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Scalable Distance-based Multi-Agent Relative State Estimation via Block Multiconvex Optimization

arXiv.org Artificial Intelligence

This paper explores the distance-based relative state estimation problem in large-scale systems, which is hard to solve effectively due to its high-dimensionality and non-convexity. In this paper, we alleviate this inherent hardness to simultaneously achieve scalability and robustness of inference on this problem. Our idea is launched from a universal geometric formulation, called \emph{generalized graph realization}, for the distance-based relative state estimation problem. Based on this formulation, we introduce two collaborative optimization models, one of which is convex and thus globally solvable, and the other enables fast searching on non-convex landscapes to refine the solution offered by the convex one. Importantly, both models enjoy \emph{multiconvex} and \emph{decomposable} structures, allowing efficient and safe solutions using \emph{block coordinate descent} that enjoys scalability and a distributed nature. The proposed algorithms collaborate to demonstrate superior or comparable solution precision to the current centralized convex relaxation-based methods, which are known for their high optimality. Distinctly, the proposed methods demonstrate scalability beyond the reach of previous convex relaxation-based methods. We also demonstrate that the combination of the two proposed algorithms achieves a more robust pipeline than deploying the local search method alone in a continuous-time scenario.


Designing for Fairness in Human-Robot Interactions

arXiv.org Artificial Intelligence

However, one team member is more skilled than the other. Therefore, our research focuses on understanding ing of how robots can adopt human concepts of fairness, how robots can effectively participate within human groups by thereby enhancing their integration as effective team members.. making fair decisions while contributing positively to group Specifically, my work is focused on three research dynamics and outcomes. However, it is important to differentiate between the A. Building platforms to capture data from multi-agent groups fairness concerns associated with the algorithms referenced I have devised two novel experimental platforms aimed at above, where their decisions are one-time occurrences, and exploring the implications of fairness in HRI within the context those made by robots, which require continuous decisionmaking of group dynamics. These platforms are key assets for the (e.g., the robot in Fig 1. makes multiple allocation evolution of HRI research. Similar to how simulations have decisions during the collaborative task) [7, 4].


Optimally Improving Cooperative Learning in a Social Setting

arXiv.org Artificial Intelligence

We consider a cooperative learning scenario where a collection of networked agents with individually owned classifiers dynamically update their predictions, for the same classification task, through communication or observations of each other's predictions. Clearly if highly influential vertices use erroneous classifiers, there will be a negative effect on the accuracy of all the agents in the network. We ask the following question: how can we optimally fix the prediction of a few classifiers so as maximize the overall accuracy in the entire network. To this end we consider an aggregate and an egalitarian objective function. We show a polynomial time algorithm for optimizing the aggregate objective function, and show that optimizing the egalitarian objective function is NP-hard. Furthermore, we develop approximation algorithms for the egalitarian improvement. The performance of all of our algorithms are guaranteed by mathematical analysis and backed by experiments on synthetic and real data.


CSDO: Enhancing Efficiency and Success in Large-Scale Multi-Vehicle Trajectory Planning

arXiv.org Artificial Intelligence

This paper presents an efficient algorithm, naming Centralized Searching and Decentralized Optimization (CSDO), to find feasible solution for large-scale Multi-Vehicle Trajectory Planning (MVTP) problem. Due to the intractable growth of non-convex constraints with the number of agents, exploring various homotopy classes that imply different convex domains, is crucial for finding a feasible solution. However, existing methods struggle to explore various homotopy classes efficiently due to combining it with time-consuming precise trajectory solution finding. CSDO, addresses this limitation by separating them into different levels and integrating an efficient Multi-Agent Path Finding (MAPF) algorithm to search homotopy classes. It first searches for a coarse initial guess using a large search step, identifying a specific homotopy class. Subsequent decentralized Quadratic Programming (QP) refinement processes this guess, resolving minor collisions efficiently. Experimental results demonstrate that CSDO outperforms existing MVTP algorithms in large-scale, high-density scenarios, achieving up to 95% success rate in 50m $\times$ 50m random scenarios around one second. Source codes are released in https://github.com/YangSVM/CSDOTrajectoryPlanning.


ADESSE: Advice Explanations in Complex Repeated Decision-Making Environments

arXiv.org Artificial Intelligence

In the evolving landscape of human-centered AI, fostering a synergistic relationship between humans and AI agents in decision-making processes stands as a paramount challenge. This work considers a problem setup where an intelligent agent comprising a neural network-based prediction component and a deep reinforcement learning component provides advice to a human decision-maker in complex repeated decision-making environments. Whether the human decision-maker would follow the agent's advice depends on their beliefs and trust in the agent and on their understanding of the advice itself. To this end, we developed an approach named ADESSE to generate explanations about the adviser agent to improve human trust and decision-making. Computational experiments on a range of environments with varying model sizes demonstrate the applicability and scalability of ADESSE. Furthermore, an interactive game-based user study shows that participants were significantly more satisfied, achieved a higher reward in the game, and took less time to select an action when presented with explanations generated by ADESSE. These findings illuminate the critical role of tailored, human-centered explanations in AI-assisted decision-making.


