Agents
Circular Distribution of Agents using Convex Layers
Kumar, Gautam, Ratnoo, Ashwini
This paper considers the problem of conflict-free distribution of agents on a circular periphery encompassing all agents. The two key elements of the proposed policy include the construction of a set of convex layers (nested convex polygons) using the initial positions of the agents, and a novel search space region for each of the agents. The search space for an agent on a convex layer is defined as the region enclosed between the lines passing through the agent's position and normal to its supporting edges. Guaranteeing collision-free paths, a goal assignment policy designates a unique goal position within the search space of an agent. In contrast to the existing literature, this work presents a one-shot, collision-free solution to the circular distribution problem by utilizing only the initial positions of the agents. Illustrative examples demonstrate the effectiveness of the proposed policy.
Reinforcement Learning of Multi-robot Task Allocation for Multi-object Transportation with Infeasible Tasks
Shida, Yuma, Jimbo, Tomohiko, Odashima, Tadashi, Matsubara, Takamitsu
Multi-object transport using multi-robot systems has the potential for diverse practical applications such as delivery services owing to its efficient individual and scalable cooperative transport. However, allocating transportation tasks of objects with unknown weights remains challenging. Moreover, the presence of infeasible tasks (untransportable objects) can lead to robot stoppage (deadlock). This paper proposes a framework for dynamic task allocation that involves storing task experiences for each task in a scalable manner with respect to the number of robots. First, these experiences are broadcasted from the cloud server to the entire robot system. Subsequently, each robot learns the exclusion levels for each task based on those task experiences, enabling it to exclude infeasible tasks and reset its task priorities. Finally, individual transportation, cooperative transportation, and the temporary exclusion of tasks considered infeasible are achieved. The scalability and versatility of the proposed method were confirmed through numerical experiments with an increased number of robots and objects, including unlearned weight objects. The effectiveness of the temporary deadlock avoidance was also confirmed by introducing additional robots within an episode. The proposed method enables the implementation of task allocation strategies that are feasible for different numbers of robots and various transport tasks without prior consideration of feasibility.
Open-Ended Wargames with Large Language Models
Hogan, Daniel P., Brennen, Andrea
Wargames are a powerful tool for understanding and rehearsing real-world decision making. Automated play of wargames using artificial intelligence (AI) enables possibilities beyond those of human-conducted games, such as playing the game many times over to see a range of possible outcomes. There are two categories of wargames: quantitative games, with discrete types of moves, and qualitative games, which revolve around open-ended responses. Historically, automation efforts have focused on quantitative games, but large language models (LLMs) make it possible to automate qualitative wargames. We introduce "Snow Globe," an LLM-powered multi-agent system for playing qualitative wargames. With Snow Globe, every stage of a text-based qualitative wargame from scenario preparation to post-game analysis can be optionally carried out by AI, humans, or a combination thereof. We describe its software architecture conceptually and release an open-source implementation alongside this publication. As case studies, we simulate a tabletop exercise about an AI incident response and a political wargame about a geopolitical crisis. We discuss potential applications of the approach and how it fits into the broader wargaming ecosystem.
Following the Human Thread in Social Navigation
Scofano, Luca, Sampieri, Alessio, Campari, Tommaso, Sacco, Valentino, Spinelli, Indro, Ballan, Lamberto, Galasso, Fabio
The success of collaboration between humans and robots in shared environments relies on the robot's real-time adaptation to human motion. Specifically, in Social Navigation, the agent should be close enough to assist but ready to back up to let the human move freely, avoiding collisions. Human trajectories emerge as crucial cues in Social Navigation, but they are partially observable from the robot's egocentric view and computationally complex to process. We propose the first Social Dynamics Adaptation model (SDA) based on the robot's state-action history to infer the social dynamics. We propose a two-stage Reinforcement Learning framework: the first learns to encode the human trajectories into social dynamics and learns a motion policy conditioned on this encoded information, the current status, and the previous action. Here, the trajectories are fully visible, i.e., assumed as privileged information. In the second stage, the trained policy operates without direct access to trajectories. Instead, the model infers the social dynamics solely from the history of previous actions and statuses in real-time. Tested on the novel Habitat 3.0 platform, SDA sets a novel state of the art (SoA) performance in finding and following humans.
