Agents
Multiagent Copilot Approach for Shared Autonomy between Human EEG and TD3 Deep Reinforcement Learning
Phang, Chun-Ren, Hirata, Akimasa
Deep reinforcement learning (RL) algorithms enable the development of fully autonomous agents that can interact with the environment. Brain-computer interface (BCI) systems decipher human implicit brain signals regardless of the explicit environment. In this study, we integrated deep RL and BCI to improve beneficial human interventions in autonomous systems and the performance in decoding brain activities by considering environmental factors. Shared autonomy was allowed between the action command decoded from the electroencephalography (EEG) of the human agent and the action generated from the twin delayed DDPG (TD3) agent for a given environment. Our proposed copilot control scheme with a full blocker (Co-FB) significantly outperformed the individual EEG (EEG-NB) or TD3 control. The Co-FB model achieved a higher target approaching score, lower failure rate, and lower human workload than the EEG-NB model. The Co-FB control scheme had a higher invisible target score and level of allowed human intervention than the TD3 model. We also proposed a disparity d-index to evaluate the effect of contradicting agent decisions on the control accuracy and authority of the copilot model. We found a significant correlation between the control authority of the TD3 agent and the performance improvement of human EEG classification with respect to the d-index. We also observed that shifting control authority to the TD3 agent improved performance when BCI decoding was not optimal. These findings indicate that the copilot system can effectively handle complex environments and that BCI performance can be improved by considering environmental factors. Future work should employ continuous action space and different multi-agent approaches to evaluate copilot performance.
Factored Online Planning in Many-Agent POMDPs
Galesloot, Maris F. L., Simão, Thiago D., Junges, Sebastian, Jansen, Nils
In centralized multi-agent systems, often modeled as multi-agent partially observable Markov decision processes (MPOMDPs), the action and observation spaces grow exponentially with the number of agents, making the value and belief estimation of single-agent online planning ineffective. Prior work partially tackles value estimation by exploiting the inherent structure of multi-agent settings via so-called coordination graphs. Additionally, belief estimation has been improved by incorporating the likelihood of observations into the approximation. However, the challenges of value estimation and belief estimation have only been tackled individually, which prevents existing methods from scaling to many agents. Therefore, we address these challenges simultaneously. First, we introduce weighted particle filtering to a sample-based online planner for MPOMDPs. Second, we present a scalable approximation of the belief. Third, we bring an approach that exploits the typical locality of agent interactions to novel online planning algorithms for MPOMDPs operating on a so-called sparse particle filter tree. Our experimental evaluation against several state-of-the-art baselines shows that our methods (1) are competitive in settings with only a few agents and (2) improve over the baselines in the presence of many agents.
SPSysML: A meta-model for quantitative evaluation of Simulation-Physical Systems
Dudek, Wojciech, Miguel, Narcis, Winiarski, Tomasz
Robotic systems are complex cyber-physical systems (CPS) commonly equipped with multiple sensors and effectors. Recent simulation methods enable the Digital Twin (DT) concept realisation. However, DT employment in robotic system development, e.g. in-development testing, is unclear. During the system development, its parts evolve from simulated mockups to physical parts which run software deployed on the actual hardware. Therefore, a design tool and a flexible development procedure ensuring the integrity of the simulated and physical parts are required. We aim to maximise the integration between a CPS's simulated and physical parts in various setups. The better integration, the better simulation-based testing coverage of the physical part (hardware and software). We propose a Domain Specification Language (DSL) based on Systems Modeling Language (SysML) that we refer to as SPSysML (Simulation-Physical System Modeling Language). SPSysML defines the taxonomy of a Simulation-Physical System (SPSys), being a CPS consisting of at least a physical or simulated part. In particular, the simulated ones can be DTs. We propose a SPSys Development Procedure (SPSysDP) that enables the maximisation of the simulation-physical integrity of SPSys by evaluating the proposed factors. SPSysDP is used to develop a complex robotic system for the INCARE project. In subsequent iterations of SPSysDP, the simulation-physical integrity of the system is maximised. As a result, the system model consists of fewer components, and a greater fraction of the system components are shared between various system setups. We implement and test the system with popular frameworks, Robot Operating System (ROS) and Gazebo simulator. SPSysML with SPSysDP enables the design of SPSys (including DT and CPS), multi-setup system development featuring maximised integrity between simulation and physical parts in its setups.
