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Realtime Dynamic Gaze Target Tracking and Depth-Level Estimation

arXiv.org Artificial Intelligence

Transparent Displays (TDs) are cutting-edge visual technologies that allow users to see digital content superimposed over physical environments with a variety of applications in dynamic Head-Up Displays (HUDs) in vehicles [1, 2, 3], augmented reality glasses [4, 5, 6], and smart windows in commercial buildings [7]. Their ability to blend digital information with the real world offers significant advancements in fields such as navigation, interactive advertising, robotics [8, 9, 10, 11], and immersive user interfaces and feedback [12, 13, 14, 15, 16]. Imagine a transparent display, such as a dynamic HUD in a vehicle, that not only shows essential metrics like speed, fuel levels, and engine status but also overlays navigational cues directly onto the road ahead, highlighting paths, directions, pedestrians, and other vehicles [2, 1, 17]. Beyond practical utilities, such dynamic HUDs could enhance the journey by identifying points of interest, e.g., service stations, or even serve as platforms for entertainment and work-related activities. However, realizing this vision introduces significant challenges, particularly in tracking the user's gaze across an ever-changing array of widgets and information layers projected onto the transparent display. Moreover, the accurate estimation of gaze depth levels is crucial, especially because of the display's transparency and the potential for the human gaze to interact with or pass through specific widgets, necessitating a system that can precisely discern the focus of a user's attention between virtual overlays and real-world objects to enhance both interactivity and safety [18]. The dynamic nature of this problem, coupled with the need for real-time processing, sets a complex problem space for effectively identifying and monitoring what the user is focusing on at any given moment.


VillagerAgent: A Graph-Based Multi-Agent Framework for Coordinating Complex Task Dependencies in Minecraft

arXiv.org Artificial Intelligence

In this paper, we aim to evaluate multi-agent systems against complex dependencies, including spatial, causal, and temporal constraints. First, we construct a new benchmark, named VillagerBench, within the Minecraft environment.VillagerBench comprises diverse tasks crafted to test various aspects of multi-agent collaboration, from workload distribution to dynamic adaptation and synchronized task execution. Second, we introduce a Directed Acyclic Graph Multi-Agent Framework VillagerAgent to resolve complex inter-agent dependencies and enhance collaborative efficiency. This solution incorporates a task decomposer that creates a directed acyclic graph (DAG) for structured task management, an agent controller for task distribution, and a state manager for tracking environmental and agent data. Our empirical evaluation on VillagerBench demonstrates that VillagerAgent outperforms the existing AgentVerse model, reducing hallucinations and improving task decomposition efficacy. The results underscore VillagerAgent's potential in advancing multi-agent collaboration, offering a scalable and generalizable solution in dynamic environments. The source code is open-source on GitHub (https://github.com/cnsdqd-dyb/VillagerAgent).


SynthAI: A Multi Agent Generative AI Framework for Automated Modular HLS Design Generation

arXiv.org Artificial Intelligence

In this paper, we introduce SynthAI, a new method for the automated creation of High-Level Synthesis (HLS) designs. SynthAI integrates ReAct agents, Chain-of-Thought (CoT) prompting, web search technologies, and the Retrieval-Augmented Generation (RAG) framework within a structured decision graph. This innovative approach enables the systematic decomposition of complex hardware design tasks into multiple stages and smaller, manageable modules. As a result, SynthAI produces synthesizable designs that closely adhere to user-specified design objectives and functional requirements. We further validate the capabilities of SynthAI through several case studies, highlighting its proficiency in generating complex, multi-module logic designs from a single initial prompt. The SynthAI code is provided via the following repo: \url{https://github.com/sarashs/FPGA_AGI}


