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RSPT: Reconstruct Surroundings and Predict Trajectories for Generalizable Active Object Tracking

arXiv.org Artificial Intelligence

Active Object Tracking (AOT) aims to maintain a specific relation between the tracker and object(s) by autonomously controlling the motion system of a tracker given observations. AOT has wide-ranging applications, such as in mobile robots and autonomous driving. However, building a generalizable active tracker that works robustly across different scenarios remains a challenge, especially in unstructured environments with cluttered obstacles and diverse layouts. We argue that constructing a state representation capable of modeling the geometry structure of the surroundings and the dynamics of the target is crucial for achieving this goal. To address this challenge, we present RSPT, a framework that forms a structure-aware motion representation by Reconstructing the Surroundings and Predicting the target Trajectory. Additionally, we enhance the generalization of the policy network by training in an asymmetric dueling mechanism. We evaluate RSPT on various simulated scenarios and show that it outperforms existing methods in unseen environments, particularly those with complex obstacles and layouts. We also demonstrate the successful transfer of RSPT to real-world settings. Project Website: https://sites.google.com/view/aot-rspt.


Large-scale Online Ridesharing: The Effect of Assignment Optimality on System Performance

arXiv.org Artificial Intelligence

Mobility-on-demand (MoD) systems consist of a fleet of shared vehicles that can be hailed for one-way point-to-point trips. The total distance driven by the vehicles and the fleet size can be reduced by employing ridesharing, i.e., by assigning multiple passengers to one vehicle. However, finding the optimal passenger-vehicle assignment in an MoD system is a hard combinatorial problem. In this work, we demonstrate how the VGA method, a recently proposed systematic method for ridesharing, can be used to compute the optimal passenger-vehicle assignments and corresponding vehicle routes in a massive-scale MoD system. In contrast to existing works, we solve all passenger-vehicle assignment problems to optimality, regularly dealing with instances containing thousands of vehicles and passengers. Moreover, to examine the impact of using optimal ridesharing assignments, we compare the performance of an MoD system that uses optimal assignments against an MoD system that uses assignments computed using insertion heuristic and against an MoD system that uses no ridesharing. We found that the system that uses optimal ridesharing assignments subject to the maximum travel delay of 4 minutes reduces the vehicle distance driven by 57 % compared to an MoD system without ridesharing. Furthermore, we found that the optimal assignments result in a 20 % reduction in vehicle distance driven and 5 % lower average passenger travel delay compared to a system that uses insertion heuristic.


The Effect of Robot Skill Level and Communication in Rapid, Proximate Human-Robot Collaboration

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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.