Agents
Periodic Multi-Agent Path Planning
Kasaura, Kazumi, Yonetani, Ryo, Nishimura, Mai
Multi-agent path planning (MAPP) is the problem of planning collision-free trajectories from start to goal locations for a team of agents. This work explores a relatively unexplored setting of MAPP where streams of agents have to go through the starts and goals with high throughput. We tackle this problem by formulating a new variant of MAPP called periodic MAPP in which the timing of agent appearances is periodic. The objective with periodic MAPP is to find a periodic plan, a set of collision-free trajectories that the agent streams can use repeatedly over periods, with periods that are as small as possible. To meet this objective, we propose a solution method that is based on constraint relaxation and optimization. We show that the periodic plans once found can be used for a more practical case in which agents in a stream can appear at random times. We confirm the effectiveness of our method compared with baseline methods in terms of throughput in several scenarios that abstract autonomous intersection management tasks.
Distributed Hierarchical Distribution Control for Very-Large-Scale Clustered Multi-Agent Systems
Saravanos, Augustinos D., Li, Yihui, Theodorou, Evangelos A.
As the scale and complexity of multi-agent robotic systems are subject to a continuous increase, this paper considers a class of systems labeled as Very-Large-Scale Multi-Agent Systems (VLMAS) with dimensionality that can scale up to the order of millions of agents. In particular, we consider the problem of steering the state distributions of all agents of a VLMAS to prescribed target distributions while satisfying probabilistic safety guarantees. Based on the key assumption that such systems often admit a multi-level hierarchical clustered structure - where the agents are organized into cliques of different levels - we associate the control of such cliques with the control of distributions, and introduce the Distributed Hierarchical Distribution Control (DHDC) framework. The proposed approach consists of two sub-frameworks. The first one, Distributed Hierarchical Distribution Estimation (DHDE), is a bottom-up hierarchical decentralized algorithm which links the initial and target configurations of the cliques of all levels with suitable Gaussian distributions. The second part, Distributed Hierarchical Distribution Steering (DHDS), is a top-down hierarchical distributed method that steers the distributions of all cliques and agents from the initial to the targets ones assigned by DHDE. Simulation results that scale up to two million agents demonstrate the effectiveness and scalability of the proposed framework. The increased computational efficiency and safety performance of DHDC against related methods is also illustrated. The results of this work indicate the importance of hierarchical distribution control approaches towards achieving safe and scalable solutions for the control of VLMAS. A video with all results is available in https://youtu.be/0QPyR4bD2q0 .
Emergent Incident Response for Unmanned Warehouses with Multi-agent Systems*
Guo, Yibo, Li, Mingxin, Zong, Jingting, Xu, Mingliang
Unmanned warehouses are an important part of logistics, and improving their operational efficiency can effectively enhance service efficiency. However, due to the complexity of unmanned warehouse systems and their susceptibility to errors, incidents may occur during their operation, most often in inbound and outbound operations, which can decrease operational efficiency. Hence it is crucial to to improve the response to such incidents. This paper proposes a collaborative optimization algorithm for emergent incident response based on Safe-MADDPG. To meet safety requirements during emergent incident response, we investigated the intrinsic hidden relationships between various factors. By obtaining constraint information of agents during the emergent incident response process and of the dynamic environment of unmanned warehouses on agents, the algorithm reduces safety risks and avoids the occurrence of chain accidents; this enables an unmanned system to complete emergent incident response tasks and achieve its optimization objectives: (1) minimizing the losses caused by emergent incidents; and (2) maximizing the operational efficiency of inbound and outbound operations during the response process. A series of experiments conducted in a simulated unmanned warehouse scenario demonstrate the effectiveness of the proposed method.
Potential-based Credit Assignment for Cooperative RL-based Testing of Autonomous Vehicles
Ayvaz, Utku, Cheng, Chih-Hong, Shen, Hao
While autonomous vehicles (AVs) may perform remarkably well in generic real-life cases, their irrational action in some unforeseen cases leads to critical safety concerns. This paper introduces the concept of collaborative reinforcement learning (RL) to generate challenging test cases for AV planning and decision-making module. One of the critical challenges for collaborative RL is the credit assignment problem, where a proper assignment of rewards to multiple agents interacting in the traffic scenario, considering all parameters and timing, turns out to be non-trivial. In order to address this challenge, we propose a novel potential-based reward-shaping approach inspired by counterfactual analysis for solving the credit-assignment problem. The evaluation in a simulated environment demonstrates the superiority of our proposed approach against other methods using local and global rewards.
Learning Heterogeneous Agent Cooperation via Multiagent League Training
Fu, Qingxu, Ai, Xiaolin, Yi, Jianqiang, Qiu, Tenghai, Yuan, Wanmai, Pu, Zhiqiang
Many multiagent systems in the real world include multiple types of agents with different abilities and functionality. Such heterogeneous multiagent systems have significant practical advantages. However, they also come with challenges compared with homogeneous systems for multiagent reinforcement learning, such as the non-stationary problem and the policy version iteration issue. This work proposes a general-purpose reinforcement learning algorithm named Heterogeneous League Training (HLT) to address heterogeneous multiagent problems. HLT keeps track of a pool of policies that agents have explored during training, gathering a league of heterogeneous policies to facilitate future policy optimization. Moreover, a hyper-network is introduced to increase the diversity of agent behaviors when collaborating with teammates having different levels of cooperation skills. We use heterogeneous benchmark tasks to demonstrate that (1) HLT promotes the success rate in cooperative heterogeneous tasks; (2) HLT is an effective approach to solving the policy version iteration problem; (3) HLT provides a practical way to assess the difficulty of learning each role in a heterogeneous team.
