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Global Convergence of Decentralized Retraction-Free Optimization on the Stiefel Manifold

arXiv.org Artificial Intelligence

Many classical and modern machine learning algorithms require solving optimization tasks under orthogonal constraints. Solving these tasks often require calculating retraction-based gradient descent updates on the corresponding Riemannian manifold, which can be computationally expensive. Recently Ablin et al. proposed an infeasible retraction-free algorithm, which is significantly more efficient. In this paper, we study the decentralized non-convex optimization task over a network of agents on the Stiefel manifold with retraction-free updates. We propose \textbf{D}ecentralized \textbf{R}etraction-\textbf{F}ree \textbf{G}radient \textbf{T}racking (DRFGT) algorithm, and show that DRFGT exhibits ergodic $\mathcal{O}(1/K)$ convergence rate, the same rate of convergence as the centralized, retraction-based methods. We also provide numerical experiments demonstrating that DRFGT performs on par with the state-of-the-art retraction based methods with substantially reduced computational overhead.


Configurable Mirror Descent: Towards a Unification of Decision Making

arXiv.org Artificial Intelligence

Decision-making problems, categorized as single-agent, e.g., Atari, cooperative multi-agent, e.g., Hanabi, competitive multi-agent, e.g., Hold'em poker, and mixed cooperative and competitive, e.g., football, are ubiquitous in the real world. Various methods are proposed to address the specific decision-making problems. Despite the successes in specific categories, these methods typically evolve independently and cannot generalize to other categories. Therefore, a fundamental question for decision-making is: \emph{Can we develop \textbf{a single algorithm} to tackle \textbf{ALL} categories of decision-making problems?} There are several main challenges to address this question: i) different decision-making categories involve different numbers of agents and different relationships between agents, ii) different categories have different solution concepts and evaluation measures, and iii) there lacks a comprehensive benchmark covering all the categories. This work presents a preliminary attempt to address the question with three main contributions. i) We propose the generalized mirror descent (GMD), a generalization of MD variants, which considers multiple historical policies and works with a broader class of Bregman divergences. ii) We propose the configurable mirror descent (CMD) where a meta-controller is introduced to dynamically adjust the hyper-parameters in GMD conditional on the evaluation measures. iii) We construct the \textsc{GameBench} with 15 academic-friendly games across different decision-making categories. Extensive experiments demonstrate that CMD achieves empirically competitive or better outcomes compared to baselines while providing the capability of exploring diverse dimensions of decision making.


Characterizing the Complexity of Social Robot Navigation Scenarios

arXiv.org Artificial Intelligence

Social robot navigation algorithms are often demonstrated in overly simplified scenarios, prohibiting the extraction of practical insights about their relevance to real world domains. Our key insight is that an understanding of the inherent complexity of a social robot navigation scenario could help characterize the limitations of existing navigation algorithms and provide actionable directions for improvement. Through an exploration of recent literature, we identify a series of factors contributing to the complexity of a scenario, disambiguating between contextual and robot-related ones. We then conduct a simulation study investigating how manipulations of contextual factors impact the performance of a variety of navigation algorithms. We find that dense and narrow environments correlate most strongly with performance drops, while the heterogeneity of agent policies and directionality of interactions have a less pronounced effect. This motivates a shift towards developing and testing algorithms under higher-complexity settings.


High-Resolution Agent-Based Modeling of Campus Population Behaviors for Pandemic Response Planning

arXiv.org Artificial Intelligence

This paper reports a case study of an application of high-resolution agent-based modeling and simulation to pandemic response planning on a university campus. In the summer of 2020, we were tasked with a COVID-19 pandemic response project to create a detailed behavioral simulation model of the entire campus population at Binghamton University. We conceptualized this problem as an agent migration process on a multilayer transportation network, in which each layer represented a different transportation mode. As no direct data were available about people's behaviors on campus, we collected as much indirect information as possible to inform the agents' behavioral rules. Each agent was assumed to move along the shortest path between two locations within each transportation layer and switch layers at a parking lot or a bus stop, along with several other behavioral assumptions. Using this model, we conducted simulations of the whole campus population behaviors on a typical weekday, involving more than 25,000 agents. We measured the frequency of close social contacts at each spatial location and identified several busy locations and corridors on campus that needed substantial behavioral intervention. Moreover, systematic simulations with varying population density revealed that the effect of population density reduction was nonlinear, and that reducing the population density to 40-45% would be optimal and sufficient to suppress disease spreading on campus. These results were reported to the university administration and utilized in the pandemic response planning, which led to successful outcomes.


Cooperative Multi-agent Approach for Automated Computer Game Testing

arXiv.org Artificial Intelligence

Automated testing of computer games is a challenging problem, especially when lengthy scenarios have to be tested. Automating such a scenario boils down to finding the right sequence of interactions given an abstract description of the scenario. Recent works have shown that an agent-based approach works well for the purpose, e.g. due to agents' reactivity, hence enabling a test agent to immediately react to game events and changing state. Many games nowadays are multi-player. This opens up an interesting possibility to deploy multiple cooperative test agents to test such a game, for example to speed up the execution of multiple testing tasks. This paper offers a cooperative multi-agent testing approach and a study of its performance based on a case study on a 3D game called Lab Recruits.


