Agents
SpaceOctopus: An Octopus-inspired Motion Planning Framework for Multi-arm Space Robot
Zhao, Wenbo, Wang, Shengjie, Fan, Yixuan, Gao, Yang, Zhang, Tao
Space robots have played a critical role in autonomous maintenance and space junk removal. Multi-arm space robots can efficiently complete the target capture and base reorientation tasks due to their flexibility and the collaborative capabilities between the arms. However, the complex coupling properties arising from both the multiple arms and the free-floating base present challenges to the motion planning problems of multi-arm space robots. We observe that the octopus elegantly achieves similar goals when grabbing prey and escaping from danger. Inspired by the distributed control of octopuses' limbs, we develop a multi-level decentralized motion planning framework to manage the movement of different arms of space robots. This motion planning framework integrates naturally with the multi-agent reinforcement learning (MARL) paradigm. The results indicate that our method outperforms the previous method (centralized training). Leveraging the flexibility of the decentralized framework, we reassemble policies trained for different tasks, enabling the space robot to complete trajectory planning tasks while adjusting the base attitude without further learning. Furthermore, our experiments confirm the superior robustness of our method in the face of external disturbances, changing base masses, and even the failure of one arm.
A Study on Centralised and Decentralised Swarm Robotics Architecture for Part Delivery System
Dimakos, Angelos, Woodhall, Daniel, Asif, Seemal
Drones are also known as UAVs are originally designed for military purposes. With the technological advances, they can be seen in most of the aspects of life from filming to logistics. The increased use of drones made it sometimes essential to form a collaboration between them to perform the task efficiently in a defined process. This paper investigates the use of a combined centralised and decentralised architecture for the collaborative operation of drones in a parts delivery scenario to enable and expedite the operation of the factories of the future. The centralised and decentralised approaches were extensively researched, with experimentation being undertaken to determine the appropriateness of each approach for this use-case. Decentralised control was utilised to remove the need for excessive communication during the operation of the drones, resulting in smoother operations. Initial results suggested that the decentralised approach is more appropriate for this use-case. The individual functionalities necessary for the implementation of a decentralised architecture were proven and assessed, determining that a combination of multiple individual functionalities, namely VSLAM, dynamic collision avoidance and object tracking, would give an appropriate solution for use in an industrial setting. A final architecture for the parts delivery system was proposed for future work, using a combined centralised and decentralised approach to combat the limitations inherent in each architecture.
Online Continual Learning For Interactive Instruction Following Agents
Kim, Byeonghwi, Seo, Minhyuk, Choi, Jonghyun
In learning an embodied agent executing daily tasks via language directives, the literature largely assumes that the agent learns all training data at the beginning. We argue that such a learning scenario is less realistic since a robotic agent is supposed to learn the world continuously as it explores and perceives it. To take a step towards a more realistic embodied agent learning scenario, we propose two continual learning setups for embodied agents; learning new behaviors (Behavior Incremental Learning, Behavior-IL) and new environments (Environment Incremental Learning, Environment-IL) For the tasks, previous'data prior' based continual learning methods maintain logits for the past tasks. However, the stored information is often insufficiently learned information and requires task boundary information, which might not always be available. Here, we propose to update them based on confidence scores without task boundary information during training (i.e., task-free) in a moving average fashion, named Confidence-Aware Moving Average (CAMA). In the proposed Behavior-IL and Environment-IL setups, our simple CAMA outperforms prior state of the art in our empirical validations by noticeable margins. To create more realistic agents, challenging benchmarks (Shridhar et al., 2020; Padmakumar et al., 2022) require all of these tasks to complete complex tasks based on language directives. However, most embodied AI literature assumes that all training data are available from the outset but it may be unrealistic as agents may encounter novel behaviors or environments after deployment. To learn new behaviors and environments, continual learning might be necessary for post-deployment. To learn new tasks, one may finetune the agents. But the finetuned agents would suffer from catastrophic forgetting that loses previously learned knowledge (McCloskey & Cohen, 1989; Ratcliff, 1990). To mitigate such forgetting, (Powers et al., 2022) introduced a continual reinforcement learning framework that incrementally updates agents for new tasks and evaluates their knowledge of current and past tasks. However, this operates in a simplified task setup of (Shridhar et al., 2020), excluding natural language understanding and object localization.
