Agents
Hierarchical Control of Smart Particle Swarms
Varadharajan, Vivek Shankar, Dyanatkar, Sepand, Beltrame, Giovanni
We present a method for the control of robot swarms using two subsets of robots: a larger group of simple, oblivious robots (which we call the workers) that is governed by simple local attraction forces, and a smaller group (the guides) with sufficient mission knowledge to create and displace a desired worker formation by operating on the local forces of the workers. The guides coordinate to shape the workers like smart particles by changing their interaction parameters. We study the approach with a large scale experiment in a physics based simulator with up to 5000 robots forming three different patterns. Our experiments reveal that the approach scales well with increasing robot numbers, and presents little pattern distortion. We evaluate the approach on a physical swarm of robots that use visual inertial odometry to compute their relative positions and obtain results that are comparable with simulation. This work lays the foundation for designing and coordinating configurable smart particles, with applications in smart materials and nanomedicine.
Causal Influences over Social Learning Networks
This paper investigates causal influences between agents linked by a social graph and interacting over time. In particular, the work examines the dynamics of social learning models and distributed decision-making protocols, and derives expressions that reveal the causal relations between pairs of agents and explain the flow of influence over the network. The results turn out to be dependent on the graph topology and the level of information that each agent has about the inference problem they are trying to solve. Using these conclusions, the paper proposes an algorithm to rank the overall influence between agents to discover highly influential agents. It also provides a method to learn the necessary model parameters from raw observational data. The results and the proposed algorithm are illustrated by considering both synthetic data and real Twitter data.
Who Needs to Know? Minimal Knowledge for Optimal Coordination
Lauffer, Niklas, Shah, Ameesh, Carroll, Micah, Dennis, Michael, Russell, Stuart
If much of the information is irrelevant, it's easy to To optimally coordinate with others in cooperative imagine how this could lead to significant increases in efficiency games, it is often crucial to have information for finding optimal policies. For example, this could about one's collaborators: successful driving requires allow a focused effort on few-shot or zero-shot adaptation to understanding which side of the road to co-players (Zand et al., 2022; Albrecht & Stone, 2017; Stone drive on. However, not every feature of collaborators et al., 2010; Hu et al., 2020) or more efficient DecPOMDP is strategically relevant: the fine-grained planning algorithms (Szer & Charpillet, 2006; Seuken & acceleration of drivers may be ignored while maintaining Zilberstein, 2007). In order to leverage these benefits, we optimal coordination. We show that there build the theory, data structures, and algorithms required to is a well-defined dichotomy between strategically distinguish between relevant and irrelevant information.
Multi-Player Zero-Sum Markov Games with Networked Separable Interactions
Park, Chanwoo, Zhang, Kaiqing, Ozdaglar, Asuman
We study a new class of Markov games (MGs), \textit{Multi-player Zero-sum Markov Games} with {\it Networked separable interactions} (MZNMGs), to model the local interaction structure in non-cooperative multi-agent sequential decision-making. We define an MZNMG as a model where {the payoffs of the auxiliary games associated with each state are zero-sum and} have some separable (i.e., polymatrix) structure across the neighbors over some interaction network. We first identify the necessary and sufficient conditions under which an MG can be presented as an MZNMG, and show that the set of Markov coarse correlated equilibrium (CCE) collapses to the set of Markov Nash equilibrium (NE) in these games, in that the {product of} per-state marginalization of the former for all players yields the latter. Furthermore, we show that finding approximate Markov \emph{stationary} CCE in infinite-horizon discounted MZNMGs is \texttt{PPAD}-hard, unless the underlying network has a ``star topology''. Then, we propose fictitious-play-type dynamics, the classical learning dynamics in normal-form games, for MZNMGs, and establish convergence guarantees to Markov stationary NE under a star-shaped network structure. Finally, in light of the hardness result, we focus on computing a Markov \emph{non-stationary} NE and provide finite-iteration guarantees for a series of value-iteration-based algorithms. We also provide numerical experiments to corroborate our theoretical results.
Learning Multiple Coordinated Agents under Directed Acyclic Graph Constraints
Jang, Jaeyeon, Klabjan, Diego, Liu, Han, Patel, Nital S., Li, Xiuqi, Ananthanarayanan, Balakrishnan, Dauod, Husam, Juang, Tzung-Han
This paper proposes a novel multi-agent reinforcement learning (MARL) method to learn multiple coordinated agents under directed acyclic graph (DAG) constraints. Unlike existing MARL approaches, our method explicitly exploits the DAG structure between agents to achieve more effective learning performance. Theoretically, we propose a novel surrogate value function based on a MARL model with synthetic rewards (MARLM-SR) and prove that it serves as a lower bound of the optimal value function. Computationally, we propose a practical training algorithm that exploits new notion of leader agent and reward generator and distributor agent to guide the decomposed follower agents to better explore the parameter space in environments with DAG constraints. Empirically, we exploit four DAG environments including a real-world scheduling for one of Intel's high volume packaging and test factory to benchmark our methods and show it outperforms the other non-DAG approaches.
