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Amazon creates a new user-centric simulation platform to develop embodied AI agents

#artificialintelligence

AI-powered robots are generally trained in simulation environments before they are tested and introduced in real-world settings. These environments allow developers to safely test their machine learning techniques on a variety of robots and in numerous possible scenarios, without having to purchase hardware, assemble robots and then bring them to remote locations, or compromise on real-world safety of the deployed systems. Amazon Alexa AI recently created a new simulation platform specifically for embodied AI research, the field specialized in the development of autonomous robots. This platform, dubbed Alexa Arena, was presented in a paper pre-published on arXiv and is publicly available on GitHub. "Our primary objective was to develop an interactive Embodied AI framework to catalyze the creation of next-generation embodied AI agents," Govind Thattai, the lead scientist for Arena platform, told Tech Xplore.


Everything you need to know about BabyAGI - TechStory

#artificialintelligence

In recent months, we have seen the emergence and proliferation of several artificial intelligence systems worldwide, such as OpenAI's ChatGPT, GPT-4, and Google's Bard. Microsoft's new Bing and Baidu's Ernie Bot have also entered the scene. Joining this group of AI systems is a newcomer known as BabyAGI. BabyAGI is an innovative AI platform designed to train and evaluate various AI agents in a simulated environment. The AI is a pared-down version of the original Task-Driven Autonomous Agent developed and launched by VC and AI expert Yohei Nakajima.


Learning to Communicate and Collaborate in a Competitive Multi-Agent Setup to Clean the Ocean from Macroplastics

arXiv.org Artificial Intelligence

Finding a balance between collaboration and competition is crucial for artificial agents in many real-world applications. We investigate this using a Multi-Agent Reinforcement Learning (MARL) setup on the back of a high-impact problem. The accumulation and yearly growth of plastic in the ocean cause irreparable damage to many aspects of oceanic health and the marina system. To prevent further damage, we need to find ways to reduce macroplastics from known plastic patches in the ocean. Here we propose a Graph Neural Network (GNN) based communication mechanism that increases the agents' observation space. In our custom environment, agents control a plastic collecting vessel. The communication mechanism enables agents to develop a communication protocol using a binary signal. While the goal of the agent collective is to clean up as much as possible, agents are rewarded for the individual amount of macroplastics collected. Hence agents have to learn to communicate effectively while maintaining high individual performance. We compare our proposed communication mechanism with a multi-agent baseline without the ability to communicate. Results show communication enables collaboration and increases collective performance significantly. This means agents have learned the importance of communication and found a balance between collaboration and competition.


Multi-agent Policy Reciprocity with Theoretical Guarantee

arXiv.org Artificial Intelligence

Modern multi-agent reinforcement learning (RL) algorithms hold great potential for solving a variety of real-world problems. However, they do not fully exploit cross-agent knowledge to reduce sample complexity and improve performance. Although transfer RL supports knowledge sharing, it is hyperparameter sensitive and complex. To solve this problem, we propose a novel multi-agent policy reciprocity (PR) framework, where each agent can fully exploit cross-agent policies even in mismatched states. We then define an adjacency space for mismatched states and design a plug-and-play module for value iteration, which enables agents to infer more precise returns. To improve the scalability of PR, deep PR is proposed for continuous control tasks. Moreover, theoretical analysis shows that agents can asymptotically reach consensus through individual perceived rewards and converge to an optimal value function, which implies the stability and effectiveness of PR, respectively. Experimental results on discrete and continuous environments demonstrate that PR outperforms various existing RL and transfer RL methods.


RESET: Revisiting Trajectory Sets for Conditional Behavior Prediction

arXiv.org Artificial Intelligence

It is desirable to predict the behavior of traffic participants conditioned on different planned trajectories of the autonomous vehicle. This allows the downstream planner to estimate the impact of its decisions. Recent approaches for conditional behavior prediction rely on a regression decoder, meaning that coordinates or polynomial coefficients are regressed. In this work we revisit set-based trajectory prediction, where the probability of each trajectory in a predefined trajectory set is determined by a classification model, and first-time employ it to the task of conditional behavior prediction. We propose RESET, which combines a new metric-driven algorithm for trajectory set generation with a graph-based encoder. For unconditional prediction, RESET achieves comparable performance to a regression-based approach. Due to the nature of set-based approaches, it has the advantageous property of being able to predict a flexible number of trajectories without influencing runtime or complexity. For conditional prediction, RESET achieves reasonable results with late fusion of the planned trajectory, which was not observed for regression-based approaches before. This means that RESET is computationally lightweight to combine with a planner that proposes multiple future plans of the autonomous vehicle, as large parts of the forward pass can be reused.


Distributed Coverage Control of Constrained Constant-Speed Unicycle Multi-Agent Systems

arXiv.org Artificial Intelligence

This paper proposes a novel distributed coverage controller for a multi-agent system with constant-speed unicycle robots (CSUR). The work is motivated by the limitation of the conventional method that does not ensure the satisfaction of hard state- and input-dependent constraints and leads to feasibility issues for multi-CSUR systems. In this paper, we solve these problems by designing a novel coverage cost function and a saturated gradient-search-based control law. Invariant set theory and Lyapunov-based techniques are used to prove the state-dependent confinement and the convergence of the system state to the optimal coverage configuration, respectively. The controller is implemented in a distributed manner based on a novel communication standard among the agents. A series of simulation case studies are conducted to validate the effectiveness of the proposed coverage controller in different initial conditions and with control parameters. A comparison study in simulation reveals the advantage of the proposed method in terms of avoiding infeasibility. The experiment study verifies the applicability of the method to real robots with uncertainties. The development procedure of the method from theoretical analysis to experimental validation provides a novel framework for multi-agent system coordinate control with complex agent dynamics.


