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Online and Offline Learning of Player Objectives from Partial Observations in Dynamic Games

arXiv.org Artificial Intelligence

Robots deployed to the real world must be able to interact with other agents in their environment. Dynamic game theory provides a powerful mathematical framework for modeling scenarios in which agents have individual objectives and interactions evolve over time. However, a key limitation of such techniques is that they require a-priori knowledge of all players' objectives. In this work, we address this issue by proposing a novel method for learning players' objectives in continuous dynamic games from noise-corrupted, partial state observations. Our approach learns objectives by coupling the estimation of unknown cost parameters of each player with inference of unobserved states and inputs through Nash equilibrium constraints. By coupling past state estimates with future state predictions, our approach is amenable to simultaneous online learning and prediction in receding horizon fashion. We demonstrate our method in several simulated traffic scenarios in which we recover players' preferences for, e.g., desired travel speed and collision-avoidance behavior. Results show that our method reliably estimates game-theoretic models from noise-corrupted data that closely matches ground-truth objectives, consistently outperforming state-of-the-art approaches.


Federated TD Learning over Finite-Rate Erasure Channels: Linear Speedup under Markovian Sampling

arXiv.org Artificial Intelligence

Federated learning (FL) has recently gained much attention due to its effectiveness in speeding up supervised learning tasks under communication and privacy constraints. However, whether similar speedups can be established for reinforcement learning remains much less understood theoretically. Towards this direction, we study a federated policy evaluation problem where agents communicate via a central aggregator to expedite the evaluation of a common policy. To capture typical communication constraints in FL, we consider finite capacity up-link channels that can drop packets based on a Bernoulli erasure model. Given this setting, we propose and analyze QFedTD - a quantized federated temporal difference learning algorithm with linear function approximation. Our main technical contribution is to provide a finite-sample analysis of QFedTD that (i) highlights the effect of quantization and erasures on the convergence rate; and (ii) establishes a linear speedup w.r.t. the number of agents under Markovian sampling. Notably, while different quantization mechanisms and packet drop models have been extensively studied in the federated learning, distributed optimization, and networked control systems literature, our work is the first to provide a non-asymptotic analysis of their effects in multi-agent and federated reinforcement learning.


Multi-Agent Deep Reinforcement Learning For Persistent Monitoring With Sensing, Communication, and Localization Constraints

arXiv.org Artificial Intelligence

Determining multi-robot motion policies for persistently monitoring a region with limited sensing, communication, and localization constraints in non-GPS environments is a challenging problem. To take the localization constraints into account, in this paper, we consider a heterogeneous robotic system consisting of two types of agents: anchor agents with accurate localization capability and auxiliary agents with low localization accuracy. To localize itself, the auxiliary agents must be within the communication range of an {anchor}, directly or indirectly. The robotic team's objective is to minimize environmental uncertainty through persistent monitoring. We propose a multi-agent deep reinforcement learning (MARL) based architecture with graph convolution called Graph Localized Proximal Policy Optimization (GALOPP), which incorporates the limited sensor field-of-view, communication, and localization constraints of the agents along with persistent monitoring objectives to determine motion policies for each agent. We evaluate the performance of GALOPP on open maps with obstacles having a different number of anchor and auxiliary agents. We further study (i) the effect of communication range, obstacle density, and sensing range on the performance and (ii) compare the performance of GALOPP with non-RL baselines, namely, greedy search, random search, and random search with communication constraint. For its generalization capability, we also evaluated GALOPP in two different environments -- 2-room and 4-room. The results show that GALOPP learns the policies and monitors the area well. As a proof-of-concept, we perform hardware experiments to demonstrate the performance of GALOPP.


