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Distributed Multi-agent Interaction Generation with Imagined Potential Games

arXiv.org Artificial Intelligence

Interactive behavior modeling of multiple agents is an essential challenge in simulation, especially in scenarios when agents need to avoid collisions and cooperate at the same time. Humans can interact with others without explicit communication and navigate in scenarios when cooperation is required. In this work, we aim to model human interactions in this realistic setting, where each agent acts based on its observation and does not communicate with others. We propose a framework based on distributed potential games, where each agent imagines a cooperative game with other agents and solves the game using its estimation of their behavior. We utilize iLQR to solve the games and closed-loop simulate the interactions. We demonstrate the benefits of utilizing distributed imagined games in our framework through various simulation experiments. We show the high success rate, the increased navigation efficiency, and the ability to generate rich and realistic interactions with interpretable parameters. Illustrative examples are available at https://sites.google.com/berkeley.edu/distributed-interaction.


Algebras of actions in an agent's representations of the world

arXiv.org Artificial Intelligence

In this paper, we propose a framework to extract the algebra of the transformations of worlds from the perspective of an agent. As a starting point, we use our framework to reproduce the symmetry-based representations from the symmetry-based disentangled representation learning (SBDRL) formalism proposed by [1]; only the algebra of transformations of worlds that form groups can be described using symmetry-based representations. We then study the algebras of the transformations of worlds with features that occur in simple reinforcement learning scenarios. Using computational methods, that we developed, we extract the algebras of the transformations of these worlds and classify them according to their properties. Finally, we generalise two important results of SBDRL - the equivariance condition and the disentangling definition - from only working with symmetry-based representations to working with representations capturing the transformation properties of worlds with transformations for any algebra. Finally, we combine our generalised equivariance condition and our generalised disentangling definition to show that disentangled sub-algebras can each have their own individual equivariance conditions, which can be treated independently.


Learn to Follow: Decentralized Lifelong Multi-agent Pathfinding via Planning and Learning

arXiv.org Artificial Intelligence

Multi-agent Pathfinding (MAPF) problem generally asks to find a set of conflict-free paths for a set of agents confined to a graph and is typically solved in a centralized fashion. Conversely, in this work, we investigate the decentralized MAPF setting, when the central controller that posses all the information on the agents' locations and goals is absent and the agents have to sequientially decide the actions on their own without having access to a full state of the environment. We focus on the practically important lifelong variant of MAPF, which involves continuously assigning new goals to the agents upon arrival to the previous ones. To address this complex problem, we propose a method that integrates two complementary approaches: planning with heuristic search and reinforcement learning through policy optimization. Planning is utilized to construct and re-plan individual paths. We enhance our planning algorithm with a dedicated technique tailored to avoid congestion and increase the throughput of the system. We employ reinforcement learning to discover the collision avoidance policies that effectively guide the agents along the paths. The policy is implemented as a neural network and is effectively trained without any reward-shaping or external guidance. We evaluate our method on a wide range of setups comparing it to the state-of-the-art solvers. The results show that our method consistently outperforms the learnable competitors, showing higher throughput and better ability to generalize to the maps that were unseen at the training stage. Moreover our solver outperforms a rule-based one in terms of throughput and is an order of magnitude faster than a state-of-the-art search-based solver.


BeBOP -- Combining Reactive Planning and Bayesian Optimization to Solve Robotic Manipulation Tasks

arXiv.org Artificial Intelligence

Robotic systems for manipulation tasks are increasingly expected to be easy to configure for new tasks. While in the past, robot programs were often written statically and tuned manually, the current, faster transition times call for robust, modular and interpretable solutions that also allow a robotic system to learn how to perform a task. We propose the method Behavior-based Bayesian Optimization and Planning (BeBOP) that combines two approaches for generating behavior trees: we build the structure using a reactive planner and learn specific parameters with Bayesian optimization. The method is evaluated on a set of robotic manipulation benchmarks and is shown to outperform state-of-the-art reinforcement learning algorithms by being up to 46 times faster while simultaneously being less dependent on reward shaping. We also propose a modification to the uncertainty estimate for the random forest surrogate models that drastically improves the results.


All by Myself: Learning Individualized Competitive Behaviour with a Contrastive Reinforcement Learning optimization

arXiv.org Artificial Intelligence

In a competitive game scenario, a set of agents have to learn decisions that maximize their goals and minimize their adversaries' goals at the same time. Besides dealing with the increased dynamics of the scenarios due to the opponents' actions, they usually have to understand how to overcome the opponent's strategies. Most of the common solutions, usually based on continual learning or centralized multi-agent experiences, however, do not allow the development of personalized strategies to face individual opponents. In this paper, we propose a novel model composed of three neural layers that learn a representation of a competitive game, learn how to map the strategy of specific opponents, and how to disrupt them. The entire model is trained online, using a composed loss based on a contrastive optimization, to learn competitive and multiplayer games. We evaluate our model on a pokemon duel scenario and the four-player competitive Chef's Hat card game. Our experiments demonstrate that our model achieves better performance when playing against offline, online, and competitive-specific models, in particular when playing against the same opponent multiple times. We also present a discussion on the impact of our model, in particular on how well it deals with on specific strategy learning for each of the two scenarios.


