Agents
The Effect of Robot Skill Level and Communication in Rapid, Proximate Human-Robot Collaboration
Lee, Kin Man, Krishna, Arjun, Zaidi, Zulfiqar, Paleja, Rohan, Chen, Letian, Hedlund-Botti, Erin, Schrum, Mariah, Gombolay, Matthew
As high-speed, agile robots become more commonplace, these robots will have the potential to better aid and collaborate with humans. However, due to the increased agility and functionality of these robots, close collaboration with humans can create safety concerns that alter team dynamics and degrade task performance. In this work, we aim to enable the deployment of safe and trustworthy agile robots that operate in proximity with humans. We do so by 1) Proposing a novel human-robot doubles table tennis scenario to serve as a testbed for studying agile, proximate human-robot collaboration and 2) Conducting a user-study to understand how attributes of the robot (e.g., robot competency or capacity to communicate) impact team dynamics, perceived safety, and perceived trust, and how these latent factors affect human-robot collaboration (HRC) performance. We find that robot competency significantly increases perceived trust ($p<.001$), extending skill-to-trust assessments in prior studies to agile, proximate HRC. Furthermore, interestingly, we find that when the robot vocalizes its intention to perform a task, it results in a significant decrease in team performance ($p=.037$) and perceived safety of the system ($p=.009$).
Towards Automated 3D Search Planning for Emergency Response Missions
Papaioannou, Savvas, Kolios, Panayiotis, Theocharides, Theocharis, Panayiotou, Christos G., Polycarpou, Marios M.
The ability to efficiently plan and execute automated and precise search missions using unmanned aerial vehicles (UAVs) during emergency response situations is imperative. Precise navigation between obstacles and time-efficient searching of 3D structures and buildings are essential for locating survivors and people in need in emergency response missions. In this work we address this challenging problem by proposing a unified search planning framework that automates the process of UAV-based search planning in 3D environments. Specifically, we propose a novel search planning framework which enables automated planning and execution of collision-free search trajectories in 3D by taking into account low-level mission constrains (e.g., the UAV dynamical and sensing model), mission objectives (e.g., the mission execution time and the UAV energy efficiency) and user-defined mission specifications (e.g., the 3D structures to be searched and minimum detection probability constraints). The capabilities and performance of the proposed approach are demonstrated through extensive simulated 3D search scenarios.
Decentralized Gossip-Based Stochastic Bilevel Optimization over Communication Networks
Bilevel optimization have gained growing interests, with numerous applications being found in meta learning, minimax games, reinforcement learning, and nested composition optimization. This paper studies the problem of decentralized distributed stochastic bilevel optimization over a network where each agent can only communicate with its neighbors, and gives examples from multi-task, multi-agent learning and federated learning. In this paper, we propose a gossip-based decentralized bilevel learning algorithm that allows networked agents to solve both the inner and outer optimization problems in a single timescale and share information through network propagation.
Graphical Models for Recognizing Human Interactions
We describe a real-time computer vision and machine learning sys(cid:173) tem for modeling and recognizing human actions and interactions. Two different domains are explored: recognition of two-handed motions in the martial art'Tai Chi', and multiple- person interac(cid:173) tions in a visual surveillance task. Our system combines top-down with bottom-up information using a feedback loop, and is formu(cid:173) lated with a Bayesian framework. Two different graphical models (HMMs and Coupled HMMs) are used for modeling both individual actions and multiple-agent interactions, and CHMMs are shown to work more efficiently and accurately for a given amount of train(cid:173) ing. Finally, to overcome the limited amounts of training data, we demonstrate that'synthetic agents' (Alife-style agents) can be used to develop flexible prior models of the person-to-person inter(cid:173) actions.
Using Free Energies to Represent Q-values in a Multiagent Reinforcement Learning Task
The problem of reinforcement learning in large factored Markov decision processes is explored. The Q-value of a state-action pair is approximated by the free energy of a product of experts network. Network parameters are learned on-line using a modified SARSA algorithm which minimizes the inconsistency of the Q-values of consecutive state-action pairs. Ac(cid:173) tions are chosen based on the current value estimates by fixing the current state and sampling actions from the network using Gibbs sampling. The algorithm is tested on a co-operative multi-agent task.
Multiagent Planning with Factored MDPs
We present a principled and efficient planning algorithm for cooperative multia- gent dynamic systems. A striking feature of our method is that the coordination and communication between the agents is not imposed, but derived directly from the system dynamics and function approximation architecture. We view the en- tire multiagent system as a single, large Markov decision process (MDP), which we assume can be represented in a factored way using a dynamic Bayesian net- work (DBN). The action space of the resulting MDP is the joint action space of the entire set of agents. Our approach is based on the use of factored linear value functions as an approximation to the joint value function.
Playing is believing: The role of beliefs in multi-agent learning
We propose a new classification for multi-agent learning algorithms, with each league of players characterized by both their possible strategies and possible beliefs. Using this classification, we review the optimality of ex- isting algorithms, including the case of interleague play. We propose an incremental improvement to the existing algorithms that seems to achieve average payoffs that are at least the Nash equilibrium payoffs in the long- run against fair opponents.
Learning in Zero-Sum Team Markov Games Using Factored Value Functions
We present a new method for learning good strategies in zero-sum Markov games in which each side is composed of multiple agents col- laborating against an opposing team of agents. Our method requires full observability and communication during learning, but the learned poli- cies can be executed in a distributed manner. The value function is rep- resented as a factored linear architecture and its structure determines the necessary computational resources and communication bandwidth. This approach permits a tradeoff between simple representations with little or no communication between agents and complex, computationally inten- sive representations with extensive coordination between agents. Thus, we provide a principled means of using approximation to combat the exponential blowup in the joint action space of the participants.
Real Time Voice Processing with Audiovisual Feedback: Toward Autonomous Agents with Perfect Pitch
We have implemented a real time front end for detecting voiced speech and estimating its fundamental frequency. The front end performs the signal processing for voice-driven agents that attend to the pitch contours of human speech and provide continuous audiovisual feedback. The al- gorithm we use for pitch tracking has several distinguishing features: it makes no use of FFTs or autocorrelation at the pitch period; it updates the pitch incrementally on a sample-by-sample basis; it avoids peak picking and does not require interpolation in time or frequency to obtain high res- olution estimates; and it works reliably over a four octave range, in real time, without the need for postprocessing to produce smooth contours. The algorithm is based on two simple ideas in neural computation: the introduction of a purposeful nonlinearity, and the error signal of a least squares fit. The pitch tracker is used in two real time multimedia applica- tions: a voice-to-MIDI player that synthesizes electronic music from vo- calized melodies, and an audiovisual Karaoke machine with multimodal feedback.
Extending Q-Learning to General Adaptive Multi-Agent Systems
Recent multi-agent extensions of Q-Learning require knowledge of other agents' payoffs and Q-functions, and assume game-theoretic play at all times by all other agents. This paper proposes a fundamentally different approach, dubbed "Hyper-Q" Learning, in which values of mixed strategies rather than base actions are learned, and in which other agents' strategies are estimated from observed actions via Bayesian in- ference. Hyper-Q may be effective against many different types of adap- tive agents, even if they are persistently dynamic. Against certain broad categories of adaptation, it is argued that Hyper-Q may converge to ex- act optimal time-varying policies. In tests using Rock-Paper-Scissors, Hyper-Q learns to significantly exploit an Infinitesimal Gradient Ascent (IGA) player, as well as a Policy Hill Climber (PHC) player.