Agents
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.
Multi-Agent Bandit Learning through Heterogeneous Action Erasure Channels
Hanna, Osama A., Karakas, Merve, Yang, Lin F., Fragouli, Christina
Multi-Armed Bandit (MAB) systems are witnessing an upswing in applications within multi-agent distributed environments, leading to the advancement of collaborative MAB algorithms. In such settings, communication between agents executing actions and the primary learner making decisions can hinder the learning process. A prevalent challenge in distributed learning is action erasure, often induced by communication delays and/or channel noise. This results in agents possibly not receiving the intended action from the learner, subsequently leading to misguided feedback. In this paper, we introduce novel algorithms that enable learners to interact concurrently with distributed agents across heterogeneous action erasure channels with different action erasure probabilities. We illustrate that, in contrast to existing bandit algorithms, which experience linear regret, our algorithms assure sub-linear regret guarantees. Our proposed solutions are founded on a meticulously crafted repetition protocol and scheduling of learning across heterogeneous channels. To our knowledge, these are the first algorithms capable of effectively learning through heterogeneous action erasure channels. We substantiate the superior performance of our algorithm through numerical experiments, emphasizing their practical significance in addressing issues related to communication constraints and delays in multi-agent environments.
Adversarial Infrared Curves: An Attack on Infrared Pedestrian Detectors in the Physical World
Deep neural network security is a persistent concern, with considerable research on visible light physical attacks but limited exploration in the infrared domain. Existing approaches, like white-box infrared attacks using bulb boards and QR suits, lack realism and stealthiness. Meanwhile, black-box methods with cold and hot patches often struggle to ensure robustness. To bridge these gaps, we propose Adversarial Infrared Curves (AdvIC). Using Particle Swarm Optimization, we optimize two Bezier curves and employ cold patches in the physical realm to introduce perturbations, creating infrared curve patterns for physical sample generation. Our extensive experiments confirm AdvIC's effectiveness, achieving 94.8\% and 67.2\% attack success rates for digital and physical attacks, respectively. Stealthiness is demonstrated through a comparative analysis, and robustness assessments reveal AdvIC's superiority over baseline methods. When deployed against diverse advanced detectors, AdvIC achieves an average attack success rate of 76.8\%, emphasizing its robust nature. we explore adversarial defense strategies against AdvIC and examine its impact under various defense mechanisms. Given AdvIC's substantial security implications for real-world vision-based applications, urgent attention and mitigation efforts are warranted.
Optimistic Policy Gradient in Multi-Player Markov Games with a Single Controller: Convergence Beyond the Minty Property
Anagnostides, Ioannis, Panageas, Ioannis, Farina, Gabriele, Sandholm, Tuomas
Policy gradient methods enjoy strong practical performance in numerous tasks in reinforcement learning. Their theoretical understanding in multiagent settings, however, remains limited, especially beyond two-player competitive and potential Markov games. In this paper, we develop a new framework to characterize optimistic policy gradient methods in multi-player Markov games with a single controller. Specifically, under the further assumption that the game exhibits an equilibrium collapse, in that the marginals of coarse correlated equilibria (CCE) induce Nash equilibria (NE), we show convergence to stationary $\epsilon$-NE in $O(1/\epsilon^2)$ iterations, where $O(\cdot)$ suppresses polynomial factors in the natural parameters of the game. Such an equilibrium collapse is well-known to manifest itself in two-player zero-sum Markov games, but also occurs even in a class of multi-player Markov games with separable interactions, as established by recent work. As a result, we bypass known complexity barriers for computing stationary NE when either of our assumptions fails. Our approach relies on a natural generalization of the classical Minty property that we introduce, which we anticipate to have further applications beyond Markov games.
Improving Generalization in Game Agents with Data Augmentation in Imitation Learning
Yadgaroff, Derek, Sestini, Alessandro, Tollmar, Konrad, Ozcelikkale, Ayca, Gisslén, Linus
Imitation learning is an effective approach for training game-playing agents and, consequently, for efficient game production. However, generalization - the ability to perform well in related but unseen scenarios - is an essential requirement that remains an unsolved challenge for game AI. Generalization is difficult for imitation learning agents because it requires the algorithm to take meaningful actions outside of the training distribution. In this paper we propose a solution to this challenge. Inspired by the success of data augmentation in supervised learning, we augment the training data so the distribution of states and actions in the dataset better represents the real state-action distribution. This study evaluates methods for combining and applying data augmentations to observations, to improve generalization of imitation learning agents. It also provides a performance benchmark of these augmentations across several 3D environments. These results demonstrate that data augmentation is a promising framework for improving generalization in imitation learning agents.
Contingency Games for Multi-Agent Interaction
Peters, Lasse, Bajcsy, Andrea, Chiu, Chih-Yuan, Fridovich-Keil, David, Laine, Forrest, Ferranti, Laura, Alonso-Mora, Javier
Contingency planning, wherein an agent generates a set of possible plans conditioned on the outcome of an uncertain event, is an increasingly popular way for robots to act under uncertainty. In this work we take a game-theoretic perspective on contingency planning, tailored to multi-agent scenarios in which a robot's actions impact the decisions of other agents and vice versa. The resulting contingency game allows the robot to efficiently interact with other agents by generating strategic motion plans conditioned on multiple possible intents for other actors in the scene. Contingency games are parameterized via a scalar variable which represents a future time when intent uncertainty will be resolved. By estimating this parameter online, we construct a game-theoretic motion planner that adapts to changing beliefs while anticipating future certainty. We show that existing variants of game-theoretic planning under uncertainty are readily obtained as special cases of contingency games. Through a series of simulated autonomous driving scenarios, we demonstrate that contingency games close the gap between certainty-equivalent games that commit to a single hypothesis and non-contingent multi-hypothesis games that do not account for future uncertainty reduction.
Rate-Tunable Control Barrier Functions: Methods and Algorithms for Online Adaptation
Parwana, Hardik, Panagou, Dimitra
Control Barrier Functions offer safety certificates by dictating controllers that enforce safety constraints. However, their response depends on the classK function that is used to restrict the rate of change of the value of the barrier function along the system trajectories. This paper introduces the notion of a Rate-Tunable (RT) CBF, which allows for online tuning of the response of CBF-based controllers. In contrast to existing approaches that use a fixed classK function to ensure safety, we parameterize and adapt the classK function parameters online. We show that this helps improve the system's response in terms of the resulting trajectories being closer to a nominal reference while being sufficiently far from the boundary of the safe set. We provide point-wise sufficient conditions to be imposed on any user-given parameter dynamics so that multiple CBF constraints continue to admit a common control input with time. Finally, we introduce RT-CBF parameter dynamics for decentralized noncooperative multi-agent systems, where a trust factor, computed based on the instantaneous ease of constraint satisfaction, is used to update parameters online for a less conservative response.