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Multi-Robot Negotiation: Approximating the Set of Subgame Perfect Equilibria in General-Sum Stochastic Games

Neural Information Processing Systems

In real-world planning problems, we must reason not only about our own goals, but about the goals of other agents with which we may interact. Often these agents' goals are neither completely aligned with our own nor directly opposed to them. Instead there are opportunities for cooperation: by joining forces, the agents can all achieve higher utility than they could separately. But, in order to cooperate, the agents must negotiate a mutually acceptable plan from among the many possible ones, and each agent must trust that the others will follow their parts of the deal. Research in multi-agent planning has often avoided the problem of making sure that all agents have an incentive to follow a proposed joint plan. On the other hand, while game theoretic algorithms handle incentives correctly, they often don't scale to large planning problems.


Computing Robust Counter-Strategies

Neural Information Processing Systems

Adaptation to other initially unknown agents often requires computing an effective counter-strategy. In the Bayesian paradigm, one must find a good counter-strategy to the inferred posterior of the other agents' behavior. In the experts paradigm, one may want to choose experts that are good counter-strategies to the other agents' expected behavior. In this paper we introduce a technique for computing robust counter-strategies for adaptation in multiagent scenarios under a variety of paradigms. The strategies can take advantage of a suspected tendency in the decisions of the other agents, while bounding the worst-case performance when the tendency is not observed.


Help or Hinder: Bayesian Models of Social Goal Inference

Neural Information Processing Systems

Everyday social interactions are heavily influenced by our snap judgments about others goals. Even young infants can infer the goals of intentional agents from observing how they interact with objects and other agents in their environment: e.g., that one agent is helping orhindering anothers attempt to get up a hill or open a box. We propose a model for how people can infer these social goals from actions, based on inverse planning in multiagent Markov decision problems (MDPs). The model infers the goal most likely to be driving an agents behavior by assuming the agent acts approximately rationally given environmental constraints and its model of other agents present.


Efficient Offline Communication Policies for Factored Multiagent POMDPs

Neural Information Processing Systems

Factored Decentralized Partially Observable Markov Decision Processes (Dec-POMDPs) form a powerful framework for multiagent planning under uncertainty, but optimal solutions require a rigid history-based policy representation. In this paper we allow inter-agent communication which turns the problem in a centralized Multiagent POMDP (MPOMDP). We map belief distributions over state factors to an agent's local actions by exploiting structure in the joint MPOMDP policy. The key point is that when sparse dependencies between the agents' decisions exist, often the belief over its local state factors is sufficient for an agent to unequivocally identify the optimal action, and communication can be avoided. We formalize these notions by casting the problem into convex optimization form, and present experimental results illustrating the savings in communication that we can obtain.


Action-Model Based Multi-agent Plan Recognition

Neural Information Processing Systems

Multi-Agent Plan Recognition (MAPR) aims to recognize dynamic team structures and team behaviors from the observed team traces (activity sequences) of a set of intelligent agents. Previous MAPR approaches required a library of team activity sequences (team plans) be given as input. However, collecting a library of team plans to ensure adequate coverage is often difficult and costly. In this paper, we relax this constraint, so that team plans are not required to be provided beforehand. We assume instead that a set of action models are available.


A multi-agent control framework for co-adaptation in brain-computer interfaces

Neural Information Processing Systems

In a closed-loop brain-computer interface (BCI), adaptive decoders are used to learn parameters suited to decoding the user's neural response. Feedback to the user provides information which permits the neural tuning to also adapt. We present an approach to model this process of co-adaptation between the encoding model of the neural signal and the decoding algorithm as a multi-agent formulation of the linear quadratic Gaussian (LQG) control problem. In simulation we characterize how decoding performance improves as the neural encoding and adaptive decoder optimize, qualitatively resembling experimentally demonstrated closed-loop improvement. We then propose a novel, modified decoder update rule which is aware of the fact that the encoder is also changing and show it can improve simulated co-adaptation dynamics.


