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Proactive Multi-Camera Collaboration For 3D Human Pose Estimation

arXiv.org Artificial Intelligence

This paper presents a multi-agent reinforcement learning (MARL) scheme for proactive Multi-Camera Collaboration in 3D Human Pose Estimation in dynamic human crowds. Traditional fixed-viewpoint multi-camera solutions for human motion capture (MoCap) are limited in capture space and susceptible to dynamic occlusions. Active camera approaches proactively control camera poses to find optimal viewpoints for 3D reconstruction. However, current methods still face challenges with credit assignment and environment dynamics. To address these issues, our proposed method introduces a novel Collaborative Triangulation Contribution Reward (CTCR) that improves convergence and alleviates multi-agent credit assignment issues resulting from using 3D reconstruction accuracy as the shared reward. Additionally, we jointly train our model with multiple world dynamics learning tasks to better capture environment dynamics and encourage anticipatory behaviors for occlusion avoidance. We evaluate our proposed method in four photo-realistic UE4 environments to ensure validity and generalizability. Empirical results show that our method outperforms fixed and active baselines in various scenarios with different numbers of cameras and humans. Figure 1: Left: Two critical challenges in fixed camera approaches. Right: Three active cameras collaborate to best reconstruct the 3D pose of the target (marked in). Marker-less motion capture (MoCap) has broad applications in many areas such as cinematography, medical research, virtual reality (VR), sports, and etc. Their successes can be partly attributed to recent developments in 3D Human pose estimation (HPE) techniques (Tu et al., 2020; Iskakov et al., 2019; Jafarian et al., 2019; Pavlakos et al., 2017b; Lin & Lee, 2021b). A straightforward implementation to solve multi-views 3D HPE is to use fixed cameras. Although being a convenient solution, it is less effective against dynamic occlusions. Moreover, fixed camera solutions confine tracking targets within a constrained space, therefore less applicable to outdoor MoCap. On the contrary, active cameras (Luo et al., 2018; 2019; Zhong et al., 2018a; 2019) such as ones mounted on drones can maneuver proactively against incoming occlusions. Owing to its remarkable flexibility, the active approach has thus attracted overwhelming interest (Tallamraju et al., 2020; Ho et al., 2021; Xu et al., 2017; Kiciroglu et al., 2019; Saini et al., 2022; Cheng et al., 2018; Zhang et al., 2021).


Privacy-preserving and Uncertainty-aware Federated Trajectory Prediction for Connected Autonomous Vehicles

arXiv.org Artificial Intelligence

Deep learning is the method of choice for trajectory prediction for autonomous vehicles. Unfortunately, its data-hungry nature implicitly requires the availability of sufficiently rich and high-quality centralized datasets, which easily leads to privacy leakage. Besides, uncertainty-awareness becomes increasingly important for safety-crucial cyber physical systems whose prediction module heavily relies on machine learning tools. In this paper, we relax the data collection requirement and enhance uncertainty-awareness by using Federated Learning on Connected Autonomous Vehicles with an uncertainty-aware global objective. We name our algorithm as FLTP. We further introduce ALFLTP which boosts FLTP via using active learning techniques in adaptatively selecting participating clients. We consider both negative log-likelihood (NLL) and aleatoric uncertainty (AU) as client selection metrics. Experiments on Argoverse dataset show that FLTP significantly outperforms the model trained on local data. In addition, ALFLTP-AU converges faster in training regression loss and performs better in terms of NLL, minADE and MR than FLTP in most rounds, and has more stable round-wise performance than ALFLTP-NLL.


A Strategy-Oriented Bayesian Soft Actor-Critic Model

arXiv.org Artificial Intelligence

Adopting reasonable strategies is challenging but crucial for an intelligent agent with limited resources working in hazardous, unstructured, and dynamic environments to improve the system's utility, decrease the overall cost, and increase mission success probability. This paper proposes a novel hierarchical strategy decomposition approach based on the Bayesian chain rule to separate an intricate policy into several simple sub-policies and organize their relationships as Bayesian strategy networks (BSN). We integrate this approach into the state-of-the-art DRL method -- soft actor-critic (SAC) and build the corresponding Bayesian soft actor-critic (BSAC) model by organizing several sub-policies as a joint policy. We compare the proposed BSAC method with the SAC and other state-of-the-art approaches such as TD3, DDPG, and PPO on the standard continuous control benchmarks -- Hopper-v2, Walker2d-v2, and Humanoid-v2 -- in MuJoCo with the OpenAI Gym environment. The results demonstrate that the promising potential of the BSAC method significantly improves training efficiency.


