Agents
SD-SLAM: A Semantic SLAM Approach for Dynamic Scenes Based on LiDAR Point Clouds
Li, Feiya, Fu, Chunyun, Sun, Dongye, Li, Jian, Wang, Jianwen
Point cloud maps generated via LiDAR sensors using extensive remotely sensed data are commonly used by autonomous vehicles and robots for localization and navigation. However, dynamic objects contained in point cloud maps not only downgrade localization accuracy and navigation performance but also jeopardize the map quality. In response to this challenge, we propose in this paper a novel semantic SLAM approach for dynamic scenes based on LiDAR point clouds, referred to as SD-SLAM hereafter. The main contributions of this work are in three aspects: 1) introducing a semantic SLAM framework dedicatedly for dynamic scenes based on LiDAR point clouds, 2) Employing semantics and Kalman filtering to effectively differentiate between dynamic and semi-static landmarks, and 3) Making full use of semi-static and pure static landmarks with semantic information in the SD-SLAM process to improve localization and mapping performance. To evaluate the proposed SD-SLAM, tests were conducted using the widely adopted KITTI odometry dataset. Results demonstrate that the proposed SD-SLAM effectively mitigates the adverse effects of dynamic objects on SLAM, improving vehicle localization and mapping performance in dynamic scenes, and simultaneously constructing a static semantic map with multiple semantic classes for enhanced environment understanding.
Multi-Agent Deep Reinforcement Learning for Distributed Satellite Routing
Lozano-Cuadra, Federico, Soret, Beatriz
Abstract--This paper introduces a Multi-Agent Deep Reinforcement Learning (MA-DRL) approach for routing in Low Earth Orbit Satellite Constellations (LSatCs). Each satellite is an independent decision-making agent with a partial knowledge of the environment, and supported by feedback received from the nearby agents. Building on our previous work that introduced a Q-routing solution, the contribution of this paper is to extend it to a deep learning framework able to quickly adapt to the network and traffic changes, and based on two phases: (1) An offline exploration learning phase that relies on a global Deep Neural Network (DNN) to learn the optimal paths at each possible position and congestion level; (2) An online exploitation phase with local, on-board, pre-trained DNNs. Results show that MA-DRL efficiently learns optimal routes offline that are then loaded for an efficient distributed routing online. Low Earth Orbit (LEO) Satellite Constellations (LSatCs) are one of the pillars of 6G ubiquitous and global connectivity, enhancing cellular coverage, supporting a global backbone, and enabling advanced applications [1].
Machina Economicus: A New Paradigm for Prosumers in the Energy Internet of Smart Cities
Hou, Luyang, Yan, Jun, Wu, Yuankai, Wang, Chun, Qiu, Tie
Energy Internet (EI) is emerging as new share economy platform for flexible local energy supplies in smart cities. Empowered by the Internet-of-Things (IoT) and Artificial Intelligence (AI), EI aims to unlock peer-to-peer energy trading and sharing among prosumers, who can adeptly switch roles between providers and consumers in localized energy markets with rooftop photovoltaic panels, vehicle-to-everything technologies, packetized energy management, etc. The integration of prosumers in EI, however, will encounter many challenges in modelling, analyzing, and designing an efficient, economic, and social-optimal platform for energy sharing, calling for advanced AI/IoT-based solutions to resource optimization, information exchange, and interaction protocols in the context of the share economy. In this study, we aim to introduce a recently emerged paradigm, Machina Economicus, to investigate the economic rationality in modelling, analysis, and optimization of AI/IoT-based EI prosumer behaviors. The new paradigm, built upon the theory of machine learning and mechanism design, will offer new angles to investigate the selfishness of AI through a game-theoretic perspective, revealing potential competition and collaborations resulting from the self-adaptive learning and decision-making capacity. This study will focus on how the introduction of AI will reshape prosumer behaviors on the EI, and how this paradigm will reveal new research questions and directions when AI meets the share economy. With an extensive case analysis in the literature, we will also shed light on potential solutions for advancements of AI in future smart cities.
Pragmatic Instruction Following and Goal Assistance via Cooperative Language-Guided Inverse Planning
Zhi-Xuan, Tan, Ying, Lance, Mansinghka, Vikash, Tenenbaum, Joshua B.
