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On Convex Optimal Value Functions For POSGs

arXiv.org Artificial Intelligence

Multi-agent planning and reinforcement learning can be challenging when agents cannot see the state of the world or communicate with each other due to communication costs, latency, or noise. Partially Observable Stochastic Games (POSGs) provide a mathematical framework for modelling such scenarios. This paper aims to improve the efficiency of planning and reinforcement learning algorithms for POSGs by identifying the underlying structure of optimal state-value functions. The approach involves reformulating the original game from the perspective of a trusted third party who plans on behalf of the agents simultaneously. From this viewpoint, the original POSGs can be viewed as Markov games where states are occupancy states, i.e., posterior probability distributions over the hidden states of the world and the stream of actions and observations that agents have experienced so far. This study mainly proves that the optimal state-value function is a convex function of occupancy states expressed on an appropriate basis in all zero-sum, common-payoff, and Stackelberg POSGs.


BM2CP: Efficient Collaborative Perception with LiDAR-Camera Modalities

arXiv.org Artificial Intelligence

Collaborative perception enables agents to share complementary perceptual information with nearby agents. This would improve the perception performance and alleviate the issues of single-view perception, such as occlusion and sparsity. Most existing approaches mainly focus on single modality (especially LiDAR), and not fully exploit the superiority of multi-modal perception. We propose a collaborative perception paradigm, BM2CP, which employs LiDAR and camera to achieve efficient multi-modal perception. It utilizes LiDAR-guided modal fusion, cooperative depth generation and modality-guided intermediate fusion to acquire deep interactions among modalities of different agents, Moreover, it is capable to cope with the special case where one of the sensors, same or different type, of any agent is missing. Extensive experiments validate that our approach outperforms the state-of-the-art methods with 50X lower communication volumes in both simulated and real-world autonomous driving scenarios. Our code is available at https://github.com/byzhaoAI/BM2CP.


The Importance of Multimodal Emotion Conditioning and Affect Consistency for Embodied Conversational Agents

arXiv.org Artificial Intelligence

Previous studies regarding the perception of emotions for embodied virtual agents have shown the effectiveness of using virtual characters in conveying emotions through interactions with humans. However, creating an autonomous embodied conversational agent with expressive behaviors presents two major challenges. The first challenge is the difficulty of synthesizing the conversational behaviors for each modality that are as expressive as real human behaviors. The second challenge is that the affects are modeled independently, which makes it difficult to generate multimodal responses with consistent emotions across all modalities. In this work, we propose a conceptual framework, ACTOR (Affect-Consistent mulTimodal behaviOR generation), that aims to increase the perception of affects by generating multimodal behaviors conditioned on a consistent driving affect. We have conducted a user study with 199 participants to assess how the average person judges the affects perceived from multimodal behaviors that are consistent and inconsistent with respect to a driving affect. The result shows that among all model conditions, our affect-consistent framework receives the highest Likert scores for the perception of driving affects. Our statistical analysis suggests that making a modality affect-inconsistent significantly decreases the perception of driving affects. We also observe that multimodal behaviors conditioned on consistent affects are more expressive compared to behaviors with inconsistent affects. Therefore, we conclude that multimodal emotion conditioning and affect consistency are vital to enhancing the perception of affects for embodied conversational agents.


Gradient play in stochastic games: stationary points, convergence, and sample complexity

arXiv.org Artificial Intelligence

We study the performance of the gradient play algorithm for stochastic games (SGs), where each agent tries to maximize its own total discounted reward by making decisions independently based on current state information which is shared between agents. Policies are directly parameterized by the probability of choosing a certain action at a given state. We show that Nash equilibria (NEs) and first-order stationary policies are equivalent in this setting, and give a local convergence rate around strict NEs. Further, for a subclass of SGs called Markov potential games (which includes the setting with identical rewards as an important special case), we design a sample-based reinforcement learning algorithm and give a non-asymptotic global convergence rate analysis for both exact gradient play and our sample-based learning algorithm. Our result shows that the number of iterations to reach an $\epsilon$-NE scales linearly, instead of exponentially, with the number of agents. Local geometry and local stability are also considered, where we prove that strict NEs are local maxima of the total potential function and fully-mixed NEs are saddle points.


