Agents
Flooding with Absorption: An Efficient Protocol for Heterogeneous Bandits over Complex Networks
Lee, Junghyun, Schmid, Laura, Yun, Se-Young
Multi-armed bandits are extensively used to model sequential decision-making, making them ubiquitous in many real-life applications such as online recommender systems and wireless networking. We consider a multi-agent setting where each agent solves their own bandit instance endowed with a different set of arms. Their goal is to minimize their group regret while collaborating via some communication protocol over a given network. Previous literature on this problem only considered arm heterogeneity and networked agents separately. In this work, we introduce a setting that encompasses both features. For this novel setting, we first provide a rigorous regret analysis for a standard flooding protocol combined with the classic UCB policy. Then, to mitigate the issue of high communication costs incurred by flooding in complex networks, we propose a new protocol called Flooding with Absorption (FwA). We provide a theoretical analysis of the resulting regret bound and discuss the advantages of using FwA over flooding. Lastly, we experimentally verify on various scenarios, including dynamic networks, that FwA leads to significantly lower communication costs despite minimal regret performance loss compared to other network protocols.
JRDB-Traj: A Dataset and Benchmark for Trajectory Forecasting in Crowds
Saadatnejad, Saeed, Gao, Yang, Rezatofighi, Hamid, Alahi, Alexandre
Predicting future trajectories is critical in autonomous navigation, especially in preventing accidents involving humans, where a predictive agent's ability to anticipate in advance is of utmost importance. Trajectory forecasting models, employed in fields such as robotics, autonomous vehicles, and navigation, face challenges in real-world scenarios, often due to the isolation of model components. To address this, we introduce a novel dataset for end-to-end trajectory forecasting, facilitating the evaluation of models in scenarios involving less-than-ideal preceding modules such as tracking. This dataset, an extension of the JRDB dataset, provides comprehensive data, including the locations of all agents, scene images, and point clouds, all from the robot's perspective. The objective is to predict the future positions of agents relative to the robot using raw sensory input data. It bridges the gap between isolated models and practical applications, promoting a deeper understanding of navigation dynamics. Additionally, we introduce a novel metric for assessing trajectory forecasting models in real-world scenarios where ground-truth identities are inaccessible, addressing issues related to undetected or over-detected agents. Researchers are encouraged to use our benchmark for model evaluation and benchmarking.
Safe-VLN: Collision Avoidance for Vision-and-Language Navigation of Autonomous Robots Operating in Continuous Environments
Yue, Lu, Zhou, Dongliang, Xie, Liang, Zhang, Feitian, Yan, Ye, Yin, Erwei
The task of vision-and-language navigation in continuous environments (VLN-CE) aims at training an autonomous agent to perform low-level actions to navigate through 3D continuous surroundings using visual observations and language instructions. The significant potential of VLN-CE for mobile robots has been demonstrated across a large number of studies. However, most existing works in VLN-CE focus primarily on transferring the standard discrete vision-and-language navigation (VLN) methods to continuous environments, overlooking the problem of collisions. Such oversight often results in the agent deviating from the planned path or, in severe instances, the agent being trapped in obstacle areas and failing the navigational task. To address the above-mentioned issues, this paper investigates various collision scenarios within VLN-CE and proposes a classification method to predicate the underlying causes of collisions. Furthermore, a new VLN-CE algorithm, named Safe-VLN, is proposed to bolster collision avoidance capabilities including two key components, i.e., a waypoint predictor and a navigator. In particular, the waypoint predictor leverages a simulated 2D LiDAR occupancy mask to prevent the predicted waypoints from being situated in obstacle-ridden areas. The navigator, on the other hand, employs the strategy of `re-selection after collision' to prevent the robot agent from becoming ensnared in a cycle of perpetual collisions. The proposed Safe-VLN is evaluated on the R2R-CE, the results of which demonstrate an enhanced navigational performance and a statistically significant reduction in collision incidences.
Staged Reinforcement Learning for Complex Tasks through Decomposed Environments
Pina, Rafael, Artaud, Corentin, Liu, Xiaolan, De Silva, Varuna
Reinforcement Learning (RL) is an area of growing interest in the field of artificial intelligence due to its many notable applications in diverse fields. Particularly within the context of intelligent vehicle control, RL has made impressive progress. However, currently it is still in simulated controlled environments where RL can achieve its full super-human potential. Although how to apply simulation experience in real scenarios has been studied, how to approximate simulated problems to the real dynamic problems is still a challenge. In this paper, we discuss two methods that approximate RL problems to real problems. In the context of traffic junction simulations, we demonstrate that, if we can decompose a complex task into multiple sub-tasks, solving these tasks first can be advantageous to help minimising possible occurrences of catastrophic events in the complex task. From a multi-agent perspective, we introduce a training structuring mechanism that exploits the use of experience learned under the popular paradigm called Centralised Training Decentralised Execution (CTDE). This experience can then be leveraged in fully decentralised settings that are conceptually closer to real settings, where agents often do not have access to a central oracle and must be treated as isolated independent units. The results show that the proposed approaches improve agents performance in complex tasks related to traffic junctions, minimising potential safety-critical problems that might happen in these scenarios. Although still in simulation, the investigated situations are conceptually closer to real scenarios and thus, with these results, we intend to motivate further research in the subject.
