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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.


Cooperation Dynamics in Multi-Agent Systems: Exploring Game-Theoretic Scenarios with Mean-Field Equilibria

arXiv.org Artificial Intelligence

Cooperation is fundamental in Multi-Agent Systems (MAS) and Multi-Agent Reinforcement Learning (MARL), often requiring agents to balance individual gains with collective rewards. In this regard, this paper aims to investigate strategies to invoke cooperation in game-theoretic scenarios, namely the Iterated Prisoner's Dilemma, where agents must optimize both individual and group outcomes. Existing cooperative strategies are analyzed for their effectiveness in promoting group-oriented behavior in repeated games. Modifications are proposed where encouraging group rewards will also result in a higher individual gain, addressing real-world dilemmas seen in distributed systems. The study extends to scenarios with exponentially growing agent populations ($N \longrightarrow +\infty$), where traditional computation and equilibrium determination are challenging. Leveraging mean-field game theory, equilibrium solutions and reward structures are established for infinitely large agent sets in repeated games. Finally, practical insights are offered through simulations using the Multi Agent-Posthumous Credit Assignment trainer, and the paper explores adapting simulation algorithms to create scenarios favoring cooperation for group rewards. These practical implementations bridge theoretical concepts with real-world applications.


Asynchronous Spatial Allocation Protocol for Trajectory Planning of Heterogeneous Multi-Agent Systems

arXiv.org Artificial Intelligence

To plan the trajectories of a large and heterogeneous swarm, sequential or synchronous distributed methods usually become intractable, due to the lack of global connectivity and clock synchronization, Moreover, the existing asynchronously distributed schemes usually require recheck-like mechanisms instead of inherently considering the other' moving tendency. To this end, we propose a novel asynchronous protocol to allocate the agents' derivable space in a distributed way, by which each agent can replan trajectory depending on its own timetable. Properties such as collision avoidance and recursive feasibility are theoretically shown and a lower bound of protocol updating is provided. Comprehensive simulations and comparisons with five state-of-the-art methods validate the effectiveness of our method and illustrate the improvement in both the completion time and the moving distance. Finally, hardware experiments are carried out, where 8 heterogeneous unmanned ground vehicles with onboard computation navigate in cluttered scenarios at a high agility.


Pointwise-in-Time Explanation for Linear Temporal Logic Rules

arXiv.org Artificial Intelligence

The new field of Explainable Planning (XAIP) has produced a variety of approaches to explain and describe the behavior of autonomous agents to human observers. Many summarize agent behavior in terms of the constraints, or ''rules,'' which the agent adheres to during its trajectories. In this work, we narrow the focus from summary to specific moments in individual trajectories, offering a ''pointwise-in-time'' view. Our novel framework, which we define on Linear Temporal Logic (LTL) rules, assigns an intuitive status to any rule in order to describe the trajectory progress at individual time steps; here, a rule is classified as active, satisfied, inactive, or violated. Given a trajectory, a user may query for status of specific LTL rules at individual trajectory time steps. In this paper, we present this novel framework, named Rule Status Assessment (RSA), and provide an example of its implementation. We find that pointwise-in-time status assessment is useful as a post-hoc diagnostic, enabling a user to systematically track the agent's behavior with respect to a set of rules.


Robust Integral Consensus Control of Multi-Agent Networks Perturbed by Matched and Unmatched Disturbances: The Case of Directed Graphs

arXiv.org Artificial Intelligence

This work presents a new method to design consensus controllers for perturbed double integrator systems whose interconnection is described by a directed graph containing a rooted spanning tree. We propose new robust controllers to solve the consensus and synchronization problems when the systems are under the effects of matched and unmatched disturbances. In both problems, we present simple continuous controllers, whose integral actions allow us to handle the disturbances. A rigorous stability analysis based on Lyapunov's direct method for unperturbed networked systems is presented. To assess the performance of our result, a representative simulation study is presented.