Evaluating eVTOL Network Performance and Fleet Dynamics through Simulation-Based Analysis

arXiv.org Artificial Intelligence

Urban Air Mobility (UAM) represents a promising solution for future transportation. In this study, we introduce VertiSim, an advanced event-driven simulator developed to evaluate e-VTOL transportation networks. Uniquely, VertiSim simultaneously models passenger, aircraft, and energy flows, reflecting the interrelated complexities of UAM systems. We utilized VertiSim to assess 19 operational scenarios serving a daily demand for 2,834 passengers with varying fleet sizes and vertiport distances. The study aims to support stakeholders in making informed decisions about fleet size, network design, and infrastructure development by understanding tradeoffs in passenger delay time, operational costs, and fleet utilization. Our simulations, guided by a heuristic dispatch and charge policy, indicate that fleet size significantly influences passenger delay and energy consumption within UAM networks. We find that increasing the fleet size can reduce average passenger delays, but this comes at the cost of higher operational expenses due to an increase in the number of repositioning flights. Additionally, our analysis highlights how vertiport distances impact fleet utilization: longer distances result in reduced total idle time and increased cruise and charge times, leading to more efficient fleet utilization but also longer passenger delays. These findings are important for UAM network planning, especially in balancing fleet size with vertiport capacity and operational costs. Simulator demo is available at: https://tinyurl.com/vertisim-vis


Understanding Representations Pretrained with Auxiliary Losses for Embodied Agent Planning

arXiv.org Artificial Intelligence

Pretrained representations from large-scale vision models have boosted the performance of downstream embodied policy learning. We look to understand whether additional self-supervised pretraining on exploration trajectories can build on these general-purpose visual representations to better support embodied planning in realistic environments. We evaluated four common auxiliary losses in embodied AI, two hindsight-based losses, and a standard imitation learning loss, by pretraining the agent's visual compression module and state belief representations with each objective and using CLIP as a representative visual backbone. The learned representations are then frozen for downstream multi-step evaluation on two goal-directed tasks. Surprisingly, we find that imitation learning on these exploration trajectories out-performs all other auxiliary losses even despite the exploration trajectories being dissimilar from the downstream tasks. This suggests that imitation of exploration may be ''all you need'' for building powerful planning representations. Additionally, we find that popular auxiliary losses can benefit from simple modifications to improve their support for downstream planning ability.


On Topological Conditions for Enabling Transient Control in Leader-follower Networks

arXiv.org Artificial Intelligence

We derive necessary and sufficient conditions for leader-follower multi-agent systems such that we can further apply prescribed performance control to achieve the desired formation while satisfying certain transient constraints. A leader-follower framework is considered in the sense that a group of agents with external inputs are selected as leaders in order to drive the group of followers in a way that the entire system can achieve target formation within certain prescribed performance transient bounds. We first derive necessary conditions on the leader-follower graph topology under which the target formation together with the prescribed performance guarantees can be fulfilled. Afterwards, the derived necessary conditions are extended to necessary and sufficient conditions for leader-follower formation control under transient constraints. Finally, the proposed results are illustrated with simulation examples.


Continual Learning for Instruction Following from Realtime Feedback

arXiv.org Artificial Intelligence

We propose and deploy an approach to continually train an instruction-following agent from feedback provided by users during collaborative interactions. During interaction, human users instruct an agent using natural language, and provide realtime binary feedback as they observe the agent following their instructions. We design a contextual bandit learning approach, converting user feedback to immediate reward. We evaluate through thousands of human-agent interactions, demonstrating 15.4% absolute improvement in instruction execution accuracy over time. We also show our approach is robust to several design variations, and that the feedback signal is roughly equivalent to the learning signal of supervised demonstration data.


DeepPointMap: Advancing LiDAR SLAM with Unified Neural Descriptors

arXiv.org Artificial Intelligence

Point clouds have shown significant potential in various domains, including Simultaneous Localization and Mapping (SLAM). However, existing approaches either rely on dense point clouds to achieve high localization accuracy or use generalized descriptors to reduce map size. Unfortunately, these two aspects seem to conflict with each other. To address this limitation, we propose a unified architecture, DeepPointMap, achieving excellent preference on both aspects. We utilize neural network to extract highly representative and sparse neural descriptors from point clouds, enabling memory-efficient map representation and accurate multi-scale localization tasks (e.g., odometry and loop-closure). Moreover, we showcase the versatility of our framework by extending it to more challenging multi-agent collaborative SLAM. The promising results obtained in these scenarios further emphasize the effectiveness and potential of our approach.


A Unified Simulation Framework for Visual and Behavioral Fidelity in Crowd Analysis

arXiv.org Artificial Intelligence

Simulation is a powerful tool to easily generate annotated data, and a highly desirable feature, especially in those domains where learning models need large training datasets. Machine learning and deep learning solutions, have proven to be extremely data-hungry and sometimes, the available real-world data are not sufficient to effectively model the given task. Despite the initial skepticism of a portion of the scientific community, the potential of simulation has been largely confirmed in many application areas, and the recent developments in terms of rendering and virtualization engines, have shown a good ability also in representing complex scenes. This includes environmental factors, such as weather conditions and surface reflectance, as well as human-related events, like human actions and behaviors. We present a human crowd simulator, called UniCrowd, and its associated validation pipeline. We show how the simulator can generate annotated data, suitable for computer vision tasks, in particular for detection and segmentation, as well as the related applications, as crowd counting, human pose estimation, trajectory analysis and prediction, and anomaly detection.