Agents
Bi-Level Image-Guided Ergodic Exploration with Applications to Planetary Rovers
Wittemyer, Elena, Abraham, Ian
We present a method for image-guided exploration for mobile robotic systems. Our approach extends ergodic exploration methods, a recent exploration approach that prioritizes complete coverage of a space, with the use of a learned image classifier that automatically detects objects and updates an information map to guide further exploration and localization of objects. Additionally, to improve outcomes of the information collected by our robot's visual sensor, we present a decomposition of the ergodic optimization problem as bi-level coarse and fine solvers, which act respectively on the robot's body and the robot's visual sensor. Our approach is applied to geological survey and localization of rock formations for Mars rovers, with real images from Mars rovers used to train the image classifier. Results demonstrate 1) improved localization of rock formations compared to naive approaches while 2) minimizing the path length of the exploration through the bi-level exploration.
Preserving Topology of Network Systems: Metric, Analysis, and Optimal Design
Li, Yushan, Wang, Zitong, He, Jianping, Chen, Cailian, Guan, Xinping
Preserving the topology from being inferred by external adversaries has become a paramount security issue for network systems (NSs), and adding random noises to the nodal states provides a promising way. Nevertheless, recent works have revealed that the topology cannot be preserved under i.i.d. noises in the asymptotic sense. How to effectively characterize the non-asymptotic preservation performance still remains an open issue. Inspired by the deviation quantification of concentration inequalities, this paper proposes a novel metric named trace-based variance-expectation ratio. This metric effectively captures the decaying rate of the topology inference error, where a slower rate indicates better non-asymptotic preservation performance. We prove that the inference error will always decay to zero asymptotically, as long as the added noises are non-increasing and independent (milder than the i.i.d. condition). Then, the optimal noise design that produces the slowest decaying rate for the error is obtained. More importantly, we amend the noise design by introducing one-lag time dependence, achieving the zero state deviation and the non-zero topology inference error in the asymptotic sense simultaneously. Extensions to a general class of noises with multi-lag time dependence are provided. Comprehensive simulations verify the theoretical findings.
Anticipating Responsibility in Multiagent Planning
Parker, Timothy, Grandi, Umberto, Lorini, Emiliano
Responsibility anticipation is the process of determining if the actions of an individual agent may cause it to be responsible for a particular outcome. This can be used in a multi-agent planning setting to allow agents to anticipate responsibility in the plans they consider. The planning setting in this paper includes partial information regarding the initial state and considers formulas in linear temporal logic as positive or negative outcomes to be attained or avoided. We firstly define attribution for notions of active, passive and contributive responsibility, and consider their agentive variants. We then use these to define the notion of responsibility anticipation. We prove that our notions of anticipated responsibility can be used to coordinate agents in a planning setting and give complexity results for our model, discussing equivalence with classical planning. We also present an outline for solving some of our attribution and anticipation problems using PDDL solvers.
Adversarial Causal Bayesian Optimization
Sussex, Scott, Sessa, Pier Giuseppe, Makarova, Anastasiia, Krause, Andreas
In Causal Bayesian Optimization (CBO), an agent intervenes on an unknown structural causal model to maximize a downstream reward variable. In this paper, we consider the generalization where other agents or external events also intervene on the system, which is key for enabling adaptiveness to non-stationarities such as weather changes, market forces, or adversaries. We formalize this generalization of CBO as Adversarial Causal Bayesian Optimization (ACBO) and introduce the first algorithm for ACBO with bounded regret: Causal Bayesian Optimization with Multiplicative Weights (CBO-MW). Our approach combines a classical online learning strategy with causal modeling of the rewards. To achieve this, it computes optimistic counterfactual reward estimates by propagating uncertainty through the causal graph. We derive regret bounds for CBO-MW that naturally depend on graph-related quantities. We further propose a scalable implementation for the case of combinatorial interventions and submodular rewards. Empirically, CBO-MW outperforms non-causal and non-adversarial Bayesian optimization methods on synthetic environments and environments based on real-word data. Our experiments include a realistic demonstration of how CBO-MW can be used to learn users' demand patterns in a shared mobility system and reposition vehicles in strategic areas. How can a scientist efficiently optimize an unknown function that is expensive to evaluate?
Tracking mulitple targets with multiple radars using Distributed Auctions
Larrenie, Pierre, Buron, Cรฉdric, Barbaresco, Frรฉdรฉric
Coordination of radars can be performed in various ways. To be more resilient radar networks can be coordinated in a decentralized way. In this paper, we introduce a highly resilient algorithm for radar coordination based on decentralized and collaborative bundle auctions. We first formalize our problem as a constrained optimization problem and apply a market-based algorithm to provide an approximate solution. Our approach allows to track simultaneously multiple targets, and to use up to two radars tracking the same target to improve accuracy. We show that our approach performs sensibly as well as a centralized approach relying on a MIP solver, and depending on the situations, may outperform it or be outperformed.