Principal-Agent Multitasking: the Uniformity of Optimal Contracts and its Efficient Learning via Instrumental Regression

arXiv.org Machine Learning

This work studies the multitasking principal-agent problem. I first show a ``uniformity'' result. Specifically, when the tasks are perfect substitutes, and the agent's cost function is homogeneous to a certain degree, then the optimal contract only depends on the marginal utility of each task and the degree of homogeneity. I then study a setting where the marginal utility of each task is unknown so that the optimal contract must be learned or estimated with observational data. I identify this problem as a regression problem with measurement errors and observe that this problem can be cast as an instrumental regression problem. The current works observe that both the contract and the repeated observations (when available) can act as valid instrumental variables, and propose using the generalized method of moments estimator to compute an approximately optimal contract from offline data. I also study an online setting and show how the optimal contract can be efficiently learned in an online fashion using the two estimators. Here the principal faces an exploration-exploitation tradeoff: she must experiment with new contracts and observe their outcome whilst at the same time ensuring her experimentations are not deviating too much from the optimal contract. This work shows when repeated observations are available and agents are sufficiently ``diverse", the principal can achieve a very low $\widetilde{O}(d)$ cumulative utility loss, even with a ``pure exploitation" algorithm.


SWE-agent: Agent-Computer Interfaces Enable Automated Software Engineering

arXiv.org Artificial Intelligence

Language model (LM) agents are increasingly being used to automate complicated tasks in digital environments. Just as humans benefit from powerful software applications, such as integrated development environments, for complex tasks like software engineering, we posit that LM agents represent a new category of end users with their own needs and abilities, and would benefit from specially-built interfaces to the software they use. We investigate how interface design affects the performance of language model agents. As a result of this exploration, we introduce SWE-agent: a system that facilitates LM agents to autonomously use computers to solve software engineering tasks. SWE-agent's custom agent-computer interface (ACI) significantly enhances an agent's ability to create and edit code files, navigate entire repositories, and execute tests and other programs. We evaluate SWE-agent on SWE-bench and HumanEvalFix, achieving state-of-the-art performance on both with a pass@1 rate of 12.5% and 87.7%, respectively, far exceeding the previous state-of-the-art achieved with non-interactive LMs. Finally, we provide insight on how the design of the ACI can impact agents' behavior and performance.


Learning 3D Robotics Perception using Inductive Priors

arXiv.org Artificial Intelligence

Recent advances in deep learning have led to a data-centric intelligence i.e. artificially intelligent models unlocking the potential to ingest a large amount of data and be really good at performing digital tasks such as text-to-image generation, machine-human conversation, and image recognition. This thesis covers the topic of learning with structured inductive bias and priors to design approaches and algorithms unlocking the potential of principle-centric intelligence. Prior knowledge (priors for short), often available in terms of past experience as well as assumptions of how the world works, helps the autonomous agent generalize better and adapt their behavior based on past experience. In this thesis, I demonstrate the use of prior knowledge in three different robotics perception problems. 1. object-centric 3D reconstruction, 2. vision and language for decision-making, and 3. 3D scene understanding. To solve these challenging problems, I propose various sources of prior knowledge including 1. geometry and appearance priors from synthetic data, 2. modularity and semantic map priors and 3. semantic, structural, and contextual priors. I study these priors for solving robotics 3D perception tasks and propose ways to efficiently encode them in deep learning models. Some priors are used to warm-start the network for transfer learning, others are used as hard constraints to restrict the action space of robotics agents. While classical techniques are brittle and fail to generalize to unseen scenarios and data-centric approaches require a large amount of labeled data, this thesis aims to build intelligent agents which require very-less real-world data or data acquired only from simulation to generalize to highly dynamic and cluttered environments in novel simulations (i.e. sim2sim) or real-world unseen environments (i.e. sim2real) for a holistic scene understanding of the 3D world.


Distributed maze exploration using multiple agents and optimal goal assignment

arXiv.org Artificial Intelligence

Robotic exploration has long captivated researchers aiming to map complex environments efficiently. Techniques such as potential fields and frontier exploration have traditionally been employed in this pursuit, primarily focusing on solitary agents. Recent advancements have shifted towards optimizing exploration efficiency through multiagent systems. However, many existing approaches overlook critical real-world factors, such as broadcast range limitations, communication costs, and coverage overlap. This paper addresses these gaps by proposing a distributed maze exploration strategy (CU-LVP) that assumes constrained broadcast ranges and utilizes Voronoi diagrams for better area partitioning. By adapting traditional multiagent methods to distributed environments with limited broadcast ranges, this study evaluates their performance across diverse maze topologies, demonstrating the efficacy and practical applicability of the proposed method. The code and experimental results supporting this study are available in the following repository: https://github.com/manouslinard/multiagent-exploration/.


RIME: Robust Preference-based Reinforcement Learning with Noisy Preferences

arXiv.org Artificial Intelligence

Preference-based Reinforcement Learning (PbRL) circumvents the need for reward engineering by harnessing human preferences as the reward signal. However, current PbRL methods excessively depend on high-quality feedback from domain experts, which results in a lack of robustness. In this paper, we present RIME, a robust PbRL algorithm for effective reward learning from noisy preferences. Our method utilizes a sample selection-based discriminator to dynamically filter out noise and ensure robust training. To counteract the cumulative error stemming from incorrect selection, we suggest a warm start for the reward model, which additionally bridges the performance gap during the transition from pre-training to online training in PbRL. Our experiments on robotic manipulation and locomotion tasks demonstrate that RIME significantly enhances the robustness of the state-of-the-art PbRL method. Code is available at https://github.com/CJReinforce/RIME_ICML2024.