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Qualitative Prediction of Multi-Agent Spatial Interactions

arXiv.org Artificial Intelligence

Deploying service robots in our daily life, whether in restaurants, warehouses or hospitals, calls for the need to reason on the interactions happening in dense and dynamic scenes. In this paper, we present and benchmark three new approaches to model and predict multi-agent interactions in dense scenes, including the use of an intuitive qualitative representation. The proposed solutions take into account static and dynamic context to predict individual interactions. They exploit an input- and a temporal-attention mechanism, and are tested on medium and long-term time horizons. The first two approaches integrate different relations from the so-called Qualitative Trajectory Calculus (QTC) within a state-of-the-art deep neural network to create a symbol-driven neural architecture for predicting spatial interactions. The third approach implements a purely data-driven network for motion prediction, the output of which is post-processed to predict QTC spatial interactions. Experimental results on a popular robot dataset of challenging crowded scenarios show that the purely data-driven prediction approach generally outperforms the other two. The three approaches were further evaluated on a different but related human scenarios to assess their generalisation capability.


Zespol: A Lightweight Environment for Training Swarming Agents

arXiv.org Artificial Intelligence

Agent-based modeling (ABM) and simulation have emerged as important tools for studying emergent behaviors, especially in the context of swarming algorithms for robotic systems. Despite significant research in this area, there is a lack of standardized simulation environments, which hinders the development and deployment of real-world robotic swarms. To address this issue, we present Zespol, a modular, Python-based simulation environment that enables the development and testing of multi-agent control algorithms. Zespol provides a flexible and extensible sandbox for initial research, with the potential for scaling to real-world applications. We provide a topological overview of the system and detailed descriptions of its plug-and-play elements. We demonstrate the fidelity of Zespol in simulated and real-word robotics by replicating existing works highlighting the simulation to real gap with the milling behavior. We plan to leverage Zespol's plug-and-play feature for neuromorphic computing in swarming scenarios, which involves using the modules in Zespol to simulate the behavior of neurons and their connections as synapses. This will enable optimizing and studying the emergent behavior of swarm systems in complex environments. Our goal is to gain a better understanding of the interplay between environmental factors and neural-like computations in swarming systems.


Human-like Decision-making at Unsignalized Intersection using Social Value Orientation

arXiv.org Artificial Intelligence

With the commercial application of automated vehicles (AVs), the sharing of roads between AVs and human-driven vehicles (HVs) becomes a common occurrence in the future. While research has focused on improving the safety and reliability of autonomous driving, it's also crucial to consider collaboration between AVs and HVs. Human-like interaction is a required capability for AVs, especially at common unsignalized intersections, as human drivers of HVs expect to maintain their driving habits for inter-vehicle interactions. This paper uses the social value orientation (SVO) in the decision-making of vehicles to describe the social interaction among multiple vehicles. Specifically, we define the quantitative calculation of the conflict-involved SVO at unsignalized intersections to enhance decision-making based on the reinforcement learning method. We use naturalistic driving scenarios with highly interactive motions for performance evaluation of the proposed method. Experimental results show that SVO is more effective in characterizing inter-vehicle interactions than conventional motion state parameters like velocity, and the proposed method can accurately reproduce naturalistic driving trajectories compared to behavior cloning.


Decentralized Motor Skill Learning for Complex Robotic Systems

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has achieved remarkable success in complex robotic systems (eg. quadruped locomotion). In previous works, the RL-based controller was typically implemented as a single neural network with concatenated observation input. However, the corresponding learned policy is highly task-specific. Since all motors are controlled in a centralized way, out-of-distribution local observations can impact global motors through the single coupled neural network policy. In contrast, animals and humans can control their limbs separately. Inspired by this biological phenomenon, we propose a Decentralized motor skill (DEMOS) learning algorithm to automatically discover motor groups that can be decoupled from each other while preserving essential connections and then learn a decentralized motor control policy. Our method improves the robustness and generalization of the policy without sacrificing performance. Experiments on quadruped and humanoid robots demonstrate that the learned policy is robust against local motor malfunctions and can be transferred to new tasks.


MABe22: A Multi-Species Multi-Task Benchmark for Learned Representations of Behavior

arXiv.org Artificial Intelligence

We introduce MABe22, a large-scale, multi-agent video and trajectory benchmark to assess the quality of learned behavior representations. This dataset is collected from a variety of biology experiments, and includes triplets of interacting mice (4.7 million frames video+pose tracking data, 10 million frames pose only), symbiotic beetle-ant interactions (10 million frames video data), and groups of interacting flies (4.4 million frames of pose tracking data). Accompanying these data, we introduce a panel of real-life downstream analysis tasks to assess the quality of learned representations by evaluating how well they preserve information about the experimental conditions (e.g. strain, time of day, optogenetic stimulation) and animal behavior. We test multiple state-of-the-art self-supervised video and trajectory representation learning methods to demonstrate the use of our benchmark, revealing that methods developed using human action datasets do not fully translate to animal datasets. We hope that our benchmark and dataset encourage a broader exploration of behavior representation learning methods across species and settings.