Conditional Predictive Behavior Planning with Inverse Reinforcement Learning for Human-like Autonomous Driving

arXiv.org Artificial Intelligence

Making safe and human-like decisions is an essential capability of autonomous driving systems, and learning-based behavior planning presents a promising pathway toward achieving this objective. Distinguished from existing learning-based methods that directly output decisions, this work introduces a predictive behavior planning framework that learns to predict and evaluate from human driving data. This framework consists of three components: a behavior generation module that produces a diverse set of candidate behaviors in the form of trajectory proposals, a conditional motion prediction network that predicts future trajectories of other agents based on each proposal, and a scoring module that evaluates the candidate plans using maximum entropy inverse reinforcement learning (IRL). We validate the proposed framework on a large-scale real-world urban driving dataset through comprehensive experiments. The results show that the conditional prediction model can predict distinct and reasonable future trajectories given different trajectory proposals and the IRL-based scoring module can select plans that are close to human driving. The proposed framework outperforms other baseline methods in terms of similarity to human driving trajectories. Additionally, we find that the conditional prediction model improves both prediction and planning performance compared to the non-conditional model. Lastly, we note that learning the scoring module is crucial for aligning the evaluations with human drivers.


Kill Chaos with Kindness: Agreeableness Improves Team Performance Under Uncertainty

arXiv.org Artificial Intelligence

Teams are central to human accomplishment. Over the past half-century, psychologists have identified the Big-Five cross-culturally valid personality variables: Neuroticism, Extraversion, Openness, Conscientiousness, and Agreeableness. The first four have shown consistent relationships with team performance. Agreeableness (being harmonious, altruistic, humble, and cooperative), however, has demonstrated a non-significant and highly variable relationship with team performance. We resolve this inconsistency through computational modelling. An agent-based model (ABM) is used to predict the effects of personality traits on teamwork and a genetic algorithm is then used to explore the limits of the ABM in order to discover which traits correlate with best and worst performing teams for a problem with different levels of uncertainty (noise). New dependencies revealed by the exploration are corroborated by analyzing previously-unseen data from one the largest datasets on team performance to date comprising 3,698 individuals in 593 teams working on more than 5,000 group tasks with and without uncertainty, collected over a 10-year period. Our finding is that the dependency between team performance and Agreeableness is moderated by task uncertainty. Combining evolutionary computation with ABMs in this way provides a new methodology for the scientific investigation of teamwork, making new predictions, and improving our understanding of human behaviors. Our results confirm the potential usefulness of computer modelling for developing theory, as well as shedding light on the future of teams as work environments are becoming increasingly fluid and uncertain.


Deadlock Resolution and Feasibility Guarantee in MPC-based Multi-robot Trajectory Generation

arXiv.org Artificial Intelligence

Online collision-free trajectory generation within a shared workspace is fundamental for most multi-robot applications. However, many widely-used methods based on model predictive control (MPC) lack theoretical guarantees on the feasibility of underlying optimization. Furthermore, when applied in a distributed manner without a central coordinator, deadlocks often occur where several robots block each other indefinitely. Whereas heuristic methods such as introducing random perturbations exist, no profound analyses are given to validate these measures. Towards this end, we propose a systematic method called infinite-horizon model predictive control with deadlock resolution. The MPC is formulated as a convex optimization over the proposed modified buffered Voronoi with warning band. Based on this formulation, the condition of deadlocks is formally analyzed and proven to be analogous to a force equilibrium. A detection-resolution scheme is proposed, which can effectively detect deadlocks online before they even happen. Once detected, it utilizes an adaptive resolution scheme to resolve deadlocks, under which no stable deadlocks can exist under minor conditions. In addition, the proposed planning algorithm ensures recursive feasibility of the underlying optimization at each time step under both input and model constraints, is concurrent for all robots and requires only local communication. Comprehensive simulation and experiment studies are conducted over large-scale multi-robot systems. Significant improvements on success rate are reported, in comparison with other state-of-the-art methods and especially in crowded and high-speed scenarios.


