Agents
Designing Heterogeneous Robot Fleets for Task Allocation and Sequencing
Wilde, Nils, Alonso-Mora, Javier
We study the problem of selecting a fleet of robots to service spatially distributed tasks with diverse requirements within time-windows. The problem of allocating tasks to a fleet of potentially heterogeneous robots and finding an optimal sequence for each robot is known as multi-robot task assignment (MRTA). Most state-of-the-art methods focus on the problem when the fleet of robots is fixed. In contrast, we consider that we are given a set of available robot types and requested tasks, and need to assemble a fleet that optimally services the tasks while the cost of the fleet remains under a budget limit. We characterize the complexity of the problem and provide a Mixed-Integer Linear Program (MILP) formulation. Due to poor scalability of the MILP, we propose a heuristic solution based on a Large Neighbourhood Search (LNS). In simulations, we demonstrate that the proposed method requires substantially lower budgets than a greedy algorithm to service all tasks.
Neural Reasoning About Agents' Goals, Preferences, and Actions
Bortoletto, Matteo, Shi, Lei, Bulling, Andreas
We propose the Intuitive Reasoning Network (IRENE) - a novel neural model for intuitive psychological reasoning about agents' goals, preferences, and actions that can generalise previous experiences to new situations. IRENE combines a graph neural network for learning agent and world state representations with a transformer to encode the task context. When evaluated on the challenging Baby Intuitions Benchmark, IRENE achieves new state-of-the-art performance on three out of its five tasks - with up to 48.9% improvement. In contrast to existing methods, IRENE is able to bind preferences to specific agents, to better distinguish between rational and irrational agents, and to better understand the role of blocking obstacles. We also investigate, for the first time, the influence of the training tasks on test performance. Our analyses demonstrate the effectiveness of IRENE in combining prior knowledge gained during training for unseen evaluation tasks.
The Complexity of Envy-Free Graph Cutting
Deligkas, Argyrios, Eiben, Eduard, Ganian, Robert, Hamm, Thekla, Ordyniak, Sebastian
We consider the problem of fairly dividing a set of heterogeneous divisible resources among agents with different preferences. We focus on the setting where the resources correspond to the edges of a connected graph, every agent must be assigned a connected piece of this graph, and the fairness notion considered is the classical envy freeness. The problem is NP-complete, and we analyze its complexity with respect to two natural complexity measures: the number of agents and the number of edges in the graph. While the problem remains NP-hard even for instances with 2 agents, we provide a dichotomy characterizing the complexity of the problem when the number of agents is constant based on structural properties of the graph. For the latter case, we design a polynomial-time algorithm when the graph has a constant number of edges.
Noise Distribution Decomposition based Multi-Agent Distributional Reinforcement Learning
Geng, Wei, Xiao, Baidi, Li, Rongpeng, Wei, Ning, Wang, Dong, Zhao, Zhifeng
Generally, Reinforcement Learning (RL) agent updates its policy by repetitively interacting with the environment, contingent on the received rewards to observed states and undertaken actions. However, the environmental disturbance, commonly leading to noisy observations (e.g., rewards and states), could significantly shape the performance of agent. Furthermore, the learning performance of Multi-Agent Reinforcement Learning (MARL) is more susceptible to noise due to the interference among intelligent agents. Therefore, it becomes imperative to revolutionize the design of MARL, so as to capably ameliorate the annoying impact of noisy rewards. In this paper, we propose a novel decomposition-based multi-agent distributional RL method by approximating the globally shared noisy reward by a Gaussian mixture model (GMM) and decomposing it into the combination of individual distributional local rewards, with which each agent can be updated locally through distributional RL. Moreover, a diffusion model (DM) is leveraged for reward generation in order to mitigate the issue of costly interaction expenditure for learning distributions. Furthermore, the optimality of the distribution decomposition is theoretically validated, while the design of loss function is carefully calibrated to avoid the decomposition ambiguity. We also verify the effectiveness of the proposed method through extensive simulation experiments with noisy rewards. Besides, different risk-sensitive policies are evaluated in order to demonstrate the superiority of distributional RL in different MARL tasks.
Promoting Counterfactual Robustness through Diversity
Leofante, Francesco, Potyka, Nico
Counterfactual explanations shed light on the decisions of black-box models by explaining how an input can be altered to obtain a favourable decision from the model (e.g., when a loan application has been rejected). However, as noted recently, counterfactual explainers may lack robustness in the sense that a minor change in the input can cause a major change in the explanation. This can cause confusion on the user side and open the door for adversarial attacks. In this paper, we study some sources of non-robustness. While there are fundamental reasons for why an explainer that returns a single counterfactual cannot be robust in all instances, we show that some interesting robustness guarantees can be given by reporting multiple rather than a single counterfactual. Unfortunately, the number of counterfactuals that need to be reported for the theoretical guarantees to hold can be prohibitively large. We therefore propose an approximation algorithm that uses a diversity criterion to select a feasible number of most relevant explanations and study its robustness empirically. Our experiments indicate that our method improves the state-of-the-art in generating robust explanations, while maintaining other desirable properties and providing competitive computational performance.