Hierarchical Policy Blending As Optimal Transport

arXiv.org Artificial Intelligence

We present hierarchical policy blending as optimal transport (HiPBOT). HiPBOT hierarchically adjusts the weights of low-level reactive expert policies of different agents by adding a look-ahead planning layer on the parameter space. The high-level planner renders policy blending as unbalanced optimal transport consolidating the scaling of the underlying Riemannian motion policies. As a result, HiPBOT effectively decides the priorities between expert policies and agents, ensuring the task's success and guaranteeing safety. Experimental results in several application scenarios, from low-dimensional navigation to high-dimensional whole-body control, show the efficacy and efficiency of HiPBOT. Our method outperforms state-of-the-art baselines -- either adopting probabilistic inference or defining a tree structure of experts -- paving the way for new applications of optimal transport to robot control. More material at https://sites.google.com/view/hipobot


Fast Lifelong Adaptive Inverse Reinforcement Learning from Demonstrations

arXiv.org Artificial Intelligence

Learning from Demonstration (LfD) approaches empower end-users to teach robots novel tasks via demonstrations of the desired behaviors, democratizing access to robotics. However, current LfD frameworks are not capable of fast adaptation to heterogeneous human demonstrations nor the large-scale deployment in ubiquitous robotics applications. In this paper, we propose a novel LfD framework, Fast Lifelong Adaptive Inverse Reinforcement learning (FLAIR). Our approach (1) leverages learned strategies to construct policy mixtures for fast adaptation to new demonstrations, allowing for quick end-user personalization, (2) distills common knowledge across demonstrations, achieving accurate task inference; and (3) expands its model only when needed in lifelong deployments, maintaining a concise set of prototypical strategies that can approximate all behaviors via policy mixtures. We empirically validate that FLAIR achieves adaptability (i.e., the robot adapts to heterogeneous, user-specific task preferences), efficiency (i.e., the robot achieves sample-efficient adaptation), and scalability (i.e., the model grows sublinearly with the number of demonstrations while maintaining high performance). FLAIR surpasses benchmarks across three control tasks with an average 57% improvement in policy returns and an average 78% fewer episodes required for demonstration modeling using policy mixtures. Finally, we demonstrate the success of FLAIR in a table tennis task and find users rate FLAIR as having higher task (p<.05) and personalization (p<.05) performance.


SQA3D: Situated Question Answering in 3D Scenes

arXiv.org Artificial Intelligence

The categories listed here do not mean to be exhaustive and a question could fall into multiple categories. Playing computer games sink and facing the towels. Albeit these promising advances, their actual performances in real-world embodied environments could still fall short of human expectations, especially in generalization to different situations (scenes and locations) and tasks that require substantial, knowledge-intensive reasoning. To diagnose the fundamental capability of realistic embodied agents, we investigate the problem of embodied scene understanding, where the agent needs to understand its situation and the surroundings in the environment from a dynamic egocentric view, then perceive, reason, and act accordingly, to accomplish complex tasks. What is at the core of embodied scene understanding? Drawing inspirations from situated cognition (Greeno, 1998; Anderson et al., 2000), a seminal theory of embodiment, we anticipate it to be two-fold: Situation understanding. The ability to imagine what the agent will see from arbitrary situations (position, orientations, etc.) in a 3D scene and understand the surroundings anchored to the situation, therefore generalize to novel positions or scenes; Situated reasoning. The ability to acquire knowledge about the environment based on the agents' current situation and reason with the knowledge, therefore further facilitates accomplishing complex action planning tasks. To step towards embodied scene understanding, we introduce SQA3D, a new task that reconciles the best of both parties, situation understanding, and situated reasoning, into embodied 3D scene understanding. Figure 1 sketches our task: given a 3D scene context (e.g., 3D scan, ego-centric video, or bird-eye view (BEV) picture), the agent in the 3D scene needs to first comprehend and localize its situation (position, orientation, etc.) from a textual description, then answer a question that requires substantial situated reasoning from that perspective. We crowd-sourced the situation descriptions from Amazon MTurk (AMT), where participants are instructed to select diverse locations and orientations in 3D scenes. To systematically examine the agent's ability in situated reasoning, we collect questions that cover a wide spectrum of knowledge, ranging from spatial relations to navigation, common sense reasoning, and multi-hop reasoning.


The Importance of Credo in Multiagent Learning

arXiv.org Artificial Intelligence

The recent We propose a model for multi-objective optimization, a credo, for call to make cooperation central to the development of AI places emphasis agents in a system that are configured into multiple groups (i.e., on understanding the mechanisms behind teamwork beyond teams). Our model of credo regulates how agents optimize their just competition [14, 15] and to adapt findings from Organizational behavior for the groups they belong to. We evaluate credo in the Psychology [5]. In MARL, agents learning to cooperate often build context of challenging social dilemmas with reinforcement learning common interest by sharing exogenous rewards [1, 7]; however, agents. Our results indicate that the interests of teammates, or the purely pro-social agents may not be possible when considering entire system, are not required to be fully aligned for achieving agents designed by different manufacturers or hybrid AI/human globally beneficial outcomes. We identify two scenarios without populations. Agents in these settings may have some self-interest full common interest that achieve high equality and significantly for personal goals; therefore, it is important to understand how and higher mean population rewards compared to when the interests when cooperation can be supported in systems where agents may of all agents are aligned.