Differentially Private Federated Combinatorial Bandits with Constraints
Solanki, Sambhav, Kanaparthy, Samhita, Damle, Sankarshan, Gujar, Sujit
There is a rapid increase in the cooperative learning paradigm in online learning settings, i.e., federated learning (FL). Unlike most FL settings, there are many situations where the agents are competitive. Each agent would like to learn from others, but the part of the information it shares for others to learn from could be sensitive; thus, it desires its privacy. This work investigates a group of agents working concurrently to solve similar combinatorial bandit problems while maintaining quality constraints. Can these agents collectively learn while keeping their sensitive information confidential by employing differential privacy? We observe that communicating can reduce the regret. However, differential privacy techniques for protecting sensitive information makes the data noisy and may deteriorate than help to improve regret. Hence, we note that it is essential to decide when to communicate and what shared data to learn to strike a functional balance between regret and privacy. For such a federated combinatorial MAB setting, we propose a Privacy-preserving Federated Combinatorial Bandit algorithm, P-FCB. We illustrate the efficacy of P-FCB through simulations. We further show that our algorithm provides an improvement in terms of regret while upholding quality threshold and meaningful privacy guarantees.
The Computational Complexity of Single-Player Imperfect-Recall Games
Tewolde, Emanuel, Oesterheld, Caspar, Conitzer, Vincent, Goldberg, Paul W.
It turns out there are a number of reasons why imperfect recall is relevant for AI agents; moreover, in cases where it is We study single-player extensive-form games with relevant, it is clear what the agent will and will not remember imperfect recall, such as the Sleeping Beauty problem - unlike in the case of human memory, which is harder to predict or the Absentminded Driver game. For such and consequently to model in standard representations of games, two natural equilibrium concepts have been imperfect recall. Imperfect-recall games already appear in the proposed as alternative solution concepts to ex-ante AI literature in the context of solving very large games such optimality. One equilibrium concept uses generalized as poker: one technique for solving such games is abstraction double halving (GDH) as a belief system and - i.e., reducing the game to a smaller, simplified one to solve evidential decision theory (EDT), and another one instead - and this process can give rise to imperfect recall in uses generalized thirding (GT) as a belief system the abstracted game [Waugh et al., 2009; Lanctot et al., 2012; and causal decision theory (CDT).
Improved Projection-free Online Continuous Submodular Maximization
Liao, Yucheng, Wan, Yuanyu, Yao, Chang, Song, Mingli
We investigate the problem of online learning with monotone and continuous DR-submodular reward functions, which has received great attention recently. To efficiently handle this problem, especially in the case with complicated decision sets, previous studies have proposed an efficient projection-free algorithm called Mono-Frank-Wolfe (Mono-FW) using $O(T)$ gradient evaluations and linear optimization steps in total. However, it only attains a $(1-1/e)$-regret bound of $O(T^{4/5})$. In this paper, we propose an improved projection-free algorithm, namely POBGA, which reduces the regret bound to $O(T^{3/4})$ while keeping the same computational complexity as Mono-FW. Instead of modifying Mono-FW, our key idea is to make a novel combination of a projection-based algorithm called online boosting gradient ascent, an infeasible projection technique, and a blocking technique. Furthermore, we consider the decentralized setting and develop a variant of POBGA, which not only reduces the current best regret bound of efficient projection-free algorithms for this setting from $O(T^{4/5})$ to $O(T^{3/4})$, but also reduces the total communication complexity from $O(T)$ to $O(\sqrt{T})$.
Which Factors Predict the Chat Experience of a Natural Language Generation Dialogue Service?
In this paper, we proposed a conceptual model to predict the chat experience in a natural language generation dialog system. We evaluated the model with 120 participants with Partial Least Squares Structural Equation Modeling (PLS-SEM) and obtained an R-square (R2) with 0.541. The model considers various factors, including the prompts used for generation; coherence, sentiment, and similarity in the conversation; and users' perceived dialog agents' favorability. We then further explore the effectiveness of the subset of our proposed model. The results showed that users' favorability and coherence, sentiment, and similarity in the dialogue are positive predictors of users' chat experience. Moreover, we found users may prefer dialog agents with characteristics of Extroversion, Openness, Conscientiousness, Agreeableness, and Non-Neuroticism. Through our research, an adaptive dialog system might use collected data to infer factors in our model, predict the chat experience for users through these factors, and optimize it by adjusting prompts.
On Computing Universal Plans for Partially Observable Multi-Agent Path Finding
Multi-agent routing problems have drawn significant attention nowadays due to their broad industrial applications in, e.g., warehouse robots, logistics automation, and traffic control. Conventionally, they are modelled as classical planning problems. In this paper, we argue that it is beneficial to formulate them as universal planning problems. We therefore propose universal plans, also known as policies, as the solution concepts, and implement a system called ASP-MAUPF (Answer Set Programming for Multi-Agent Universal Plan Finding) for computing them. Given an arbitrary two-dimensional map and a profile of goals for the agents, the system finds a feasible universal plan for each agent that ensures no collision with others. We use the system to conduct some experiments, and make some observations on the types of goal profiles and environments that will have feasible policies, and how they may depend on agents' sensors. We also demonstrate how users can customize action preferences to compute more efficient policies, even (near-)optimal ones.