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Controlling identical linear multi-agent systems over directed graphs

arXiv.org Artificial Intelligence

We consider the problem of synchronizing a multi-agent system (MAS) composed of several identical linear systems connected through a directed graph.To design a suitable controller, we construct conditions based on Bilinear Matrix Inequalities (BMIs) that ensure state synchronization.Since these conditions are non-convex, we propose an iterative algorithm based on a suitable relaxation that allows us to formulate Linear Matrix Inequality (LMI) conditions.As a result, the algorithm yields a common static state-feedback matrix for the controller that satisfies general linear performance constraints.Our results are achieved under the mild assumption that the graph is time-invariant and connected.


Automating Knowledge Acquisition for Content-Centric Cognitive Agents Using LLMs

arXiv.org Artificial Intelligence

The paper describes a system that uses large language model (LLM) technology to support the automatic learning of new entries in an intelligent agent's semantic lexicon. The process is bootstrapped by an existing non-toy lexicon and a natural language generator that converts formal, ontologically-grounded representations of meaning into natural language sentences. The learning method involves a sequence of LLM requests and includes an automatic quality control step. To date, this learning method has been applied to learning multiword expressions whose meanings are equivalent to those of transitive verbs in the agent's lexicon. The experiment demonstrates the benefits of a hybrid learning architecture that integrates knowledge-based methods and resources with both traditional data analytics and LLMs.


Coordination and Machine Learning in Multi-Robot Systems: Applications in Robotic Soccer

arXiv.org Artificial Intelligence

This paper presents the concepts of Artificial Intelligence, Multi-Agent-Systems, Coordination, Intelligent Robotics and Deep Reinforcement Learning. Emphasis is given on and how AI and DRL, may be efficiently used to create efficient robot skills and coordinated robotic teams, capable of performing very complex actions and tasks, such as playing a game of soccer. The paper also presents the concept of robotic soccer and the vision and structure of the RoboCup initiative with emphasis on the Humanoid Simulation 3D league and the new challenges this competition, poses. The final topics presented at the paper are based on the research developed/coordinated by the author throughout the last 22 years in the context of the FCPortugal project. The paper presents a short description of the coordination methodologies developed, such as: Strategy, Tactics, Formations, Setplays, and Coaching Languages and the use of Machine Learning to optimize the use of this concepts. The topics presented also include novel stochastic search algorithms for black box optimization and their use in the optimization of omnidirectional walking skills, robotic multi-agent learning and the creation of a humanoid kick with controlled distance. Finally, new applications using variations of the Proximal Policy Optimization algorithm and advanced modelling for robot and multi-robot learning are briefly explained with emphasis for our new humanoid sprinting and running skills and an amazing humanoid robot soccer dribbling skill. FCPortugal project enabled us to publish more than 100 papers and win several competitions in different leagues and many scientific awards at RoboCup. In total, our team won more than 40 awards in international competitions including a clear victory at the Simulation 3D League at RoboCup 2022 competition, scoring 84 goals and conceding only 2.


Social-Transmotion: Promptable Human Trajectory Prediction

arXiv.org Artificial Intelligence

Accurate human trajectory prediction is crucial for applications such as autonomous vehicles, robotics, and surveillance systems. Yet, existing models often fail to fully leverage the non-verbal social cues human subconsciously communicate when navigating the space. To address this, we introduce Social-Transmotion, a generic model that exploits the power of transformers to handle diverse and numerous visual cues, capturing the multi-modal nature of human behavior. We translate the idea of a prompt from Natural Language Processing (NLP) to the task of human trajectory prediction, where a prompt can be a sequence of x-y coordinates on the ground, bounding boxes or body poses. This, in turn, augments trajectory data, leading to enhanced human trajectory prediction. Our model exhibits flexibility and adaptability by capturing spatiotemporal interactions between pedestrians based on the available visual cues, whether they are poses, bounding boxes, or a combination thereof. By the masking technique, we ensure our model's effectiveness even when certain visual cues are unavailable, although performance is further boosted with the presence of comprehensive visual data. We delve into the merits of using 2d versus 3d poses, and a limited set of poses. Additionally, we investigate the spatial and temporal attention map to identify which keypoints and frames of poses are vital for optimizing human trajectory prediction. Our approach is validated on multiple datasets, including JTA, JRDB, Pedestrians and Cyclists in Road Traffic, and ETH-UCY. The code is publicly available: https://github.com/vita-epfl/social-transmotion


Decentralized Monte Carlo Tree Search for Partially Observable Multi-agent Pathfinding

arXiv.org Artificial Intelligence

The Multi-Agent Pathfinding (MAPF) problem involves finding a set of conflict-free paths for a group of agents confined to a graph. In typical MAPF scenarios, the graph and the agents' starting and ending vertices are known beforehand, allowing the use of centralized planning algorithms. However, in this study, we focus on the decentralized MAPF setting, where the agents may observe the other agents only locally and are restricted in communications with each other. Specifically, we investigate the lifelong variant of MAPF, where new goals are continually assigned to the agents upon completion of previous ones. Drawing inspiration from the successful AlphaZero approach, we propose a decentralized multi-agent Monte Carlo Tree Search (MCTS) method for MAPF tasks. Our approach utilizes the agent's observations to recreate the intrinsic Markov decision process, which is then used for planning with a tailored for multi-agent tasks version of neural MCTS. The experimental results show that our approach outperforms state-of-the-art learnable MAPF solvers. The source code is available at https://github.com/AIRI-Institute/mats-lp.


