Agents
EqDrive: Efficient Equivariant Motion Forecasting with Multi-Modality for Autonomous Driving
Forecasting vehicular motions in autonomous driving requires a deep understanding of agent interactions and the preservation of motion equivariance under Euclidean geometric transformations. Traditional models often lack the sophistication needed to handle the intricate dynamics inherent to autonomous vehicles and the interaction relationships among agents in the scene. As a result, these models have a lower model capacity, which then leads to higher prediction errors and lower training efficiency. In our research, we employ EqMotion, a leading equivariant particle, and human prediction model that also accounts for invariant agent interactions, for the task of multi-agent vehicle motion forecasting. In addition, we use a multi-modal prediction mechanism to account for multiple possible future paths in a probabilistic manner. By leveraging EqMotion, our model achieves state-of-the-art (SOTA) performance with fewer parameters (1.2 million) and a significantly reduced training time (less than 2 hours).
Coalitional Bargaining via Reinforcement Learning: An Application to Collaborative Vehicle Routing
Mak, Stephen, Xu, Liming, Pearce, Tim, Ostroumov, Michael, Brintrup, Alexandra
Collaborative Vehicle Routing is where delivery companies cooperate by sharing their delivery information and performing delivery requests on behalf of each other. This achieves economies of scale and thus reduces cost, greenhouse gas emissions, and road congestion. But which company should partner with whom, and how much should each company be compensated? Traditional game theoretic solution concepts, such as the Shapley value or nucleolus, are difficult to calculate for the real-world problem of Collaborative Vehicle Routing due to the characteristic function scaling exponentially with the number of agents. This would require solving the Vehicle Routing Problem (an NP-Hard problem) an exponential number of times. We therefore propose to model this problem as a coalitional bargaining game where - crucially - agents are not given access to the characteristic function. Instead, we implicitly reason about the characteristic function, and thus eliminate the need to evaluate the VRP an exponential number of times - we only need to evaluate it once. Our contribution is that our decentralised approach is both scalable and considers the self-interested nature of companies. The agents learn using a modified Independent Proximal Policy Optimisation. Our RL agents outperform a strong heuristic bot. The agents correctly identify the optimal coalitions 79% of the time with an average optimality gap of 4.2% and reduction in run-time of 62%.
Goals are Enough: Inducing AdHoc cooperation among unseen Multi-Agent systems in IMFs
Dey, Kaushik, Perepu, Satheesh K., Das, Abir
Intent-based management will play a critical role in achieving customers' expectations in the next-generation mobile networks. Traditional methods cannot perform efficient resource management since they tend to handle each expectation independently. Existing approaches, e.g., based on multi-agent reinforcement learning (MARL) allocate resources in an efficient fashion when there are conflicting expectations on the network slice. However, in reality, systems are often far more complex to be addressed by a standalone MARL formulation. Often there exists a hierarchical structure of intent fulfilment where multiple pre-trained, self-interested agents may need to be further orchestrated by a supervisor or controller agent. Such agents may arrive in the system adhoc, which then needs to be orchestrated along with other available agents. Retraining the whole system every time is often infeasible given the associated time and cost. Given the challenges, such adhoc coordination of pre-trained systems could be achieved through an intelligent supervisor agent which incentivizes pre-trained RL/MARL agents through sets of dynamic contracts (goals or bonuses) and encourages them to act as a cohesive unit towards fulfilling a global expectation. Some approaches use a rule-based supervisor agent and deploy the hierarchical constituent agents sequentially, based on human-coded rules. In the current work, we propose a framework whereby pre-trained agents can be orchestrated in parallel leveraging an AI-based supervisor agent. For this, we propose to use Adhoc-Teaming approaches which assign optimal goals to the MARL agents and incentivize them to exhibit certain desired behaviours. Results on the network emulator show that the proposed approach results in faster and improved fulfilment of expectations when compared to rule-based approaches and even generalizes to changes in environments.
Multitask Online Learning: Listen to the Neighborhood Buzz
Achddou, Juliette, Cesa-Bianchi, Nicolò, Laforgue, Pierre
We study multitask online learning in a setting where agents can only exchange information with their neighbors on an arbitrary communication network. We introduce $\texttt{MT-CO}_2\texttt{OL}$, a decentralized algorithm for this setting whose regret depends on the interplay between the task similarities and the network structure. Our analysis shows that the regret of $\texttt{MT-CO}_2\texttt{OL}$ is never worse (up to constants) than the bound obtained when agents do not share information. On the other hand, our bounds significantly improve when neighboring agents operate on similar tasks. In addition, we prove that our algorithm can be made differentially private with a negligible impact on the regret when the losses are linear. Finally, we provide experimental support for our theory.