Agent-Based Modeling and its Tradeoffs: An Introduction & Examples

arXiv.org Artificial Intelligence

Agent-based modeling is a computational dynamic modeling technique that may be less familiar to some readers. Agent-based modeling seeks to understand the behaviour of complex systems by situating agents in an environment and studying the emergent outcomes of agent-agent and agent-environment interactions. In comparison with compartmental models, agent-based models offer simpler, more scalable and flexible representation of heterogeneity, the ability to capture dynamic and static network and spatial context, and the ability to consider history of individuals within the model. In contrast, compartmental models offer faster development time with less programming required, lower computational requirements that do not scale with population, and the option for concise mathematical formulation with ordinary, delay or stochastic differential equations supporting derivation of properties of the system behaviour. In this chapter, basic characteristics of agent-based models are introduced, advantages and disadvantages of agent-based models, as compared with compartmental models, are discussed, and two example agent-based infectious disease models are reviewed.


AMS-DRL: Learning Multi-Pursuit Evasion for Safe Targeted Navigation of Drones

arXiv.org Artificial Intelligence

Safe navigation of drones in the presence of adversarial physical attacks from multiple pursuers is a challenging task. This paper proposes a novel approach, asynchronous multi-stage deep reinforcement learning (AMS-DRL), to train an adversarial neural network that can learn from the actions of multiple pursuers and adapt quickly to their behavior, enabling the drone to avoid attacks and reach its target. Our approach guarantees convergence by ensuring Nash Equilibrium among agents from the game-theory analysis. We evaluate our method in extensive simulations and show that it outperforms baselines with higher navigation success rates. We also analyze how parameters such as the relative maximum speed affect navigation performance. Furthermore, we have conducted physical experiments and validated the effectiveness of the trained policies in real-time flights. A success rate heatmap is introduced to elucidate how spatial geometry influences navigation outcomes. Project website: https://github.com/NTU-UAVG/AMS-DRL-for-Pursuit-Evasion.


Time Distance: A Novel Collision Prediction and Path Planning Method

arXiv.org Artificial Intelligence

In this paper, a new fast algorithm for path planning and a collision prediction framework for two dimensional dynamically changing environments are introduced. The method is called Time Distance (TD) and benefits from the space-time space idea. First, the TD concept is defined as the time interval that must be spent in order for an object to reach another object or a location. Next, TD functions are derived as a function of location, velocity and geometry of objects. To construct the configuration-time space, TD functions in conjunction with another function named "Z-Infinity" are exploited. Finally, an explicit formula for creating the length optimal collision free path is presented. Length optimization in this formula is achieved using a function named "Route Function" which minimizes a cost function. Performance of the path planning algorithm is evaluated in simulations. Comparisons indicate that the algorithm is fast enough and capable to generate length optimal paths as the most effective methods do. Finally, as another usage of the TD functions, a collision prediction framework is presented. This framework consists of an explicit function which is a function of TD functions and calculates the TD of the vehicle with respect to all objects of the environment.


Agent swarms: cooperation and coordination under stringent communications constraint

arXiv.org Artificial Intelligence

Here we consider the communications tactics appropriate for a group of agents that need to "swarm" together in a highly adversarial environment. Specfically, whilst they need to cooperate by exchanging information with each other about their location and their plans; at the same time they also need to keep such communications to an absolute minimum. This might be due to a need for stealth, or otherwise be relevant to situations where communications are signficantly restricted. Complicating this process is that we assume each agent has (a) no means of passively locating others, (b) it must rely on being updated by reception of appropriate messages; and if no such update messages arrive, (c) then their own beliefs about other agents will gradually become out of date and increasingly inaccurate. Here we use a geometry-free multi-agent model that is capable of allowing for message-based information transfer between agents with different intrinsic connectivities, as would be present in a spatial arrangement of agents. We present agent-centric performance metrics that require only minimal assumptions, and show how simulated outcome distributions, risks, and connectivities depend on the ratio of information gain to loss. We also show that checking for too-long round-trip times can be an effective minimal-information filter for determining which agents to no longer target with messages.