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AI Autonomy : Self-Initiated Open-World Continual Learning and Adaptation

arXiv.org Artificial Intelligence

As more and more AI agents are used in practice, it is time to think about how to make these agents fully autonomous so that they can (1) learn by themselves continually in a self-motivated and self-initiated manner rather than being retrained offline periodically on the initiation of human engineers and (2) accommodate or adapt to unexpected or novel circumstances. As the real-world is an open environment that is full of unknowns or novelties, the capabilities of detecting novelties, characterizing them, accommodating/adapting to them, gathering ground-truth training data and incrementally learning the unknowns/novelties become critical in making the AI agent more and more knowledgeable, powerful and self-sustainable over time. The key challenge here is how to automate the process so that it is carried out continually on the agent's own initiative and through its own interactions with humans, other agents and the environment just like human on-the-job learning. This paper proposes a framework (called SOLA) for this learning paradigm to promote the research of building autonomous and continual learning enabled AI agents. To show feasibility, an implemented agent is also described.


MMDR: A Result Feature Fusion Object Detection Approach for Autonomous System

arXiv.org Artificial Intelligence

Object detection has been extensively utilized in autonomous systems in recent years, encompassing both 2D and 3D object detection. Recent research in this field has primarily centered around multimodal approaches for addressing this issue.In this paper, a multimodal fusion approach based on result feature-level fusion is proposed. This method utilizes the outcome features generated from single modality sources, and fuses them for downstream tasks.Based on this method, a new post-fusing network is proposed for multimodal object detection, which leverages the single modality outcomes as features. The proposed approach, called Multi-Modal Detector based on Result features (MMDR), is designed to work for both 2D and 3D object detection tasks. Compared to previous multimodal models, the proposed approach in this paper performs feature fusion at a later stage, enabling better representation of the deep-level features of single modality sources. Additionally, the MMDR model incorporates shallow global features during the feature fusion stage, endowing the model with the ability to perceive background information and the overall input, thereby avoiding issues such as missed detections.


On the Perception of Difficulty: Differences between Humans and AI

arXiv.org Artificial Intelligence

With the increased adoption of artificial intelligence (AI) in industry and society, effective human-AI interaction systems are becoming increasingly important. A central challenge in the interaction of humans with AI is the estimation of difficulty for human and AI agents for single task instances. These estimations are crucial to evaluate each agent's capabilities and, thus, required to facilitate effective collaboration. So far, research in the field of human-AI interaction estimates the perceived difficulty of humans and AI independently from each other. However, the effective interaction of human and AI agents depends on metrics that accurately reflect each agent's perceived difficulty in achieving valuable outcomes. Research to date has not yet adequately examined the differences in the perceived difficulty of humans and AI. Thus, this work reviews recent research on the perceived difficulty in human-AI interaction and contributing factors to consistently compare each agent's perceived difficulty, e.g., creating the same prerequisites. Furthermore, we present an experimental design to thoroughly examine the perceived difficulty of both agents and contribute to a better understanding of the design of such systems.


Graph Exploration for Effective Multi-agent Q-Learning

arXiv.org Artificial Intelligence

This paper proposes an exploration technique for multi-agent reinforcement learning (MARL) with graph-based communication among agents. We assume the individual rewards received by the agents are independent of the actions by the other agents, while their policies are coupled. In the proposed framework, neighbouring agents collaborate to estimate the uncertainty about the state-action space in order to execute more efficient explorative behaviour. Different from existing works, the proposed algorithm does not require counting mechanisms and can be applied to continuous-state environments without requiring complex conversion techniques. Moreover, the proposed scheme allows agents to communicate in a fully decentralized manner with minimal information exchange. And for continuous-state scenarios, each agent needs to exchange only a single parameter vector. The performance of the algorithm is verified with theoretical results for discrete-state scenarios and with experiments for continuous ones.


Equilibrium-Invariant Embedding, Metric Space, and Fundamental Set of $2\times2$ Normal-Form Games

arXiv.org Artificial Intelligence

Equilibrium solution concepts of normal-form games, such as Nash equilibria, correlated equilibria, and coarse correlated equilibria, describe the joint strategy profiles from which no player has incentive to unilaterally deviate. They are widely studied in game theory, economics, and multiagent systems. Equilibrium concepts are invariant under certain transforms of the payoffs. We define an equilibrium-inspired distance metric for the space of all normal-form games and uncover a distance-preserving equilibrium-invariant embedding. Furthermore, we propose an additional transform which defines a better-response-invariant distance metric and embedding. To demonstrate these metric spaces we study $2\times2$ games. The equilibrium-invariant embedding of $2\times2$ games has an efficient two variable parameterization (a reduction from eight), where each variable geometrically describes an angle on a unit circle. Interesting properties can be spatially inferred from the embedding, including: equilibrium support, cycles, competition, coordination, distances, best-responses, and symmetries. The best-response-invariant embedding of $2\times2$ games, after considering symmetries, rediscovers a set of 15 games, and their respective equivalence classes. We propose that this set of game classes is fundamental and captures all possible interesting strategic interactions in $2\times2$ games. We introduce a directed graph representation and name for each class. Finally, we leverage the tools developed for $2\times2$ games to develop game theoretic visualizations of large normal-form and extensive-form games that aim to fingerprint the strategic interactions that occur within.


