Agents
A multi-sourced data and agent-based approach for complementing Time Use Surveys in the context of residential human activity and load curve simulation
Schumann, Mathieu, Reynaud, Quentin, Sempé, François, Guibourdenche, Julien, Ly, Jean-Baptiste, Sabouret, Nicolas
To address the major issues associated with using Time-Use Survey (TUS) for simulating residential load curves, we present the SMACH approach, which combines qualitative and quantitative data with agent-based simulation. Our model consists of autonomous agents assigned with daily tasks. The agents try to accomplish their assigned tasks to the best of their abilities. Quantitative data are used to generate tasks assignments. Qualitative studies allow us to define how agents select, based on plausible cognitive principles, the tasks to accomplish depending on the context. Our results show a better representation of weekdays and weekends, a more flexible association of tasks with appliances, and an improved simulation of load curves compared to real data. Highlights $\bullet$ Discussion about Time-Use Surveys (TUS) limits and the use of TUS in activity and energy simulation $\bullet$ Presentation of complementary data both qualitative and quantitative used to complement TUS data $\bullet$ Proposition of an agent-based approach that balances these limitations
Multi-Agent 3D Map Reconstruction and Change Detection in Microgravity with Free-Flying Robots
Dinkel, Holly, Di, Julia, Santos, Jamie, Albee, Keenan, Borges, Paulo, Moreira, Marina, Alexandrov, Oleg, Coltin, Brian, Smith, Trey
Assistive free-flyer robots autonomously caring for future crewed outposts -- such as NASA's Astrobee robots on the International Space Station (ISS) -- must be able to detect day-to-day interior changes to track inventory, detect and diagnose faults, and monitor the outpost status. This work presents a framework for multi-agent cooperative mapping and change detection to enable robotic maintenance of space outposts. One agent is used to reconstruct a 3D model of the environment from sequences of images and corresponding depth information. Another agent is used to periodically scan the environment for inconsistencies against the 3D model. Change detection is validated after completing the surveys using real image and pose data collected by Astrobee robots in a ground testing environment and from microgravity aboard the ISS. This work outlines the objectives, requirements, and algorithmic modules for the multi-agent reconstruction system, including recommendations for its use by assistive free-flyers aboard future microgravity outposts. *Denotes Equal Contribution
LLF-Bench: Benchmark for Interactive Learning from Language Feedback
Cheng, Ching-An, Kolobov, Andrey, Misra, Dipendra, Nie, Allen, Swaminathan, Adith
We introduce a new benchmark, LLF-Bench (Learning from Language Feedback Benchmark; pronounced as "elf-bench"), to evaluate the ability of AI agents to interactively learn from natural language feedback and instructions. Learning from language feedback (LLF) is essential for people, largely because the rich information this feedback provides can help a learner avoid much of trial and error and thereby speed up the learning process. Large Language Models (LLMs) have recently enabled AI agents to comprehend natural language -- and hence AI agents can potentially benefit from language feedback during learning like humans do. But existing interactive benchmarks do not assess this crucial capability: they either use numeric reward feedback or require no learning at all (only planning or information retrieval). LLF-Bench is designed to fill this omission. LLF-Bench is a diverse collection of sequential decision-making tasks that includes user recommendation, poem writing, navigation, and robot control. The objective of an agent is to interactively solve these tasks based on their natural-language instructions and the feedback received after taking actions. Crucially, to ensure that the agent actually "learns" from the feedback, LLF-Bench implements several randomization techniques (such as paraphrasing and environment randomization) to ensure that the task isn't familiar to the agent and that the agent is robust to various verbalizations. In addition, LLF-Bench provides a unified OpenAI Gym interface for all its tasks and allows the users to easily configure the information the feedback conveys (among suggestion, explanation, and instantaneous performance) to study how agents respond to different types of feedback. Together, these features make LLF-Bench a unique research platform for developing and testing LLF agents.
Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia
Vezhnevets, Alexander Sasha, Agapiou, John P., Aharon, Avia, Ziv, Ron, Matyas, Jayd, Duéñez-Guzmán, Edgar A., Cunningham, William A., Osindero, Simon, Karmon, Danny, Leibo, Joel Z.
Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language Models (LLM)s. Generative Agent-Based Models (GABM) are not just classic Agent-Based Models (ABM)s where the agents talk to one another. Rather, GABMs are constructed using an LLM to apply common sense to situations, act "reasonably", recall common semantic knowledge, produce API calls to control digital technologies like apps, and communicate both within the simulation and to researchers viewing it from the outside. Here we present Concordia, a library to facilitate constructing and working with GABMs. Concordia makes it easy to construct language-mediated simulations of physically- or digitally-grounded environments. Concordia agents produce their behavior using a flexible component system which mediates between two fundamental operations: LLM calls and associative memory retrieval. A special agent called the Game Master (GM), which was inspired by tabletop role-playing games, is responsible for simulating the environment where the agents interact. Agents take actions by describing what they want to do in natural language. The GM then translates their actions into appropriate implementations. In a simulated physical world, the GM checks the physical plausibility of agent actions and describes their effects. In digital environments simulating technologies such as apps and services, the GM may handle API calls to integrate with external tools such as general AI assistants (e.g., Bard, ChatGPT), and digital apps (e.g., Calendar, Email, Search, etc.). Concordia was designed to support a wide array of applications both in scientific research and for evaluating performance of real digital services by simulating users and/or generating synthetic data.
Personalized Decision Supports based on Theory of Mind Modeling and Explainable Reinforcement Learning
Li, Huao, Fan, Yao, Zheng, Keyang, Lewis, Michael, Sycara, Katia
In this paper, we propose a novel personalized decision support system that combines Theory of Mind (ToM) modeling and explainable Reinforcement Learning (XRL) to provide effective and interpretable interventions. Our method leverages DRL to provide expert action recommendations while incorporating ToM modeling to understand users' mental states and predict their future actions, enabling appropriate timing for intervention. To explain interventions, we use counterfactual explanations based on RL's feature importance and users' ToM model structure. Our proposed system generates accurate and personalized interventions that are easily interpretable by end-users. We demonstrate the effectiveness of our approach through a series of crowd-sourcing experiments in a simulated team decision-making task, where our system outperforms control baselines in terms of task performance. Our proposed approach is agnostic to task environment and RL model structure, therefore has the potential to be generalized to a wide range of applications.
Large Language Model Enhanced Multi-Agent Systems for 6G Communications
Jiang, Feibo, Dong, Li, Peng, Yubo, Wang, Kezhi, Yang, Kun, Pan, Cunhua, Niyato, Dusit, Dobre, Octavia A.
The rapid development of the Large Language Model (LLM) presents huge opportunities for 6G communications, e.g., network optimization and management by allowing users to input task requirements to LLMs by nature language. However, directly applying native LLMs in 6G encounters various challenges, such as a lack of private communication data and knowledge, limited logical reasoning, evaluation, and refinement abilities. Integrating LLMs with the capabilities of retrieval, planning, memory, evaluation and reflection in agents can greatly enhance the potential of LLMs for 6G communications. To this end, we propose a multi-agent system with customized communication knowledge and tools for solving communication related tasks using natural language, comprising three components: (1) Multi-agent Data Retrieval (MDR), which employs the condensate and inference agents to refine and summarize communication knowledge from the knowledge base, expanding the knowledge boundaries of LLMs in 6G communications; (2) Multi-agent Collaborative Planning (MCP), which utilizes multiple planning agents to generate feasible solutions for the communication related task from different perspectives based on the retrieved knowledge; (3) Multi-agent Evaluation and Reflecxion (MER), which utilizes the evaluation agent to assess the solutions, and applies the reflexion agent and refinement agent to provide improvement suggestions for current solutions. Finally, we validate the effectiveness of the proposed multi-agent system by designing a semantic communication system, as a case study of 6G communications.
Feasible Space Monitoring for Multiple Control Barrier Functions with application to Large Scale Indoor Navigation
Parwana, Hardik, Black, Mitchell, Hoxha, Bardh, Okamoto, Hideki, Fainekos, Georgios, Prokhorov, Danil, Panagou, Dimitra
Quadratic programs (QP) subject to multiple time-dependent control barrier function (CBF) based constraints have been used to design safety-critical controllers. However, ensuring the existence of a solution at all times to the QP subject to multiple CBF constraints is non-trivial. We quantify the feasible solution space of the QP in terms of its volume. We introduce a novel feasible space volume monitoring control barrier function that promotes compatibility of barrier functions and, hence, existence of a solution at all times. We show empirically that our approach not only enhances feasibility but also exhibits reduced sensitivity to changes in the hyperparameters such as gains of nominal controller. Finally, paired with a global planner, we evaluate our controller for navigation among humans in the AWS Hospital gazebo environment. The proposed controller is demonstrated to outperform the standard CBF-QP controller in maintaining feasibility.