Leveraging Factored Action Spaces for Off-Policy Evaluation
Rebello, Aaman, Tang, Shengpu, Wiens, Jenna, Parbhoo, Sonali
Off-policy evaluation (OPE) aims to estimate the benefit of following a counterfactual sequence of actions, given data collected from executed sequences. However, existing OPE estimators often exhibit high bias and high variance in problems involving large, combinatorial action spaces. We investigate how to mitigate this issue using factored action spaces i.e. expressing each action as a combination of independent sub-actions from smaller action spaces. This approach facilitates a finer-grained analysis of how actions differ in their effects. In this work, we propose a new family of "decomposed" importance sampling (IS) estimators based on factored action spaces. Given certain assumptions on the underlying problem structure, we prove that the decomposed IS estimators have less variance than their original non-decomposed versions, while preserving the property of zero bias. Through simulations, we empirically verify our theoretical results, probing the validity of various assumptions. Provided with a technique that can derive the action space factorisation for a given problem, our work shows that OPE can be improved "for free" by utilising this inherent problem structure.
Layered controller synthesis for dynamic multi-agent systems
Clement, Emily, Perrin-Gilbert, Nicolas, Schlehuber-Caissier, Philipp
In this paper we present a layered approach for multi-agent control problem, decomposed into three stages, each building upon the results of the previous one. First, a high-level plan for a coarse abstraction of the system is computed, relying on parametric timed automata augmented with stopwatches as they allow to efficiently model simplified dynamics of such systems. In the second stage, the high-level plan, based on SMT-formulation, mainly handles the combinatorial aspects of the problem, provides a more dynamically accurate solution. These stages are collectively referred to as the SWA-SMT solver. They are correct by construction but lack a crucial feature: they cannot be executed in real time. To overcome this, we use SWA-SMT solutions as the initial training dataset for our last stage, which aims at obtaining a neural network control policy. We use reinforcement learning to train the policy, and show that the initial dataset is crucial for the overall success of the method.
Vehicle Dispatching and Routing of On-Demand Intercity Ride-Pooling Services: A Multi-Agent Hierarchical Reinforcement Learning Approach
Si, Jinhua, He, Fang, Lin, Xi, Tang, Xindi
The integrated development of city clusters has given rise to an increasing demand for intercity travel. Intercity ride-pooling service exhibits considerable potential in upgrading traditional intercity bus services by implementing demand-responsive enhancements. Nevertheless, its online operations suffer the inherent complexities due to the coupling of vehicle resource allocation among cities and pooled-ride vehicle routing. To tackle these challenges, this study proposes a two-level framework designed to facilitate online fleet management. Specifically, a novel multi-agent feudal reinforcement learning model is proposed at the upper level of the framework to cooperatively assign idle vehicles to different intercity lines, while the lower level updates the routes of vehicles using an adaptive large neighborhood search heuristic. Numerical studies based on the realistic dataset of Xiamen and its surrounding cities in China show that the proposed framework effectively mitigates the supply and demand imbalances, and achieves significant improvement in both the average daily system profit and order fulfillment ratio.
Aeolus Ocean -- A simulation environment for the autonomous COLREG-compliant navigation of Unmanned Surface Vehicles using Deep Reinforcement Learning and Maritime Object Detection
Vekinis, Andrew Alexander, Perantonis, Stavros
Heading towards navigational autonomy in unmanned surface vehicles (USVs) in the maritime sector can fundamentally lead towards safer waters as well as reduced operating costs, while also providing a range of exciting new capabilities for oceanic research, exploration and monitoring. However, achieving such a goal is challenging. USV control systems must, safely and reliably, be able to adhere to the international regulations for preventing collisions at sea (COLREGs) in encounters with other vessels as they navigate to a given waypoint while being affected by realistic weather conditions, either during the day or at night. To deal with the multitude of possible scenarios, it is critical to have a virtual environment that is able to replicate the realistic operating conditions USVs will encounter, before they can be implemented in the real world. Such "digital twins" form the foundations upon which Deep Reinforcement Learning (DRL) and Computer Vision (CV) algorithms can be used to develop and guide USV control systems. In this paper we describe the novel development of a COLREG-compliant DRL-based collision avoidant navigational system with CV-based awareness in a realistic ocean simulation environment. The performance of the trained autonomous Agents resulting from this approach is evaluated in several successful navigations to set waypoints in both open sea and coastal encounters with other vessels. A binary executable version of the simulator with trained agents is available at https://github.com/aavek/Aeolus-Ocean
Discovering How Agents Learn Using Few Data
Sakos, Iosif, Varvitsiotis, Antonios, Piliouras, Georgios
Decentralized learning algorithms are an essential tool for designing multi-agent systems, as they enable agents to autonomously learn from their experience and past interactions. In this work, we propose a theoretical and algorithmic framework for real-time identification of the learning dynamics that govern agent behavior using a short burst of a single system trajectory. Our method identifies agent dynamics through polynomial regression, where we compensate for limited data by incorporating side-information constraints that capture fundamental assumptions or expectations about agent behavior. These constraints are enforced computationally using sum-of-squares optimization, leading to a hierarchy of increasingly better approximations of the true agent dynamics. Extensive experiments demonstrated that our approach, using only 5 samples from a short run of a single trajectory, accurately recovers the true dynamics across various benchmarks, including equilibrium selection and prediction of chaotic systems up to 10 Lyapunov times. These findings suggest that our approach has significant potential to support effective policy and decision-making in strategic multi-agent systems.