EC^2: Emergent Communication for Embodied Control

arXiv.org Artificial Intelligence

Embodied control requires agents to leverage multi-modal pre-training to quickly learn how to act in new environments, where video demonstrations contain visual and motion details needed for low-level perception and control, and language instructions support generalization with abstract, symbolic structures. While recent approaches apply contrastive learning to force alignment between the two modalities, we hypothesize better modeling their complementary differences can lead to more holistic representations for downstream adaption. To this end, we propose Emergent Communication for Embodied Control (EC^2), a novel scheme to pre-train video-language representations for few-shot embodied control. The key idea is to learn an unsupervised "language" of videos via emergent communication, which bridges the semantics of video details and structures of natural language. We learn embodied representations of video trajectories, emergent language, and natural language using a language model, which is then used to finetune a lightweight policy network for downstream control. Through extensive experiments in Metaworld and Franka Kitchen embodied benchmarks, EC^2 is shown to consistently outperform previous contrastive learning methods for both videos and texts as task inputs. Further ablations confirm the importance of the emergent language, which is beneficial for both video and language learning, and significantly superior to using pre-trained video captions. We also present a quantitative and qualitative analysis of the emergent language and discuss future directions toward better understanding and leveraging emergent communication in embodied tasks.


Toward multi-target self-organizing pursuit in a partially observable Markov game

arXiv.org Artificial Intelligence

The multiple-target self-organizing pursuit (SOP) problem has wide applications and has been considered a challenging self-organization game for distributed systems, in which intelligent agents cooperatively pursue multiple dynamic targets with partial observations. This work proposes a framework for decentralized multi-agent systems to improve the implicit coordination capabilities in search and pursuit. We model a self-organizing system as a partially observable Markov game (POMG) featured by large-scale, decentralization, partial observation, and noncommunication. The proposed distributed algorithm: fuzzy self-organizing cooperative coevolution (FSC2) is then leveraged to resolve the three challenges in multi-target SOP: distributed self-organizing search (SOS), distributed task allocation, and distributed single-target pursuit. FSC2 includes a coordinated multi-agent deep reinforcement learning (MARL) method that enables homogeneous agents to learn natural SOS patterns. Additionally, we propose a fuzzy-based distributed task allocation method, which locally decomposes multi-target SOP into several single-target pursuit problems. The cooperative coevolution principle is employed to coordinate distributed pursuers for each single-target pursuit problem. Therefore, the uncertainties of inherent partial observation and distributed decision-making in the POMG can be alleviated. The experimental results demonstrate that by decomposing the SOP task, FSC2 achieves superior performance compared with other implicit coordination policies fully trained by general MARL algorithms. The scalability of FSC2 is proved that up to 2048 FSC2 agents perform efficient multi-target SOP with almost 100 percent capture rates. Empirical analyses and ablation studies verify the interpretability, rationality, and effectiveness of component algorithms in FSC2.


Checking Trustworthiness of Probabilistic Computations in a Typed Natural Deduction System

arXiv.org Artificial Intelligence

In this paper we present the probabilistic typed natural deduction calculus TPTND, designed to reason about and derive trustworthiness properties of probabilistic computational processes, like those underlying current AI applications. Derivability in TPTND is interpreted as the process of extracting $n$ samples of possibly complex outputs with a certain frequency from a given categorical distribution. We formalize trust for such outputs as a form of hypothesis testing on the distance between such frequency and the intended probability. The main advantage of the calculus is to render such notion of trustworthiness checkable. We present a computational semantics for the terms over which we reason and then the semantics of TPTND, where logical operators as well as a Trust operator are defined through introduction and elimination rules. We illustrate structural and metatheoretical properties, with particular focus on the ability to establish under which term evolutions and logical rules applications the notion of trustworhtiness can be preserved.


Cooperative Multi-Agent Reinforcement Learning for Inventory Management

arXiv.org Artificial Intelligence

With Reinforcement Learning (RL) for inventory management (IM) being a nascent field of research, approaches tend to be limited to simple, linear environments with implementations that are minor modifications of off-the-shelf RL algorithms. Scaling these simplistic environments to a real-world supply chain comes with a few challenges such as: minimizing the computational requirements of the environment, specifying agent configurations that are representative of dynamics at real world stores and warehouses, and specifying a reward framework that encourages desirable behavior across the whole supply chain. In this work, we present a system with a custom GPU-parallelized environment that consists of one warehouse and multiple stores, a novel architecture for agent-environment dynamics incorporating enhanced state and action spaces, and a shared reward specification that seeks to optimize for a large retailer's supply chain needs. Each vertex in the supply chain graph is an independent agent that, based on its own inventory, able to place replenishment orders to the vertex upstream. The warehouse agent, aside from placing orders from the supplier, has the special property of also being able to constrain replenishment to stores downstream, which results in it learning an additional allocation sub-policy. We achieve a system that outperforms standard inventory control policies such as a base-stock policy and other RL-based specifications for 1 product, and lay out a future direction of work for multiple products.


Autonomous Systems: Autonomous Systems: Indoor Drone Navigation

arXiv.org Artificial Intelligence

Drones are a promising technology for autonomous data collection and indoor sensing. In situations when human-controlled UAVs may not be practical or dependable, such as in uncharted or dangerous locations, the usage of autonomous UAVs offers flexibility, cost savings, and reduced risk. The system creates a simulated quadcopter capable of autonomously travelling in an indoor environment using the gazebo simulation tool and the ros navigation system framework known as Navigaation2. While Nav2 has successfully shown the functioning of autonomous navigation in terrestrial robots and vehicles, the same hasn't been accomplished with unmanned aerial vehicles and still has to be done. The goal is to use the slam toolbox for ROS and the Nav2 navigation system framework to construct a simulated drone that can move autonomously in an indoor (gps-less) environment.