Traffic Signal Control Using Lightweight Transformers: An Offline-to-Online RL Approach
Huang, Xingshuai, Wu, Di, Boulet, Benoit
Efficient traffic signal control is critical for reducing traffic congestion and improving overall transportation efficiency. The dynamic nature of traffic flow has prompted researchers to explore Reinforcement Learning (RL) for traffic signal control (TSC). Compared with traditional methods, RL-based solutions have shown preferable performance. However, the application of RL-based traffic signal controllers in the real world is limited by the low sample efficiency and high computational requirements of these solutions. In this work, we propose DTLight, a simple yet powerful lightweight Decision Transformer-based TSC method that can learn policy from easily accessible offline datasets. DTLight novelly leverages knowledge distillation to learn a lightweight controller from a well-trained larger teacher model to reduce implementation computation. Additionally, it integrates adapter modules to mitigate the expenses associated with fine-tuning, which makes DTLight practical for online adaptation with minimal computation and only a few fine-tuning steps during real deployment. Moreover, DTLight is further enhanced to be more applicable to real-world TSC problems. Extensive experiments on synthetic and real-world scenarios show that DTLight pre-trained purely on offline datasets can outperform state-of-the-art online RL-based methods in most scenarios. Experiment results also show that online fine-tuning further improves the performance of DTLight by up to 42.6% over the best online RL baseline methods. In this work, we also introduce Datasets specifically designed for TSC with offline RL (referred to as DTRL). Our datasets and code are publicly available.
Teaching Unknown Objects by Leveraging Human Gaze and Augmented Reality in Human-Robot Interaction
Robots are becoming increasingly popular in a wide range of environments due to their exceptional work capacity, precision, efficiency, and scalability. This development has been further encouraged by advances in Artificial Intelligence, particularly Machine Learning. By employing sophisticated neural networks, robots are given the ability to detect and interact with objects in their vicinity. However, a significant drawback arises from the underlying dependency on extensive datasets and the availability of substantial amounts of training data for these object detection models. This issue becomes particularly problematic when the specific deployment location of the robot and the surroundings, are not known in advance. The vast and ever-expanding array of objects makes it virtually impossible to comprehensively cover the entire spectrum of existing objects using preexisting datasets alone. The goal of this dissertation was to teach a robot unknown objects in the context of Human-Robot Interaction (HRI) in order to liberate it from its data dependency, unleashing it from predefined scenarios. In this context, the combination of eye tracking and Augmented Reality created a powerful synergy that empowered the human teacher to communicate with the robot and effortlessly point out objects by means of human gaze. This holistic approach led to the development of a multimodal HRI system that enabled the robot to identify and visually segment the Objects of Interest in 3D space. Through the class information provided by the human, the robot was able to learn the objects and redetect them at a later stage. Due to the knowledge gained from this HRI based teaching, the robot's object detection capabilities exhibited comparable performance to state-of-the-art object detectors trained on extensive datasets, without being restricted to predefined classes, showcasing its versatility and adaptability.
Responsibility in Extensive Form Games
Two different forms of responsibility, counterfactual and seeing-to-it, have been extensively discussed in the philosophy and AI in the context of a single agent or multiple agents acting simultaneously. Although the generalisation of counterfactual responsibility to a setting where multiple agents act in some order is relatively straightforward, the same cannot be said about seeing-to-it responsibility. Two versions of seeing-to-it modality applicable to such settings have been proposed in the literature. Neither of them perfectly captures the intuition of responsibility. This paper proposes a definition of seeing-to-it responsibility for such settings that amalgamate the two modalities. This paper shows that the newly proposed notion of responsibility and counterfactual responsibility are not definable through each other and studies the responsibility gap for these two forms of responsibility. It shows that although these two forms of responsibility are not enough to ascribe responsibility in each possible situation, this gap does not exist if higher-order responsibility is taken into account.