Comparing Photorealistic and Animated Embodied Conversational Agents in Serious Games: An Empirical Study on User Experience
Embodied conversational agents (ECAs) are paradigms of conversational user interfaces in the form of embodied characters. While ECAs offer various manipulable features, this paper focuses on a study conducted to explore two distinct levels of presentation realism. The two agent versions are photorealistic and animated. The study aims to provide insights and design suggestions for speech-enabled ECAs within serious game environments. A within-subjects, two-by-two factorial design was employed for this research with a cohort of 36 participants balanced for gender. The results showed that both the photorealistic and the animated versions were perceived as highly usable, with overall mean scores of 5.76 and 5.71, respectively. However, 69.4 per cent of the participants stated they preferred the photorealistic version, 25 per cent stated they preferred the animated version and 5.6 per cent had no stated preference. The photorealistic agents were perceived as more realistic and human-like, while the animated characters made the task feel more like a game. Even though the agents' realism had no significant effect on usability, it positively influenced participants' perceptions of the agent. This research aims to lay the groundwork for future studies on ECA realism's impact in serious games across diverse contexts.
Strategic Abilities of Forgetful Agents in Stochastic Environments
Belardinelli, Francesco, Jamroga, Wojciech, Mittelmann, Munyque, Murano, Aniello
In this paper, we investigate the probabilistic variants of the strategy logics ATL and ATL* under imperfect information. Specifically, we present novel decidability and complexity results when the model transitions are stochastic and agents play uniform strategies. That is, the semantics of the logics are based on multi-agent, stochastic transition systems with imperfect information, which combine two sources of uncertainty, namely, the partial observability agents have on the environment, and the likelihood of transitions to occur from a system state. Since the model checking problem is undecidable in general in this setting, we restrict our attention to agents with memoryless (positional) strategies. The resulting setting captures the situation in which agents have qualitative uncertainty of the local state and quantitative uncertainty about the occurrence of future events. We illustrate the usefulness of this setting with meaningful examples.
Computationally Feasible Strategies
Dima, Catalin, Jamroga, Wojciech
Real-life agents seldom have unlimited reasoning power. In this paper, we propose and study a new formal notion of computationally bounded strategic ability in multi-agent systems. The notion characterizes the ability of a set of agents to synthesize an executable strategy in the form of a Turing machine within a given complexity class, that ensures the satisfaction of a temporal objective in a parameterized game arena. We show that the new concept induces a proper hierarchy of strategic abilities -- in particular, polynomial-time abilities are strictly weaker than the exponential-time ones. We also propose an ``adaptive'' variant of computational ability which allows for different strategies for each parameter value, and show that the two notions do not coincide. Finally, we define and study the model-checking problem for computational strategies. We show that the problem is undecidable even for severely restricted inputs, and present our first steps towards decidable fragments.
Scalable Verification of Strategy Logic through Three-valued Abstraction
Belardinelli, Francesco, Ferrando, Angelo, Jamroga, Wojciech, Malvone, Vadim, Murano, Aniello
The model checking problem for multi-agent systems against Strategy Logic specifications is known to be non-elementary. On this logic several fragments have been defined to tackle this issue but at the expense of expressiveness. In this paper, we propose a three-valued semantics for Strategy Logic upon which we define an abstraction method. We show that the latter semantics is an approximation of the classic two-valued one for Strategy Logic. Furthermore, we extend MCMAS, an open-source model checker for multi-agent specifications, to incorporate our abstraction method and present some promising experimental results.
A Survey of Requirements for COVID-19 Mitigation Strategies. Part II: Elicitation of Requirements
COVID-19 has influenced virtually all aspects of our lives. Across the world, countries applied wildly varying mitigation strategies for the epidemic, ranging from minimal intrusion in the hope of obtaining "herd immunity", to imposing severe lockdowns on the other extreme. It seems clear at the first glance what all those measures are trying to achieve, and what the criteria of success are. But is it really that clear? Quoting an oft-repeated phrase, with COVID-19 we fight an unprecedented threat to health and economic stability [Soltani et al., 2020]. While fighting it, we must protect privacy, equality and fairness [Morley et al., 2020] and do a coordinated assessment of usefulness, effectiveness, technological readiness, cyber security risks and threats to fundamental freedoms and human rights [Stollmeyer et al., 2020]. Taken together, this is hardly a straightforward set of goals and requirements. Thus, paraphrasing [Stollmeyer et al., 2020], one may ask: What problem does a COVID mitigation strategy solve exactly? 1
Learning Regularized Graphon Mean-Field Games with Unknown Graphons
Zhang, Fengzhuo, Tan, Vincent Y. F., Wang, Zhaoran, Yang, Zhuoran
We design and analyze reinforcement learning algorithms for Graphon Mean-Field Games (GMFGs). In contrast to previous works that require the precise values of the graphons, we aim to learn the Nash Equilibrium (NE) of the regularized GMFGs when the graphons are unknown. Our contributions are threefold. First, we propose the Proximal Policy Optimization for GMFG (GMFG-PPO) algorithm and show that it converges at a rate of $O(T^{-1/3})$ after $T$ iterations with an estimation oracle, improving on a previous work by Xie et al. (ICML, 2021). Second, using kernel embedding of distributions, we design efficient algorithms to estimate the transition kernels, reward functions, and graphons from sampled agents. Convergence rates are then derived when the positions of the agents are either known or unknown. Results for the combination of the optimization algorithm GMFG-PPO and the estimation algorithm are then provided. These algorithms are the first specifically designed for learning graphons from sampled agents. Finally, the efficacy of the proposed algorithms are corroborated through simulations. These simulations demonstrate that learning the unknown graphons reduces the exploitability effectively.