Agents
Prioritized League Reinforcement Learning for Large-Scale Heterogeneous Multiagent Systems
Fu, Qingxu, Pu, Zhiqiang, Chen, Min, Qiu, Tenghai, Yi, Jianqiang
Large-scale heterogeneous multiagent systems feature various realistic factors in the real world, such as agents with diverse abilities and overall system cost. In comparison to homogeneous systems, heterogeneous systems offer significant practical advantages. Nonetheless, they also present challenges for multiagent reinforcement learning, including addressing the non-stationary problem and managing an imbalanced number of agents with different types. We propose a Prioritized Heterogeneous League Reinforcement Learning (PHLRL) method to address large-scale heterogeneous cooperation problems. PHLRL maintains a record of various policies that agents have explored during their training and establishes a heterogeneous league consisting of diverse policies to aid in future policy optimization. Furthermore, we design a prioritized policy gradient approach to compensate for the gap caused by differences in the number of different types of agents. Next, we use Unreal Engine to design a large-scale heterogeneous cooperation benchmark named Large-Scale Multiagent Operation (LSMO), which is a complex two-team competition scenario that requires collaboration from both ground and airborne agents. We use experiments to show that PHLRL outperforms state-of-the-art methods, including QTRAN and QPLEX in LSMO.
Scenario-Based Curriculum Generation for Multi-Agent Autonomous Driving
Brunnbauer, Axel, Berducci, Luigi, Priller, Peter, Nickovic, Dejan, Grosu, Radu
The automated generation of diverse and complex training scenarios has been an important ingredient in many complex learning tasks. Especially in real-world application domains, such as autonomous driving, auto-curriculum generation is considered vital for obtaining robust and general policies. However, crafting traffic scenarios with multiple, heterogeneous agents is typically considered as a tedious and time-consuming task, especially in more complex simulation environments. In our work, we introduce MATS-Gym, a Multi-Agent Traffic Scenario framework to train agents in CARLA, a high-fidelity driving simulator. MATS-Gym is a multi-agent training framework for autonomous driving that uses partial scenario specifications to generate traffic scenarios with variable numbers of agents. This paper unifies various existing approaches to traffic scenario description into a single training framework and demonstrates how it can be integrated with techniques from unsupervised environment design to automate the generation of adaptive auto-curricula. The code is available at https://github.com/AutonomousDrivingExaminer/mats-gym.
Enhancing Privacy in Federated Learning through Local Training
Bastianello, Nicola, Liu, Changxin, Johansson, Karl H.
In this paper we propose the federated private local training algorithm (Fed-PLT) for federated learning, to overcome the challenges of (i) expensive communications and (ii) privacy preservation. We address (i) by allowing for both partial participation and local training, which significantly reduce the number of communication rounds between the central coordinator and computing agents. The algorithm matches the state of the art in the sense that the use of local training demonstrably does not impact accuracy. Additionally, agents have the flexibility to choose from various local training solvers, such as (stochastic) gradient descent and accelerated gradient descent. Further, we investigate how employing local training can enhance privacy, addressing point (ii). In particular, we derive differential privacy bounds and highlight their dependence on the number of local training epochs. We assess the effectiveness of the proposed algorithm by comparing it to alternative techniques, considering both theoretical analysis and numerical results from a classification task.
Self-Clustering Hierarchical Multi-Agent Reinforcement Learning with Extensible Cooperation Graph
Fu, Qingxu, Qiu, Tenghai, Yi, Jianqiang, Pu, Zhiqiang, Ai, Xiaolin
Multi-Agent Reinforcement Learning (MARL) has been successful in solving many cooperative challenges. However, classic non-hierarchical MARL algorithms still cannot address various complex multi-agent problems that require hierarchical cooperative behaviors. The cooperative knowledge and policies learned in non-hierarchical algorithms are implicit and not interpretable, thereby restricting the integration of existing knowledge. This paper proposes a novel hierarchical MARL model called Hierarchical Cooperation Graph Learning (HCGL) for solving general multi-agent problems. HCGL has three components: a dynamic Extensible Cooperation Graph (ECG) for achieving self-clustering cooperation; a group of graph operators for adjusting the topology of ECG; and an MARL optimizer for training these graph operators. HCGL's key distinction from other MARL models is that the behaviors of agents are guided by the topology of ECG instead of policy neural networks. ECG is a three-layer graph consisting of an agent node layer, a cluster node layer, and a target node layer. To manipulate the ECG topology in response to changing environmental conditions, four graph operators are trained to adjust the edge connections of ECG dynamically. The hierarchical feature of ECG provides a unique approach to merge primitive actions (actions executed by the agents) and cooperative actions (actions executed by the clusters) into a unified action space, allowing us to integrate fundamental cooperative knowledge into an extensible interface. In our experiments, the HCGL model has shown outstanding performance in multi-agent benchmarks with sparse rewards. We also verify that HCGL can easily be transferred to large-scale scenarios with high zero-shot transfer success rates.
