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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.


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.