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Game-based Platforms for Artificial Intelligence Research

arXiv.org Artificial Intelligence

Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios. Learning and optimisation, decision making in dynamic and uncertain environments, game theory, planning and scheduling, design and education are common research areas shared between games and real-world problems. Numerous open-source games or game-based environments have been implemented for studying artificial intelligence. In addition to single- or multi-player, collaborative or adversarial games, there has also been growing interest in implementing platforms for creative design in recent years. Those platforms provide ideal benchmarks for exploring and comparing artificial intelligence ideas and techniques. This paper reviews the game-based platforms for artificial intelligence research, discusses the research trend induced by the evolution of those platforms, and gives an outlook.


Distributed Set-membership Filtering Frameworks For Multi-agent Systems With Absolute and Relative Measurements

arXiv.org Artificial Intelligence

In this paper, we focus on the distributed set-membership filtering (SMFing) problem for a multi-agent system with absolute (taken from agents themselves) and relative (taken from neighbors) measurements. In the literature, the relative measurements are difficult to deal with, and the SMFs highly rely on specific set descriptions. As a result, establishing the general distributed SMFing framework having relative measurements is still an open problem. To solve this problem, first, we provide the set description based on uncertain variables determined by the relative measurements between two agents as the foundation. Surprisingly, the accurate description requires only a single calculation step rather than multiple iterations, which can effectively reduce computational complexity. Based on the derived set description, called the uncertain range, we propose two distributed SMFing frameworks: one calculates the joint uncertain range of the agent itself and its neighbors, while the other only computes the marginal uncertain range of each local system. Furthermore, we compare the performance of our proposed two distributed SMFing frameworks and the benchmark -- centralized SMFing framework. A rigorous set analysis reveals that the distributed SMF can be essentially considered as the process of computing the marginal uncertain range to outer bound the projection of the uncertain range obtained by the centralized SMF in the corresponding subspace. Simulation results corroborate the effectiveness of our proposed distributed frameworks and verify our theoretical analysis.


Reimagining Demand-Side Management with Mean Field Learning

arXiv.org Artificial Intelligence

Integrating renewable energy into the power grid while balancing supply and demand is a complex issue, given its intermittent nature. Demand side management (DSM) offers solutions to this challenge. We propose a new method for DSM, in particular the problem of controlling a large population of electrical devices to follow a desired consumption signal. We model it as a finite horizon Markovian mean field control problem. We develop a new algorithm, MD-MFC, which provides theoretical guarantees for convex and Lipschitz objective functions. What distinguishes MD-MFC from the existing load control literature is its effectiveness in directly solving the target tracking problem without resorting to regularization techniques on the main problem. A non-standard Bregman divergence on a mirror descent scheme allows dynamic programming to be used to obtain simple closed-form solutions. In addition, we show that general mean-field game algorithms can be applied to this problem, which expands the possibilities for addressing load control problems. We illustrate our claims with experiments on a realistic data set.


Metaheuristic planner for cooperative multi-agent wall construction with UAVs

arXiv.org Artificial Intelligence

This paper introduces a wall construction planner for Unmanned Aerial Vehicles (UAVs), which uses a Greedy Randomized Adaptive Search Procedure (GRASP) metaheuristic to generate near-time-optimal building plans for even large walls within seconds. This approach addresses one of the most time-consuming and labor-intensive tasks, while also minimizing workers' safety risks. To achieve this, the wall-building problem is modeled as a variant of the Team Orienteering Problem and is formulated as Mixed-Integer Linear Programming (MILP), with added precedence and concurrence constraints that ensure bricks are built in the correct order and without collision between cooperating agents. The GRASP planner is validated in a realistic simulation and demonstrated to find solutions with similar quality as the optimal MILP, but much faster. Moreover, it outperforms all other state-of-the-art planning approaches in the majority of test cases. This paper presents a significant advancement in the field of automated wall construction, demonstrating the potential of UAVs and optimization algorithms in improving the efficiency and safety of construction projects.


Comparison of Pedestrian Prediction Models from Trajectory and Appearance Data for Autonomous Driving

arXiv.org Artificial Intelligence

The ability to anticipate pedestrian motion changes is a critical capability for autonomous vehicles. In urban environments, pedestrians may enter the road area and create a high risk for driving, and it is important to identify these cases. Typical predictors use the trajectory history to predict future motion, however in cases of motion initiation, motion in the trajectory may only be clearly visible after a delay, which can result in the pedestrian has entered the road area before an accurate prediction can be made. Appearance data includes useful information such as changes of gait, which are early indicators of motion changes, and can inform trajectory prediction. This work presents a comparative evaluation of trajectory-only and appearance-based methods for pedestrian prediction, and introduces a new dataset experiment for prediction using appearance. We create two trajectory and image datasets based on the combination of image and trajectory sequences from the popular NuScenes dataset, and examine prediction of trajectories using observed appearance to influence futures. This shows some advantages over trajectory prediction alone, although problems with the dataset prevent advantages of appearance-based models from being shown. We describe methods for improving the dataset and experiment to allow benefits of appearance-based models to be captured.


