Agents
A Model for Multi-Agent Autonomy That Uses Opinion Dynamics and Multi-Objective Behavior Optimization
Paine, Tyler M., Benjamin, Michael R.
This paper reports a new hierarchical architecture for modeling autonomous multi-robot systems (MRSs): a non-linear dynamical opinion process is used to model high-level group choice, and multi-objective behavior optimization is used to model individual decisions. Using previously reported theoretical results, we show it is possible to design the behavior of the MRS by the selection of a relatively small set of parameters. The resulting behavior - both collective actions and individual actions - can be understood intuitively. The approach is entirely decentralized and the communication cost scales by the number of group options, not agents. We demonstrated the effectiveness of this approach using a hypothetical `explore-exploit-migrate' scenario in a two hour field demonstration with eight unmanned surface vessels (USVs). The results from our preliminary field experiment show the collective behavior is robust even with time-varying network topology and agent dropouts.
A Survey on Socially Aware Robot Navigation: Taxonomy and Future Challenges
Singamaneni, Phani Teja, Bachiller-Burgos, Pilar, Manso, Luis J., Garrell, Anaís, Sanfeliu, Alberto, Spalanzani, Anne, Alami, Rachid
Socially aware robot navigation is gaining popularity with the increase in delivery and assistive robots. The research is further fueled by a need for socially aware navigation skills in autonomous vehicles to move safely and appropriately in spaces shared with humans. Although most of these are ground robots, drones are also entering the field. In this paper, we present a literature survey of the works on socially aware robot navigation in the past 10 years. We propose four different faceted taxonomies to navigate the literature and examine the field from four different perspectives. Through the taxonomic review, we discuss the current research directions and the extending scope of applications in various domains. Further, we put forward a list of current research opportunities and present a discussion on possible future challenges that are likely to emerge in the field.
An approach for automatically determining the possible actions in computer game states
Due to the great difficulty of thoroughly testing video game software by hand, it is desirable to have AI agents that can automatically explore different game functionalities. A key requirement of such agents is a model of the player actions that the agent can use to both determine the set of possible actions in different game states, as well as perform a chosen action on the game selected by the agent's policy. The typical game engines that are in use today do not offer such a model of actions, leading existing work to either require human effort to manually define the action model or imprecisely guess the possible actions. In our work, we demonstrate how program analysis is an effective solution to this problem by developing a state-of-the-art analysis for the user input handling logic present in games that can automatically model game actions with a discrete action space. Our key insight is that the possible actions of games correspond to the different execution paths that can be taken through the user input handling logic present in the game's code.
Near-Optimal Fair Resource Allocation for Strategic Agents without Money: A Data-Driven Approach
Zeng, Sihan, Bhatt, Sujay, Kreacic, Eleonora, Hassanzadeh, Parisa, Koppel, Alec, Ganesh, Sumitra
We study learning-based design of fair allocation mechanisms for divisible resources, using proportional fairness (PF) as a benchmark. The learning setting is a significant departure from the classic mechanism design literature, in that, we need to learn fair mechanisms solely from data. In particular, we consider the challenging problem of learning one-shot allocation mechanisms -- without the use of money -- that incentivize strategic agents to be truthful when reporting their valuations. It is well-known that the mechanism that directly seeks to optimize PF is not incentive compatible, meaning that the agents can potentially misreport their preferences to gain increased allocations. We introduce the notion of "exploitability" of a mechanism to measure the relative gain in utility from misreport, and make the following important contributions in the paper: (i) Using sophisticated techniques inspired by differentiable convex programming literature, we design a numerically efficient approach for computing the exploitability of the PF mechanism. This novel contribution enables us to quantify the gap that needs to be bridged to approximate PF via incentive compatible mechanisms. (ii) Next, we modify the PF mechanism to introduce a trade-off between fairness and exploitability. By properly controlling this trade-off using data, we show that our proposed mechanism, ExPF-Net, provides a strong approximation to the PF mechanism while maintaining low exploitability. This mechanism, however, comes with a high computational cost. (iii) To address the computational challenges, we propose another mechanism ExS-Net, which is end-to-end parameterized by a neural network. ExS-Net enjoys similar (slightly inferior) performance and significantly accelerated training and inference time performance. (iv) Extensive numerical simulations demonstrate the robustness and efficacy of the proposed mechanisms.
Optimal Path Planning for Aerial Load Transportation in Complex Environments using PSO-Improved Artificial Potential Fields
In this article, we investigate the optimal path planning for aerial load transportation in complex, dynamic, and static environments using Particle Swarm Optimization (PSO). A hierarchical optimal control system is designed for a quadrotor equipped with a cable-suspended payload, employing Euler-Lagrange equations of motion. To navigate through obstacles, an improved artificial potential field combined with the PSO algorithm is used to determine the shortest path for a virtual point, acting as a leader. This leader guides the system toward the target point while avoiding collisions with both fixed and moving obstacles. The gravitational and repulsion coefficient forces using various PSO methods are fine-tuned to achieve the best trajectory and minimize time duration. The identified point serves as the desired location for quadrotor position control, based on a sliding mode strategy. Finally, we present numerical results to demonstrate the successful transportation of the payload by the system.