Snapshot Reinforcement Learning: Leveraging Prior Trajectories for Efficiency
Zhao, Yanxiao, Qian, Yangge, Wang, Tianyi, Shan, Jingyang, Qin, Xiaolin
Deep reinforcement learning (DRL) algorithms require substantial samples and computational resources to achieve higher performance, which restricts their practical application and poses challenges for further development. Given the constraint of limited resources, it is essential to leverage existing computational work (e.g., learned policies, samples) to enhance sample efficiency and reduce the computational resource consumption of DRL algorithms. Previous works to leverage existing computational work require intrusive modifications to existing algorithms and models, designed specifically for specific algorithms, lacking flexibility and universality. In this paper, we present the Snapshot Reinforcement Learning (SnapshotRL) framework, which enhances sample efficiency by simply altering environments, without making any modifications to algorithms and models. By allowing student agents to choose states in teacher trajectories as the initial state to sample, SnapshotRL can effectively utilize teacher trajectories to assist student agents in training, allowing student agents to explore a larger state space at the early training phase. We propose a simple and effective SnapshotRL baseline algorithm, S3RL, which integrates well with existing DRL algorithms. Our experiments demonstrate that integrating S3RL with TD3, SAC, and PPO algorithms on the MuJoCo benchmark significantly improves sample efficiency and average return, without extra samples and additional computational resources.
Decentralized and Equitable Optimal Transport
Lau, Ivan, Ma, Shiqian, Uribe, César A.
This paper considers the decentralized (discrete) optimal transport (D-OT) problem. In this setting, a network of agents seeks to design a transportation plan jointly, where the cost function is the sum of privately held costs for each agent. We reformulate the D-OT problem as a constraint-coupled optimization problem and propose a single-loop decentralized algorithm with an iteration complexity of O(1/{\epsilon}) that matches existing centralized first-order approaches. Moreover, we propose the decentralized equitable optimal transport (DE-OT) problem. In DE-OT, in addition to cooperatively designing a transportation plan that minimizes transportation costs, agents seek to ensure equity in their individual costs. The iteration complexity of the proposed method to solve DE-OT is also O(1/{\epsilon}). This rate improves existing centralized algorithms, where the best iteration complexity obtained is O(1/{\epsilon}^2).
Asynchronous Approximate Byzantine Consensus: A Multi-hop Relay Method and Tight Graph Conditions
We study a multi-agent resilient consensus problem, where some agents are of the Byzantine type and try to prevent the normal ones from reaching consensus. In our setting, normal agents communicate with each other asynchronously over multi-hop relay channels with delays. To solve this asynchronous Byzantine consensus problem, we develop the multi-hop weighted mean subsequence reduced (MW-MSR) algorithm. The main contribution is that we characterize a tight graph condition for our algorithm to achieve Byzantine consensus, which is expressed in the novel notion of strictly robust graphs. We show that the multi-hop communication is effective for enhancing the network's resilience against Byzantine agents. As a result, we also obtain novel conditions for resilient consensus under the malicious attack model, which are tighter than those known in the literature. Furthermore, the proposed algorithm can be viewed as a generalization of the conventional flooding-based algorithms, with less computational complexity. Lastly, we provide numerical examples to show the effectiveness of the proposed algorithm.
Bigraph Matching Weighted with Learnt Incentive Function for Multi-Robot Task Allocation
Paul, Steve, Maurer, Nathan, Chowdhury, Souma
Most real-world Multi-Robot Task Allocation (MRTA) problems require fast and efficient decision-making, which is often achieved using heuristics-aided methods such as genetic algorithms, auction-based methods, and bipartite graph matching methods. These methods often assume a form that lends better explainability compared to an end-to-end (learnt) neural network based policy for MRTA. However, deriving suitable heuristics can be tedious, risky and in some cases impractical if problems are too complex. This raises the question: can these heuristics be learned? To this end, this paper particularly develops a Graph Reinforcement Learning (GRL) framework to learn the heuristics or incentives for a bipartite graph matching approach to MRTA. Specifically a Capsule Attention policy model is used to learn how to weight task/robot pairings (edges) in the bipartite graph that connects the set of tasks to the set of robots. The original capsule attention network architecture is fundamentally modified by adding encoding of robots' state graph, and two Multihead Attention based decoders whose output are used to construct a LogNormal distribution matrix from which positive bigraph weights can be drawn. The performance of this new bigraph matching approach augmented with a GRL-derived incentive is found to be at par with the original bigraph matching approach that used expert-specified heuristics, with the former offering notable robustness benefits. During training, the learned incentive policy is found to get initially closer to the expert-specified incentive and then slightly deviate from its trend.
