Goto

Collaborating Authors

 Agents


SLAM Backends with Objects in Motion: A Unifying Framework and Tutorial

arXiv.org Artificial Intelligence

Simultaneous Localization and Mapping (SLAM) algorithms are frequently deployed to support a wide range of robotics applications, such as autonomous navigation in unknown environments, and scene mapping in virtual reality. Many of these applications require autonomous agents to perform SLAM in highly dynamic scenes. To this end, this tutorial extends a recently introduced, unifying optimization-based SLAM backend framework to environments with moving objects and features. Using this framework, we consider a rapprochement of recent advances in dynamic SLAM. Moreover, we present dynamic EKF SLAM: a novel, filtering-based dynamic SLAM algorithm generated from our framework, and prove that it is mathematically equivalent to a direct extension of the classical EKF SLAM algorithm to the dynamic environment setting. Empirical results with simulated data indicate that dynamic EKF SLAM can achieve high localization and mobile object pose estimation accuracy, as well as high map precision, with high efficiency.


Robust Robot Planning for Human-Robot Collaboration

arXiv.org Artificial Intelligence

In human-robot collaboration, the objectives of the human are often unknown to the robot. Moreover, even assuming a known objective, the human behavior is also uncertain. In order to plan a robust robot behavior, a key preliminary question is then: How to derive realistic human behaviors given a known objective? A major issue is that such a human behavior should itself account for the robot behavior, otherwise collaboration cannot happen. In this paper, we rely on Markov decision models, representing the uncertainty over the human objective as a probability distribution over a finite set of objective functions (inducing a distribution over human behaviors). Based on this, we propose two contributions: 1) an approach to automatically generate an uncertain human behavior (a policy) for each given objective function while accounting for possible robot behaviors; and 2) a robot planning algorithm that is robust to the above-mentioned uncertainties and relies on solving a partially observable Markov decision process (POMDP) obtained by reasoning on a distribution over human behaviors. A co-working scenario allows conducting experiments and presenting qualitative and quantitative results to evaluate our approach.


Agent-based Graph Neural Networks

arXiv.org Artificial Intelligence

We present a novel graph neural network we call AgentNet, which is designed specifically for graph-level tasks. AgentNet is inspired by sublinear algorithms, featuring a computational complexity that is independent of the graph size. The architecture of AgentNet differs fundamentally from the architectures of traditional graph neural networks. In AgentNet, some trained \textit{neural agents} intelligently walk the graph, and then collectively decide on the output. We provide an extensive theoretical analysis of AgentNet: We show that the agents can learn to systematically explore their neighborhood and that AgentNet can distinguish some structures that are even indistinguishable by 2-WL. Moreover, AgentNet is able to separate any two graphs which are sufficiently different in terms of subgraphs. We confirm these theoretical results with synthetic experiments on hard-to-distinguish graphs and real-world graph classification tasks. In both cases, we compare favorably not only to standard GNNs but also to computationally more expensive GNN extensions.


MAC-PO: Multi-Agent Experience Replay via Collective Priority Optimization

arXiv.org Artificial Intelligence

Experience replay is crucial for off-policy reinforcement learning (RL) methods. By remembering and reusing the experiences from past different policies, experience replay significantly improves the training efficiency and stability of RL algorithms. Many decision-making problems in practice naturally involve multiple agents and require multi-agent reinforcement learning (MARL) under centralized training decentralized execution paradigm. Nevertheless, existing MARL algorithms often adopt standard experience replay where the transitions are uniformly sampled regardless of their importance. Finding prioritized sampling weights that are optimized for MARL experience replay has yet to be explored. To this end, we propose MAC-PO, which formulates optimal prioritized experience replay for multi-agent problems as a regret minimization over the sampling weights of transitions. Such optimization is relaxed and solved using the Lagrangian multiplier approach to obtain the close-form optimal sampling weights. By minimizing the resulting policy regret, we can narrow the gap between the current policy and a nominal optimal policy, thus acquiring an improved prioritization scheme for multi-agent tasks. Our experimental results on Predator-Prey and StarCraft Multi-Agent Challenge environments demonstrate the effectiveness of our method, having a better ability to replay important transitions and outperforming other state-of-the-art baselines.