Prediction of Unmanned Surface Vessel Motion Attitude Based on CEEMDAN-PSO-SVM
Geng, Zhuoya, Chen, Jianmei, Zhu, Wanqiang
Unmanned boats, while navigating at sea, utilize active compensation systems to mitigate wave disturbances experienced by onboard instruments and equipment. However, there exists a lag in the measurement of unmanned boat attitudes, thus introducing unmanned boat motion attitude prediction to compensate for the lag in the signal acquisition process. This paper, based on the basic principles of waves, derives the disturbance patterns of waves on unmanned boats from the wave energy spectrum. Through simulation analysis of unmanned boat motion attitudes, motion attitude data is obtained, providing experimental data for subsequent work. A combined prediction model based on Complete Ensemble Empirical Mode Decomposition with Adaptive Noise (CEEMDAN), Particle Swarm Optimization (PSO), and Support Vector Machine (SVM) is designed to predict the motion attitude of unmanned boats. Simulation results validate its superior prediction accuracy compared to traditional prediction models. For example, in terms of mean absolute error, it improves by 17% compared to the EMD-PSO-SVM model.
Scaling Instructable Agents Across Many Simulated Worlds
SIMA Team, null, Raad, Maria Abi, Ahuja, Arun, Barros, Catarina, Besse, Frederic, Bolt, Andrew, Bolton, Adrian, Brownfield, Bethanie, Buttimore, Gavin, Cant, Max, Chakera, Sarah, Chan, Stephanie C. Y., Clune, Jeff, Collister, Adrian, Copeman, Vikki, Cullum, Alex, Dasgupta, Ishita, de Cesare, Dario, Di Trapani, Julia, Donchev, Yani, Dunleavy, Emma, Engelcke, Martin, Faulkner, Ryan, Garcia, Frankie, Gbadamosi, Charles, Gong, Zhitao, Gonzales, Lucy, Gupta, Kshitij, Gregor, Karol, Hallingstad, Arne Olav, Harley, Tim, Haves, Sam, Hill, Felix, Hirst, Ed, Hudson, Drew A., Hudson, Jony, Hughes-Fitt, Steph, Rezende, Danilo J., Jasarevic, Mimi, Kampis, Laura, Ke, Rosemary, Keck, Thomas, Kim, Junkyung, Knagg, Oscar, Kopparapu, Kavya, Lampinen, Andrew, Legg, Shane, Lerchner, Alexander, Limont, Marjorie, Liu, Yulan, Loks-Thompson, Maria, Marino, Joseph, Cussons, Kathryn Martin, Matthey, Loic, Mcloughlin, Siobhan, Mendolicchio, Piermaria, Merzic, Hamza, Mitenkova, Anna, Moufarek, Alexandre, Oliveira, Valeria, Oliveira, Yanko, Openshaw, Hannah, Pan, Renke, Pappu, Aneesh, Platonov, Alex, Purkiss, Ollie, Reichert, David, Reid, John, Richemond, Pierre Harvey, Roberts, Tyson, Ruscoe, Giles, Elias, Jaume Sanchez, Sandars, Tasha, Sawyer, Daniel P., Scholtes, Tim, Simmons, Guy, Slater, Daniel, Soyer, Hubert, Strathmann, Heiko, Stys, Peter, Tam, Allison C., Teplyashin, Denis, Terzi, Tayfun, Vercelli, Davide, Vujatovic, Bojan, Wainwright, Marcus, Wang, Jane X., Wang, Zhengdong, Wierstra, Daan, Williams, Duncan, Wong, Nathaniel, York, Sarah, Young, Nick
Building embodied AI systems that can follow arbitrary language instructions in any 3D environment is a key challenge for creating general AI. Accomplishing this goal requires learning to ground language in perception and embodied actions, in order to accomplish complex tasks. The Scalable, Instructable, Multiworld Agent (SIMA) project tackles this by training agents to follow free-form instructions across a diverse range of virtual 3D environments, including curated research environments as well as open-ended, commercial video games. Our goal is to develop an instructable agent that can accomplish anything a human can do in any simulated 3D environment. Our approach focuses on language-driven generality while imposing minimal assumptions. Our agents interact with environments in real-time using a generic, human-like interface: the inputs are image observations and language instructions and the outputs are keyboard-and-mouse actions. This general approach is challenging, but it allows agents to ground language across many visually complex and semantically rich environments while also allowing us to readily run agents in new environments. In this paper we describe our motivation and goal, the initial progress we have made, and promising preliminary results on several diverse research environments and a variety of commercial video games.