People often give instructions whose meaning is ambiguous without further context, expecting that their actions or goals will disambiguate their intentions. How can we build assistive agents that follow such instructions in a flexible, context-sensitive manner? This paper introduces cooperative language-guided inverse plan search (CLIPS), a Bayesian agent architecture for pragmatic instruction following and goal assistance. Our agent assists a human by modeling them as a cooperative planner who communicates joint plans to the assistant, then performs multimodal Bayesian inference over the human's goal from actions and language, using large language models (LLMs) to evaluate the likelihood of an instruction given a hypothesized plan. Given this posterior, our assistant acts to minimize expected goal achievement cost, enabling it to pragmatically follow ambiguous instructions and provide effective assistance even when uncertain about the goal. We evaluate these capabilities in two cooperative planning domains (Doors, Keys & Gems and VirtualHome), finding that CLIPS significantly outperforms GPT-4V, LLM-based literal instruction following and unimodal inverse planning in both accuracy and helpfulness, while closely matching the inferences and assistive judgments provided by human raters.
A Multi-Agent Model for Opinion Evolution under Cognitive Biases
Alvim, Mรกrio S., da Silva, Artur Gaspar, Knight, Sophia, Valencia, Frank
We generalize the DeGroot model for opinion dynamics to better capture realistic social scenarios. We introduce a model where each agent has their own individual cognitive biases. Society is represented as a directed graph whose edges indicate how much agents influence one another. Biases are represented as the functions in the square region $[-1,1]^2$ and categorized into four sub-regions based on the potential reactions they may elicit in an agent during instances of opinion disagreement. Under the assumption that each bias of every agent is a continuous function within the region of receptive but resistant reactions ($\mathbf{R}$), we show that the society converges to a consensus if the graph is strongly connected. Under the same assumption, we also establish that the entire society converges to a unanimous opinion if and only if the source components of the graph-namely, strongly connected components with no external influence-converge to that opinion. We illustrate that convergence is not guaranteed for strongly connected graphs when biases are either discontinuous functions in $\mathbf{R}$ or not included in $\mathbf{R}$. We showcase our model through a series of examples and simulations, offering insights into how opinions form in social networks under cognitive biases.
Independent Learning in Constrained Markov Potential Games
Jordan, Philip, Barakat, Anas, He, Niao
Constrained Markov games offer a formal mathematical framework for modeling multi-agent reinforcement learning problems where the behavior of the agents is subject to constraints. In this work, we focus on the recently introduced class of constrained Markov Potential Games. While centralized algorithms have been proposed for solving such constrained games, the design of converging independent learning algorithms tailored for the constrained setting remains an open question. We propose an independent policy gradient algorithm for learning approximate constrained Nash equilibria: Each agent observes their own actions and rewards, along with a shared state. Inspired by the optimization literature, our algorithm performs proximal-point-like updates augmented with a regularized constraint set. Each proximal step is solved inexactly using a stochastic switching gradient algorithm. Notably, our algorithm can be implemented independently without a centralized coordination mechanism requiring turn-based agent updates. Under some technical constraint qualification conditions, we establish convergence guarantees towards constrained approximate Nash equilibria. We perform simulations to illustrate our results.
Multi-Agent, Human-Agent and Beyond: A Survey on Cooperation in Social Dilemmas
Guo, Hao, Mu, Chunjiang, Chen, Yang, Shen, Chen, Hu, Shuyue, Wang, Zhen
Social dilemmas (SDs, e.g., prisoner's dilemma), spanning various domains including environmental pollution, public health crises, and resource management, present a fundamental conflict between personal interests and the common good [Nowak, 2006]. While cooperation is beneficial for the collective, individuals are tempted to exploit or free-ride others' efforts, potentially leading to a tragedy of the commons. Historically rooted in the study of biological altruism [Smith, 1982], the traditional research on cooperation in SDs has unveiled the pivotal roles of reciprocity and social preferences in fostering cooperative behaviors in human societies [Fehr et al., 2002; Rand and Nowak, 2013]. Recently, propelled by advances in artificial intelligence (AI), this field has been undergoing a profound transformation--as AI agents now increasingly represent and engage with humans, our understanding of how cooperation emerges, evolves, and sustains in SDs is being significantly reshaped. This is particularly evident in two lines of research: multi-agent cooperation, where AI agents interact with each other in SDs, and human-agent cooperation, which examines the intricacies of human interactions with AI agents in SDs.
