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RoboChop: Autonomous Framework for Fruit and Vegetable Chopping Leveraging Foundational Models

arXiv.org Artificial Intelligence

With the goal of developing fully autonomous cooking robots, developing robust systems that can chop a wide variety of objects is important. Existing approaches focus primarily on the low-level dynamics of the cutting action, which overlooks some of the practical real-world challenges of implementing autonomous cutting systems. In this work we propose an autonomous framework to sequence together action primitives for the purpose of chopping fruits and vegetables on a cluttered cutting board. We present a novel technique to leverage vision foundational models SAM and YOLO to accurately detect, segment, and track fruits and vegetables as they visually change through the sequences of chops, finetuning YOLO on a novel dataset of whole and chopped fruits and vegetables. In our experiments, we demonstrate that our simple pipeline is able to reliably chop a variety of fruits and vegetables ranging in size, appearance, and texture, meeting a variety of chopping specifications, including fruit type, number of slices, and types of slices.


Consensus-based Participatory Budgeting for Legitimacy: Decision Support via Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

The legitimacy of bottom-up democratic processes for the distribution of public funds by policy-makers is challenging and complex. Participatory budgeting is such a process, where voting outcomes may not always be fair or inclusive. Deliberation for which project ideas to put for voting and choose for implementation lack systematization and do not scale. This paper addresses these grand challenges by introducing a novel and legitimate iterative consensus-based participatory budgeting process. Consensus is designed to be a result of decision support via an innovative multi-agent reinforcement learning approach. Voters are assisted to interact with each other to make viable compromises. Extensive experimental evaluation with real-world participatory budgeting data from Poland reveal striking findings: Consensus is reachable, efficient and robust. Compromise is required, which is though comparable to the one of existing voting aggregation methods that promote fairness and inclusion without though attaining consensus.


An algorithm with improved complexity for pebble motion/multi-agent path finding on trees

arXiv.org Artificial Intelligence

The pebble motion on trees (PMT) problem consists in finding a feasible sequence of moves that repositions a set of pebbles to assigned target vertices. This problem has been widely studied because, in many cases, the more general Multi-Agent path finding (MAPF) problem on graphs can be reduced to PMT. We propose a simple and easy to implement procedure, which finds solutions of length O(knc + n^2), where n is the number of nodes, $k$ is the number of pebbles, and c the maximum length of corridors in the tree. This complexity result is more detailed than the current best known result O(n^3), which is equal to our result in the worst case, but does not capture the dependency on c and k.


Tachikuma: Understading Complex Interactions with Multi-Character and Novel Objects by Large Language Models

arXiv.org Artificial Intelligence

Recent advancements in natural language and Large Language Models (LLMs) have enabled AI agents to simulate human-like interactions within virtual worlds. However, these interactions still face limitations in complexity and flexibility, particularly in scenarios involving multiple characters and novel objects. Pre-defining all interactable objects in the agent's world model presents challenges, and conveying implicit intentions to multiple characters through complex interactions remains difficult. To address these issues, we propose integrating virtual Game Masters (GMs) into the agent's world model, drawing inspiration from Tabletop Role-Playing Games (TRPGs). GMs play a crucial role in overseeing information, estimating players' intentions, providing environment descriptions, and offering feedback, compensating for current world model deficiencies. To facilitate future explorations for complex interactions, we introduce a benchmark named Tachikuma, comprising a Multiple character and novel Object based interaction Estimation (MOE) task and a supporting dataset. MOE challenges models to understand characters' intentions and accurately determine their actions within intricate contexts involving multi-character and novel object interactions. Besides, the dataset captures log data from real-time communications during gameplay, providing diverse, grounded, and complex interactions for further explorations. Finally, we present a simple prompting baseline and evaluate its performance, demonstrating its effectiveness in enhancing interaction understanding. We hope that our dataset and task will inspire further research in complex interactions with natural language, fostering the development of more advanced AI agents.


EASpace: Enhanced Action Space for Policy Transfer

arXiv.org Artificial Intelligence

Formulating expert policies as macro actions promises to alleviate the long-horizon issue via structured exploration and efficient credit assignment. However, traditional option-based multi-policy transfer methods suffer from inefficient exploration of macro action's length and insufficient exploitation of useful long-duration macro actions. In this paper, a novel algorithm named EASpace (Enhanced Action Space) is proposed, which formulates macro actions in an alternative form to accelerate the learning process using multiple available sub-optimal expert policies. Specifically, EASpace formulates each expert policy into multiple macro actions with different execution {times}. All the macro actions are then integrated into the primitive action space directly. An intrinsic reward, which is proportional to the execution time of macro actions, is introduced to encourage the exploitation of useful macro actions. The corresponding learning rule that is similar to Intra-option Q-learning is employed to improve the data efficiency. Theoretical analysis is presented to show the convergence of the proposed learning rule. The efficiency of EASpace is illustrated by a grid-based game and a multi-agent pursuit problem. The proposed algorithm is also implemented in physical systems to validate its effectiveness.