From Sora What We Can See: A Survey of Text-to-Video Generation

arXiv.org Artificial Intelligence

With impressive achievements made, artificial intelligence is on the path forward to artificial general intelligence. Sora, developed by OpenAI, which is capable of minute-level world-simulative abilities can be considered as a milestone on this developmental path. However, despite its notable successes, Sora still encounters various obstacles that need to be resolved. In this survey, we embark from the perspective of disassembling Sora in text-to-video generation, and conducting a comprehensive review of literature, trying to answer the question, \textit{From Sora What We Can See}. Specifically, after basic preliminaries regarding the general algorithms are introduced, the literature is categorized from three mutually perpendicular dimensions: evolutionary generators, excellent pursuit, and realistic panorama. Subsequently, the widely used datasets and metrics are organized in detail. Last but more importantly, we identify several challenges and open problems in this domain and propose potential future directions for research and development.


Attention-Driven Multi-Agent Reinforcement Learning: Enhancing Decisions with Expertise-Informed Tasks

arXiv.org Artificial Intelligence

In this paper, we introduce an alternative approach to enhancing Multi-Agent Reinforcement Learning (MARL) through the integration of domain knowledge and attention-based policy mechanisms. Our methodology focuses on the incorporation of domain-specific expertise into the learning process, which simplifies the development of collaborative behaviors. This approach aims to reduce the complexity and learning overhead typically associated with MARL by enabling agents to concentrate on essential aspects of complex tasks, thus optimizing the learning curve. The utilization of attention mechanisms plays a key role in our model. It allows for the effective processing of dynamic context data and nuanced agent interactions, leading to more refined decision-making. Applied in standard MARL scenarios, such as the Stanford Intelligent Systems Laboratory (SISL) Pursuit and Multi-Particle Environments (MPE) Simple Spread, our method has been shown to improve both learning efficiency and the effectiveness of collaborative behaviors. The results indicate that our attention-based approach can be a viable approach for improving the efficiency of MARL training process, integrating domain-specific knowledge at the action level.


Contestable AI needs Computational Argumentation

arXiv.org Artificial Intelligence

AI has become pervasive in recent years, but state-of-the-art approaches predominantly neglect the need for AI systems to be contestable. Instead, contestability is advocated by AI guidelines (e.g. by the OECD) and regulation of automated decision-making (e.g. GDPR). In this position paper we explore how contestability can be achieved computationally in and for AI. We argue that contestable AI requires dynamic (human-machine and/or machine-machine) explainability and decision-making processes, whereby machines can (i) interact with humans and/or other machines to progressively explain their outputs and/or their reasoning as well as assess grounds for contestation provided by these humans and/or other machines, and (ii) revise their decision-making processes to redress any issues successfully raised during contestation. Given that much of the current AI landscape is tailored to static AIs, the need to accommodate contestability will require a radical rethinking, that, we argue, computational argumentation is ideally suited to support.


MADRL-Based Rate Adaptation for 360{\deg} Video Streaming with Multi-Viewpoint Prediction

arXiv.org Artificial Intelligence

Over the last few years, 360{\deg} video traffic on the network has grown significantly. A key challenge of 360{\deg} video playback is ensuring a high quality of experience (QoE) with limited network bandwidth. Currently, most studies focus on tile-based adaptive bitrate (ABR) streaming based on single viewport prediction to reduce bandwidth consumption. However, the performance of models for single-viewpoint prediction is severely limited by the inherent uncertainty in head movement, which can not cope with the sudden movement of users very well. This paper first presents a multimodal spatial-temporal attention transformer to generate multiple viewpoint trajectories with their probabilities given a historical trajectory. The proposed method models viewpoint prediction as a classification problem and uses attention mechanisms to capture the spatial and temporal characteristics of input video frames and viewpoint trajectories for multi-viewpoint prediction. After that, a multi-agent deep reinforcement learning (MADRL)-based ABR algorithm utilizing multi-viewpoint prediction for 360{\deg} video streaming is proposed for maximizing different QoE objectives under various network conditions. We formulate the ABR problem as a decentralized partially observable Markov decision process (Dec-POMDP) problem and present a MAPPO algorithm based on centralized training and decentralized execution (CTDE) framework to solve the problem. The experimental results show that our proposed method improves the defined QoE metric by up to 85.5% compared to existing ABR methods.


Guidelines for evaluation of complex multi agent test scenarios

arXiv.org Artificial Intelligence

To support the testing of AVs, CETRAN has created a guideline for the evaluation of complex multi agent test scenarios presented in this report. This allows for a clear structured manner in evaluating complexity elements based on the corresponding difficulties an AV might encounter in Singapore traffic. This study aims to understand the source of complexity for AVs from traffic hazard, by breaking down the difficulties on AV capabilities as perception, situation awareness and decision-making. Guidelines created through this study are composed by a list of elements to be considered in the future as selection criteria to evaluate complexity of scenarios to support AV behaviour assessment. This study is intended to be a guide to understand the sources of complexity for Avs and can be used to challenge the risk management ability of autonomous vehicles in a scenario-based test approach or traffic situations faced on road trials. The report includes the usage of the guidelines created as application to evaluate the complexity of a set of 5 real events that occur on Singapore roads from Resembler webtool which is a database of real human accidents/incidents. Four scenarios were also designed for creation in simulation by the CETRAN team, applying the guidelines for complexity elements created in this work, to illustrate the difficulties an ADS could experience with such scenarios.