Second-Order Mirror Descent: Convergence in Games Beyond Averaging and Discounting

arXiv.org Artificial Intelligence

In this paper, we propose a second-order extension of the continuous-time game-theoretic mirror descent (MD) dynamics, referred to as MD2, which provably converges to mere (but not necessarily strict) variationally stable states (VSS) without using common auxiliary techniques such as time-averaging or discounting. We show that MD2 enjoys no-regret as well as an exponential rate of convergence towards strong VSS upon a slight modification. MD2 can also be used to derive many novel continuous-time primal-space dynamics. We then use stochastic approximation techniques to provide a convergence guarantee of discrete-time MD2 with noisy observations towards interior mere VSS. Selected simulations are provided to illustrate our results.


Group Dynamics: Survey of Existing Multimodal Models and Considerations for Social Mediation

arXiv.org Artificial Intelligence

Social mediator robots facilitate human-human interactions by producing behavior strategies that positively influence how humans interact with each other in social settings. As robots for social mediation gain traction in the field of human-human-robot interaction, their ability to "understand" the humans in their environments becomes crucial. This objective requires models of human understanding that consider multiple humans in an interaction as a collective entity and represent the group dynamics that exist among its members. Group dynamics are defined as the influential actions, processes, and changes that occur within and between group interactants. Since an individual's behavior may be deeply influenced by their interactions with other group members, the social dynamics existing within a group can influence the behaviors, attitudes, and opinions of each individual and the group as a whole. Therefore, models of group dynamics are critical for a social mediator robot to be effective in its role. In this paper, we survey existing models of group dynamics and categorize them into models of social dominance, affect, social cohesion, conflict resolution, and engagement. We highlight the multimodal features these models utilize, and emphasize the importance of capturing the interpersonal aspects of a social interaction. Finally, we make a case for models of relational affect as an approach that may be able to capture a representation of human-human interactions that can be useful for social mediation.


Differential Privacy May Have a Potential Optimization Effect on Some Swarm Intelligence Algorithms besides Privacy-preserving

arXiv.org Artificial Intelligence

Differential privacy (DP), as a promising privacy-preserving model, has attracted great interest from researchers in recent years. Currently, the study on combination of machine learning and DP is vibrant. In contrast, another widely used artificial intelligence technique, the swarm intelligence (SI) algorithm, has received little attention in the context of DP even though it also triggers privacy concerns. For this reason, this paper attempts to combine DP and SI for the first time, and proposes a general differentially private swarm intelligence algorithm framework (DPSIAF). Based on the exponential mechanism, this framework can easily develop existing SI algorithms into the private versions. As examples, we apply the proposed DPSIAF to four popular SI algorithms, and corresponding analyses demonstrate its effectiveness. More interestingly, the experimental results show that, for our private algorithms, their performance is not strictly affected by the privacy budget, and one of the private algorithms even owns better performance than its non-private version in some cases. These findings are different from the conventional cognition, which indicates the uniqueness of SI with DP. Our study may provide a new perspective on DP, and promote the synergy between metaheuristic optimization community and privacy computing community.


Fast and Robust State Estimation and Tracking via Hierarchical Learning

arXiv.org Artificial Intelligence

Fully distributed estimation and tracking solutions to large-scale multi-agent networks suffer slow convergence and are vulnerable to network failures. In this paper, we aim to speed up the convergence and enhance the resilience of state estimation and tracking using a simple hierarchical system architecture wherein agents are clusters into smaller networks, and a parameter server exists to aid the information exchanges among networks. The information exchange among networks is expensive and occurs only once in a while. We propose two consensus + innovation algorithms for the state estimation and tracking problems, respectively. In both algorithms, we use a novel hierarchical push-sum consensus component. For the state estimation, we use dual averaging as the local innovation component. State tracking is much harder to tackle in the presence of dropping-link failures and the standard integration of the consensus and innovation approaches are no longer applicable. Moreover, dual averaging is no longer feasible. Our algorithm introduces a pair of additional variables per link and ensure the relevant local variables evolve according to the state dynamics, and use projected local gradient descent as the local innovation component. We also characterize the convergence rates of both of the algorithms under linear local observation model and minimal technical assumptions. We numerically validate our algorithm through simulation of both state estimation and tracking problems.


Experience Transfer for Robust Direct Data-Driven Control

arXiv.org Artificial Intelligence

Learning-based control uses data to design efficient controllers for specific systems. When multiple systems are involved, experience transfer usually focuses on data availability and controller performance yet neglects robustness to variations between systems. In contrast, this letter explores experience transfer from a robustness perspective. We leverage the transfer to design controllers that are robust not only to the uncertainty regarding an individual agent's model but also to the choice of agent in a fleet. Experience transfer enables the design of safe and robust controllers that work out of the box for all systems in a heterogeneous fleet. Our approach combines scenario optimization and recent formulations for direct data-driven control without the need to estimate a model of the system or determine uncertainty bounds for its parameters. We demonstrate the benefits of our data-driven robustification method through a numerical case study and obtain learned controllers that generalize well from a small number of open-loop trajectories in a quadcopter simulation.