Leading the Pack: N-player Opponent Shaping

arXiv.org Artificial Intelligence

Reinforcement learning solutions have great success in the 2-player general sum setting. In this setting, the paradigm of Opponent Shaping (OS), in which agents account for the learning of their co-players, has led to agents which are able to avoid collectively bad outcomes, whilst also maximizing their reward. These methods have currently been limited to 2-player game. However, the real world involves interactions with many more agents, with interactions on both local and global scales. In this paper, we extend Opponent Shaping (OS) methods to environments involving multiple co-players and multiple shaping agents. We evaluate on over 4 different environments, varying the number of players from 3 to 5, and demonstrate that model-based OS methods converge to equilibrium with better global welfare than naive learning. However, we find that when playing with a large number of co-players, OS methods' relative performance reduces, suggesting that in the limit OS methods may not perform well. Finally, we explore scenarios where more than one OS method is present, noticing that within games requiring a majority of cooperating agents, OS methods converge to outcomes with poor global welfare.


Sparsity-Aware Distributed Learning for Gaussian Processes with Linear Multiple Kernel

arXiv.org Artificial Intelligence

Gaussian processes (GPs) stand as crucial tools in machine learning and signal processing, with their effectiveness hinging on kernel design and hyper-parameter optimization. This paper presents a novel GP linear multiple kernel (LMK) and a generic sparsity-aware distributed learning framework to optimize the hyper-parameters. The newly proposed grid spectral mixture (GSM) kernel is tailored for multi-dimensional data, effectively reducing the number of hyper-parameters while maintaining good approximation capabilities. We further demonstrate that the associated hyper-parameter optimization of this kernel yields sparse solutions. To exploit the inherent sparsity property of the solutions, we introduce the Sparse LInear Multiple Kernel Learning (SLIM-KL) framework. The framework incorporates a quantized alternating direction method of multipliers (ADMM) scheme for collaborative learning among multiple agents, where the local optimization problem is solved using a distributed successive convex approximation (DSCA) algorithm. SLIM-KL effectively manages large-scale hyper-parameter optimization for the proposed kernel, simultaneously ensuring data privacy and minimizing communication costs. Theoretical analysis establishes convergence guarantees for the learning framework, while experiments on diverse datasets demonstrate the superior prediction performance and efficiency of our proposed methods.


Robust MADER: Decentralized Multiagent Trajectory Planner Robust to Communication Delay in Dynamic Environments

arXiv.org Artificial Intelligence

Communication delays can be catastrophic for multiagent systems. However, most existing state-of-the-art multiagent trajectory planners assume perfect communication and therefore lack a strategy to rectify this issue in real-world environments. To address this challenge, we propose Robust MADER (RMADER), a decentralized, asynchronous multiagent trajectory planner robust to communication delay. RMADER ensures safety by introducing (1) a Delay Check step, (2) a two-step trajectory publication scheme, and (3) a novel trajectory-storing-and-checking approach. Our primary contributions include: proving recursive feasibility for collision-free trajectory generation in asynchronous decentralized trajectory-sharing, simulation benchmark studies, and hardware experiments with different network topologies and dynamic obstacles. We show that RMADER outperforms existing approaches by achieving a 100% success rate of collision-free trajectory generation, whereas the next best asynchronous decentralized method only achieves 83% success.


XuanCe: A Comprehensive and Unified Deep Reinforcement Learning Library

arXiv.org Artificial Intelligence

In this paper, we present XuanCe, a comprehensive and unified deep reinforcement learning (DRL) library designed to be compatible with PyTorch, TensorFlow, and MindSpore. XuanCe offers a wide range of functionalities, including over 40 classical DRL and multi-agent DRL algorithms, with the flexibility to easily incorporate new algorithms and environments. It is a versatile DRL library that supports CPU, GPU, and Ascend, and can be executed on various operating systems such as Ubuntu, Windows, MacOS, and EulerOS. Extensive benchmarks conducted on popular environments including MuJoCo, Atari, and StarCraftII multi-agent challenge demonstrate the library's impressive performance.


DI-V2X: Learning Domain-Invariant Representation for Vehicle-Infrastructure Collaborative 3D Object Detection

arXiv.org Artificial Intelligence

Vehicle-to-Everything (V2X) collaborative perception has recently gained significant attention due to its capability to enhance scene understanding by integrating information from various agents, e.g., vehicles, and infrastructure. However, current works often treat the information from each agent equally, ignoring the inherent domain gap caused by the utilization of different LiDAR sensors of each agent, thus leading to suboptimal performance. In this paper, we propose DI-V2X, that aims to learn Domain-Invariant representations through a new distillation framework to mitigate the domain discrepancy in the context of V2X 3D object detection. DI-V2X comprises three essential components: a domain-mixing instance augmentation (DMA) module, a progressive domain-invariant distillation (PDD) module, and a domain-adaptive fusion (DAF) module. Specifically, DMA builds a domain-mixing 3D instance bank for the teacher and student models during training, resulting in aligned data representation. Next, PDD encourages the student models from different domains to gradually learn a domain-invariant feature representation towards the teacher, where the overlapping regions between agents are employed as guidance to facilitate the distillation process. Furthermore, DAF closes the domain gap between the students by incorporating calibration-aware domain-adaptive attention. Extensive experiments on the challenging DAIR-V2X and V2XSet benchmark datasets demonstrate DI-V2X achieves remarkable performance, outperforming all the previous V2X models. Code is available at https://github.com/Serenos/DI-V2X