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Graphical House Allocation

arXiv.org Artificial Intelligence

The classical house allocation problem involves assigning $n$ houses (or items) to $n$ agents according to their preferences. A key criterion in such problems is satisfying some fairness constraints such as envy-freeness. We consider a generalization of this problem wherein the agents are placed along the vertices of a graph (corresponding to a social network), and each agent can only experience envy towards its neighbors. Our goal is to minimize the aggregate envy among the agents as a natural fairness objective, i.e., the sum of all pairwise envy values over all edges in a social graph. When agents have identical and evenly-spaced valuations, our problem reduces to the well-studied problem of linear arrangements. For identical valuations with possibly uneven spacing, we show a number of deep and surprising ways in which our setting is a departure from this classical problem. More broadly, we contribute several structural and computational results for various classes of graphs, including NP-hardness results for disjoint unions of paths, cycles, stars, or cliques, and fixed-parameter tractable (and, in some cases, polynomial-time) algorithms for paths, cycles, stars, cliques, and their disjoint unions. Additionally, a conceptual contribution of our work is the formulation of a structural property for disconnected graphs that we call separability which results in efficient parameterized algorithms for finding optimal allocations.


A Schedule of Duties in the Cloud Space Using a Modified Salp Swarm Algorithm

arXiv.org Artificial Intelligence

Cloud computing is a concept introduced in the information technology era, with the main components being the grid, distributed, and valuable computing. The cloud is being developed continuously and, naturally, comes up with many challenges, one of which is scheduling. A schedule or timeline is a mechanism used to optimize the time for performing a duty or set of duties. A scheduling process is accountable for choosing the best resources for performing a duty. The main goal of a scheduling algorithm is to improve the efficiency and quality of the service while at the same time ensuring the acceptability and effectiveness of the targets. The task scheduling problem is one of the most important NP-hard issues in the cloud domain and, so far, many techniques have been proposed as solutions, including using genetic algorithms (GAs), particle swarm optimization, (PSO), and ant colony optimization (ACO). To address this problem, in this paper, one of the collective intelligence algorithms, called the Salp Swarm Algorithm (SSA), has been expanded, improved, and applied. The performance of the proposed algorithm has been compared with that of GAs, PSO, continuous ACO, and the basic SSA. The results show that our algorithm has generally higher performance than the other algorithms. For example, compared to the basic SSA, the proposed method has an average reduction of approximately 21% in makespan.


Speech-Gesture GAN: Gesture Generation for Robots and Embodied Agents

arXiv.org Artificial Intelligence

Embodied agents, in the form of virtual agents or social robots, are rapidly becoming more widespread. In human-human interactions, humans use nonverbal behaviours to convey their attitudes, feelings, and intentions. Therefore, this capability is also required for embodied agents in order to enhance the quality and effectiveness of their interactions with humans. In this paper, we propose a novel framework that can generate sequences of joint angles from the speech text and speech audio utterances. Based on a conditional Generative Adversarial Network (GAN), our proposed neural network model learns the relationships between the co-speech gestures and both semantic and acoustic features from the speech input. In order to train our neural network model, we employ a public dataset containing co-speech gestures with corresponding speech audio utterances, which were captured from a single male native English speaker. The results from both objective and subjective evaluations demonstrate the efficacy of our gesture-generation framework for Robots and Embodied Agents.


Sonicverse: A Multisensory Simulation Platform for Embodied Household Agents that See and Hear

arXiv.org Artificial Intelligence

Developing embodied agents in simulation has been a key research topic in recent years. Exciting new tasks, algorithms, and benchmarks have been developed in various simulators. However, most of them assume deaf agents in silent environments, while we humans perceive the world with multiple senses. We introduce Sonicverse, a multisensory simulation platform with integrated audio-visual simulation for training household agents that can both see and hear. Sonicverse models realistic continuous audio rendering in 3D environments in real-time. Together with a new audio-visual VR interface that allows humans to interact with agents with audio, Sonicverse enables a series of embodied AI tasks that need audio-visual perception. For semantic audio-visual navigation in particular, we also propose a new multi-task learning model that achieves state-of-the-art performance. In addition, we demonstrate Sonicverse's realism via sim-to-real transfer, which has not been achieved by other simulators: an agent trained in Sonicverse can successfully perform audio-visual navigation in real-world environments. Sonicverse is available at: https://github.com/StanfordVL/Sonicverse.


Multiagent Reinforcement Learning with an Attention Mechanism for Improving Energy Efficiency in LoRa Networks

arXiv.org Artificial Intelligence

Long Range (LoRa) wireless technology, characterized by low power consumption and a long communication range, is regarded as one of the enabling technologies for the Industrial Internet of Things (IIoT). However, as the network scale increases, the energy efficiency (EE) of LoRa networks decreases sharply due to severe packet collisions. To address this issue, it is essential to appropriately assign transmission parameters such as the spreading factor and transmission power for each end device (ED). However, due to the sporadic traffic and low duty cycle of LoRa networks, evaluating the system EE performance under different parameter settings is time-consuming. Therefore, we first formulate an analytical model to calculate the system EE. On this basis, we propose a transmission parameter allocation algorithm based on multiagent reinforcement learning (MALoRa) with the aim of maximizing the system EE of LoRa networks. Notably, MALoRa employs an attention mechanism to guide each ED to better learn how much ''attention'' should be given to the parameter assignments for relevant EDs when seeking to improve the system EE. Simulation results demonstrate that MALoRa significantly improves the system EE compared with baseline algorithms with an acceptable degradation in packet delivery rate (PDR).