DIFFER: Decomposing Individual Reward for Fair Experience Replay in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Cooperative multi-agent reinforcement learning (MARL) is a challenging task, as agents must learn complex and diverse individual strategies from a shared team reward. However, existing methods struggle to distinguish and exploit important individual experiences, as they lack an effective way to decompose the team reward into individual rewards. To address this challenge, we propose DIFFER, a powerful theoretical framework for decomposing individual rewards to enable fair experience replay in MARL. By enforcing the invariance of network gradients, we establish a partial differential equation whose solution yields the underlying individual reward function. The individual TD-error can then be computed from the solved closed-form individual rewards, indicating the importance of each piece of experience in the learning task and guiding the training process. Our method elegantly achieves an equivalence to the original learning framework when individual experiences are homogeneous, while also adapting to achieve more muscular efficiency and fairness when diversity is observed.Our extensive experiments on popular benchmarks validate the effectiveness of our theory and method, demonstrating significant improvements in learning efficiency and fairness.


TransWorldNG: Traffic Simulation via Foundation Model

arXiv.org Artificial Intelligence

Traffic simulation is a crucial tool for transportation decision-making and policy development. However, achieving realistic simulations in the face of the high dimensionality and heterogeneity of traffic environments is a longstanding challenge. In this paper, we present TransWordNG, a traffic simulator that uses Data-driven algorithms and Graph Computing techniques to learn traffic dynamics from real data. The functionality and structure of TransWorldNG are introduced, which utilize a foundation model for transportation management and control. The results demonstrate that TransWorldNG can generate more realistic traffic patterns compared to traditional simulators. Additionally, TransWorldNG exhibits better scalability, as it shows linear growth in computation time as the scenario scale increases. To the best of our knowledge, this is the first traffic simulator that can automatically learn traffic patterns from real-world data and efficiently generate accurate and realistic traffic environments.


A Data-driven Pricing Scheme for Optimal Routing through Artificial Currencies

arXiv.org Artificial Intelligence

Mobility systems often suffer from a high price of anarchy due to the uncontrolled behavior of selfish users. This may result in societal costs that are significantly higher compared to what could be achieved by a centralized system-optimal controller. Monetary tolling schemes can effectively align the behavior of selfish users with the system-optimum. Yet, they inevitably discriminate the population in terms of income. Artificial currencies were recently presented as an effective alternative that can achieve the same performance, whilst guaranteeing fairness among the population. However, those studies were based on behavioral models that may differ from practical implementations. This paper presents a data-driven approach to automatically adapt artificial-currency tolls within repetitive-game settings. We first consider a parallel-arc setting whereby users commute on a daily basis from an individual origin to an individual destination, choosing a route in exchange of an artificial-currency price or reward, while accounting for the impact of the choices of the other users on travel discomfort. Second, we devise a model-based reinforcement learning controller that autonomously learns the optimal pricing policy by interacting with the proposed framework considering the closeness of the observed aggregate flows to a desired system-optimal distribution as a reward function. Our numerical results show that the proposed data-driven pricing scheme can effectively align the users' flows with the system optimum, significantly reducing the societal costs with respect to the uncontrolled flows (by about 15% and 25% depending on the scenario), and respond to environmental changes in a robust and efficient manner.


Task-oriented Communication Design in Cyber-Physical Systems: A Survey on Theory and Applications

arXiv.org Artificial Intelligence

Communications system design has been traditionally guided by task-agnostic principles, which aim at efficiently transmitting as many correct bits as possible through a given channel. However, in the era of cyber-physical systems, the effectiveness of communications is not dictated simply by the bit rate, but most importantly by the efficient completion of the task in hand, e.g., controlling remotely a robot, automating a production line or collaboratively sensing through a drone swarm. In parallel, it is projected that by 2023, half of the worldwide network connections will be among machines rather than humans. In this context, it is crucial to establish a new paradigm for designing communications strategies for multi-agent cyber-physical systems. This is a daunting task, since it requires a combination of principles from information, communication, control theories and computer science in order to formalize a general framework for task-oriented communication design. In this direction, this paper reviews and structures the relevant theoretical work across a wide range of scientific communities. Subsequently, it proposes a general conceptual framework for task-oriented communication design, along with its specializations according to the targeted use case. Furthermore, it provides a survey of relevant contributions in dominant applications, such as industrial internet of things, multi-UAV systems, tactile internet, autonomous vehicles, distributed learning systems, smart manufacturing plants and 5G and beyond self-organizing networks. Finally, it highlights the most important open research topics from both the theoretical framework and application points of view.


Generating Teammates for Training Robust Ad Hoc Teamwork Agents via Best-Response Diversity

arXiv.org Artificial Intelligence

Ad hoc teamwork (AHT) is the challenge of designing a robust learner agent that effectively collaborates with unknown teammates without prior coordination mechanisms. Early approaches address the AHT challenge by training the learner with a diverse set of handcrafted teammate policies, usually designed based on an expert's domain knowledge about the policies the learner may encounter. However, implementing teammate policies for training based on domain knowledge is not always feasible. In such cases, recent approaches attempted to improve the robustness of the learner by training it with teammate policies generated by optimising information-theoretic diversity metrics. The problem with optimising existing information-theoretic diversity metrics for teammate policy generation is the emergence of superficially different teammates. When used for AHT training, superficially different teammate behaviours may not improve a learner's robustness during collaboration with unknown teammates. In this paper, we present an automated teammate policy generation method optimising the Best-Response Diversity (BRDiv) metric, which measures diversity based on the compatibility of teammate policies in terms of returns. We evaluate our approach in environments with multiple valid coordination strategies, comparing against methods optimising information-theoretic diversity metrics and an ablation not optimising any diversity metric. Our experiments indicate that optimising BRDiv yields a diverse set of training teammate policies that improve the learner's performance relative to previous teammate generation approaches when collaborating with near-optimal previously unseen teammate policies.