Agents
Diversity Induced Environment Design via Self-Play
Li, Dexun, Li, Wenjun, Varakantham, Pradeep
Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (MBeDED), shows compelling performance over existing methods.
Cross-inhibition leads to group consensus despite the presence of strongly opinionated minorities and asocial behaviour
Reina, Andreagiovanni, Zakir, Raina, De Masi, Giulia, Ferrante, Eliseo
Strongly opinionated minorities can have a dramatic impact on the opinion dynamics of a large population. Two factions of inflexible minorities, polarised into two competing opinions, could lead the entire population to persistent indecision. Equivalently, populations can remain undecided when individuals sporadically change their opinion based on individual information rather than social information. Our analysis compares the cross-inhibition model with the voter model for decisions between equally good alternatives, and with the weighted voter model for decisions among alternatives characterised by different qualities. Here we show that cross-inhibition, differently from the other two models, is a simple mechanism, ubiquitous in collective biological systems, that allows the population to reach a stable majority for one alternative even in the presence of asocial behaviour. The results predicted by the mean-field models are confirmed by experiments with swarms of 100 locally interacting robots. This work suggests an answer to the longstanding question of why inhibitory signals are widespread in natural systems of collective decision making, and, at the same time, it proposes an efficient mechanism for designing resilient swarms of minimalistic robots.
Towards autonomous system: flexible modular production system enhanced with large language model agents
Xia, Yuchen, Shenoy, Manthan, Jazdi, Nasser, Weyrich, Michael
In this paper, we present a novel framework that combines large language models (LLMs), digital twins and industrial automation system to enable intelligent planning and control of production processes. We retrofit the automation system for a modular production facility and create executable control interfaces of fine-granular functionalities and coarse-granular skills. Low-level functionalities are executed by automation components, and high-level skills are performed by automation modules. Subsequently, a digital twin system is developed, registering these interfaces and containing additional descriptive information about the production system. Based on the retrofitted automation system and the created digital twins, LLM-agents are designed to interpret descriptive information in the digital twins and control the physical system through service interfaces. These LLM-agents serve as intelligent agents on different levels within an automation system, enabling autonomous planning and control of flexible production. Given a task instruction as input, the LLM-agents orchestrate a sequence of atomic functionalities and skills to accomplish the task. We demonstrate how our implemented prototype can handle un-predefined tasks, plan a production process, and execute the operations. This research highlights the potential of integrating LLMs into industrial automation systems in the context of smart factory for more agile, flexible, and adaptive production processes, while it also underscores the critical insights and limitations for future work. Demos at: https://github.com/YuchenXia/GPT4IndustrialAutomation
RoboChop: Autonomous Framework for Fruit and Vegetable Chopping Leveraging Foundational Models
Dikshit, Atharva, Bartsch, Alison, George, Abraham, Farimani, Amir Barati
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
Majumdar, Srijoni, Pournaras, Evangelos
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
Ardizzoni, Stefano, Saccani, Irene, Consolini, Luca, Locatelli, Marco, Nebel, Bernhard
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
Liang, Yuanzhi, Zhu, Linchao, Yang, Yi
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
Zhang, Zheng, Zhang, Qingrui, Zhu, Bo, Wang, Xiaohan, Hu, Tianjiang
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
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
Xiang, Yuming, Li, Sizhao, Li, Rongpeng, Zhao, Zhifeng, Zhang, Honggang
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.