Active Inference on the Edge: A Design Study
Sedlak, Boris, Pujol, Victor Casamayor, Donta, Praveen Kumar, Dustdar, Schahram
Machine Learning (ML) is a common tool to interpret and predict the behavior of distributed computing systems, e.g., to optimize the task distribution between devices. As more and more data is created by Internet of Things (IoT) devices, data processing and ML training are carried out by edge devices in close proximity. To ensure Quality of Service (QoS) throughout these operations, systems are supervised and dynamically adapted with the help of ML. However, as long as ML models are not retrained, they fail to capture gradual shifts in the variable distribution, leading to an inaccurate view of the system state. Moreover, as the prediction accuracy decreases, the reporting device should actively resolve uncertainties to improve the model's precision. Such a level of self-determination could be provided by Active Inference (ACI) -- a concept from neuroscience that describes how the brain constantly predicts and evaluates sensory information to decrease long-term surprise. We encompassed these concepts in a single action-perception cycle, which we implemented for distributed agents in a smart manufacturing use case. As a result, we showed how our ACI agent was able to quickly and traceably solve an optimization problem while fulfilling QoS requirements.
Collaborative Grid Mapping for Moving Object Tracking Evaluation
Huet, Rémy, Lima, Antoine, Xu, Philippe, Cherfaoui, Véronique, Bonnifait, Philippe
Perception of other road users is a crucial task for intelligent vehicles. Perception systems can use on-board sensors only or be in cooperation with other vehicles or with roadside units. In any case, the performance of perception systems has to be evaluated against ground-truth data, which is a particularly tedious task and requires numerous manual operations. In this article, we propose a novel semi-automatic method for pseudo ground-truth estimation. The principle consists in carrying out experiments with several vehicles equipped with LiDAR sensors and with fixed perception systems located at the roadside in order to collaboratively build reference dynamic data. The method is based on grid mapping and in particular on the elaboration of a background map that holds relevant information that remains valid during a whole dataset sequence. Data from all agents is converted in time-stamped observations grids. A data fusion method that manages uncertainties combines the background map with observations to produce dynamic reference information at each instant. Several datasets have been acquired with three experimental vehicles and a roadside unit. An evaluation of this method is finally provided in comparison to a handmade ground truth.
LOTUS: Continual Imitation Learning for Robot Manipulation Through Unsupervised Skill Discovery
Wan, Weikang, Zhu, Yifeng, Shah, Rutav, Zhu, Yuke
We introduce LOTUS, a continual imitation learning algorithm that empowers a physical robot to continuously and efficiently learn to solve new manipulation tasks throughout its lifespan. The core idea behind LOTUS is constructing an ever-growing skill library from a sequence of new tasks with a small number of human demonstrations. LOTUS starts with a continual skill discovery process using an open-vocabulary vision model, which extracts skills as recurring patterns presented in unsegmented demonstrations. Continual skill discovery updates existing skills to avoid catastrophic forgetting of previous tasks and adds new skills to solve novel tasks. LOTUS trains a meta-controller that flexibly composes various skills to tackle vision-based manipulation tasks in the lifelong learning process. Our comprehensive experiments show that LOTUS outperforms state-of-the-art baselines by over 11% in success rate, showing its superior knowledge transfer ability compared to prior methods. More results and videos can be found on the project website: https://ut-austin-rpl.github.io/Lotus/.
INTAGS: Interactive Agent-Guided Simulation
Wei, Song, Coletta, Andrea, Vyetrenko, Svitlana, Balch, Tucker
In many applications involving multi-agent system (MAS), it is imperative to test an experimental (Exp) autonomous agent in a high-fidelity simulator prior to its deployment to production, to avoid unexpected losses in the real-world. Such a simulator acts as the environmental background (BG) agent(s), called agent-based simulator (ABS), aiming to replicate the complex real MAS. However, developing realistic ABS remains challenging, mainly due to the sequential and dynamic nature of such systems. To fill this gap, we propose a metric to distinguish between real and synthetic multi-agent systems, which is evaluated through the live interaction between the Exp and BG agents to explicitly account for the systems' sequential nature. Specifically, we characterize the system/environment by studying the effect of a sequence of BG agents' responses to the environment state evolution and take such effects' differences as MAS distance metric; The effect estimation is cast as a causal inference problem since the environment evolution is confounded with the previous environment state. Importantly, we propose the Interactive Agent-Guided Simulation (INTAGS) framework to build a realistic ABS by optimizing over this novel metric. To adapt to any environment with interactive sequential decision making agents, INTAGS formulates the simulator as a stochastic policy in reinforcement learning. Moreover, INTAGS utilizes the policy gradient update to bypass differentiating the proposed metric such that it can support non-differentiable operations of multi-agent environments. Through extensive experiments, we demonstrate the effectiveness of INTAGS on an equity stock market simulation example. We show that using INTAGS to calibrate the simulator can generate more realistic market data compared to the state-of-the-art conditional Wasserstein Generative Adversarial Network approach.
A Review of Intelligent Music Generation Systems
Wang, Lei, Zhao, Ziyi, Liu, Hanwei, Pang, Junwei, Qin, Yi, Wu, Qidi
With the introduction of ChatGPT, the public's perception of AI-generated content (AIGC) has begun to reshape. Artificial intelligence has significantly reduced the barrier to entry for non-professionals in creative endeavors, enhancing the efficiency of content creation. Recent advancements have seen significant improvements in the quality of symbolic music generation, which is enabled by the use of modern generative algorithms to extract patterns implicit in a piece of music based on rule constraints or a musical corpus. Nevertheless, existing literature reviews tend to present a conventional and conservative perspective on future development trajectories, with a notable absence of thorough benchmarking of generative models. This paper provides a survey and analysis of recent intelligent music generation techniques, outlining their respective characteristics and discussing existing methods for evaluation. Additionally, the paper compares the different characteristics of music generation techniques in the East and West as well as analysing the field's development prospects.