Referential communication in heterogeneous communities of pre-trained visual deep networks
Mahaut, Matรฉo, Franzon, Francesca, Dessรฌ, Roberto, Baroni, Marco
As large pre-trained image-processing neural networks are being embedded in autonomous agents such as self-driving cars or robots, the question arises of how such systems can communicate with each other about the surrounding world, despite their different architectures and training regimes. As a first step in this direction, we systematically explore the task of \textit{referential communication} in a community of heterogeneous state-of-the-art pre-trained visual networks, showing that they can develop, in a self-supervised way, a shared protocol to refer to a target object among a set of candidates. This shared protocol can also be used, to some extent, to communicate about previously unseen object categories of different granularity. Moreover, a visual network that was not initially part of an existing community can learn the community's protocol with remarkable ease. Finally, we study, both qualitatively and quantitatively, the properties of the emergent protocol, providing some evidence that it is capturing high-level semantic features of objects.
Abstracting Imperfect Information Away from Two-Player Zero-Sum Games
Sokota, Samuel, D'Orazio, Ryan, Ling, Chun Kai, Wu, David J., Kolter, J. Zico, Brown, Noam
In their seminal work, Nayyar et al. (2013) showed that imperfect information can be abstracted away from common-payoff games by having players publicly announce their policies as they play. This insight underpins sound solvers and decision-time planning algorithms for common-payoff games. Unfortunately, a naive application of the same insight to two-player zero-sum games fails because Nash equilibria of the game with public policy announcements may not correspond to Nash equilibria of the original game. As a consequence, existing sound decision-time planning algorithms require complicated additional mechanisms that have unappealing properties. The main contribution of this work is showing that certain regularized equilibria do not possess the aforementioned non-correspondence problem -- thus, computing them can be treated as perfect-information problems. Because these regularized equilibria can be made arbitrarily close to Nash equilibria, our result opens the door to a new perspective to solving two-player zero-sum games and yields a simplified framework for decision-time planning in two-player zero-sum games, void of the unappealing properties that plague existing decision-time planning approaches.
Exploring the Benefits of Teams in Multiagent Learning
Radke, David, Larson, Kate, Brecht, Tim
For problems requiring cooperation, many multiagent systems implement solutions among either individual agents or across an entire population towards a common goal. Multiagent teams are primarily studied when in conflict; however, organizational psychology (OP) highlights the benefits of teams among human populations for learning how to coordinate and cooperate. In this paper, we propose a new model of multiagent teams for reinforcement learning (RL) agents inspired by OP and early work on teams in artificial intelligence. We validate our model using complex social dilemmas that are popular in recent multiagent RL and find that agents divided into teams develop cooperative pro-social policies despite incentives to not cooperate. Furthermore, agents are better able to coordinate and learn emergent roles within their teams and achieve higher rewards compared to when the interests of all agents are aligned.
The Complexity of Learning Approval-Based Multiwinner Voting Rules
Caragiannis, Ioannis, Fehrs, Karl
We study the {PAC} learnability of multiwinner voting, focusing on the class of approval-based committee scoring (ABCS) rules. These are voting rules applied on profiles with approval ballots, where each voter approves some of the candidates. According to ABCS rules, each committee of $k$ candidates collects from each voter a score, which depends on the size of the voter's ballot and on the size of its intersection with the committee. Then, committees of maximum score are the winning ones. Our goal is to learn a target rule (i.e., to learn the corresponding scoring function) using information about the winning committees of a small number of sampled profiles. Despite the existence of exponentially many outcomes compared to single-winner elections, we show that the sample complexity is still low: a polynomial number of samples carries enough information for learning the target rule with high confidence and accuracy. Unfortunately, even simple tasks that need to be solved for learning from these samples are intractable. We prove that deciding whether there exists some ABCS rule that makes a given committee winning in a given profile is a computationally hard problem. Our results extend to the class of sequential Thiele rules, which have received attention recently due to their simplicity.
Efficient Q-Learning over Visit Frequency Maps for Multi-agent Exploration of Unknown Environments
Chen, Xuyang, Iyer, Ashvin N., Wang, Zixing, Qureshi, Ahmed H.
The robot exploration task has been widely studied with applications spanning from novel environment mapping to item delivery. For some time-critical tasks, such as rescue catastrophes, the agent is required to explore as efficiently as possible. Recently, Visit Frequency-based map representation achieved great success in such scenarios by discouraging repetitive visits with a frequency-based penalty. However, its relatively large size and single-agent settings hinder its further development. In this context, we propose Integrated Visit Frequency Map, which encodes identical information as Visit Frequency Map with a more compact size, and a visit frequency-based multi-agent information exchange and control scheme that is able to accommodate both representations. Through tests in diverse settings, the results indicate our proposed methods can achieve a comparable level of performance of VFM with lower bandwidth requirements and generalize well to different multi-agent setups including real-world environments.