Cross Language Soccer Framework: An Open Source Framework for the RoboCup 2D Soccer Simulation

arXiv.org Artificial Intelligence

RoboCup Soccer Simulation 2D (SS2D) research is hampered by the complexity of existing Cpp-based codes like Helios, Cyrus, and Gliders, which also suffer from limited integration with modern machine learning frameworks. This development paper introduces a transformative solution a gRPC-based, language-agnostic framework that seamlessly integrates with the high-performance Helios base code. This approach not only facilitates the use of diverse programming languages including CSharp, JavaScript, and Python but also maintains the computational efficiency critical for real time decision making in SS2D. By breaking down language barriers, our framework significantly enhances collaborative potential and flexibility, empowering researchers to innovate without the overhead of mastering or developing extensive base codes. We invite the global research community to leverage and contribute to the Cross Language Soccer (CLS) framework, which is openly available under the MIT License, to drive forward the capabilities of multi-agent systems in soccer simulations.


Multi-Agent Reinforcement Learning with Hierarchical Coordination for Emergency Responder Stationing

arXiv.org Artificial Intelligence

An emergency responder management (ERM) system dispatches responders, such as ambulances, when it receives requests for medical aid. ERM systems can also proactively reposition responders between predesignated waiting locations to cover any gaps that arise due to the prior dispatch of responders or significant changes in the distribution of anticipated requests. Optimal repositioning is computationally challenging due to the exponential number of ways to allocate responders between locations and the uncertainty in future requests. The state-of-the-art approach in proactive repositioning is a hierarchical approach based on spatial decomposition and online Monte Carlo tree search, which may require minutes of computation for each decision in a domain where seconds can save lives. We address the issue of long decision times by introducing a novel reinforcement learning (RL) approach, based on the same hierarchical decomposition, but replacing online search with learning. To address the computational challenges posed by large, variable-dimensional, and discrete state and action spaces, we propose: (1) actor-critic based agents that incorporate transformers to handle variable-dimensional states and actions, (2) projections to fixed-dimensional observations to handle complex states, and (3) combinatorial techniques to map continuous actions to discrete allocations. We evaluate our approach using real-world data from two U.S. cities, Nashville, TN and Seattle, WA. Our experiments show that compared to the state of the art, our approach reduces computation time per decision by three orders of magnitude, while also slightly reducing average ambulance response time by 5 seconds.


ITCMA: A Generative Agent Based on a Computational Consciousness Structure

arXiv.org Artificial Intelligence

Large Language Models (LLMs) still face challenges in tasks requiring understanding implicit instructions and applying common-sense knowledge. In such scenarios, LLMs may require multiple attempts to achieve human-level performance, potentially leading to inaccurate responses or inferences in practical environments, affecting their long-term consistency and behavior. This paper introduces the Internal Time-Consciousness Machine (ITCM), a computational consciousness structure to simulate the process of human consciousness. We further propose the ITCM-based Agent (ITCMA), which supports action generation and reasoning in open-world settings, and can independently complete tasks. ITCMA enhances LLMs' ability to understand implicit instructions and apply common-sense knowledge by considering agents' interaction and reasoning with the environment. Evaluations in the Alfworld environment show that trained ITCMA outperforms the state-of-the-art (SOTA) by 9% on the seen set. Even untrained ITCMA achieves a 96% task completion rate on the seen set, 5% higher than SOTA, indicating its superiority over traditional intelligent agents in utility and generalization. In real-world tasks with quadruped robots, the untrained ITCMA achieves an 85% task completion rate, which is close to its performance in the unseen set, demonstrating its comparable utility and universality in real-world settings.


