule or noise-corrupted utilities.
Unveiling the Truth and Facilitating Change: Towards Agent-based Large-scale Social Movement Simulation
Mou, Xinyi, Wei, Zhongyu, Huang, Xuanjing
Social media has emerged as a cornerstone of social movements, wielding significant influence in driving societal change. Simulating the response of the public and forecasting the potential impact has become increasingly important. However, existing methods for simulating such phenomena encounter challenges concerning their efficacy and efficiency in capturing the behaviors of social movement participants. In this paper, we introduce a hybrid framework HiSim for social media user simulation, wherein users are categorized into two types. Core users are driven by Large Language Models, while numerous ordinary users are modeled by deductive agent-based models. We further construct a Twitter-like environment to replicate their response dynamics following trigger events. Subsequently, we develop a multi-faceted benchmark SoMoSiMu-Bench for evaluation and conduct comprehensive experiments across real-world datasets. Experimental results demonstrate the effectiveness and flexibility of our method.
X-Light: Cross-City Traffic Signal Control Using Transformer on Transformer as Meta Multi-Agent Reinforcement Learner
Jiang, Haoyuan, Li, Ziyue, Wei, Hua, Xiong, Xuantang, Ruan, Jingqing, Lu, Jiaming, Mao, Hangyu, Zhao, Rui
The effectiveness of traffic light control has been significantly improved by current reinforcement learning-based approaches via better cooperation among multiple traffic lights. However, a persisting issue remains: how to obtain a multi-agent traffic signal control algorithm with remarkable transferability across diverse cities? In this paper, we propose a Transformer on Transformer (TonT) model for cross-city meta multi-agent traffic signal control, named as X-Light: We input the full Markov Decision Process trajectories, and the Lower Transformer aggregates the states, actions, rewards among the target intersection and its neighbors within a city, and the Upper Transformer learns the general decision trajectories across different cities. This dual-level approach bolsters the model's robust generalization and transferability. Notably, when directly transferring to unseen scenarios, ours surpasses all baseline methods with +7.91% on average, and even +16.3% in some cases, yielding the best results.
Mixed Strategy Nash Equilibrium for Crowd Navigation
Sun, Muchen, Baldini, Francesca, Hughes, Katie, Trautman, Peter, Murphey, Todd
Robots navigating in crowded areas should negotiate free space with humans rather than fully controlling collision avoidance, as this can lead to freezing behavior. Game theory provides a framework for the robot to reason about potential cooperation from humans for collision avoidance during path planning. In particular, the mixed strategy Nash equilibrium captures the negotiation behavior under uncertainty, making it well suited for crowd navigation. However, computing the mixed strategy Nash equilibrium is often prohibitively expensive for real-time decision-making. In this paper, we propose an iterative Bayesian update scheme over probability distributions of trajectories. The algorithm simultaneously generates a stochastic plan for the robot and probabilistic predictions of other pedestrians' paths. We prove that the proposed algorithm is equivalent to solving a mixed strategy game for crowd navigation, and the algorithm guarantees the recovery of the global Nash equilibrium of the game. We name our algorithm Bayes' Rule Nash Equilibrium (BRNE) and develop a real-time model prediction crowd navigation framework. Since BRNE is not solving a general-purpose mixed strategy Nash equilibrium but a tailored formula specifically for crowd navigation, it can compute the solution in real-time on a low-power embedded computer. We evaluate BRNE in both simulated environments and real-world pedestrian datasets. BRNE consistently outperforms non-learning and learning-based methods regarding safety and navigation efficiency. It also reaches human-level crowd navigation performance in the pedestrian dataset benchmark. Lastly, we demonstrate the practicality of our algorithm with real humans on an untethered quadruped robot with fully onboard perception and computation.
Distributed Maximum Consensus over Noisy Links
Lari, Ehsan, Arablouei, Reza, Venkategowda, Naveen K. D., Werner, Stefan
We introduce a distributed algorithm, termed noise-robust distributed maximum consensus (RD-MC), for estimating the maximum value within a multi-agent network in the presence of noisy communication links. Our approach entails redefining the maximum consensus problem as a distributed optimization problem, allowing a solution using the alternating direction method of multipliers. Unlike existing algorithms that rely on multiple sets of noise-corrupted estimates, RD-MC employs a single set, enhancing both robustness and efficiency. To further mitigate the effects of link noise and improve robustness, we apply moving averaging to the local estimates. Through extensive simulations, we demonstrate that RD-MC is significantly more robust to communication link noise compared to existing maximum-consensus algorithms.
PLAYER*: Enhancing LLM-based Multi-Agent Communication and Interaction in Murder Mystery Games
Zhu, Qinglin, Zhao, Runcong, Du, Jinhua, Gui, Lin, He, Yulan
We propose PLAYER*, a novel framework that addresses the limitations of existing agent-based approaches built on Large Language Models (LLMs) in handling complex questions and understanding interpersonal relationships in dynamic environments. PLAYER* enhances path planning in Murder Mystery Games (MMGs) using an anytime sampling-based planner and a questioning-driven search framework. By equipping agents with a set of sensors, PLAYER* eliminates the need for pre-defined questions and enables agents to navigate complex social interactions. We additionally make a contribution by introducing a quantifiable evaluation method using multiple-choice questions and present WellPlay, a dataset containing 1,482 question-answer pairs. Experimental results demonstrate PLAYER*'s superiority over existing multi-agent methods, enhancing the generalisability and adaptability of agents in MMGs and paving the way for more effective multi-agent interactions.
Reward Machines for Deep RL in Noisy and Uncertain Environments
Li, Andrew C., Chen, Zizhao, Klassen, Toryn Q., Vaezipoor, Pashootan, Icarte, Rodrigo Toro, McIlraith, Sheila A.
Reward Machines provide an automata-inspired structure for specifying instructions, safety constraints, and other temporally extended reward-worthy behaviour. By exposing complex reward function structure, they enable counterfactual learning updates that have resulted in impressive sample efficiency gains. While Reward Machines have been employed in both tabular and deep RL settings, they have typically relied on a ground-truth interpretation of the domain-specific vocabulary that form the building blocks of the reward function. Such ground-truth interpretations can be elusive in many real-world settings, due in part to partial observability or noisy sensing. In this paper, we explore the use of Reward Machines for Deep RL in noisy and uncertain environments. We characterize this problem as a POMDP and propose a suite of RL algorithms that leverage task structure under uncertain interpretation of domain-specific vocabulary. Theoretical analysis exposes pitfalls in naive approaches to this problem, while experimental results show that our algorithms successfully leverage task structure to improve performance under noisy interpretations of the vocabulary. Our results provide a general framework for exploiting Reward Machines in partially observable environments.