Multi-Agent Bayesian Optimization with Coupled Black-Box and Affine Constraints

arXiv.org Artificial Intelligence

This paper studies the problem of distributed multi-agent Bayesian optimization with both coupled black-box constraints and known affine constraints. A primal-dual distributed algorithm is proposed that achieves similar regret/violation bounds as those in the single-agent case for the black-box objective and constraint functions. Additionally, the algorithm guarantees an $\mathcal{O}(N\sqrt{T})$ bound on the cumulative violation for the known affine constraints, where $N$ is the number of agents. Hence, it is ensured that the average of the samples satisfies the affine constraints up to the error $\mathcal{O}({N}/{\sqrt{T}})$. Furthermore, we characterize certain conditions under which our algorithm can bound a stronger metric of cumulative violation and provide best-iterate convergence without affine constraint. The method is then applied to both sampled instances from Gaussian processes and a real-world optimal power allocation problem for wireless communication; the results show that our method simultaneously provides close-to-optimal performance and maintains minor violations on average, corroborating our theoretical analysis.


A Decentralized Cooperative Navigation Approach for Visual Homing Networks

arXiv.org Artificial Intelligence

Visual homing is a lightweight approach to visual navigation. Given the stored information of an initial 'home' location, the navigation task back to this location is achieved from any other location by comparing the stored home information to the current image and extracting a motion vector. A challenge that constrains the applicability of visual homing is that the home location must be within the robot's field of view to initiate the homing process. Thus, we propose a blockchain approach to visual navigation for a heterogeneous robot team over a wide area of visual navigation. Because it does not require map data structures, the approach is useful for robot platforms with a small computational footprint, and because it leverages current visual information, it supports a resilient and adaptive path selection. Further, we present a lightweight Proof-of-Work (PoW) mechanism for reaching consensus in the untrustworthy visual homing network.


Slingshot Perturbation to Learning in Monotone Games

arXiv.org Artificial Intelligence

This paper addresses the problem of learning Nash equilibria in {\it monotone games} where the gradient of the payoff functions is monotone in the strategy profile space, potentially containing additive noise. The optimistic family of learning algorithms, exemplified by optimistic Follow-the-Regularized-Leader and optimistic Mirror Descent, successfully achieves last-iterate convergence in scenarios devoid of noise, leading the dynamics to a Nash equilibrium. A recent emerging trend underscores the promise of the perturbation approach, where payoff functions are perturbed based on the distance from an anchoring, or {\it slingshot}, strategy. In response, we first establish a unified framework for learning equilibria in monotone games, accommodating both full and noisy feedback. Second, we construct the convergence rates toward an approximated equilibrium, irrespective of noise presence. Thirdly, we introduce a twist by updating the slingshot strategy, anchoring the current strategy at finite intervals. This innovation empowers us to identify the exact Nash equilibrium of the underlying game with guaranteed rates. The proposed framework is all-encompassing, integrating existing payoff-perturbed algorithms. Finally, empirical demonstrations affirm that our algorithms, grounded in this framework, exhibit significantly accelerated convergence.


COMPOSER: Scalable and Robust Modular Policies for Snake Robots

arXiv.org Artificial Intelligence

Snake robots have showcased remarkable compliance and adaptability in their interaction with environments, mirroring the traits of their natural counterparts. While their hyper-redundant and high-dimensional characteristics add to this adaptability, they also pose great challenges to robot control. Instead of perceiving the hyper-redundancy and flexibility of snake robots as mere challenges, there lies an unexplored potential in leveraging these traits to enhance robustness and generalizability at the control policy level. We seek to develop a control policy that effectively breaks down the high dimensionality of snake robots while harnessing their redundancy. In this work, we consider the snake robot as a modular robot and formulate the control of the snake robot as a cooperative Multi-Agent Reinforcement Learning (MARL) problem. Each segment of the snake robot functions as an individual agent. Specifically, we incorporate a self-attention mechanism to enhance the cooperative behavior between agents. A high-level imagination policy is proposed to provide additional rewards to guide the low-level control policy. We validate the proposed method COMPOSER with five snake robot tasks, including goal reaching, wall climbing, shape formation, tube crossing, and block pushing. COMPOSER achieves the highest success rate across all tasks when compared to a centralized baseline and four modular policy baselines. Additionally, we show enhanced robustness against module corruption and significantly superior zero-shot generalizability in our proposed method. The videos of this work are available on our project page: https://sites.google.com/view/composer-snake/.


Speed and Density Planning for a Speed-Constrained Robot Swarm Through a Virtual Tube

arXiv.org Artificial Intelligence

The planning and control of a robot swarm in a complex environment have attracted increasing attention. To this end, the idea of virtual tubes has been taken up in our previous work. Specifically, a virtual tube with varying widths has been planned to avoid collisions with obstacles in a complex environment. Based on the planned virtual tube for a large number of speed-constrained robots, the average forward speed and density along the virtual tube are further planned in this paper to ensure safety and improve efficiency. Compared with the existing methods, the proposed method is based on global information and can be applied to traversing narrow spaces for speed-constrained robot swarms. Numerical simulations and experiments are conducted to show that the safety and efficiency of the passing-through process are improved. A video about simulations and experiments is available on https://youtu.be/lJHdMQMqSpc.