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Collision-free Source Seeking Control Methods for Unicycle Robots

arXiv.org Artificial Intelligence

In this work, we propose a collision-free source-seeking control framework for unicycle robots traversing an unknown cluttered environment. In this framework, obstacle avoidance is guided by the control barrier functions (CBF) embedded in quadratic programming and the source seeking control relies solely on the use of on-board sensors that measure the signal strength of the source. To tackle the mixed relative degree of the CBF, we proposed three different CBFs, namely the zeroing control barrier functions (ZCBF), exponential control barrier functions (ECBF), and reciprocal control barrier functions (RCBF) that can directly be integrated with our recent gradient-ascent source-seeking control law. We provide rigorous analysis of the three different methods and show the efficacy of the approaches in simulations using Matlab, as well as, using a realistic dynamic environment with moving obstacles in Gazebo/ROS.


Iterative Vision-and-Language Navigation

arXiv.org Artificial Intelligence

We present Iterative Vision-and-Language Navigation (IVLN), a paradigm for evaluating language-guided agents navigating in a persistent environment over time. Existing Vision-and-Language Navigation (VLN) benchmarks erase the agent's memory at the beginning of every episode, testing the ability to perform cold-start navigation with no prior information. However, deployed robots occupy the same environment for long periods of time. The IVLN paradigm addresses this disparity by training and evaluating VLN agents that maintain memory across tours of scenes that consist of up to 100 ordered instruction-following Room-to-Room (R2R) episodes, each defined by an individual language instruction and a target path. We present discrete and continuous Iterative Room-to-Room (IR2R) benchmarks comprising about 400 tours each in 80 indoor scenes. We find that extending the implicit memory of high-performing transformer VLN agents is not sufficient for IVLN, but agents that build maps can benefit from environment persistence, motivating a renewed focus on map-building agents in VLN.


MuSHR: A Low-Cost, Open-Source Robotic Racecar for Education and Research

arXiv.org Artificial Intelligence

MuSHR is a low-cost, open-source robotic racecar platform for education and research, developed by the Personal Robotics Lab in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. MuSHR aspires to contribute towards democratizing the field of robotics as a low-cost platform that can be built and deployed by following detailed, open documentation and do-it-yourself tutorials. A set of demos and lab assignments developed for the Mobile Robots course at the University of Washington provide guided, hands-on experience with the platform, and milestones for further development. MuSHR is a valuable asset for academic research labs, robotics instructors, and robotics enthusiasts.


Finite-Time Frequentist Regret Bounds of Multi-Agent Thompson Sampling on Sparse Hypergraphs

arXiv.org Machine Learning

We study the multi-agent multi-armed bandit (MAMAB) problem, where $m$ agents are factored into $\rho$ overlapping groups. Each group represents a hyperedge, forming a hypergraph over the agents. At each round of interaction, the learner pulls a joint arm (composed of individual arms for each agent) and receives a reward according to the hypergraph structure. Specifically, we assume there is a local reward for each hyperedge, and the reward of the joint arm is the sum of these local rewards. Previous work introduced the multi-agent Thompson sampling (MATS) algorithm \citep{verstraeten2020multiagent} and derived a Bayesian regret bound. However, it remains an open problem how to derive a frequentist regret bound for Thompson sampling in this multi-agent setting. To address these issues, we propose an efficient variant of MATS, the $\epsilon$-exploring Multi-Agent Thompson Sampling ($\epsilon$-MATS) algorithm, which performs MATS exploration with probability $\epsilon$ while adopts a greedy policy otherwise. We prove that $\epsilon$-MATS achieves a worst-case frequentist regret bound that is sublinear in both the time horizon and the local arm size. We also derive a lower bound for this setting, which implies our frequentist regret upper bound is optimal up to constant and logarithm terms, when the hypergraph is sufficiently sparse. Thorough experiments on standard MAMAB problems demonstrate the superior performance and the improved computational efficiency of $\epsilon$-MATS compared with existing algorithms in the same setting.


Human-Centric Resource Allocation for the Metaverse With Multiaccess Edge Computing

arXiv.org Artificial Intelligence

Multi-access edge computing (MEC) is a promising solution to the computation-intensive, low-latency rendering tasks of the metaverse. However, how to optimally allocate limited communication and computation resources at the edge to a large number of users in the metaverse is quite challenging. In this paper, we propose an adaptive edge resource allocation method based on multi-agent soft actor-critic with graph convolutional networks (SAC-GCN). Specifically, SAC-GCN models the multi-user metaverse environment as a graph where each agent is denoted by a node. Each agent learns the interplay between agents by graph convolutional networks with self-attention mechanism to further determine the resource usage for one user in the metaverse. The effectiveness of SAC-GCN is demonstrated through the analysis of user experience, balance of resource allocation, and resource utilization rate by taking a virtual city park metaverse as an example. Experimental results indicate that SAC-GCN outperforms other resource allocation methods in improving overall user experience, balancing resource allocation, and increasing resource utilization rate by at least 27%, 11%, and 8%, respectively.


