Goto

Collaborating Authors

 Agents


Adaptive trajectory-constrained exploration strategy for deep reinforcement learning

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) faces significant challenges in addressing the hard-exploration problems in tasks with sparse or deceptive rewards and large state spaces. These challenges severely limit the practical application of DRL. Most previous exploration methods relied on complex architectures to estimate state novelty or introduced sensitive hyperparameters, resulting in instability. To mitigate these issues, we propose an efficient adaptive trajectory-constrained exploration strategy for DRL. The proposed method guides the policy of the agent away from suboptimal solutions by leveraging incomplete offline demonstrations as references. This approach gradually expands the exploration scope of the agent and strives for optimality in a constrained optimization manner. Additionally, we introduce a novel policy-gradient-based optimization algorithm that utilizes adaptively clipped trajectory-distance rewards for both single- and multi-agent reinforcement learning. We provide a theoretical analysis of our method, including a deduction of the worst-case approximation error bounds, highlighting the validity of our approach for enhancing exploration. To evaluate the effectiveness of the proposed method, we conducted experiments on two large 2D grid world mazes and several MuJoCo tasks. The extensive experimental results demonstrate the significant advantages of our method in achieving temporally extended exploration and avoiding myopic and suboptimal behaviors in both single- and multi-agent settings. Notably, the specific metrics and quantifiable results further support these findings. The code used in the study is available at \url{https://github.com/buaawgj/TACE}.


Safe Model-Based Multi-Agent Mean-Field Reinforcement Learning

arXiv.org Machine Learning

Many applications, e.g., in shared mobility, require coordinating a large number of agents. Mean-field reinforcement learning addresses the resulting scalability challenge by optimizing the policy of a representative agent interacting with the infinite population of identical agents instead of considering individual pairwise interactions. In this paper, we address an important generalization where there exist global constraints on the distribution of agents (e.g., requiring capacity constraints or minimum coverage requirements to be met). We propose Safe-M$^3$-UCRL, the first model-based mean-field reinforcement learning algorithm that attains safe policies even in the case of unknown transitions. As a key ingredient, it uses epistemic uncertainty in the transition model within a log-barrier approach to ensure pessimistic constraints satisfaction with high probability. Beyond the synthetic swarm motion benchmark, we showcase Safe-M$^3$-UCRL on the vehicle repositioning problem faced by many shared mobility operators and evaluate its performance through simulations built on vehicle trajectory data from a service provider in Shenzhen. Our algorithm effectively meets the demand in critical areas while ensuring service accessibility in regions with low demand.


Exploiting hidden structures in non-convex games for convergence to Nash equilibrium

arXiv.org Artificial Intelligence

A wide array of modern machine learning applications - from adversarial models to multi-agent reinforcement learning - can be formulated as non-cooperative games whose Nash equilibria represent the system's desired operational states. Despite having a highly non-convex loss landscape, many cases of interest possess a latent convex structure that could potentially be leveraged to yield convergence to an equilibrium. Driven by this observation, our paper proposes a flexible first-order method that successfully exploits such "hidden structures" and achieves convergence under minimal assumptions for the transformation connecting the players' control variables to the game's latent, convex-structured layer. The proposed method - which we call preconditioned hidden gradient descent (PHGD) - hinges on a judiciously chosen gradient preconditioning scheme related to natural gradient methods. Importantly, we make no separability assumptions for the game's hidden structure, and we provide explicit convergence rate guarantees for both deterministic and stochastic environments.


Evolutionary Swarm Robotics: Dynamic Subgoal-Based Path Formation and Task Allocation for Exploration and Navigation in Unknown Environments

arXiv.org Artificial Intelligence

This research paper addresses the challenges of exploration and navigation in unknown environments from an evolutionary swarm robotics perspective. Path formation plays a crucial role in enabling cooperative swarm robots to accomplish these tasks. The paper presents a method called the sub-goal-based path formation, which establishes a path between two different locations by exploiting visually connected sub-goals. Simulation experiments conducted in the Argos simulator demonstrate the successful formation of paths in the majority of trials. Furthermore, the paper tackles the problem of inter-collision (traffic) among a large number of robots engaged in path formation, which negatively impacts the performance of the sub-goal-based method. To mitigate this issue, a task allocation strategy is proposed, leveraging local communication protocols and light signal-based communication. The strategy evaluates the distance between points and determines the required number of robots for the path formation task, reducing unwanted exploration and traffic congestion. The performance of the sub-goal-based path formation and task allocation strategy is evaluated by comparing path length, time, and resource reduction against the A* algorithm. The simulation experiments demonstrate promising results, showcasing the scalability, robustness, and fault tolerance characteristics of the proposed approach.


Balancing Priorities in Patrolling with Rabbit Walks

arXiv.org Artificial Intelligence

In an environment with certain locations of higher priority, it is required to patrol these locations as frequently as possible due to their importance. However, the Non-Priority locations are often neglected during the task. It is necessary to balance the patrols on both kinds of sites to avoid breaches in security. We present a distributed online algorithm that assigns the routes to agents that ensures a finite time visit to the Non-Priority locations along with Priority Patrolling. The proposed algorithm generates offline patrol routes (Rabbit Walks) with three segments (Hops) to explore non-priority locations. The generated number of offline walks depends exponentially on a parameter introduced in the proposed algorithm, thereby facilitating the scalable implementation based on the onboard resources available on each patrolling robot. A systematic performance evaluation through simulations and experimental results validates the proportionately balanced visits and suggests the proposed algorithm's versatile applicability in the implementation of deterministic and non-deterministic scenarios.


