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Periscope: A Robotic Camera System to Support Remote Physical Collaboration

arXiv.org Artificial Intelligence

We investigate how robotic camera systems can offer new capabilities to computer-supported cooperative work through the design, development, and evaluation of a prototype system called Periscope. With Periscope, a local worker completes manipulation tasks with guidance from a remote helper who observes the workspace through a camera mounted on a semi-autonomous robotic arm that is co-located with the worker. Our key insight is that the helper, the worker, and the robot should all share responsibility of the camera view--an approach we call shared camera control. Using this approach, we present a set of modes that distribute the control of the camera between the human collaborators and the autonomous robot depending on task needs. We demonstrate the system's utility and the promise of shared camera control through a preliminary study where 12 dyads collaboratively worked on assembly tasks. Finally, we discuss design and research implications of our work for future robotic camera systems that facilitate remote collaboration.


A Unified Architecture for Dynamic Role Allocation and Collaborative Task Planning in Mixed Human-Robot Teams

arXiv.org Artificial Intelligence

The growing deployment of human-robot collaborative processes in several industrial applications, such as handling, welding, and assembly, unfolds the pursuit of systems which are able to manage large heterogeneous teams and, at the same time, monitor the execution of complex tasks. In this paper, we present a novel architecture for dynamic role allocation and collaborative task planning in a mixed human-robot team of arbitrary size. The architecture capitalizes on a centralized reactive and modular task-agnostic planning method based on Behavior Trees (BTs), in charge of actions scheduling, while the allocation problem is formulated through a Mixed-Integer Linear Program (MILP), that assigns dynamically individual roles or collaborations to the agents of the team. Different metrics used as MILP cost allow the architecture to favor various aspects of the collaboration (e.g. makespan, ergonomics, human preferences). Human preference are identified through a negotiation phase, in which, an human agent can accept/refuse to execute the assigned task.In addition, bilateral communication between humans and the system is achieved through an Augmented Reality (AR) custom user interface that provides intuitive functionalities to assist and coordinate workers in different action phases. The computational complexity of the proposed methodology outperforms literature approaches in industrial sized jobs and teams (problems up to 50 actions and 20 agents in the team with collaborations are solved within 1 s). The different allocated roles, as the cost functions change, highlights the flexibility of the architecture to several production requirements. Finally, the subjective evaluation demonstrating the high usability level and the suitability for the targeted scenario.


The strategy of conflict and cooperation

arXiv.org Artificial Intelligence

This paper introduces a unified framework called cooperative extensive form games, which (i) generalizes standard non-cooperative games, and (ii) allows for more complex coalition formation dynamics than previous concepts like coalition-proof Nash equilibrium. Central to this framework is a novel solution concept called cooperative equilibrium system (CES). CES differs from Nash equilibrium in two important respects. First, a CES is immune to both unilateral and multilateral `credible' deviations. Second, unlike Nash equilibrium, whose stability relies on the assumption that the strategies of non-deviating players are held fixed, CES allows for the possibility that players may regroup and adjust their strategies in response to a deviation. The main result establishes that every cooperative extensive form game, possibly with imperfect information, possesses a CES. For games with perfect information, the proof is constructive. This framework is broadly applicable in contexts such as oligopolistic markets and dynamic political bargaining.


Asynchronous Muddy Children Puzzle (work in progress)

arXiv.org Artificial Intelligence

In this work-in-progress paper we explore using the recently introduced VLSM formalism to define and reason about the dynamics of agent-based systems. To this aim we use VLSMs to formally present several possible approaches to modeling the interactions in the Muddy Children Puzzle as protocols that reach consensus asynchronously.


Controlled density transport using Perron Frobenius generators

arXiv.org Artificial Intelligence

We consider the problem of the transport of a density of states from an initial state distribution to a desired final state distribution through a dynamical system with actuation. In particular, we consider the case where the control signal is a function of time, but not space; that is, the same actuation is applied at every point in the state space. This is motivated by several problems in fluid mechanics, such as mixing and manipulation of a collection of particles by a global control input such as a uniform magnetic field, as well as by more general control problems where a density function describes an uncertainty distribution or a distribution of agents in a multi-agent system. We formulate this problem using the generators of the Perron-Frobenius operator associated with the drift and control vector fields of the system. By considering finite-dimensional approximations of these operators, the density transport problem can be expressed as a control problem for a bilinear system in a high-dimensional, lifted state. With this system, we frame the density control problem as a problem of driving moments of the density function to the moments of a desired density function, where the moments of the density can be expressed as an output which is linear in the lifted state. This output tracking problem for the lifted bilinear system is then solved using differential dynamic programming, an iterative trajectory optimization scheme.


