Agents
SQA3D: Situated Question Answering in 3D Scenes
Ma, Xiaojian, Yong, Silong, Zheng, Zilong, Li, Qing, Liang, Yitao, Zhu, Song-Chun, Huang, Siyuan
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
Radke, David, Larson, Kate, Brecht, Tim
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.
Bi-level Latent Variable Model for Sample-Efficient Multi-Agent Reinforcement Learning
Venugopal, Aravind, Milani, Stephanie, Fang, Fei, Ravindran, Balaraman
Despite their potential in real-world applications, multi-agent reinforcement learning (MARL) algorithms often suffer from high sample complexity. To address this issue, we present a novel model-based MARL algorithm, BiLL (Bi-Level Latent Variable Model-based Learning), that learns a bi-level latent variable model from high-dimensional inputs. At the top level, the model learns latent representations of the global state, which encode global information relevant to behavior learning. At the bottom level, it learns latent representations for each agent, given the global latent representations from the top level. The model generates latent trajectories to use for policy learning. We evaluate our algorithm on complex multi-agent tasks in the challenging SMAC and Flatland environments. Our algorithm outperforms state-of-the-art model-free and model-based baselines in sample efficiency, including on two extremely challenging Super Hard SMAC maps.
Asynchronous Multi-Agent Reinforcement Learning for Efficient Real-Time Multi-Robot Cooperative Exploration
Yu, Chao, Yang, Xinyi, Gao, Jiaxuan, Chen, Jiayu, Li, Yunfei, Liu, Jijia, Xiang, Yunfei, Huang, Ruixin, Yang, Huazhong, Wu, Yi, Wang, Yu
We consider the problem of cooperative exploration where multiple robots need to cooperatively explore an unknown region as fast as possible. Multi-agent reinforcement learning (MARL) has recently become a trending paradigm for solving this challenge. However, existing MARL-based methods adopt action-making steps as the metric for exploration efficiency by assuming all the agents are acting in a fully synchronous manner: i.e., every single agent produces an action simultaneously and every single action is executed instantaneously at each time step. Despite its mathematical simplicity, such a synchronous MARL formulation can be problematic for real-world robotic applications. It can be typical that different robots may take slightly different wall-clock times to accomplish an atomic action or even periodically get lost due to hardware issues. Simply waiting for every robot being ready for the next action can be particularly time-inefficient. Therefore, we propose an asynchronous MARL solution, Asynchronous Coordination Explorer (ACE), to tackle this real-world challenge. We first extend a classical MARL algorithm, multi-agent PPO (MAPPO), to the asynchronous setting and additionally apply action-delay randomization to enforce the learned policy to generalize better to varying action delays in the real world. Moreover, each navigation agent is represented as a team-size-invariant CNN-based policy, which greatly benefits real-robot deployment by handling possible robot lost and allows bandwidth-efficient intra-agent communication through low-dimensional CNN features. We first validate our approach in a grid-based scenario. Both simulation and real-robot results show that ACE reduces over 10% actual exploration time compared with classical approaches. We also apply our framework to a high-fidelity visual-based environment, Habitat, achieving 28% improvement in exploration efficiency.
Online Learning in Stackelberg Games with an Omniscient Follower
Zhao, Geng, Zhu, Banghua, Jiao, Jiantao, Jordan, Michael I.
We study the problem of online learning in a two-player decentralized cooperative Stackelberg game. In each round, the leader first takes an action, followed by the follower who takes their action after observing the leader's move. The goal of the leader is to learn to minimize the cumulative regret based on the history of interactions. Differing from the traditional formulation of repeated Stackelberg games, we assume the follower is omniscient, with full knowledge of the true reward, and that they always best-respond to the leader's actions. We analyze the sample complexity of regret minimization in this repeated Stackelberg game. We show that depending on the reward structure, the existence of the omniscient follower may change the sample complexity drastically, from constant to exponential, even for linear cooperative Stackelberg games. This poses unique challenges for the learning process of the leader and the subsequent regret analysis.
Multi-Robot Relative Pose Estimation and IMU Preintegration Using Passive UWB Transceivers
Shalaby, Mohammed Ayman, Cossette, Charles Champagne, Ny, Jerome Le, Forbes, James Richard
Ultra-wideband (UWB) systems are becoming increasingly popular as a means of inter-robot ranging and communication. A major constraint associated with UWB is that only one pair of UWB transceivers can range at a time to avoid interference, hence hindering the scalability of UWB-based localization. In this paper, a ranging protocol is proposed that allows all robots to passively listen on neighbouring communicating robots without any hierarchical restrictions on the role of the robots. This is utilized to allow each robot to obtain more range measurements and to broadcast preintegrated inertial measurement unit (IMU) measurements for relative extended pose state estimation directly on SE_2(3). Consequently, a simultaneous clock-synchronization and relative-pose estimator (CSRPE) is formulated using an on-manifold extended Kalman filter (EKF) and is evaluated in simulation using Monte-Carlo runs for up to 7 robots. The ranging protocol is implemented in C on custom-made UWB boards fitted to 3 quadcopters, and the proposed filter is evaluated over multiple experimental trials, yielding up to 56% improvement in localization accuracy.
