Agents
The Self 2.0: How AI-Enhanced Self-Clones Transform Self-Perception and Improve Presentation Skills
This study explores the impact of AI-generated digital self-clones on improving online presentation skills. We carried out a mixed-design experiment involving 44 international students, comparing self-recorded videos (control) with self-clone videos (AI group) for English presentation practice. The AI videos utilized voice cloning, face swapping, lip-sync, and body-language simulation to refine participants' original presentations in terms of repetition, filler words, and pronunciation. Machine-rated scores indicated enhancements in speech performance for both groups. Though the groups didn't significantly differ, the AI group exhibited a heightened depth of reflection, self-compassion, and a meaningful transition from a corrective to an enhancive approach to self-critique. Within the AI group, congruence between self-perception and AI self-clones resulted in diminished speech anxiety and increased enjoyment. Our findings recommend the ethical employment of digital self-clones to enhance the emotional and cognitive facets of skill development.
LLM-Based Agent Society Investigation: Collaboration and Confrontation in Avalon Gameplay
Lan, Yihuai, Hu, Zhiqiang, Wang, Lei, Wang, Yang, Ye, Deheng, Zhao, Peilin, Lim, Ee-Peng, Xiong, Hui, Wang, Hao
This paper aims to investigate the open research problem of uncovering the social behaviors of LLM-based agents. To achieve this goal, we adopt Avalon, a representative communication game, as the environment and use system prompts to guide LLM agents to play the game. While previous studies have conducted preliminary investigations into gameplay with LLM agents, there lacks research on their social behaviors. In this paper, we present a novel framework designed to seamlessly adapt to Avalon gameplay. The core of our proposed framework is a multi-agent system that enables efficient communication and interaction among agents. We evaluate the performance of our framework based on metrics from two perspectives: winning the game and analyzing the social behaviors of LLM agents. Our results demonstrate the effectiveness of our framework in generating adaptive and intelligent agents and highlight the potential of LLM-based agents in addressing the challenges associated with dynamic social environment interaction. By analyzing the social behaviors of LLM agents from the aspects of both collaboration and confrontation, we provide insights into the research and applications of this domain.
DICE: Diverse Diffusion Model with Scoring for Trajectory Prediction
Choi, Younwoo, Mercurius, Ray Coden, Shabestary, Soheil Mohamad Alizadeh, Rasouli, Amir
Road user trajectory prediction in dynamic environments is a challenging but crucial task for various applications, such as autonomous driving. One of the main challenges in this domain is the multimodal nature of future trajectories stemming from the unknown yet diverse intentions of the agents. Diffusion models have shown to be very effective in capturing such stochasticity in prediction tasks. However, these models involve many computationally expensive denoising steps and sampling operations that make them a less desirable option for real-time safety-critical applications. To this end, we present a novel framework that leverages diffusion models for predicting future trajectories in a computationally efficient manner. To minimize the computational bottlenecks in iterative sampling, we employ an efficient sampling mechanism that allows us to maximize the number of sampled trajectories for improved accuracy while maintaining inference time in real time. Moreover, we propose a scoring mechanism to select the most plausible trajectories by assigning relative ranks. We show the effectiveness of our approach by conducting empirical evaluations on common pedestrian (UCY/ETH) and autonomous driving (nuScenes) benchmark datasets on which our model achieves state-of-the-art performance on several subsets and metrics.
AgentVerse: Facilitating Multi-Agent Collaboration and Exploring Emergent Behaviors
Chen, Weize, Su, Yusheng, Zuo, Jingwei, Yang, Cheng, Yuan, Chenfei, Chan, Chi-Min, Yu, Heyang, Lu, Yaxi, Hung, Yi-Hsin, Qian, Chen, Qin, Yujia, Cong, Xin, Xie, Ruobing, Liu, Zhiyuan, Sun, Maosong, Zhou, Jie
Autonomous agents empowered by Large Language Models (LLMs) have undergone significant improvements, enabling them to generalize across a broad spectrum of tasks. However, in real-world scenarios, cooperation among individuals is often required to enhance the efficiency and effectiveness of task accomplishment. Hence, inspired by human group dynamics, we propose a multi-agent framework \framework that can collaboratively and dynamically adjust its composition as a greater-than-the-sum-of-its-parts system. Our experiments demonstrate that \framework framework can effectively deploy multi-agent groups that outperform a single agent. Furthermore, we delve into the emergence of social behaviors among individual agents within a group during collaborative task accomplishment. In view of these behaviors, we discuss some possible strategies to leverage positive ones and mitigate negative ones for improving the collaborative potential of multi-agent groups. Our codes for \framework will soon be released at \url{https://github.com/OpenBMB/AgentVerse}.
Solving Multi-Agent Target Assignment and Path Finding with a Single Constraint Tree
Tang, Yimin, Ren, Zhongqiang, Li, Jiaoyang, Sycara, Katia
Combined Target-Assignment and Path-Finding problem (TAPF) requires simultaneously assigning targets to agents and planning collision-free paths for agents from their start locations to their assigned targets. As a leading approach to address TAPF, Conflict-Based Search with Target Assignment (CBS-TA) leverages both K-best target assignments to create multiple search trees and Conflict-Based Search (CBS) to resolve collisions in each search tree. While being able to find an optimal solution, CBS-TA suffers from scalability due to the duplicated collision resolution in multiple trees and the expensive computation of K-best assignments. We therefore develop Incremental Target Assignment CBS (ITA-CBS) to bypass these two computational bottlenecks. ITA-CBS generates only a single search tree and avoids computing K-best assignments by incrementally computing new 1-best assignments during the search. We show that, in theory, ITA-CBS is guaranteed to find an optimal solution and, in practice, is computationally efficient.