On the Role of Emergent Communication for Social Learning in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Explicit communication among humans is key to coordinating and learning. Social learning, which uses cues from experts, can greatly benefit from the usage of explicit communication to align heterogeneous policies, reduce sample complexity, and solve partially observable tasks. Emergent communication, a type of explicit communication, studies the creation of an artificial language to encode a high task-utility message directly from data. However, in most cases, emergent communication sends insufficiently compressed messages with little or null information, which also may not be understandable to a third-party listener. This paper proposes an unsupervised method based on the information bottleneck to capture both referential complexity and task-specific utility to adequately explore sparse social communication scenarios in multi-agent reinforcement learning (MARL). We show that our model is able to i) develop a natural-language-inspired lexicon of messages that is independently composed of a set of emergent concepts, which span the observations and intents with minimal bits, ii) develop communication to align the action policies of heterogeneous agents with dissimilar feature models, and iii) learn a communication policy from watching an expert's action policy, which we term `social shadowing'.


Learning Large Neighborhood Search for Vehicle Routing in Airport Ground Handling

arXiv.org Artificial Intelligence

Dispatching vehicle fleets to serve flights is a key task in airport ground handling (AGH). Due to the notable growth of flights, it is challenging to simultaneously schedule multiple types of operations (services) for a large number of flights, where each type of operation is performed by one specific vehicle fleet. To tackle this issue, we first represent the operation scheduling as a complex vehicle routing problem and formulate it as a mixed integer linear programming (MILP) model. Then given the graph representation of the MILP model, we propose a learning assisted large neighborhood search (LNS) method using data generated based on real scenarios, where we integrate imitation learning and graph convolutional network (GCN) to learn a destroy operator to automatically select variables, and employ an off-the-shelf solver as the repair operator to reoptimize the selected variables. Experimental results based on a real airport show that the proposed method allows for handling up to 200 flights with 10 types of operations simultaneously, and outperforms state-of-the-art methods. Moreover, the learned method performs consistently accompanying different solvers, and generalizes well on larger instances, verifying the versatility and scalability of our method.


Neuroadaptive Distributed Event-triggered Control of Networked Uncertain Pure-feedback Systems with Polluted Feedback

arXiv.org Artificial Intelligence

This paper investigates the distributed event-triggered control problem for a class of uncertain pure-feedback nonlinear multi-agent systems (MASs) with polluted feedback. Under the setting of event-triggered control, substantial challenges exist in both control design and stability analysis for systems in more general non-affine pure-feedback forms wherein all state variables are not directly and continuously available or even polluted due to sensor failures, and thus far very limited results are available in literature. In this work, a nominal control strategy under regular state feedback is firstly developed by combining neural network (NN) approximating with dynamic filtering technique, and then a NN-based distributed event-triggered control strategy is proposed by resorting to a novel replacement policy, making the non-differentiability issue arising from event-triggering setting completely circumvented. Besides, the sensor ineffectiveness is accommodated automatically without using fault detection and diagnosis unit or controller reconfiguration. It is shown that all the internal signals are semi-globally uniformly ultimately bounded (SGUUB) with the aid of several vital lemmas, while the outputs of all the subsystems reaching a consensus without infinitely fast execution. Finally, the efficiency of the developed algorithm are verified via numerical simulation.