Hybrid Navigation Acceptability and Safety
Clement, Benoit, Dubromel, Marie, Santos, Paulo E., Sammut, Karl, Oppert, Michelle, Dayoub, Feras
Autonomous vessels have emerged as a prominent and accepted solution, particularly in the naval defence sector. However, achieving full autonomy for marine vessels demands the development of robust and reliable control and guidance systems that can handle various encounters with manned and unmanned vessels while operating effectively under diverse weather and sea conditions. A significant challenge in this pursuit is ensuring the autonomous vessels' compliance with the International Regulations for Preventing Collisions at Sea (COLREGs). These regulations present a formidable hurdle for the human-level understanding by autonomous systems as they were originally designed from common navigation practices created since the mid-19th century. Their ambiguous language assumes experienced sailors' interpretation and execution, and therefore demands a high-level (cognitive) understanding of language and agent intentions. These capabilities surpass the current state-of-the-art in intelligent systems. This position paper highlights the critical requirements for a trustworthy control and guidance system, exploring the complexity of adapting COLREGs for safe vessel-on-vessel encounters considering autonomous maritime technology competing and/or cooperating with manned vessels.
Interview with Bรกlint Gyevnรกr: Creating explanations for AI-based decision-making systems
In a series of interviews, we're meeting some of the AAAI/SIGAI Doctoral Consortium participants to find out more about their research. The Doctoral Consortium provides an opportunity for a group of PhD students to discuss and explore their research interests and career objectives in an interdisciplinary workshop together with a panel of established researchers. In this latest interview, we met Bรกlint Gyevnรกr and found out about his work creating explanations for AI-based decision-making systems. I was lucky enough to study at this university for the last eight years, so I've done my undergraduate and master's here as well. I really enjoy Edinburgh โ it's a very stimulating environment and there's a lot of academic discussion which prompted me to stay here.
Randomized Exploration in Cooperative Multi-Agent Reinforcement Learning
Hsu, Hao-Lun, Wang, Weixin, Pajic, Miroslav, Xu, Pan
We present the first study on provably efficient randomized exploration in cooperative multi-agent reinforcement learning (MARL). We propose a unified algorithm framework for randomized exploration in parallel Markov Decision Processes (MDPs), and two Thompson Sampling (TS)-type algorithms, CoopTS-PHE and CoopTS-LMC, incorporating the perturbed-history exploration (PHE) strategy and the Langevin Monte Carlo exploration (LMC) strategy respectively, which are flexible in design and easy to implement in practice. For a special class of parallel MDPs where the transition is (approximately) linear, we theoretically prove that both CoopTS-PHE and CoopTS-LMC achieve a $\widetilde{\mathcal{O}}(d^{3/2}H^2\sqrt{MK})$ regret bound with communication complexity $\widetilde{\mathcal{O}}(dHM^2)$, where $d$ is the feature dimension, $H$ is the horizon length, $M$ is the number of agents, and $K$ is the number of episodes. This is the first theoretical result for randomized exploration in cooperative MARL. We evaluate our proposed method on multiple parallel RL environments, including a deep exploration problem (\textit{i.e.,} $N$-chain), a video game, and a real-world problem in energy systems. Our experimental results support that our framework can achieve better performance, even under conditions of misspecified transition models. Additionally, we establish a connection between our unified framework and the practical application of federated learning.
N-Agent Ad Hoc Teamwork
Wang, Caroline, Rahman, Arrasy, Durugkar, Ishan, Liebman, Elad, Stone, Peter
Current approaches to learning cooperative behaviors in multi-agent settings assume relatively restrictive settings. In standard fully cooperative multi-agent reinforcement learning, the learning algorithm controls \textit{all} agents in the scenario, while in ad hoc teamwork, the learning algorithm usually assumes control over only a $\textit{single}$ agent in the scenario. However, many cooperative settings in the real world are much less restrictive. For example, in an autonomous driving scenario, a company might train its cars with the same learning algorithm, yet once on the road, these cars must cooperate with cars from another company. Towards generalizing the class of scenarios that cooperative learning methods can address, we introduce $N$-agent ad hoc teamwork, in which a set of autonomous agents must interact and cooperate with dynamically varying numbers and types of teammates at evaluation time. This paper formalizes the problem, and proposes the $\textit{Policy Optimization with Agent Modelling}$ (POAM) algorithm. POAM is a policy gradient, multi-agent reinforcement learning approach to the NAHT problem, that enables adaptation to diverse teammate behaviors by learning representations of teammate behaviors. Empirical evaluation on StarCraft II tasks shows that POAM improves cooperative task returns compared to baseline approaches, and enables out-of-distribution generalization to unseen teammates.