Fast Marching based Rendezvous Path Planning for a Team of Heterogeneous Vehicle
Kim, Jaekwang, Park, Hyung-Jun, Shin, Jaejeong
A formulation is developed for deterministically calculating the optimized paths for a multi-agent system consisting of heterogeneous vehicles. The essence of this formulation is the calculation of the shortest time for each agent to reach every grid point from its known initial position. Such arrival time map can be readily assessed using the Fast Marching Method (FMM), a computational algorithm originally designed for solving boundary value problems of the Eikonal equation. Leveraging the FMM method, we demonstrate that the minimal time rendezvous point and paths for all member vehicles can be uniquely determined with minimal computational concerns. To showcase the potential of our method, we use an example of a virtual rendezvous scenario that entails the coordination of a ship, an underwater vehicle, an aerial vehicle, and a ground vehicle to converge at the optimal location within the Tampa Bay area in minimal time. It illustrates the value of the developed framework in efficiently constructing continuous path planning, while accommodating different operational constraints of heterogeneous member vehicles.
Be Selfish, But Wisely: Investigating the Impact of Agent Personality in Mixed-Motive Human-Agent Interactions
Chawla, Kushal, Wu, Ian, Rong, Yu, Lucas, Gale M., Gratch, Jonathan
A natural way to design a negotiation dialogue system is via self-play RL: train an agent that learns to maximize its performance by interacting with a simulated user that has been designed to imitate human-human dialogue data. Although this procedure has been adopted in prior work, we find that it results in a fundamentally flawed system that fails to learn the value of compromise in a negotiation, which can often lead to no agreements (i.e., the partner walking away without a deal), ultimately hurting the model's overall performance. We investigate this observation in the context of the DealOrNoDeal task, a multi-issue negotiation over books, hats, and balls. Grounded in negotiation theory from Economics, we modify the training procedure in two novel ways to design agents with diverse personalities and analyze their performance with human partners. We find that although both techniques show promise, a selfish agent, which maximizes its own performance while also avoiding walkaways, performs superior to other variants by implicitly learning to generate value for both itself and the negotiation partner. We discuss the implications of our findings for what it means to be a successful negotiation dialogue system and how these systems should be designed in the future.
Value of Assistance for Grasping
Masarwy, Mohammad, Goshen, Yuval, Dovrat, David, Keren, Sarah
Abstract-- In many realistic settings, a robot is tasked with grasping an object without knowing its exact pose. Instead, the robot relies on a probabilistic estimation of the pose to decide how to attempt the grasp. We offer a novel Value of Assistance (VOA) measure for assessing the expected effect a specific observation will have on the robot's ability to successfully complete the grasp. Thus, VOA supports the decision of which sensing action would be most beneficial to the grasping task. We evaluate our suggested measures in both simulated and real-world robotic settings.
Multi-Agent Reinforcement Learning Guided by Signal Temporal Logic Specifications
Wang, Jiangwei, Yang, Shuo, An, Ziyan, Han, Songyang, Zhang, Zhili, Mangharam, Rahul, Ma, Meiyi, Miao, Fei
Reward design is a key component of deep reinforcement learning, yet some tasks and designer's objectives may be unnatural to define as a scalar cost function. Among the various techniques, formal methods integrated with DRL have garnered considerable attention due to their expressiveness and flexibility to define the reward and requirements for different states and actions of the agent. However, how to leverage Signal Temporal Logic (STL) to guide multi-agent reinforcement learning reward design remains unexplored. Complex interactions, heterogeneous goals and critical safety requirements in multi-agent systems make this problem even more challenging. In this paper, we propose a novel STL-guided multi-agent reinforcement learning framework. The STL requirements are designed to include both task specifications according to the objective of each agent and safety specifications, and the robustness values of the STL specifications are leveraged to generate rewards. We validate the advantages of our method through empirical studies. The experimental results demonstrate significant reward performance improvements compared to MARL without STL guidance, along with a remarkable increase in the overall safety rate of the multi-agent systems.
DePAint: A Decentralized Safe Multi-Agent Reinforcement Learning Algorithm considering Peak and Average Constraints
Hassan, Raheeb, Wadith, K. M. Shadman, Rashid, Md. Mamun or, Khan, Md. Mosaddek
The field of safe multi-agent reinforcement learning, despite its potential applications in various domains such as drone delivery and vehicle automation, remains relatively unexplored. Training agents to learn optimal policies that maximize rewards while considering specific constraints can be challenging, particularly in scenarios where having a central controller to coordinate the agents during the training process is not feasible. In this paper, we address the problem of multi-agent policy optimization in a decentralized setting, where agents communicate with their neighbors to maximize the sum of their cumulative rewards while also satisfying each agent's safety constraints. We consider both peak and average constraints. In this scenario, there is no central controller coordinating the agents and both the rewards and constraints are only known to each agent locally/privately. We formulate the problem as a decentralized constrained multi-agent Markov Decision Problem and propose a momentum-based decentralized policy gradient method, DePAint, to solve it. To the best of our knowledge, this is the first privacy-preserving fully decentralized multi-agent reinforcement learning algorithm that considers both peak and average constraints. We also provide theoretical analysis and empirical evaluation of our algorithm in various scenarios and compare its performance to centralized algorithms that consider similar constraints.