Attention-Based Recurrence for Multi-Agent Reinforcement Learning under Stochastic Partial Observability

arXiv.org Artificial Intelligence

Stochastic partial observability poses a major challenge for decentralized coordination in multi-agent reinforcement learning but is largely neglected in state-of-the-art research due to a strong focus on state-based centralized training for decentralized execution (CTDE) and benchmarks that lack sufficient stochasticity like StarCraft Multi-Agent Challenge (SMAC). In this paper, we propose Attention-based Embeddings of Recurrence In multi-Agent Learning (AERIAL) to approximate value functions under stochastic partial observability. AERIAL replaces the true state with a learned representation of multi-agent recurrence, considering more accurate information about decentralized agent decisions than state-based CTDE. We then introduce MessySMAC, a modified version of SMAC with stochastic observations and higher variance in initial states, to provide a more general and configurable benchmark regarding stochastic partial observability. We evaluate AERIAL in Dec-Tiger as well as in a variety of SMAC and MessySMAC maps, and compare the results with state-based CTDE. Furthermore, we evaluate the robustness of AERIAL and state-based CTDE against various stochasticity configurations in MessySMAC.


Leveraging Statistical Multi-Agent Online Planning with Emergent Value Function Approximation

arXiv.org Artificial Intelligence

Making decisions is a great challenge in distributed autonomous environments due to enormous state spaces and uncertainty. Many online planning algorithms rely on statistical sampling to avoid searching the whole state space, while still being able to make acceptable decisions. However, planning often has to be performed under strict computational constraints making online planning in multi-agent systems highly limited, which could lead to poor system performance, especially in stochastic domains. In this paper, we propose Emergent Value function Approximation for Distributed Environments (EVADE), an approach to integrate global experience into multi-agent online planning in stochastic domains to consider global effects during local planning. For this purpose, a value function is approximated online based on the emergent system behaviour by using methods of reinforcement learning. We empirically evaluated EVADE with two statistical multi-agent online planning algorithms in a highly complex and stochastic smart factory environment, where multiple agents need to process various items at a shared set of machines. Our experiments show that EVADE can effectively improve the performance of multi-agent online planning while offering efficiency w.r.t. the breadth and depth of the planning process.


"Guess what I'm doing": Extending legibility to sequential decision tasks

arXiv.org Artificial Intelligence

Interaction between humans and agents/robots can greatly benefit from each other's ability to reason about the others' intentions--inferring what the other is trying to do and what its objectives are. In the human-robot interaction (HRI) literature, several works have explored the communication of intentions using speech [1, 2], gaze [3, 4], and movements [5, 6]. In this work we address the problem of conveying intention through action, which is closely related to the aforementioned works that explore communication of intention through movement. In particular, we are interested in the notion of legibility, introduced by Dragan et al. [7], that measures to what extent a user is able to infer the goal of a robot by observing a snippet of the robot's movement. A legible movement is characterized not by its efficiency in reaching the goal, but by its distinctiveness, i.e., by how much it is able to disambiguate the actual goal of the movement from other potential goals. In the original work of Dragan et al. [7], legibility is expressed by the probability of the goal given the movement, i.e., L(movement) = P (Goal | Movement snippet). Legibility has been widely explored in human-robot interaction to improve a robots' expressiveness through movement [5]. More recently, several works have extended the notion of legibility to domains other than robotic motion. The focus on improving the transparency and explainability of machine systems has been one of the main drives for the application of legibility beyond robotic motion [8].


Clique Analysis and Bypassing in Continuous-Time Conflict-Based Search

arXiv.org Artificial Intelligence

While the study of unit-cost Multi-Agent Pathfinding (MAPF) problems has been popular, many real-world problems require continuous time and costs due to various movement models. In this context, this paper studies symmetry-breaking enhancements for Continuous-Time Conflict-Based Search (CCBS), a solver for continuous-time MAPF. Resolving conflict symmetries in MAPF can require an exponential amount of work. We adapt known enhancements from unit-cost domains for CCBS: bypassing, which resolves cost symmetries and biclique constraints which resolve spatial conflict symmetries. We formulate a novel combination of biclique constraints with disjoint splitting for spatial conflict symmetries. Finally, we show empirically that these enhancements yield a statistically significant performance improvement versus previous state of the art, solving problems for up to 10% or 20% more agents in the same amount of time on dense graphs.


Harnessing the Power of Federated Learning in Federated Contextual Bandits

arXiv.org Machine Learning

Federated learning (FL) has demonstrated great potential in revolutionizing distributed machine learning, and tremendous efforts have been made to extend it beyond the original focus on supervised learning. Among many directions, federated contextual bandits (FCB), a pivotal integration of FL and sequential decision-making, has garnered significant attention in recent years. Despite substantial progress, existing FCB approaches have largely employed their tailored FL components, often deviating from the canonical FL framework. Consequently, even renowned algorithms like FedAvg remain under-utilized in FCB, let alone other FL advancements. Motivated by this disconnection, this work takes one step towards building a tighter relationship between the canonical FL study and the investigations on FCB. In particular, a novel FCB design, termed FedIGW, is proposed to leverage a regression-based CB algorithm, i.e., inverse gap weighting. Compared with existing FCB approaches, the proposed FedIGW design can better harness the entire spectrum of FL innovations, which is concretely reflected as (1) flexible incorporation of (both existing and forthcoming) FL protocols; (2) modularized plug-in of FL analyses in performance guarantees; (3) seamless integration of FL appendages (such as personalization, robustness, and privacy). We substantiate these claims through rigorous theoretical analyses and empirical evaluations.