Learning Independently from Causality in Multi-Agent Environments
Pina, Rafael, De Silva, Varuna, Artaud, Corentin
Motivated by the indications of how causality can be so successfully linked to machine learning, the applications The use of causality in the field of Artificial Intelligence have been studied in different fields. In (AI) has been gaining the attention of the research neurology, causality has been used to find causal relations community. Recent discussions argue how among different regions of the brain (Glymour causality can play an important role to improve many et al., 2019). This can be important to understand the traditional machine learning approaches (Peters et al., reason of certain events lighted by different parts of 2017). More specifically, recent works argue that our brains. Besides the relevance in the healthcare causality can be used to get a deeper understanding of field, in agriculture it can be critical to understand the underlying properties of systems within the field what is causing the harvesting to be less fruitful in one of AI. While it can be relatively straight forward to year than in the previous, and not only to see what is learn the underlying distributions of a given system, to correlated to this event (Sgaier et al., 2020).
Steps Towards Satisficing Distributed Dynamic Team Trust
Hunt, Edmund R., Baber, Chris, Sobhani, Mehdi, Milivojevic, Sanja, Yusuf, Sagir, Musolesi, Mirco, Waterson, Patrick, Maynard, Sally
Defining and measuring trust in dynamic, multiagent teams is important in a range of contexts, particularly in defense and security domains. Team members should be trusted to work towards agreed goals and in accordance with shared values. In this paper, our concern is with the definition of goals and values such that it is possible to define 'trust' in a way that is interpretable, and hence usable, by both humans and robots. We argue that the outcome of team activity can be considered in terms of 'goal', 'individual/team values', and 'legal principles'. We question whether alignment is possible at the level of 'individual/team values', or only at the 'goal' and 'legal principles' levels. We argue for a set of metrics to define trust in human-robot teams that are interpretable by human or robot team members, and consider an experiment that could demonstrate the notion of 'satisficing trust' over the course of a simulated mission.
MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters
Younes, Mohamed, Kijak, Ewa, Kulpa, Richard, Malinowski, Simon, Multon, Franck
Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement learning have proposed impressive results for single character simulation, especially the ones that use imitation learning based techniques. However, imitating multiple characters interactions and motions requires to also model their interactions. In this paper, we propose a novel Multi-Agent Generative Adversarial Imitation Learning based approach that generalizes the idea of motion imitation for one character to deal with both the interaction and the motions of the multiple physics-based characters. Two unstructured datasets are given as inputs: 1) a single-actor dataset containing motions of a single actor performing a set of motions linked to a specific application, and 2) an interaction dataset containing a few examples of interactions between multiple actors. Based on these datasets, our system trains control policies allowing each character to imitate the interactive skills associated with each actor, while preserving the intrinsic style. This approach has been tested on two different fighting styles, boxing and full-body martial art, to demonstrate the ability of the method to imitate different styles.
Sample Complexity of Opinion Formation on Networks
Liu, Haolin, Rajaraman, Rajmohan, Sundaram, Ravi, Vullikanti, Anil, Wasim, Omer, Xu, Haifeng
Consider public health officials aiming to spread awareness about a new vaccine in a community interconnected by a social network. How can they distribute information with minimal resources, ensuring community-wide understanding that aligns with the actual facts? This concern mirrors numerous real-world situations. In this paper, we initialize the study of sample complexity in opinion formation to solve this problem. Our model is built on the recognized opinion formation game, where we regard each agent's opinion as a data-derived model parameter, not just a real number as in prior studies. Such an extension offers a wider understanding of opinion formation and ties closely with federated learning. Through this formulation, we characterize the sample complexity bounds for any network and also show asymptotically tight bounds for specific network structures. Intriguingly, we discover optimal strategies often allocate samples inversely to the degree, hinting at vital policy implications. Our findings are empirically validated on both synthesized and real-world networks.
MANER: Multi-Agent Neural Rearrangement Planning of Objects in Cluttered Environments
Gupta, Vivek, Dhir, Praphpreet, Dani, Jeegn, Qureshi, Ahmed H.
Object rearrangement is a fundamental problem in robotics with various practical applications ranging from managing warehouses to cleaning and organizing home kitchens. While existing research has primarily focused on single-agent solutions, real-world scenarios often require multiple robots to work together on rearrangement tasks. This paper proposes a comprehensive learning-based framework for multi-agent object rearrangement planning, addressing the challenges of task sequencing and path planning in complex environments. The proposed method iteratively selects objects, determines their relocation regions, and pairs them with available robots under kinematic feasibility and task reachability for execution to achieve the target arrangement. Our experiments on a diverse range of simulated and real-world environments demonstrate the effectiveness and robustness of the proposed framework. Furthermore, results indicate improved performance in terms of traversal time and success rate compared to baseline approaches.
Particle Swarm Optimization based on Novelty Search
Misra, Mr. Rajesh, Ray, Dr. Kumar S
In this paper we propose a Particle Swarm Optimization algorithm combined with Novelty Search. Novelty Search finds novel place to search in the search domain and then Particle Swarm Optimization rigorously searches that area for global optimum solution. This method is never blocked in local optima because it is controlled by Novelty Search which is objective free. For those functions where there are many more local optima and second global optimum is far from true optimum, the present method works successfully. The present algorithm never stops until it searches entire search area. A series of experimental trials prove the robustness and effectiveness of the present algorithm on complex optimization test functions.