Multi-Agent Probabilistic Ensembles with Trajectory Sampling for Connected Autonomous Vehicles
Wen, Ruoqi, Huang, Jiahao, Li, Rongpeng, Ding, Guoru, Zhao, Zhifeng
Autonomous Vehicles (AVs) have attracted significant attention in recent years and Reinforcement Learning (RL) has shown remarkable performance in improving the autonomy of vehicles. In that regard, the widely adopted Model-Free RL (MFRL) promises to solve decision-making tasks in connected AVs (CAVs), contingent on the readiness of a significant amount of data samples for training. Nevertheless, it might be infeasible in practice and possibly lead to learning instability. In contrast, Model-Based RL (MBRL) manifests itself in sample-efficient learning, but the asymptotic performance of MBRL might lag behind the state-of-the-art MFRL algorithms. Furthermore, most studies for CAVs are limited to the decision-making of a single AV only, thus underscoring the performance due to the absence of communications. In this study, we try to address the decision-making problem of multiple CAVs with limited communications and propose a decentralized Multi-Agent Probabilistic Ensembles with Trajectory Sampling algorithm MA-PETS. In particular, in order to better capture the uncertainty of the unknown environment, MA-PETS leverages Probabilistic Ensemble (PE) neural networks to learn from communicated samples among neighboring CAVs. Afterwards, MA-PETS capably develops Trajectory Sampling (TS)-based model-predictive control for decision-making. On this basis, we derive the multi-agent group regret bound affected by the number of agents within the communication range and mathematically validate that incorporating effective information exchange among agents into the multi-agent learning scheme contributes to reducing the group regret bound in the worst case. Finally, we empirically demonstrate the superiority of MA-PETS in terms of the sample efficiency comparable to MFBL.
TSDiT: Traffic Scene Diffusion Models With Transformers
In this paper, we introduce a novel approach to trajectory generation for autonomous driving, combining the strengths of Diffusion models and Transformers. First, we use the historical trajectory data for efficient preprocessing and generate action latent using a diffusion model with DiT(Diffusion with Transformers) Blocks to increase scene diversity and stochasticity of agent actions. Then, we combine action latent, historical trajectories and HD Map features and put them into different transformer blocks. Finally, we use a trajectory decoder to generate future trajectories of agents in the traffic scene. The method exhibits superior performance in generating smooth turning trajectories, enhancing the model's capability to fit complex steering patterns. The experimental results demonstrate the effectiveness of our method in producing realistic and diverse trajectories, showcasing its potential for application in autonomous vehicle navigation systems.
The Fairness Fair: Bringing Human Perception into Collective Decision-Making
Fairness is one of the most desirable societal principles in collective decision-making. It has been extensively studied in the past decades for its axiomatic properties and has received substantial attention from the multiagent systems community in recent years for its theoretical and computational aspects in algorithmic decision-making. However, these studies are often not sufficiently rich to capture the intricacies of human perception of fairness in the ambivalent nature of the real-world problems. We argue that not only fair solutions should be deemed desirable by social planners (designers), but they should be governed by human and societal cognition, consider perceived outcomes based on human judgement, and be verifiable. We discuss how achieving this goal requires a broad transdisciplinary approach ranging from computing and AI to behavioral economics and human-AI interaction. In doing so, we identify shortcomings and long-term challenges of the current literature of fair division, describe recent efforts in addressing them, and more importantly, highlight a series of open research directions.
AdapTraj: A Multi-Source Domain Generalization Framework for Multi-Agent Trajectory Prediction
Qian, Tangwen, Chen, Yile, Cong, Gao, Xu, Yongjun, Wang, Fei
Multi-agent trajectory prediction, as a critical task in modeling complex interactions of objects in dynamic systems, has attracted significant research attention in recent years. Despite the promising advances, existing studies all follow the assumption that data distribution observed during model learning matches that encountered in real-world deployments. However, this assumption often does not hold in practice, as inherent distribution shifts might exist in the mobility patterns for deployment environments, thus leading to poor domain generalization and performance degradation. Consequently, it is appealing to leverage trajectories from multiple source domains to mitigate such discrepancies for multi-agent trajectory prediction task. However, the development of multi-source domain generalization in this task presents two notable issues: (1) negative transfer; (2) inadequate modeling for external factors. To address these issues, we propose a new causal formulation to explicitly model four types of features: domain-invariant and domain-specific features for both the focal agent and neighboring agents. Building upon the new formulation, we propose AdapTraj, a multi-source domain generalization framework specifically tailored for multi-agent trajectory prediction. AdapTraj serves as a plug-and-play module that is adaptable to a variety of models. Extensive experiments on four datasets with different domains demonstrate that AdapTraj consistently outperforms other baselines by a substantial margin.