Designs for Enabling Collaboration in Human-Machine Teaming via Interactive and Explainable Systems

arXiv.org Artificial Intelligence

Collaborative robots and machine learning-based virtual agents are increasingly entering the human workspace with the aim of increasing productivity and enhancing safety. Despite this, we show in a ubiquitous experimental domain, Overcooked-AI, that state-of-the-art techniques for human-machine teaming (HMT), which rely on imitation or reinforcement learning, are brittle and result in a machine agent that aims to decouple the machine and human's actions to act independently rather than in a synergistic fashion. To remedy this deficiency, we develop HMT approaches that enable iterative, mixed-initiative team development allowing end-users to interactively reprogram interpretable AI teammates. Our 50-subject study provides several findings that we summarize into guidelines. While all approaches underperform a simple collaborative heuristic (a critical, negative result for learning-based methods), we find that white-box approaches supported by interactive modification can lead to significant team development, outperforming white-box approaches alone, and black-box approaches are easier to train and result in better HMT performance highlighting a tradeoff between explainability and interactivity versus ease-of-training. Together, these findings present three important directions: 1) Improving the ability to generate collaborative agents with white-box models, 2) Better learning methods to facilitate collaboration rather than individualized coordination, and 3) Mixed-initiative interfaces that enable users, who may vary in ability, to improve collaboration.


Multi-Vehicle Trajectory Planning at V2I-enabled Intersections based on Correlated Equilibrium

arXiv.org Artificial Intelligence

Generating trajectories that ensure both vehicle safety and improve traffic efficiency remains a challenging task at intersections. Many existing works utilize Nash equilibrium (NE) for the trajectory planning at intersections. However, NE-based planning can hardly guarantee that all vehicles are in the same equilibrium, leading to a risk of collision. In this work, we propose a framework for trajectory planning based on Correlated Equilibrium (CE) when V2I communication is also enabled. The recommendation with CE allows all vehicles to reach a safe and consensual equilibrium and meanwhile keeps the rationality as NE-based methods that no vehicle has the incentive to deviate. The Intersection Manager (IM) first collects the trajectory library and the personal preference probabilities over the library from each vehicle in a low-resolution spatial-temporal grid map. Then, the IM optimizes the recommendation probability distribution for each vehicle's trajectory by minimizing overall collision probability under the CE constraint. Finally, each vehicle samples a trajectory of the low-resolution map to construct a safety corridor and derive a smooth trajectory with a local refinement optimization. We conduct comparative experiments at a crossroad intersection involving two and four vehicles, validating the effectiveness of our method in balancing vehicle safety and traffic efficiency.


Online Adaptation for Enhancing Imitation Learning Policies

arXiv.org Artificial Intelligence

Imitation learning enables autonomous agents to learn from human examples, without the need for a reward signal. Still, if the provided dataset does not encapsulate the task correctly, or when the task is too complex to be modeled, such agents fail to reproduce the expert policy. We propose to recover from these failures through online adaptation. Our approach combines the action proposal coming from a pre-trained policy with relevant experience recorded by an expert. The combination results in an adapted action that closely follows the expert. Our experiments show that an adapted agent performs better than its pure imitation learning counterpart. Notably, adapted agents can achieve reasonable performance even when the base, non-adapted policy catastrophically fails.


CoViS-Net: A Cooperative Visual Spatial Foundation Model for Multi-Robot Applications

arXiv.org Artificial Intelligence

Autonomous robot operation in unstructured environments is often underpinned by spatial understanding through vision. Systems composed of multiple concurrently operating robots additionally require access to frequent, accurate and reliable pose estimates. Classical vision-based methods to regress relative pose are commonly computationally expensive (precluding real-time applications), and often lack data-derived priors for resolving ambiguities. In this work, we propose CoViS-Net, a cooperative, multi-robot visual spatial foundation model that learns spatial priors from data, enabling pose estimation as well as general spatial comprehension. Our model is fully decentralized, platform-agnostic, executable in real-time using onboard compute, and does not require existing networking infrastructure. CoViS-Net provides relative pose estimates and a local bird's-eye-view (BEV) representation, even without camera overlap between robots, and can predict BEV representations of unseen regions. We demonstrate its use in a multi-robot formation control task across various real-world settings. We provide supplementary material online and will open source our trained model in due course. https://sites.google.com/view/covis-net