Scalable and Sample Efficient Distributed Policy Gradient Algorithms in Multi-Agent Networked Systems

arXiv.org Artificial Intelligence

This paper studies a class of multi-agent reinforcement learning (MARL) problems where the reward that an agent receives depends on the states of other agents, but the next state only depends on the agent's own current state and action. We name it REC-MARL standing for REward-Coupled Multi-Agent Reinforcement Learning. REC-MARL has a range of important applications such as real-time access control and distributed power control in wireless networks. This paper presents a distributed policy gradient algorithm for REC-MARL. The proposed algorithm is distributed in two aspects: (i) the learned policy is a distributed policy that maps a local state of an agent to its local action and (ii) the learning/training is distributed, during which each agent updates its policy based on its own and neighbors' information. The learned algorithm achieves a stationary policy and its iterative complexity bounds depend on the dimension of local states and actions. The experimental results of our algorithm for the real-time access control and power control in wireless networks show that our policy significantly outperforms the state-of-the-art algorithms and well-known benchmarks.


RFUniverse: A Multiphysics Simulation Platform for Embodied AI

arXiv.org Artificial Intelligence

Multiphysics phenomena, the coupling effects involving different aspects of physics laws, are pervasive in the real world and can often be encountered when performing everyday household tasks. Intelligent agents which seek to assist or replace human laborers will need to learn to cope with such phenomena in household task settings. To equip the agents with such kind of abilities, the research community needs a simulation environment, which will have the capability to serve as the testbed for the training process of these intelligent agents, to have the ability to support multiphysics coupling effects. Though many mature simulation software for multiphysics simulation have been adopted in industrial production, such techniques have not been applied to robot learning or embodied AI research. To bridge the gap, we propose a novel simulation environment named RFUniverse. This simulator can not only compute rigid and multi-body dynamics, but also multiphysics coupling effects commonly observed in daily life, such as air-solid interaction, fluid-solid interaction, and heat transfer. Because of the unique multiphysics capacities of this simulator, we can benchmark tasks that involve complex dynamics due to multiphysics coupling effects in a simulation environment before deploying to the real world. RFUniverse provides multiple interfaces to let the users interact with the virtual world in various ways, which is helpful and essential for learning, planning, and control. We benchmark three tasks with reinforcement learning, including food cutting, water pushing, and towel catching. We also evaluate butter pushing with a classic planning-control paradigm. This simulator offers an enhancement of physics simulation in terms of the computation of multiphysics coupling effects.


Quantum Operation of Affective Artificial Intelligence

arXiv.org Artificial Intelligence

The review analyzes the fundamental principles which Artificial Intelligence should be based on in order to imitate the realistic process of taking decisions by humans experiencing emotions. Two approaches are compared, one based on quantum theory and the other employing classical terms. Both these approaches have a number of similarities, being principally probabilistic. The analogies between quantum measurements under intrinsic noise and affective decision making are elucidated. It is shown that cognitive processes have many features that are formally similar to quantum measurements. This, however, in no way means that for the imitation of human decision making Affective Artificial Intelligence has necessarily to rely on the functioning of quantum systems. Appreciating the common features between quantum measurements and decision making helps for the formulation of an axiomatic approach employing only classical notions. Artificial Intelligence, following this approach, operates similarly to humans, by taking into account the utility of the considered alternatives as well as their emotional attractiveness. Affective Artificial Intelligence, whose operation takes account of the cognition-emotion duality, avoids numerous behavioural paradoxes of traditional decision making. A society of intelligent agents, interacting through the repeated multistep exchange of information, forms a network accomplishing dynamic decision making. The considered intelligent networks can characterize the operation of either a human society of affective decision makers, or the brain composed of neurons, or a typical probabilistic network of an artificial intelligence.