Measuring Value Alignment

arXiv.org Artificial Intelligence

As artificial intelligence (AI) systems become increasingly integrated into various domains, ensuring that they align with human values becomes critical. This paper introduces a novel formalism to quantify the alignment between AI systems and human values, using Markov Decision Processes (MDPs) as the foundational model. We delve into the concept of values as desirable goals tied to actions and norms as behavioral guidelines, aiming to shed light on how they can be used to guide AI decisions. This framework offers a mechanism to evaluate the degree of alignment between norms and values by assessing preference changes across state transitions in a normative world. By utilizing this formalism, AI developers and ethicists can better design and evaluate AI systems to ensure they operate in harmony with human values. The proposed methodology holds potential for a wide range of applications, from recommendation systems emphasizing well-being to autonomous vehicles prioritizing safety.


Recent Progress in Energy Management of Connected Hybrid Electric Vehicles Using Reinforcement Learning

arXiv.org Artificial Intelligence

This surge in energy demand not only places strain on existing resources but also raises critical concerns regarding environmental sustainability, largely due to the predominant utilization of fossil fuels [1]. In light of these complex challenges, the electrification of transportation has emerged as a compelling avenue for resolution [1 3]. Consequently, automotive manufacturers are progressively pivoting away from conventional fossil fuel-powered vehicles, embracing innovative energy alternatives such as battery electric vehicles (BEVs), hybrid electric vehicles (HEVs), and fuel cell electric vehicles (FCEVs) [4 6]. Since such electric vehicles (EVs) stand out for their ability to enhance fuel economy, reduce emissions, and extend mileage range while navigating urban and environmental restrictions, however, the main limitations include a limited range compared to HEVs. HEVs allow them to offer the benefits of electrification without the range and charging constraints of BEVs. And FCEVs boast a longer range and faster refueling times compared to BEVs but are limited by the current scarcity of hydrogen refueling infrastructure. However, in response to these challenges, the effective energy management system (EMS) has emerged as a pivotal solution for optimizing energy usage and enhancing efficiency across various sectors.


Distributed Control of Partial Differential Equations Using Convolutional Reinforcement Learning

arXiv.org Artificial Intelligence

We present a convolutional framework which significantly reduces the complexity and thus, the computational effort for distributed reinforcement learning control of dynamical systems governed by partial differential equations (PDEs). Exploiting translational invariances, the high-dimensional distributed control problem can be transformed into a multi-agent control problem with many identical, uncoupled agents. Furthermore, using the fact that information is transported with finite velocity in many cases, the dimension of the agents' environment can be drastically reduced using a convolution operation over the state space of the PDE. In this setting, the complexity can be flexibly adjusted via the kernel width or by using a stride greater than one. Moreover, scaling from smaller to larger systems -- or the transfer between different domains -- becomes a straightforward task requiring little effort. We demonstrate the performance of the proposed framework using several PDE examples with increasing complexity, where stabilization is achieved by training a low-dimensional deep deterministic policy gradient agent using minimal computing resources.


Collision-free Source Seeking and Flocking Control of Multi-agents with Connectivity Preservation

arXiv.org Artificial Intelligence

We present a distributed source-seeking and flocking control method for networked multi-agent systems with non-holonomic constraints. Based solely on identical on-board sensor systems, which measure the source local field, the group objective is attained by appointing a leader agent to seek the source while the remaining follower agents form a cohesive flocking with their neighbors using a distributed flocking control law in a connectivity-preserved undirected network. To guarantee the safe separation and group motion for all agents and to solve the conflicts with the "cohesion" flocking rule of Reynolds, the distributed control algorithm is solved individually through quadratic-programming optimization problem with constraints, which guarantees the inter-agent collision avoidance and connectivity preservation. Stability analysis of the closed-loop system is presented and the efficacy of the methods is shown in simulation results.


Uncoupled Bandit Learning towards Rationalizability: Benchmarks, Barriers, and Algorithms

arXiv.org Artificial Intelligence

Under the uncoupled learning setup, the last-iterate convergence guarantee towards Nash equilibrium is shown to be impossible in many games. This work studies the last-iterate convergence guarantee in general games toward rationalizability, a key solution concept in epistemic game theory that relaxes the stringent belief assumptions in both Nash and correlated equilibrium. This learning task naturally generalizes best arm identification problems, due to the intrinsic connections between rationalizable action profiles and the elimination of iteratively dominated actions. Despite a seemingly simple task, our first main result is a surprisingly negative one; that is, a large and natural class of no regret algorithms, including the entire family of Dual Averaging algorithms, provably take exponentially many rounds to reach rationalizability. Moreover, algorithms with the stronger no swap regret also suffer similar exponential inefficiency. To overcome these barriers, we develop a new algorithm that adjusts Exp3 with Diminishing Historical rewards (termed Exp3-DH); Exp3-DH gradually "forgets" history at carefully tailored rates. We prove that when all agents run Exp3-DH (a.k.a., self-play in multi-agent learning), all iteratively dominated actions can be eliminated within polynomially many rounds. Our experimental results further demonstrate the efficiency of Exp3-DH, and that state-of-the-art bandit algorithms, even those developed specifically for learning in games, fail to reach rationalizability efficiently.