Agents
AI Techniques in the Microservices Life-Cycle: A Survey
Moreschini, Sergio, Pour, Shahrzad, Lanese, Ivan, Balouek-Thomert, Daniel, Bogner, Justus, Li, Xiaozhou, Pecorelli, Fabiano, Soldani, Jacopo, Truyen, Eddy, Taibi, Davide
Microservices is a popular architectural style for the development of distributed software, with an emphasis on modularity, scalability, and flexibility. Indeed, in microservice systems, functionalities are provided by loosely coupled, small services, each focusing on a specific business capability. Building a system according to the microservices architectural style brings a number of challenges, mainly related to how the different microservices are deployed and coordinated and how they interact. In this paper, we provide a survey about how techniques in the area of Artificial Intelligence have been used to tackle these challenges.
Fine-Grained Complexity Analysis of Multi-Agent Path Finding on 2D Grids
Multi-Agent Path Finding (MAPF) is a fundamental motion coordination problem arising in multi-agent systems with a wide range of applications. The problem's intractability has led to extensive research on improving the scalability of solvers for it. Since optimal solvers can struggle to scale, a major challenge that arises is understanding what makes MAPF hard. We tackle this challenge through a fine-grained complexity analysis of time-optimal MAPF on 2D grids, thereby closing two gaps and identifying a new tractability frontier. First, we show that 2-colored MAPF, i.e., where the agents are divided into two teams, each with its own set of targets, remains NP-hard. Second, for the flowtime objective (also called sum-of-costs), we show that it remains NP-hard to find a solution in which agents have an individually optimal cost, which we call an individually optimal solution. The previously tightest results for these MAPF variants are for (non-grid) planar graphs. We use a single hardness construction that replaces, strengthens, and unifies previous proofs. We believe that it is also simpler than previous proofs for the planar case as it employs minimal gadgets that enable its full visualization in one figure. Finally, for the flowtime objective, we establish a tractability frontier based on the number of directions agents can move in. Namely, we complement our hardness result, which holds for three directions, with an efficient algorithm for finding an individually optimal solution if only two directions are allowed. This result sheds new light on the structure of optimal solutions, which may help guide algorithm design for the general problem.
Game-based Platforms for Artificial Intelligence Research
Hu, Chengpeng, Zhao, Yunlong, Wang, Ziqi, Du, Haocheng, Liu, Jialin
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
Ding, Yu, Cong, Yirui, Wang, Xiangke
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
Moreno, Bianca Marin, Brégère, Margaux, Gaillard, Pierre, Oudjane, Nadia
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
Elkhapery, Basel, Pěnička, Robert, Němec, Michal, Siddiqui, Mohsin
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
Knittel, Anthony, Antonello, Morris, Redford, John, Ramamoorthy, Subramanian
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
Hu, Xunhan, Zhao, Jian, Zhou, Wengang, Feng, Ruili, Li, Houqiang
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
Wang, Ding, Wang, Xuhong, Chen, Liang, Yao, Shengyue, Jing, Ming, Li, Honghai, Li, Li, Bao, Shiqiang, Wang, Fei-Yue, Lin, Yilun
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
van de Sanden, David, Schoukens, Maarten, Salazar, Mauro
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.