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DICE: Diverse Diffusion Model with Scoring for Trajectory Prediction

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Machine Learning

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.


Cold Diffusion on the Replay Buffer: Learning to Plan from Known Good States

arXiv.org Artificial Intelligence

Learning from demonstrations (LfD) has successfully trained robots to exhibit remarkable generalization capabilities. However, many powerful imitation techniques do not prioritize the feasibility of the robot behaviors they generate. In this work, we explore the feasibility of plans produced by LfD. As in prior work, we employ a temporal diffusion model with fixed start and goal states to facilitate imitation through in-painting. Unlike previous studies, we apply cold diffusion to ensure the optimization process is directed through the agent's replay buffer of previously visited states. This routing approach increases the likelihood that the final trajectories will predominantly occupy the feasible region of the robot's state space. We test this method in simulated robotic environments with obstacles and observe a significant improvement in the agent's ability to avoid these obstacles during planning.


Theory of Mind for Multi-Agent Collaboration via Large Language Models

arXiv.org Artificial Intelligence

While Large Language Models (LLMs) have demonstrated impressive accomplishments in both reasoning and planning, their abilities in multi-agent collaborations remains largely unexplored. This study evaluates LLM-based agents in a multi-agent cooperative text game with Theory of Mind (ToM) inference tasks, comparing their performance with Multi-Agent Reinforcement Learning (MARL) and planning-based baselines. We observed evidence of emergent collaborative behaviors and high-order Theory of Mind capabilities among LLM-based agents. Our results reveal limitations in LLM-based agents' planning optimization due to systematic failures in managing long-horizon contexts and hallucination about the task state. We explore the use of explicit belief state representations to mitigate these issues, finding that it enhances task performance and the accuracy of ToM inferences for LLM-based agents.