Framing Relevance for Safety-Critical Autonomous Systems

arXiv.org Artificial Intelligence

We are in the process of building complex highly autonomous systems that have build-in beliefs, perceive their environment and exchange information. These systems construct their respective world view and based on it they plan their future manoeuvres, i.e., they choose their actions in order to establish their goals based on their prediction of the possible futures. Usually these systems face an overwhelming flood of information provided by a variety of sources where by far not everything is relevant. The goal of our work is to develop a formal approach to determine what is relevant for a safety critical autonomous system at its current mission, i.e., what information suffices to build an appropriate world view to accomplish its mission goals.


Decentralized Adaptive Formation via Consensus-Oriented Multi-Agent Communication

arXiv.org Artificial Intelligence

Adaptive multi-agent formation control, which requires the formation to flexibly adjust along with the quantity variations of agents in a decentralized manner, belongs to one of the most challenging issues in multi-agent systems, especially under communication-limited constraints. In this paper, we propose a novel Consensus-based Decentralized Adaptive Formation (Cons-DecAF) framework. Specifically, we develop a novel multi-agent reinforcement learning method, Consensus-oriented Multi-Agent Communication (ConsMAC), to enable agents to perceive global information and establish the consensus from local states by effectively aggregating neighbor messages. Afterwards, we leverage policy distillation to accomplish the adaptive formation adjustment. Meanwhile, instead of pre-assigning specific positions of agents, we employ a displacement-based formation by Hausdorff distance to significantly improve the formation efficiency. The experimental results through extensive simulations validate that the proposed method has achieved outstanding performance in terms of both speed and stability.


A Bilevel Formalism for the Peer-Reviewing Problem

arXiv.org Artificial Intelligence

Due to the large number of submissions that more and more conferences experience, finding an automatized way to well distribute the submitted papers among reviewers has become necessary. We model the peer-reviewing matching problem as a {\it bilevel programming (BP)} formulation. Our model consists of a lower-level problem describing the reviewers' perspective and an upper-level problem describing the editors'. Every reviewer is interested in minimizing their overall effort, while the editors are interested in finding an allocation that maximizes the quality of the reviews and follows the reviewers' preferences the most. To the best of our knowledge, the proposed model is the first one that formulates the peer-reviewing matching problem by considering two objective functions, one to describe the reviewers' viewpoint and the other to describe the editors' viewpoint. We demonstrate that both the upper-level and lower-level problems are feasible and that our BP model admits a solution under mild assumptions. After studying the properties of the solutions, we propose a heuristic to solve our model and compare its performance with the relevant state-of-the-art methods. Extensive numerical results show that our approach can find fairer solutions with competitive quality and less effort from the reviewers.


Game-Theoretic Robust Reinforcement Learning Handles Temporally-Coupled Perturbations

arXiv.org Artificial Intelligence

Robust reinforcement learning (RL) seeks to train policies that can perform well under environment perturbations or adversarial attacks. Existing approaches typically assume that the space of possible perturbations remains the same across timesteps. However, in many settings, the space of possible perturbations at a given timestep depends on past perturbations. We formally introduce temporally-coupled perturbations, presenting a novel challenge for existing robust RL methods. To tackle this challenge, we propose GRAD, a novel game-theoretic approach that treats the temporally-coupled robust RL problem as a partially-observable two-player zero-sum game. By finding an approximate equilibrium in this game, GRAD ensures the agent's robustness against temporally-coupled perturbations. Empirical experiments on a variety of continuous control tasks demonstrate that our proposed approach exhibits significant robustness advantages compared to baselines against both standard and temporally-coupled attacks, in both state and action spaces.


Route Planning Using Nature-Inspired Algorithms

arXiv.org Artificial Intelligence

There are many different heuristic algorithms for solving combinatorial optimization problems that are commonly described as Nature-Inspired Algorithms (NIAs). Generally, they are inspired by some natural phenomenon, and due to their inherent converging and stochastic nature, they are known to give optimal results when compared to classical approaches. There are a large number of applications of NIAs, perhaps the most popular being route planning problems in robotics - problems that require a sequence of translation and rotation steps from the start to the goal in an optimized manner while avoiding obstacles in the environment. In this chapter, we will first give an overview of Nature-Inspired Algorithms, followed by their classification and common examples. We will then discuss how the NIAs have applied to solve the route planning problem.