Designing a Skilled Soccer Team for RoboCup: Exploring Skill-Set-Primitives through Reinforcement Learning
Abreu, Miguel, Reis, Luis Paulo, Lau, Nuno
The RoboCup 3D Soccer Simulation League serves as a competitive platform for showcasing innovation in autonomous humanoid robot agents through simulated soccer matches. Our team, FC Portugal, developed a new codebase from scratch in Python after RoboCup 2021. The team's performance is based on a set of skills centered around novel unifying primitives and a custom, symmetry-extended version of the Proximal Policy Optimization algorithm. Our methods have been thoroughly tested in official RoboCup matches, where FC Portugal has won the last two main competitions, in 2022 and 2023. This paper presents our training framework, as well as a timeline of skills developed using our skill-set-primitives, which considerably improve the sample efficiency and stability of skills, and motivate seamless transitions. We start with a significantly fast sprint-kick developed in 2021 and progress to the most recent skill set, which includes a multi-purpose omnidirectional walk, a dribble with unprecedented ball control, a solid kick, and a push skill. The push tackles both low-level collision-prone scenarios and high-level strategies to increase ball possession. We address the resource-intensive nature of this task through an innovative multi-agent learning approach. Finally, we release the codebase of our team to the RoboCup community, enabling other teams to transition to Python more easily and providing new teams with a robust and modern foundation upon which they can build new features.
Fairness in Submodular Maximization over a Matroid Constraint
Halabi, Marwa El, Tarnawski, Jakub, Norouzi-Fard, Ashkan, Vuong, Thuy-Duong
Machine learning algorithms are increasingly used in decision-making processes. This can potentially lead to the introduction or perpetuation of bias and discrimination in automated decisions. Of particular concern are sensitive areas such as education, hiring, credit access, bail decisions, and law enforcement (Munoz et al., 2016; White House OSTP, 2022; European Union FRA, 2022). There has been a growing body of work attempting to mitigate these risks by developing fair algorithms for fundamental problems including classification (Zafar et al., 2017), ranking(Celis et al., 2018c), clustering (Chierichetti et al., 2017), voting (Celis et al., 2018a), matching (Chierichetti et al., 2019), influence maximization (Tsang et al., 2019), data summarization (Celis et al., 2018b), and many others. In this work, we address fairness in the fundamental problem of submodular maximization over a matroid constraint, in the offline setting. Submodular functions model a diminishing returns property that naturally occurs in a variety of machine learning problems such as active learning (Golovin and Krause, 2011), data summarization (Lin and Bilmes, 2011), feature selection (Das and Kempe, 2011), and recommender systems (El-Arini and Guestrin, 2011). Matroids represent a popular and expressive notion of independence systems that encompasses a broad spectrum of useful constraints, e.g.
Benchmarking Multi-Agent Preference-based Reinforcement Learning for Human-AI Teaming
Bhambri, Siddhant, Verma, Mudit, Murthy, Anil, Kambhampati, Subbarao
Preference-based Reinforcement Learning (PbRL) is an active area of research, and has made significant strides in single-agent actor and in observer human-in-the-loop scenarios. However, its application within the co-operative multi-agent RL frameworks, where humans actively participate and express preferences for agent behavior, remains largely uncharted. We consider a two-agent (Human-AI) cooperative setup where both the agents are rewarded according to human's reward function for the team. However, the agent does not have access to it, and instead, utilizes preference-based queries to elicit its objectives and human's preferences for the robot in the human-robot team. We introduce the notion of Human-Flexibility, i.e. whether the human partner is amenable to multiple team strategies, with a special case being Specified Orchestration where the human has a single team policy in mind (most constrained case). We propose a suite of domains to study PbRL for Human-AI cooperative setup which explicitly require forced cooperation. Adapting state-of-the-art single-agent PbRL algorithms to our two-agent setting, we conduct a comprehensive benchmarking study across our domain suite. Our findings highlight the challenges associated with high degree of Human-Flexibility and the limited access to the human's envisioned policy in PbRL for Human-AI cooperation. Notably, we observe that PbRL algorithms exhibit effective performance exclusively in the case of Specified Orchestration which can be seen as an upper bound PbRL performance for future research.