Agents
GUTS: Generalized Uncertainty-Aware Thompson Sampling for Multi-Agent Active Search
Bakshi, Nikhil Angad, Gupta, Tejus, Ghods, Ramina, Schneider, Jeff
Robotic solutions for quick disaster response are essential to ensure minimal loss of life, especially when the search area is too dangerous or too vast for human rescuers. We model this problem as an asynchronous multi-agent active-search task where each robot aims to efficiently seek objects of interest (OOIs) in an unknown environment. This formulation addresses the requirement that search missions should focus on quick recovery of OOIs rather than full coverage of the search region. Previous approaches fail to accurately model sensing uncertainty, account for occlusions due to foliage or terrain, or consider the requirement for heterogeneous search teams and robustness to hardware and communication failures. We present the Generalized Uncertainty-aware Thompson Sampling (GUTS) algorithm, which addresses these issues and is suitable for deployment on heterogeneous multi-robot systems for active search in large unstructured environments. We show through simulation experiments that GUTS consistently outperforms existing methods such as parallelized Thompson Sampling and exhaustive search, recovering all OOIs in 80% of all runs. In contrast, existing approaches recover all OOIs in less than 40% of all runs. We conduct field tests using our multi-robot system in an unstructured environment with a search area of approximately 75,000 sq. m. Our system demonstrates robustness to various failure modes, achieving full recovery of OOIs (where feasible) in every field run, and significantly outperforming our baseline.
Dynamic Adversarial Resource Allocation: the dDAB Game
Shishika, Daigo, Guan, Yue, Marden, Jason R., Dorothy, Michael, Tsiotras, Panagiotis, Kumar, Vijay
This work proposes a dynamic and adversarial resource allocation problem in a graph environment, which is referred to as the dynamic Defender-Attacker Blotto (dDAB) game. A team of defender robots is tasked to ensure numerical advantage at every node in the graph against a team of attacker robots. The engagement is formulated as a discrete-time dynamic game, where the two teams reallocate their robots in sequence and each robot can move at most one hop at each time step. The game terminates with the attacker's victory if any node has more attacker robots than defender robots. Our goal is to identify the necessary and sufficient number of defender robots to guarantee defense. Through a reachability analysis, we first solve the problem for the case where the attacker team stays as a single group. The results are then generalized to the case where the attacker team can freely split and merge into subteams. Crucially, our analysis indicates that there is no incentive for the attacker team to split, which significantly reduces the search space for the attacker's winning strategies and also enables us to design defender counter-strategies using superposition. We also present an efficient numerical algorithm to identify the necessary and sufficient number of defender robots to defend a given graph. Finally, we present illustrative examples to verify the efficacy of the proposed framework.
Optimal Transport for Correctional Learning
Winqvist, Rebecka, Lourenco, Inês, Quinzan, Francesco, Rojas, Cristian R., Wahlberg, Bo
The contribution of this paper is a generalized formulation of correctional learning using optimal transport, which is about how to optimally transport one mass distribution to another. Correctional learning is a framework developed to enhance the accuracy of parameter estimation processes by means of a teacher-student approach. In this framework, an expert agent, referred to as the teacher, modifies the data used by a learning agent, known as the student, to improve its estimation process. The objective of the teacher is to alter the data such that the student's estimation error is minimized, subject to a fixed intervention budget. Compared to existing formulations of correctional learning, our novel optimal transport approach provides several benefits. It allows for the estimation of more complex characteristics as well as the consideration of multiple intervention policies for the teacher. We evaluate our approach on two theoretical examples, and on a human-robot interaction application in which the teacher's role is to improve the robots performance in an inverse reinforcement learning setting.
Adaptive Multi-Agent Continuous Learning System
Qian, Xingyu, Yuemaier, Aximu, Liang, Longfei, Yang, Wen-Chi, Chen, Xiaogang, Li, Shunfen, Dai, Weibang, Song, Zhitang
We propose an adaptive multi-agent clustering recognition system that can be self-supervised driven, based on a temporal sequences continuous learning mechanism with adaptability. The system is designed to use some different functional agents to build up a connection structure to improve adaptability to cope with environmental diverse demands, by predicting the input of the agent to drive the agent to achieve the act of clustering recognition of sequences using the traditional algorithmic approach. Finally, the feasibility experiments of video behavior clustering demonstrate the feasibility of the system to cope with dynamic situations. Our work is placed here\footnote{https://github.com/qian-git/MAMMALS}.
Adaptive parallelization of multi-agent simulations with localized dynamics
Băbeanu, Alexandru-Ionuţ, Filatova, Tatiana, Kwakkel, Jan H., Yorke-Smith, Neil
Agent-based modelling constitutes a versatile approach to representing and simulating complex systems. Studying large-scale systems is challenging because of the computational time required for the simulation runs: scaling is at least linear in system size (number of agents). Given the inherently modular nature of MABSs, parallel computing is a natural approach to overcoming this challenge. However, because of the shared information and communication between agents, parellelization is not simple. We present a protocol for shared-memory, parallel execution of MABSs. This approach is useful for models that can be formulated in terms of sequential computations, and that involve updates that are localized, in the sense of involving small numbers of agents. The protocol has a bottom-up and asynchronous nature, allowing it to deal with heterogeneous computation in an adaptive, yet graceful manner. We illustrate the potential performance gains on exemplar cultural dynamics and disease spreading MABSs.