Sharing the Cost of Success: A Game for Evaluating and Learning Collaborative Multi-Agent Instruction Giving and Following Policies
Sadler, Philipp, Hakimov, Sherzod, Schlangen, David
In collaborative goal-oriented settings, the participants are not only interested in achieving a successful outcome, but do also implicitly negotiate the effort they put into the interaction (by adapting to each other). In this work, we propose a challenging interactive reference game that requires two players to coordinate on vision and language observations. The learning signal in this game is a score (given after playing) that takes into account the achieved goal and the players' assumed efforts during the interaction. We show that a standard Proximal Policy Optimization (PPO) setup achieves a high success rate when bootstrapped with heuristic partner behaviors that implement insights from the analysis of human-human interactions. And we find that a pairing of neural partners indeed reduces the measured joint effort when playing together repeatedly. However, we observe that in comparison to a reasonable heuristic pairing there is still room for improvement -- which invites further research in the direction of cost-sharing in collaborative interactions.
Multi Agent Pathfinding for Noise Restricted Hybrid Fuel Unmanned Aerial Vehicles
Scott, Drew, Manyam, Satyanarayana G., Casbeer, David W., Kumar, Manish, Weintraub, Isaac E.
Multi Agent Path Finding (MAPF) seeks the optimal set of paths for multiple agents from respective start to goal locations such that no paths conflict. We address the MAPF problem for a fleet of hybrid-fuel unmanned aerial vehicles which are subject to location-dependent noise restrictions. We solve this problem by searching a constraint tree for which the subproblem at each node is a set of shortest path problems subject to the noise and fuel constraints and conflict zone avoidance. A labeling algorithm is presented to solve this subproblem, including the conflict zones which are treated as dynamic obstacles. We present the experimental results of the algorithms for various graph sizes and number of agents.
A Real-Time Rescheduling Algorithm for Multi-robot Plan Execution
Feng, Ying, Paul, Adittyo, Chen, Zhe, Li, Jiaoyang
One area of research in multi-agent path finding is to determine how replanning can be efficiently achieved in the case of agents being delayed during execution. One option is to reschedule the passing order of agents, i.e., the sequence in which agents visit the same location. In response, we propose Switchable-Edge Search (SES), an A*-style algorithm designed to find optimal passing orders. We prove the optimality of SES and evaluate its efficiency via simulations. The best variant of SES takes less than 1 second for small- and medium-sized problems and runs up to 4 times faster than baselines for large-sized problems.
AgentStudio: A Toolkit for Building General Virtual Agents
Zheng, Longtao, Huang, Zhiyuan, Xue, Zhenghai, Wang, Xinrun, An, Bo, Yan, Shuicheng
Creating autonomous virtual agents capable of using arbitrary software on any digital device remains a major challenge for artificial intelligence. Two key obstacles hinder progress: insufficient infrastructure for building virtual agents in real-world environments, and the need for in-the-wild evaluation of fundamental agent abilities. To address this, we introduce AgentStudio, an online, realistic, and multimodal toolkit that covers the entire lifecycle of agent development. This includes environment setups, data collection, agent evaluation, and visualization. The observation and action spaces are highly generic, supporting both function calling and human-computer interfaces. This versatility is further enhanced by AgentStudio's graphical user interfaces, which allow efficient development of datasets and benchmarks in real-world settings. To illustrate, we introduce a visual grounding dataset and a real-world benchmark suite, both created with our graphical interfaces. Furthermore, we present several actionable insights derived from AgentStudio, e.g., general visual grounding, open-ended tool creation, learning from videos, etc. We have open-sourced the environments, datasets, benchmarks, and interfaces to promote research towards developing general virtual agents for the future.
Multi-Agent Optimization for Safety Analysis of Cyber-Physical Systems: Position Paper
Gürcan, Önder, Yakymets, Nataliya, Tucci-Piergiovanni, Sara, Radermacher, Ansgar
Failure Mode, Effects and Criticality Analysis (FMECA) is one of the safety analysis methods recommended by most of the international standards. The classical FMECA is made in a form of a table filled in either manually or by using safety analysis tools. In both cases, the design engineers have to choose the trade-offs between safety and other development constraints. In the case of complex cyber-physical systems (CPS) with thousands of specified constraints, this may lead to severe problems and significantly impact the overall criticality of CPS. In this paper, we propose to adopt optimization techniques to automate the decision making process conducted after FMECA of CPS. We describe a multi-agent based optimization method which extends classical FMECA for offering optimal solutions in terms of criticality and development constraints of CPS.
ROXIE: Defining a Robotic eXplanation and Interpretability Engine
Rodríguez-Lera, Francisco J., González-Santamarta, Miguel A., González-Cantón, Alejandro, Fernández-Becerra, Laura, Sobrín-Hidalgo, David, Guerrero-Higueras, Angel Manuel
In an era where autonomous robots increasingly inhabit public spaces, the imperative for transparency and interpretability in their decision-making processes becomes paramount. This paper presents the overview of a Robotic eXplanation and Interpretability Engine (ROXIE), which addresses this critical need, aiming to demystify the opaque nature of complex robotic behaviors. This paper elucidates the key features and requirements needed for providing information and explanations about robot decision-making processes. It also overviews the suite of software components and libraries available for deployment with ROS 2, empowering users to provide comprehensive explanations and interpretations of robot processes and behaviors, thereby fostering trust and collaboration in human-robot interactions.