Toward Artificial Empathy for Human-Centered Design: A Framework

arXiv.org Artificial Intelligence

In the early stages of the design process, designers explore opportunities by discovering unmet needs and developing innovative concepts as potential solutions. From a human-centered design perspective, designers must develop empathy with people to truly understand their needs. However, developing empathy is a complex and subjective process that relies heavily on the designer's empathic capability. Therefore, the development of empathic understanding is intuitive, and the discovery of underlying needs is often serendipitous. This paper aims to provide insights from artificial intelligence research to indicate the future direction of AI-driven human-centered design, taking into account the essential role of empathy. Specifically, we conduct an interdisciplinary investigation of research areas such as data-driven user studies, empathic understanding development, and artificial empathy. Based on this foundation, we discuss the role that artificial empathy can play in human-centered design and propose an artificial empathy framework for human-centered design. Building on the mechanisms behind empathy and insights from empathic design research, the framework aims to break down the rather complex and subjective concept of empathy into components and modules that can potentially be modeled computationally. Furthermore, we discuss the expected benefits of developing such systems and identify current research gaps to encourage future research efforts.


Investigating the Impact of Direct Punishment on the Emergence of Cooperation in Multi-Agent Reinforcement Learning Systems

arXiv.org Artificial Intelligence

Solving the problem of cooperation is of fundamental importance to the creation and maintenance of functional societies, with examples of cooperative dilemmas ranging from navigating busy road junctions to negotiating carbon reduction treaties. As the use of AI becomes more pervasive throughout society, the need for socially intelligent agents that are able to navigate these complex cooperative dilemmas is becoming increasingly evident. In the natural world, direct punishment is an ubiquitous social mechanism that has been shown to benefit the emergence of cooperation within populations. However no prior work has investigated its impact on the development of cooperation within populations of artificial learning agents experiencing social dilemmas. Additionally, within natural populations the use of any form of punishment is strongly coupled with the related social mechanisms of partner selection and reputation. However, no previous work has considered the impact of combining multiple social mechanisms on the emergence of cooperation in multi-agent systems. Therefore, in this paper we present a comprehensive analysis of the behaviours and learning dynamics associated with direct punishment in multi-agent reinforcement learning systems and how it compares to third-party punishment, when both are combined with the related social mechanisms of partner selection and reputation. We provide an extensive and systematic evaluation of the impact of these key mechanisms on the dynamics of the strategies learned by agents. Finally, we discuss the implications of the use of these mechanisms on the design of cooperative AI systems.


Error in the Euclidean Preference Model

arXiv.org Artificial Intelligence

Spatial models of preference, in the form of vector embeddings, are learned by many deep learning and multiagent systems, including recommender systems. Often these models are assumed to approximate a Euclidean structure, where an individual prefers alternatives positioned closer to their "ideal point", as measured by the Euclidean metric. However, Bogomolnaia and Laslier (2007) showed that there exist ordinal preference profiles that cannot be represented with this structure if the Euclidean space has two fewer dimensions than there are individuals or alternatives. We extend this result, showing that there are situations in which almost all preference profiles cannot be represented with the Euclidean model, and derive a theoretical lower bound on the expected error when using the Euclidean model to approximate non-Euclidean preference profiles. Our results have implications for the interpretation and use of vector embeddings, because in some cases close approximation of arbitrary, true ordinal relationships can be expected only if the dimensionality of the embeddings is a substantial fraction of the number of entities represented.


Stackelberg Decision Transformer for Asynchronous Action Coordination in Multi-Agent Systems

arXiv.org Artificial Intelligence

Asynchronous action coordination presents a pervasive challenge in Multi-Agent Systems (MAS), which can be represented as a Stackelberg game (SG). However, the scalability of existing Multi-Agent Reinforcement Learning (MARL) methods based on SG is severely constrained by network structures or environmental limitations. To address this issue, we propose the Stackelberg Decision Transformer (STEER), a heuristic approach that resolves the difficulties of hierarchical coordination among agents. STEER efficiently manages decision-making processes in both spatial and temporal contexts by incorporating the hierarchical decision structure of SG, the modeling capability of autoregressive sequence models, and the exploratory learning methodology of MARL. Our research contributes to the development of an effective and adaptable asynchronous action coordination method that can be widely applied to various task types and environmental configurations in MAS. Experimental results demonstrate that our method can converge to Stackelberg equilibrium solutions and outperforms other existing methods in complex scenarios.