MDPFuzz: Testing Models Solving Markov Decision Processes
Pang, Qi, Yuan, Yuanyuan, Wang, Shuai
The Markov decision process (MDP) provides a mathematical framework for modeling sequential decision-making problems, many of which are crucial to security and safety, such as autonomous driving and robot control. The rapid development of artificial intelligence research has created efficient methods for solving MDPs, such as deep neural networks (DNNs), reinforcement learning (RL), and imitation learning (IL). However, these popular models solving MDPs are neither thoroughly tested nor rigorously reliable. We present MDPFuzz, the first blackbox fuzz testing framework for models solving MDPs. MDPFuzz forms testing oracles by checking whether the target model enters abnormal and dangerous states. During fuzzing, MDPFuzz decides which mutated state to retain by measuring if it can reduce cumulative rewards or form a new state sequence. We design efficient techniques to quantify the "freshness" of a state sequence using Gaussian mixture models (GMMs) and dynamic expectation-maximization (DynEM). We also prioritize states with high potential of revealing crashes by estimating the local sensitivity of target models over states. MDPFuzz is evaluated on five state-of-the-art models for solving MDPs, including supervised DNN, RL, IL, and multi-agent RL. Our evaluation includes scenarios of autonomous driving, aircraft collision avoidance, and two games that are often used to benchmark RL. During a 12-hour run, we find over 80 crash-triggering state sequences on each model. We show inspiring findings that crash-triggering states, though they look normal, induce distinct neuron activation patterns compared with normal states. We further develop an abnormal behavior detector to harden all the evaluated models and repair them with the findings of MDPFuzz to significantly enhance their robustness without sacrificing accuracy.
Autobidders with Budget and ROI Constraints: Efficiency, Regret, and Pacing Dynamics
Lucier, Brendan, Pattathil, Sarath, Slivkins, Aleksandrs, Zhang, Mengxiao
We study a game between autobidding algorithms that compete in an online advertising platform. Each autobidder is tasked with maximizing its advertiser's total value over multiple rounds of a repeated auction, subject to budget and/or return-on-investment constraints. We propose a gradient-based learning algorithm that is guaranteed to satisfy all constraints and achieves vanishing individual regret. Our algorithm uses only bandit feedback and can be used with the first- or second-price auction, as well as with any "intermediate" auction format. Our main result is that when these autobidders play against each other, the resulting expected liquid welfare over all rounds is at least half of the expected optimal liquid welfare achieved by any allocation. This holds whether or not the bidding dynamics converges to an equilibrium and regardless of the correlation structure between advertiser valuations.
Oracle-free Reinforcement Learning in Mean-Field Games along a Single Sample Path
Zaman, Muhammad Aneeq uz, Koppel, Alec, Bhatt, Sujay, Başar, Tamer
We consider online reinforcement learning in Mean-Field Games (MFGs). Unlike traditional approaches, we alleviate the need for a mean-field oracle by developing an algorithm that approximates the Mean-Field Equilibrium (MFE) using the single sample path of the generic agent. We call this {\it Sandbox Learning}, as it can be used as a warm-start for any agent learning in a multi-agent non-cooperative setting. We adopt a two time-scale approach in which an online fixed-point recursion for the mean-field operates on a slower time-scale, in tandem with a control policy update on a faster time-scale for the generic agent. Given that the underlying Markov Decision Process (MDP) of the agent is communicating, we provide finite sample convergence guarantees in terms of convergence of the mean-field and control policy to the mean-field equilibrium. The sample complexity of the Sandbox learning algorithm is $\tilde{\mathcal{O}}(\epsilon^{-4})$ where $\epsilon$ is the MFE approximation error. This is similar to works which assume access to oracle. Finally, we empirically demonstrate the effectiveness of the sandbox learning algorithm in diverse scenarios, including those where the MDP does not necessarily have a single communicating class.
Neural Laplace Control for Continuous-time Delayed Systems
Holt, Samuel, Hüyük, Alihan, Qian, Zhaozhi, Sun, Hao, van der Schaar, Mihaela
Many real-world offline reinforcement learning (RL) problems involve continuous-time environments with delays. Such environments are characterized by two distinctive features: firstly, the state x(t) is observed at irregular time intervals, and secondly, the current action a(t) only affects the future state x(t + g) with an unknown delay g > 0. A prime example of such an environment is satellite control where the communication link between earth and a satellite causes irregular observations and delays. Existing offline RL algorithms have achieved success in environments with irregularly observed states in time or known delays. However, environments involving both irregular observations in time and unknown delays remains an open and challenging problem. To this end, we propose Neural Laplace Control, a continuous-time model-based offline RL method that combines a Neural Laplace dynamics model with a model predictive control (MPC) planner--and is able to learn from an offline dataset sampled with irregular time intervals from an environment that has a inherent unknown constant delay. We show experimentally on continuous-time delayed environments it is able to achieve near expert policy performance.