Approximated Multi-Agent Fitted Q Iteration
Lesage-Landry, Antoine, Callaway, Duncan S.
We formulate an efficient approximation for multi-agent batch reinforcement learning, the approximated multi-agent fitted Q iteration (AMAFQI). We present a detailed derivation of our approach. We propose an iterative policy search and show that it yields a greedy policy with respect to multiple approximations of the centralized, learned Q-function. In each iteration and policy evaluation, AMAFQI requires a number of computations that scales linearly with the number of agents whereas the analogous number of computations increase exponentially for the fitted Q iteration (FQI), a commonly used approaches in batch reinforcement learning. This property of AMAFQI is fundamental for the design of a tractable multi-agent approach. We evaluate the performance of AMAFQI and compare it to FQI in numerical simulations. The simulations illustrate the significant computation time reduction when using AMAFQI instead of FQI in multi-agent problems and corroborate the similar performance of both approaches.
Implementing Dynamic Programming in Computability Logic Web
We present a novel definition of an algorithm and its corresponding algorithm language called CoLweb. The merit of CoLweb [1] is that it makes algorithm design so versatile. That is, it forces us to a high-level, proof-carrying, distributed-style approach to algorithm design for both non-distributed computing and distributed one. We argue that this approach simplifies algorithm design. In addition, it unifies other approaches including recursive logical/functional algorithms, imperative algorithms, object-oriented imperative algorithms, neural-nets, interaction nets, proof-carrying code, etc. As an application, we refine Horn clause definitions into two kinds: blind-univerally-quantified (BUQ) ones and parallel-universally-quantified (PUQ) ones. BUQ definitions corresponds to the traditional ones such as those in Prolog where knowledgebase is $not$ expanding and its proof procedure is based on the backward chaining. On the other hand, in PUQ definitions, knowledgebase is $expanding$ and its proof procedure leads to forward chaining and {\it automatic memoization}.
FJMP: Factorized Joint Multi-Agent Motion Prediction over Learned Directed Acyclic Interaction Graphs
Rowe, Luke, Ethier, Martin, Dykhne, Eli-Henry, Czarnecki, Krzysztof
Predicting the future motion of road agents is a critical task in an autonomous driving pipeline. In this work, we address the problem of generating a set of scene-level, or joint, future trajectory predictions in multi-agent driving scenarios. To this end, we propose FJMP, a Factorized Joint Motion Prediction framework for multi-agent interactive driving scenarios. FJMP models the future scene interaction dynamics as a sparse directed interaction graph, where edges denote explicit interactions between agents. We then prune the graph into a directed acyclic graph (DAG) and decompose the joint prediction task into a sequence of marginal and conditional predictions according to the partial ordering of the DAG, where joint future trajectories are decoded using a directed acyclic graph neural network (DAGNN). We conduct experiments on the INTERACTION and Argoverse 2 datasets and demonstrate that FJMP produces more accurate and scene-consistent joint trajectory predictions than non-factorized approaches, especially on the most interactive and kinematically interesting agents. FJMP ranks 1st on the multi-agent test leaderboard of the INTERACTION dataset.
Trace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion
Rempe, Davis, Luo, Zhengyi, Peng, Xue Bin, Yuan, Ye, Kitani, Kris, Kreis, Karsten, Fidler, Sanja, Litany, Or
We introduce a method for generating realistic pedestrian trajectories and full-body animations that can be controlled to meet user-defined goals. We draw on recent advances in guided diffusion modeling to achieve test-time controllability of trajectories, which is normally only associated with rule-based systems. Our guided diffusion model allows users to constrain trajectories through target waypoints, speed, and specified social groups while accounting for the surrounding environment context. This trajectory diffusion model is integrated with a novel physics-based humanoid controller to form a closed-loop, full-body pedestrian animation system capable of placing large crowds in a simulated environment with varying terrains. We further propose utilizing the value function learned during RL training of the animation controller to guide diffusion to produce trajectories better suited for particular scenarios such as collision avoidance and traversing uneven terrain. Video results are available on the project page at https://nv-tlabs.github.io/trace-pace .
HALO: Hazard-Aware Landing Optimization for Autonomous Systems
Hayner, Christopher R., Buckner, Samuel C., Broyles, Daniel, Madewell, Evelyn, Leung, Karen, Acikmese, Behcet
With autonomous aerial vehicles enacting safety-critical missions, such as the Mars Science Laboratory Curiosity rover's landing on Mars, the tasks of automatically identifying and reasoning about potentially hazardous landing sites is paramount. This paper presents a coupled perception-planning solution which addresses the hazard detection, optimal landing trajectory generation, and contingency planning challenges encountered when landing in uncertain environments. Specifically, we develop and combine two novel algorithms, Hazard-Aware Landing Site Selection (HALSS) and Adaptive Deferred-Decision Trajectory Optimization (Adaptive-DDTO), to address the perception and planning challenges, respectively. The HALSS framework processes point cloud information to identify feasible safe landing zones, while Adaptive-DDTO is a multi-target contingency planner that adaptively replans as new perception information is received. We demonstrate the efficacy of our approach using a simulated Martian environment and show that our coupled perception-planning method achieves greater landing success whilst being more fuel efficient compared to a nonadaptive DDTO approach.