Agents
Tasks Makyth Models: Machine Learning Assisted Surrogates for Tipping Points
Fabiani, Gianluca, Evangelou, Nikolaos, Cui, Tianqi, Bello-Rivas, Juan M., Martin-Linares, Cristina P., Siettos, Constantinos, Kevrekidis, Ioannis G.
We present a machine learning (ML)-assisted framework bridging manifold learning, neural networks, Gaussian processes, and Equation-Free multiscale modeling, for (a) detecting tipping points in the emergent behavior of complex systems, and (b) characterizing probabilities of rare events (here, catastrophic shifts) near them. Our illustrative example is an event-driven, stochastic agent-based model (ABM) describing the mimetic behavior of traders in a simple financial market. Given high-dimensional spatiotemporal data -- generated by the stochastic ABM -- we construct reduced-order models for the emergent dynamics at different scales: (a) mesoscopic Integro-Partial Differential Equations (IPDEs); and (b) mean-field-type Stochastic Differential Equations (SDEs) embedded in a low-dimensional latent space, targeted to the neighborhood of the tipping point. We contrast the uses of the different models and the effort involved in learning them.
Navigation with shadow prices to optimize multi-commodity flow rates
Boero, Ignacio, Spasojevic, Igor, del Castillo, Mariana, Pappas, George, Kumar, Vijay, Ribeiro, Alejandro
We propose a method for providing communication network infrastructure in autonomous multi-agent teams. In particular, we consider a set of communication agents that are placed alongside regular agents from the system in order to improve the rate of information transfer between the latter. In order to find the optimal positions to place such agents, we define a flexible performance function that adapts to network requirements for different systems. We provide an algorithm based on shadow prices of a related convex optimization problem in order to drive the configuration of the complete system towards a local maximum. We apply our method to three different performance functions associated with three practical scenarios in which we show both the performance of the algorithm and the flexibility it allows for optimizing different network requirements.
Affective Game Computing: A Survey
Yannakakis, Georgios N., Melhart, David
This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the affective loop: game affect elicitation, game affect sensing, game affect detection and game affect adaptation. In addition, we provide a taxonomy of terms, methods and approaches used across the four phases of the affective game loop and situate the field within this taxonomy. We continue with a comprehensive review of available affect data collection methods with regards to gaming interfaces, sensors, annotation protocols, and available corpora. The paper concludes with a discussion on the current limitations of affective game computing and our vision for the most promising future research directions in the field.
On the Benefit of Optimal Transport for Curriculum Reinforcement Learning
Klink, Pascal, D'Eramo, Carlo, Peters, Jan, Pajarinen, Joni
Curriculum reinforcement learning (CRL) allows solving complex tasks by generating a tailored sequence of learning tasks, starting from easy ones and subsequently increasing their difficulty. Although the potential of curricula in RL has been clearly shown in various works, it is less clear how to generate them for a given learning environment, resulting in various methods aiming to automate this task. In this work, we focus on framing curricula as interpolations between task distributions, which has previously been shown to be a viable approach to CRL. Identifying key issues of existing methods, we frame the generation of a curriculum as a constrained optimal transport problem between task distributions. Benchmarks show that this way of curriculum generation can improve upon existing CRL methods, yielding high performance in various tasks with different characteristics.
Hierarchical Imitation Learning for Stochastic Environments
Igl, Maximilian, Shah, Punit, Mougin, Paul, Srinivasan, Sirish, Gupta, Tarun, White, Brandyn, Shiarlis, Kyriacos, Whiteson, Shimon
Many applications of imitation learning require the agent to generate the full distribution of behaviour observed in the training data. For example, to evaluate the safety of autonomous vehicles in simulation, accurate and diverse behaviour models of other road users are paramount. Existing methods that improve this distributional realism typically rely on hierarchical policies. These condition the policy on types such as goals or personas that give rise to multi-modal behaviour. However, such methods are often inappropriate for stochastic environments where the agent must also react to external factors: because agent types are inferred from the observed future trajectory during training, these environments require that the contributions of internal and external factors to the agent behaviour are disentangled and only internal factors, i.e., those under the agent's control, are encoded in the type. Encoding future information about external factors leads to inappropriate agent reactions during testing, when the future is unknown and types must be drawn independently from the actual future. We formalize this challenge as distribution shift in the conditional distribution of agent types under environmental stochasticity. We propose Robust Type Conditioning (RTC), which eliminates this shift with adversarial training under randomly sampled types. Experiments on two domains, including the large-scale Waymo Open Motion Dataset, show improved distributional realism while maintaining or improving task performance compared to state-of-the-art baselines.
Scene Informer: Anchor-based Occlusion Inference and Trajectory Prediction in Partially Observable Environments
Lange, Bernard, Li, Jiachen, Kochenderfer, Mykel J.
Navigating complex and dynamic environments requires autonomous vehicles (AVs) to reason about both visible and occluded regions. This involves predicting the future motion of observed agents, inferring occluded ones, and modeling their interactions based on vectorized scene representations of the partially observable environment. However, prior work on occlusion inference and trajectory prediction have developed in isolation, with the former based on simplified rasterized methods and the latter assuming full environment observability. We introduce the Scene Informer, a unified approach for predicting both observed agent trajectories and inferring occlusions in a partially observable setting. It uses a transformer to aggregate various input modalities and facilitate selective queries on occlusions that might intersect with the AV's planned path. The framework estimates occupancy probabilities and likely trajectories for occlusions, as well as forecast motion for observed agents. We explore common observability assumptions in both domains and their performance impact. Our approach outperforms existing methods in both occupancy prediction and trajectory prediction in partially observable setting on the Waymo Open Motion Dataset.
Periscope: A Robotic Camera System to Support Remote Physical Collaboration
Praveena, Pragathi, Wang, Yeping, Senft, Emmanuel, Gleicher, Michael, Mutlu, Bilge
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
Lamon, Edoardo, Fusaro, Fabio, De Momi, Elena, Ajoudani, Arash
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
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)
Trufaş, Dafina, Teodorescu, Ioan, Diaconescu, Denisa, Şerbănuţă, Traian, Zamfir, Vlad
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.