Can Reinforcement Learning support policy makers? A preliminary study with Integrated Assessment Models
Wolf, Theodore, Nardelli, Nantas, Shawe-Taylor, John, Perez-Ortiz, Maria
Governments around the world aspire to ground decision-making on evidence. Many of the foundations of policy making - e.g. sensing patterns that relate to societal needs, developing evidence-based programs, forecasting potential outcomes of policy changes, and monitoring effectiveness of policy programs - have the potential to benefit from the use of large-scale datasets or simulations together with intelligent algorithms. These could, if designed and deployed in a way that is well grounded on scientific evidence, enable a more comprehensive, faster, and rigorous approach to policy making. Integrated Assessment Models (IAM) is a broad umbrella covering scientific models that attempt to link main features of society and economy with the biosphere into one modelling framework. At present, these systems are probed by policy makers and advisory groups in a hypothesis-driven manner. In this paper, we empirically demonstrate that modern Reinforcement Learning can be used to probe IAMs and explore the space of solutions in a more principled manner. While the implication of our results are modest since the environment is simplistic, we believe that this is a stepping stone towards more ambitious use cases, which could allow for effective exploration of policies and understanding of their consequences and limitations.
Differential Equation Approximations for Population Games using Elementary Probability
Due to the agents' uniformity and quantity, their aggregate strategic choices can be approximated by the solutions of a class of ordinary differential equations. This mean-field approach has found to be an effective tool of analysis. However its current proofs rely on advanced mathematical techniques, making them less accessible. In this article, we present a simpler derivation, using only undergraduate-level probability.
Household navigation and manipulation for everyday object rearrangement tasks
Iyer, Shrutheesh R., Pal, Anwesan, Hu, Jiaming, Adeleye, Akanimoh, Aggarwal, Aditya, Christensen, Henrik I.
We consider the problem of building an assistive robotic system that can help humans in daily household cleanup tasks. Creating such an autonomous system in real-world environments is inherently quite challenging, as a general solution may not suit the preferences of a particular customer. Moreover, such a system consists of multi-objective tasks comprising -- (i) Detection of misplaced objects and prediction of their potentially correct placements, (ii) Fine-grained manipulation for stable object grasping, and (iii) Room-to-room navigation for transferring objects in unseen environments. This work systematically tackles each component and integrates them into a complete object rearrangement pipeline. To validate our proposed system, we conduct multiple experiments on a real robotic platform involving multi-room object transfer, user preference-based placement, and complex pick-and-place tasks. Project page: https://sites.google.com/eng.ucsd.edu/home-robot
Interpretable Long Term Waypoint-Based Trajectory Prediction Model
Ghoul, Amina, Yahiaoui, Itheri, Nashashibi, Fawzi
Predicting the future trajectories of dynamic agents in complex environments is crucial for a variety of applications, including autonomous driving, robotics, and human-computer interaction. It is a challenging task as the behavior of the agent is unknown and intrinsically multimodal. Our key insight is that the agents behaviors are influenced not only by their past trajectories and their interaction with their immediate environment but also largely with their long term waypoint (LTW). In this paper, we study the impact of adding a long-term goal on the performance of a trajectory prediction framework. We present an interpretable long term waypoint-driven prediction framework (WayDCM). WayDCM first predict an agent's intermediate goal (IG) by encoding his interactions with the environment as well as his LTW using a combination of a Discrete choice Model (DCM) and a Neural Network model (NN). Then, our model predicts the corresponding trajectories. This is in contrast to previous work which does not consider the ultimate intent of the agent to predict his trajectory. We evaluate and show the effectiveness of our approach on the Waymo Open dataset.
DMS*: Minimizing Makespan for Multi-Agent Combinatorial Path Finding
Ren, Zhongqiang, Nandy, Anushtup, Rathinam, Sivakumar, Choset, Howie
Multi-Agent Combinatorial Path Finding (MCPF) seeks collision-free paths for multiple agents from their initial to goal locations, while visiting a set of intermediate target locations in the middle of the paths. MCPF is challenging as it involves both planning collision-free paths for multiple agents and target sequencing, i.e., solving traveling salesman problems to assign targets to and find the visiting order for the agents. Recent work develops methods to address MCPF while minimizing the sum of individual arrival times at goals. Such a problem formulation may result in paths with different arrival times and lead to a long makespan, the maximum arrival time, among the agents. This paper proposes a min-max variant of MCPF, denoted as MCPF-max, that minimizes the makespan of the agents. While the existing methods (such as MS*) for MCPF can be adapted to solve MCPF-max, we further develop two new techniques based on MS* to defer the expensive target sequencing during planning to expedite the overall computation. We analyze the properties of the resulting algorithm Deferred MS* (DMS*), and test DMS* with up to 20 agents and 80 targets. We demonstrate the use of DMS* on differential-drive robots.