Unsupervised Active Visual Search with Monte Carlo planning under Uncertain Detections

arXiv.org Artificial Intelligence

We propose a solution for Active Visual Search of objects in an environment, whose 2D floor map is the only known information. Our solution has three key features that make it more plausible and robust to detector failures compared to state-of-the-art methods: (i) it is unsupervised as it does not need any training sessions. (ii) During the exploration, a probability distribution on the 2D floor map is updated according to an intuitive mechanism, while an improved belief update increases the effectiveness of the agent's exploration. (iii) We incorporate the awareness that an object detector may fail into the aforementioned probability modelling by exploiting the success statistics of a specific detector. Our solution is dubbed POMP-BE-PD (Pomcp-based Online Motion Planning with Belief by Exploration and Probabilistic Detection). It uses the current pose of an agent and an RGB-D observation to learn an optimal search policy, exploiting a POMDP solved by a Monte-Carlo planning approach. On the Active Vision Database benchmark, we increase the average success rate over all the environments by a significant 35% while decreasing the average path length by 4% with respect to competing methods. Thus, our results are state-of-the-art, even without using any training procedure.


Classifying Ambiguous Identities in Hidden-Role Stochastic Games with Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) is a prevalent learning paradigm for solving stochastic games. In most MARL studies, agents in a game are defined as teammates or enemies beforehand, and the relationships among the agents remain fixed throughout the game. However, in real-world problems, the agent relationships are commonly unknown in advance or dynamically changing. Many multi-party interactions start off by asking: who is on my team? This question arises whether it is the first day at the stock exchange or the kindergarten. Therefore, training policies for such situations in the face of imperfect information and ambiguous identities is an important problem that needs to be addressed. In this work, we develop a novel identity detection reinforcement learning (IDRL) framework that allows an agent to dynamically infer the identities of nearby agents and select an appropriate policy to accomplish the task. In the IDRL framework, a relation network is constructed to deduce the identities of other agents by observing the behaviors of the agents. A danger network is optimized to estimate the risk of false-positive identifications. Beyond that, we propose an intrinsic reward that balances the need to maximize external rewards and accurate identification. After identifying the cooperation-competition pattern among the agents, IDRL applies one of the off-the-shelf MARL methods to learn the policy. To evaluate the proposed method, we conduct experiments on Red-10 card-shedding game, and the results show that IDRL achieves superior performance over other state-of-the-art MARL methods. Impressively, the relation network has the par performance to identify the identities of agents with top human players; the danger network reasonably avoids the risk of imperfect identification. The code to reproduce all the reported results is available online at https://github.com/MR-BENjie/IDRL.


MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.


A Survey of Data Pricing for Data Marketplaces

arXiv.org Artificial Intelligence

A data marketplace is an online venue that brings data owners, data brokers, and data consumers together and facilitates commoditisation of data amongst them. Data pricing, as a key function of a data marketplace, demands quantifying the monetary value of data. A considerable number of studies on data pricing can be found in literature. This paper attempts to comprehensively review the state-of-the-art on existing data pricing studies to provide a general understanding of this emerging research area. Our key contribution lies in a new taxonomy of data pricing studies that unifies different attributes determining data prices. The basis of our framework categorises these studies by the kind of market structure, be it sell-side, buy-side, or two-sided. Then in a sell-side market, the studies are further divided by query type, which defines the way a data consumer accesses data, while in a buy-side market, the studies are divided according to privacy notion, which defines the way to quantify privacy of data owners. In a two-sided market, both privacy notion and query type are used as criteria. We systematically examine the studies falling into each category in our taxonomy. Lastly, we discuss gaps within the existing research and define future research directions.