Relative Behavioral Attributes: Filling the Gap between Symbolic Goal Specification and Reward Learning from Human Preferences

arXiv.org Artificial Intelligence

Lee et al. (2020) utilize relative-attribute information in robot skill learning, but their GAN-based formulation is restricted to static visual attributes and is not applicable to temporally-extended concepts. This paper adopts a similar setup to works that learn diverse skills or motion styles from largescale offline behavior datasets or demonstrations (Lee & Popoviฤ‡, 2010; Wang et al., 2017; Zhou & Dragan, 2018; Peng et al., 2018b; Luo et al., 2020; Chebotar et al., 2021; Peng et al., 2021). These works emphasize on modeling a variety of reusable motor skills by learning a low-level controller conditioned on skill latent codes. Since the latent codes are inscrutable to humans, for each new task, the user must specify the desirable agent behavior by constructing an engineered symbolic reward and use it to train a separate high-level policy that controls the low-level controller. Our methods are complemented by existing diverse-skill learning methods because skill priors (i.e., pre-trained low-level controllers) allow us to optimize the behavioral reward more efficiently. More recently, there have been works in diffusion-based text-to-motion animation generation (Tevet et al., 2022; Guo et al., 2022). They are similar to this work in the sense that we both allow humans to control the agent behavior through explicit concepts. However, they do not support fine-grained control over the strength of individual behavioral attributes, and their works are not applicable to physics-based character control.


Planning-Assisted Context-Sensitive Autonomous Shepherding of Dispersed Robotic Swarms in Obstacle-Cluttered Environments

arXiv.org Artificial Intelligence

Robotic shepherding is a bio-inspired approach to autonomously guiding a swarm of agents towards a desired location. The research area has earned increasing research interest recently due to the efficacy of controlling a large number of agents in a swarm (sheep) using a smaller number of actuators (sheepdogs). However, shepherding a highly dispersed swarm in an obstacle-cluttered environment remains challenging for existing methods. To improve the efficacy of shepherding in complex environments with obstacles and dispersed sheep, this paper proposes a planning-assisted context-sensitive autonomous shepherding framework with collision avoidance abilities. The proposed approach models the swarm shepherding problem as a single Travelling Salesperson Problem (TSP), with two sheepdogs\textquoteright\ modes: no-interaction and interaction. An adaptive switching approach is integrated into the framework to guide real-time path planning for avoiding collisions with static and dynamic obstacles; the latter representing moving sheep swarms. We then propose an overarching hierarchical mission planning system, which is made of three sub-systems: a clustering approach to group and distinguish sheep sub-swarms, an Ant Colony Optimisation algorithm as a TSP solver for determining the optimal herding sequence of the sub-swarms, and an online path planner for calculating optimal paths for both sheepdogs and sheep. The experiments on various environments, both with and without obstacles, objectively demonstrate the effectiveness of the proposed shepherding framework and planning approaches.


Equilibrium Bandits: Learning Optimal Equilibria of Unknown Dynamics

arXiv.org Artificial Intelligence

Consider a decision-maker that can pick one out of $K$ actions to control an unknown system, for $T$ turns. The actions are interpreted as different configurations or policies. Holding the same action fixed, the system asymptotically converges to a unique equilibrium, as a function of this action. The dynamics of the system are unknown to the decision-maker, which can only observe a noisy reward at the end of every turn. The decision-maker wants to maximize its accumulated reward over the $T$ turns. Learning what equilibria are better results in higher rewards, but waiting for the system to converge to equilibrium costs valuable time. Existing bandit algorithms, either stochastic or adversarial, achieve linear (trivial) regret for this problem. We present a novel algorithm, termed Upper Equilibrium Concentration Bound (UECB), that knows to switch an action quickly if it is not worth it to wait until the equilibrium is reached. This is enabled by employing convergence bounds to determine how far the system is from equilibrium. We prove that UECB achieves a regret of $\mathcal{O}(\log(T)+\tau_c\log(\tau_c)+\tau_c\log\log(T))$ for this equilibrium bandit problem where $\tau_c$ is the worst case approximate convergence time to equilibrium. We then show that both epidemic control and game control are special cases of equilibrium bandits, where $\tau_c\log \tau_c$ typically dominates the regret. We then test UECB numerically for both of these applications.