Inferring Occluded Agent Behavior in Dynamic Games with Noise-Corrupted Observations

arXiv.org Artificial Intelligence

Robots and autonomous vehicles must rely on sensor observations, e.g., from lidars and cameras, to comprehend their environment and provide safe, efficient services. In multi-agent scenarios, they must additionally account for other agents' intrinsic motivations, which ultimately determine the observed and future behaviors. Dynamic game theory provides a theoretical framework for modeling the behavior of agents with different objectives who interact with each other over time. Previous works employing dynamic game theory often overlook occluded agents, which can lead to risky navigation decisions. To tackle this issue, this paper presents an inverse dynamic game technique which optimizes the game model itself to infer unobserved, occluded agents' behavior that best explains the observations of visible agents. Our framework concurrently predicts agents' future behavior based on the reconstructed game model. Furthermore, we introduce and apply a novel receding horizon planning pipeline in several simulated scenarios. Results demonstrate that our approach offers 1) robust estimation of agents' objectives and 2) precise trajectory predictions for both visible and occluded agents from observations of only visible agents. Experimental findings also indicate that our planning pipeline leads to safer navigation decisions compared to existing baseline methods.


Learning-Augmented Decentralized Online Convex Optimization in Networks

arXiv.org Artificial Intelligence

This paper studies decentralized online convex optimization in a networked multi-agent system and proposes a novel algorithm, Learning-Augmented Decentralized Online optimization (LADO), for individual agents to select actions only based on local online information. LADO leverages a baseline policy to safeguard online actions for worst-case robustness guarantees, while staying close to the machine learning (ML) policy for average performance improvement. In stark contrast with the existing learning-augmented online algorithms that focus on centralized settings, LADO achieves strong robustness guarantees in a decentralized setting. We also prove the average cost bound for LADO, revealing the tradeoff between average performance and worst-case robustness and demonstrating the advantage of training the ML policy by explicitly considering the robustness requirement.


An In-depth Survey of Large Language Model-based Artificial Intelligence Agents

arXiv.org Artificial Intelligence

Due to the powerful capabilities demonstrated by large language model (LLM), there has been a recent surge in efforts to integrate them with AI agents to enhance their performance. In this paper, we have explored the core differences and characteristics between LLM-based AI agents and traditional AI agents. Specifically, we first compare the fundamental characteristics of these two types of agents, clarifying the significant advantages of LLM-based agents in handling natural language, knowledge storage, and reasoning capabilities. Subsequently, we conducted an in-depth analysis of the key components of AI agents, including planning, memory, and tool use. Particularly, for the crucial component of memory, this paper introduced an innovative classification scheme, not only departing from traditional classification methods but also providing a fresh perspective on the design of an AI agent's memory system. We firmly believe that in-depth research and understanding of these core components will lay a solid foundation for the future advancement of AI agent technology. At the end of the paper, we provide directional suggestions for further research in this field, with the hope of offering valuable insights to scholars and researchers in the field.


Controller Synthesis of Collaborative Signal Temporal Logic Tasks for Multi-Agent Systems via Assume-Guarantee Contracts

arXiv.org Artificial Intelligence

This paper considers the problem of controller synthesis of signal temporal logic (STL) specifications for large-scale multi-agent systems, where the agents are dynamically coupled and subject to collaborative tasks. A compositional framework based on continuous-time assume-guarantee contracts is developed to break the complex and large synthesis problem into subproblems of manageable sizes. We first show how to formulate the collaborative STL tasks as assume-guarantee contracts by leveraging the idea of funnel-based control. The concept of contracts is used to establish our compositionality result, which allows us to guarantee the satisfaction of a global contract by the multi-agent system when all agents satisfy their local contracts. Then, a closed-form continuous-time feedback controller is designed to enforce local contracts over the agents in a distributed manner, which further guarantees the global task satisfaction based on the compositionality result. Finally, the effectiveness of our results is demonstrated by two numerical examples.


Simulation-aided Learning from Demonstration for Robotic LEGO Construction

arXiv.org Artificial Intelligence

Recent advancements in manufacturing have a growing demand for fast, automatic prototyping (i.e. assembly and disassembly) capabilities to meet users' needs. This paper studies automatic rapid LEGO prototyping, which is devoted to constructing target LEGO objects that satisfy individual customization needs and allow users to freely construct their novel designs. A construction plan is needed in order to automatically construct the user-specified LEGO design. However, a freely designed LEGO object might not have an existing construction plan, and generating such a LEGO construction plan requires a non-trivial effort since it requires accounting for numerous constraints (e.g. object shape, colors, stability, etc.). In addition, programming the prototyping skill for the robot requires the users to have expert programming skills, which makes the task beyond the reach of the general public. To address the challenges, this paper presents a simulation-aided learning from demonstration (SaLfD) framework for easily deploying LEGO prototyping capability to robots. In particular, the user demonstrates constructing the customized novel LEGO object. The robot extracts the task information by observing the human operation and generates the construction plan. A simulation is developed to verify the correctness of the learned construction plan and the resulting LEGO prototype. The proposed system is deployed to a FANUC LR-mate 200id/7L robot. Experiments demonstrate that the proposed SaLfD framework can effectively correct and learn the prototyping (i.e. assembly and disassembly) tasks from human demonstrations. And the learned prototyping tasks are realized by the FANUC robot.