Graph-based Decentralized Task Allocation for Multi-Robot Target Localization

arXiv.org Artificial Intelligence

We introduce a new approach to address the task allocation problem in a system of heterogeneous robots comprising of Unmanned Ground Vehicles (UGVs) and Unmanned Aerial Vehicles (UAVs). The proposed model, \texttt{\method}, or \textbf{G}raph \textbf{A}ttention \textbf{T}ask \textbf{A}llocato\textbf{R} aggregates information from neighbors in the multi-robot system, with the aim of achieving joint optimality in the target localization efficiency.Being decentralized, our method is highly robust and adaptable to situations where collaborators may change over time, ensuring the continuity of the mission. We also proposed heterogeneity-aware preprocessing to let all the different types of robots collaborate with a uniform model.The experimental results demonstrate the effectiveness and scalability of the proposed approach in a range of simulated scenarios. The model can allocate targets' positions close to the expert algorithm's result, with a median spatial gap less than a unit length. This approach can be used in multi-robot systems deployed in search and rescue missions, environmental monitoring, and disaster response.


LEMMA: Learning Language-Conditioned Multi-Robot Manipulation

arXiv.org Artificial Intelligence

Complex manipulation tasks often require robots with complementary capabilities to collaborate. We introduce a benchmark for LanguagE-Conditioned Multi-robot MAnipulation (LEMMA) focused on task allocation and long-horizon object manipulation based on human language instructions in a tabletop setting. LEMMA features 8 types of procedurally generated tasks with varying degree of complexity, some of which require the robots to use tools and pass tools to each other. For each task, we provide 800 expert demonstrations and human instructions for training and evaluations. LEMMA poses greater challenges compared to existing benchmarks, as it requires the system to identify each manipulator's limitations and assign sub-tasks accordingly while also handling strong temporal dependencies in each task. To address these challenges, we propose a modular hierarchical planning approach as a baseline. Our results highlight the potential of LEMMA for developing future language-conditioned multi-robot systems.


S3E: A Large-scale Multimodal Dataset for Collaborative SLAM

arXiv.org Artificial Intelligence

With the advanced request to employ a team of robots to perform a task collaboratively, the research community has become increasingly interested in collaborative simultaneous localization and mapping. Unfortunately, existing datasets are limited in the scale and variation of the collaborative trajectories, even though generalization between inter-trajectories among different agents is crucial to the overall viability of collaborative tasks. To help align the research community's contributions with realistic multiagent ordinated SLAM problems, we propose S3E, a large-scale multimodal dataset captured by a fleet of unmanned ground vehicles along four designed collaborative trajectory paradigms. S3E consists of 7 outdoor and 5 indoor sequences that each exceed 200 seconds, consisting of well temporal synchronized and spatial calibrated high-frequency IMU, high-quality stereo camera, and 360 degree LiDAR data. Crucially, our effort exceeds previous attempts regarding dataset size, scene variability, and complexity. It has 4x as much average recording time as the pioneering EuRoC dataset. We also provide careful dataset analysis as well as baselines for collaborative SLAM and single counterparts. Data and more up-to-date details are found at https://github.com/PengYu-Team/S3E.


Wasserstein Distributionally Robust Control Barrier Function using Conditional Value-at-Risk with Differentiable Convex Programming

arXiv.org Artificial Intelligence

Control Barrier functions (CBFs) have attracted extensive attention for designing safe controllers for their deployment in real-world safety-critical systems. However, the perception of the surrounding environment is often subject to stochasticity and further distributional shift from the nominal one. In this paper, we present distributional robust CBF (DR-CBF) to achieve resilience under distributional shift while keeping the advantages of CBF, such as computational efficacy and forward invariance. To achieve this goal, we first propose a single-level convex reformulation to estimate the conditional value at risk (CVaR) of the safety constraints under distributional shift measured by a Wasserstein metric, which is by nature tri-level programming. Moreover, to construct a control barrier condition to enforce the forward invariance of the CVaR, the technique of differentiable convex programming is applied to enable differentiation through the optimization layer of CVaR estimation. We also provide an approximate variant of DR-CBF for higher-order systems. Simulation results are presented to validate the chance-constrained safety guarantee under the distributional shift in both first and second-order systems.


Towards the generation of synchronized and believable non-verbal facial behaviors of a talking virtual agent

arXiv.org Artificial Intelligence

This paper introduces a new model to generate rhythmically relevant non-verbal facial behaviors for virtual agents while they speak. The model demonstrates perceived performance comparable to behaviors directly extracted from the data and replayed on a virtual agent, in terms of synchronization with speech and believability. Interestingly, we found that training the model with two different sets of data, instead of one, did not necessarily improve its performance. The expressiveness of the people in the dataset and the shooting conditions are key elements. We also show that employing an adversarial model, in which fabricated fake examples are introduced during the training phase, increases the perception of synchronization with speech. A collection of videos demonstrating the results and code can be accessed at: https://github.com/aldelb/non_verbal_facial_animation.