Multiple Access in the Era of Distributed Computing and Edge Intelligence
Evgenidis, Nikos G., Mitsiou, Nikos A., Koutsioumpa, Vasiliki I., Tegos, Sotiris A., Diamantoulakis, Panagiotis D., Karagiannidis, George K.
This paper focuses on the latest research and innovations in fundamental next-generation multiple access (NGMA) techniques and the coexistence with other key technologies for the sixth generation (6G) of wireless networks. In more detail, we first examine multi-access edge computing (MEC), which is critical to meeting the growing demand for data processing and computational capacity at the edge of the network, as well as network slicing. We then explore over-the-air (OTA) computing, which is considered to be an approach that provides fast and efficient computation of various functions. We also explore semantic communications, identified as an effective way to improve communication systems by focusing on the exchange of meaningful information, thus minimizing unnecessary data and increasing efficiency. The interrelationship between machine learning (ML) and multiple access technologies is also reviewed, with an emphasis on federated learning, federated distillation, split learning, reinforcement learning, and the development of ML-based multiple access protocols. Finally, the concept of digital twinning and its role in network management is discussed, highlighting how virtual replication of physical networks can lead to improvements in network efficiency and reliability.
LLMArena: Assessing Capabilities of Large Language Models in Dynamic Multi-Agent Environments
Chen, Junzhe, Hu, Xuming, Liu, Shuodi, Huang, Shiyu, Tu, Wei-Wei, He, Zhaofeng, Wen, Lijie
Recent advancements in large language models (LLMs) have revealed their potential for achieving autonomous agents possessing human-level intelligence. However, existing benchmarks for evaluating LLM Agents either use static datasets, potentially leading to data leakage or focus only on single-agent scenarios, overlooking the complexities of multi-agent interactions. There is a lack of a benchmark that evaluates the diverse capabilities of LLM agents in multi-agent, dynamic environments. To this end, we introduce LLMArena, a novel and easily extensible framework for evaluating the diverse capabilities of LLM in multi-agent dynamic environments. LLMArena encompasses seven distinct gaming environments, employing Trueskill scoring to assess crucial abilities in LLM agents, including spatial reasoning, strategic planning, numerical reasoning, risk assessment, communication, opponent modeling, and team collaboration. We conduct an extensive experiment and human evaluation among different sizes and types of LLMs, showing that LLMs still have a significant journey ahead in their development towards becoming fully autonomous agents, especially in opponent modeling and team collaboration. We hope LLMArena could guide future research towards enhancing these capabilities in LLMs, ultimately leading to more sophisticated and practical applications in dynamic, multi-agent settings. The code and data will be available.
Adapting to Teammates in a Cooperative Language Game
Archibald, Christopher, Brosnahan, Spencer
The game of Codenames has recently emerged as a domain of interest for intelligent agent design. The game is unique due to the way that language and coordination between teammates play important roles. Previous approaches to designing agents for this game have utilized a single internal language model to determine action choices. This often leads to good performance with some teammates and inferior performance with other teammates, as the agent cannot adapt to any specific teammate. In this paper we present the first adaptive agent for playing Codenames. We adopt an ensemble approach with the goal of determining, during the course of interacting with a specific teammate, which of our internal expert agents, each potentially with its own language model, is the best match. One difficulty faced in this approach is the lack of a single numerical metric that accurately captures the performance of a Codenames team. Prior Codenames research has utilized a handful of different metrics to evaluate agent teams. We propose a novel single metric to evaluate the performance of a Codenames team, whether playing a single team (solitaire) game, or a competitive game against another team. We then present and analyze an ensemble agent which selects an internal expert on each turn in order to maximize this proposed metric. Experimental analysis shows that this ensemble approach adapts to individual teammates and often performs nearly as well as the best internal expert with a teammate. Crucially, this success does not depend on any previous knowledge about the teammates, the ensemble agents, or their compatibility. This research represents an important step to making language-based agents for cooperative language settings like Codenames more adaptable to individual teammates.