RaceMOP: Mapless Online Path Planning for Multi-Agent Autonomous Racing using Residual Policy Learning
Trumpp, Raphael, Javanmardi, Ehsan, Nakazato, Jin, Tsukada, Manabu, Caccamo, Marco
The interactive decision-making in multi-agent autonomous racing offers insights valuable beyond the domain of self-driving cars. Mapless online path planning is particularly of practical appeal but poses a challenge for safely overtaking opponents due to the limited planning horizon. Accordingly, this paper introduces RaceMOP, a novel method for mapless online path planning designed for multi-agent racing of F1TENTH cars. Unlike classical planners that depend on predefined racing lines, RaceMOP operates without a map, relying solely on local observations to overtake other race cars at high speed. Our approach combines an artificial potential field method as a base policy with residual policy learning to introduce long-horizon planning capabilities. We advance the field by introducing a novel approach for policy fusion with the residual policy directly in probability space. Our experiments for twelve simulated racetracks validate that RaceMOP is capable of long-horizon decision-making with robust collision avoidance during overtaking maneuvers. RaceMOP demonstrates superior handling over existing mapless planners while generalizing to unknown racetracks, paving the way for further use of our method in robotics. We make the open-source code for RaceMOP available at http://github.com/raphajaner/racemop.
Generalising Multi-Agent Cooperation through Task-Agnostic Communication
Jayalath, Dulhan, Morad, Steven, Prorok, Amanda
Existing communication methods for multi-agent reinforcement learning (MARL) in cooperative multi-robot problems are almost exclusively task-specific, training new communication strategies for each unique task. We address this inefficiency by introducing a communication strategy applicable to any task within a given environment. We pre-train the communication strategy without task-specific reward guidance in a self-supervised manner using a set autoencoder. Our objective is to learn a fixed-size latent Markov state from a variable number of agent observations. Under mild assumptions, we prove that policies using our latent representations are guaranteed to converge, and upper bound the value error introduced by our Markov state approximation. Our method enables seamless adaptation to novel tasks without fine-tuning the communication strategy, gracefully supports scaling to more agents than present during training, and detects out-of-distribution events in an environment.
AesopAgent: Agent-driven Evolutionary System on Story-to-Video Production
Wang, Jiuniu, Du, Zehua, Zhao, Yuyuan, Yuan, Bo, Wang, Kexiang, Liang, Jian, Zhao, Yaxi, Lu, Yihen, Li, Gengliang, Gao, Junlong, Tu, Xin, Guo, Zhenyu
The Agent and AIGC (Artificial Intelligence Generated Content) technologies have recently made significant progress. We propose AesopAgent, an Agent-driven Evolutionary System on Story-to-Video Production. AesopAgent is a practical application of agent technology for multimodal content generation. The system integrates multiple generative capabilities within a unified framework, so that individual users can leverage these modules easily. This innovative system would convert user story proposals into scripts, images, and audio, and then integrate these multimodal contents into videos. Additionally, the animating units (e.g., Gen-2 and Sora) could make the videos more infectious. The AesopAgent system could orchestrate task workflow for video generation, ensuring that the generated video is both rich in content and coherent. This system mainly contains two layers, i.e., the Horizontal Layer and the Utility Layer. In the Horizontal Layer, we introduce a novel RAG-based evolutionary system that optimizes the whole video generation workflow and the steps within the workflow. It continuously evolves and iteratively optimizes workflow by accumulating expert experience and professional knowledge, including optimizing the LLM prompts and utilities usage. The Utility Layer provides multiple utilities, leading to consistent image generation that is visually coherent in terms of composition, characters, and style. Meanwhile, it provides audio and special effects, integrating them into expressive and logically arranged videos. Overall, our AesopAgent achieves state-of-the-art performance compared with many previous works in visual storytelling. Our AesopAgent is designed for convenient service for individual users, which is available on the following page: https://aesopai.github.io/.