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Shutter, the Robot Photographer: Leveraging Behavior Trees for Public, In-the-Wild Human-Robot Interactions

arXiv.org Artificial Intelligence

Deploying interactive systems in-the-wild requires adaptability to situations not encountered in lab environments. Our work details our experience about the impact of architecture choice on behavior reusability and reactivity while deploying a public interactive system. In particular, we introduce Shutter, a robot photographer and a platform for public interaction. In designing Shutter's architecture, we focused on adaptability for in-the-wild deployment, while developing a reusable platform to facilitate future research in public human-robot interaction. We find that behavior trees allow reactivity, especially in group settings, and encourage designing reusable behaviors.


Round-Robin Beyond Additive Agents: Existence and Fairness of Approximate Equilibria

arXiv.org Artificial Intelligence

Fair allocation of indivisible goods has attracted extensive attention over the last two decades, yielding numerous elegant algorithmic results and producing challenging open questions. The problem becomes much harder in the presence of strategic agents. Ideally, one would want to design truthful mechanisms that produce allocations with fairness guarantees. However, in the standard setting without monetary transfers, it is generally impossible to have truthful mechanisms that provide non-trivial fairness guarantees. Recently, Amanatidis et al. [2021] suggested the study of mechanisms that produce fair allocations in their equilibria. Specifically, when the agents have additive valuation functions, the simple Round-Robin algorithm always has pure Nash equilibria and the corresponding allocations are envy-free up to one good (EF1) with respect to the agents' true valuation functions. Following this agenda, we show that this outstanding property of the Round-Robin mechanism extends much beyond the above default assumption of additivity. In particular, we prove that for agents with cancelable valuation functions (a natural class that contains, e.g., additive and budget-additive functions), this simple mechanism always has equilibria and even its approximate equilibria correspond to approximately EF1 allocations with respect to the agents' true valuation functions. Further, we show that the approximate EF1 fairness of approximate equilibria surprisingly holds for the important class of submodular valuation functions as well, even though exact equilibria fail to exist!


Robust Coordination of Linear Threshold Dynamics on Directed Weighted Networks

arXiv.org Artificial Intelligence

We study asynchronous dynamics in a network of interacting agents updating their binary states according to a time-varying threshold rule. Specifically, agents revise their state asynchronously by comparing the weighted average of the current states of their neighbors in the interaction network with possibly heterogeneous time-varying threshold values. Such thresholds are determined by an exogenous signal representing an external influence field modeling the different agents' biases towards one state with respect to the other one. We prove necessary and sufficient conditions for global stability of consensus equilibria, i.e., equilibria where all agents have the same state, robustly with respect to the (constant or time-varying) external field. Our results apply to general weighted directed interaction networks and build on super-modularity properties of certain network coordination games whose best response dynamics coincide with the linear threshold dynamics. In particular, we introduce a novel notion of robust improvement paths for such games and characterize conditions for their existence.


PAC learning and stabilizing Hedonic Games: towards a unifying approach

arXiv.org Artificial Intelligence

We study PAC learnability and PAC stabilizability of Hedonic Games (HGs), i.e., efficiently inferring preferences or core-stable partitions from samples. We first expand the known learnability/stabilizability landscape for some of the most prominent HGs classes, providing results for Friends and Enemies Games, Bottom Responsive, and Anonymous HGs. Then, having a broader view in mind, we attempt to shed light on the structural properties leading to learnability/stabilizability, or lack thereof, for specific HGs classes. Along this path, we focus on the fully expressive Hedonic Coalition Nets representation of HGs. We identify two sets of conditions that lead to efficient learnability, and which encompass all of the known positive learnability results. On the side of stability, we reveal that, while the freedom of choosing an ad hoc adversarial distribution is the most obvious hurdle to achieving PAC stability, it is not the only one. First, we show a distribution independent necessary condition for PAC stability. Then, we focus on $\W$-games, where players have individual preferences over other players and evaluate coalitions based on the least preferred member. We prove that these games are PAC stabilizable under the class of bounded distributions, which assign positive probability mass to all coalitions. Finally, we discuss why such a result is not easily extendable to other HGs classes even in this promising scenario. Namely, we establish a purely computational property necessary for achieving PAC stability.


How to Prove the Optimized Values of Hyperparameters for Particle Swarm Optimization?

arXiv.org Artificial Intelligence

In recent years, several swarm intelligence optimization algorithms have been proposed to be applied for solving a variety of optimization problems. However, the values of several hyperparameters should be determined. For instance, although Particle Swarm Optimization (PSO) has been applied for several applications with higher optimization performance, the weights of inertial velocity, the particle's best known position and the swarm's best known position should be determined. Therefore, this study proposes an analytic framework to analyze the optimized average-fitness-function-value (AFFV) based on mathematical models for a variety of fitness functions. Furthermore, the optimized hyperparameter values could be determined with a lower AFFV for minimum cases. Experimental results show that the hyperparameter values from the proposed method can obtain higher efficiency convergences and lower AFFVs.


Cooperative trajectory planning algorithm of USV-UAV with hull dynamic constraints

arXiv.org Artificial Intelligence

Efficient trajectory generation in complex dynamic environments remains an open problem in the unmanned surface vehicle (USV). The perception of the USV is usually interfered with by the swing of the hull and the ambient weather, making it challenging to plan the optimal USV trajectories. In this paper, a cooperative trajectory planning algorithm for the coupled USV-UAV system is proposed to ensure that USV can execute a safe and smooth path in the process of autonomous advance in multi-obstacle maps. Specifically, the unmanned aerial vehicle (UAV) plays the role of a flight sensor, providing real-time global map and obstacle information with a lightweight semantic segmentation network and 3D projection transformation. And then, an initial obstacle avoidance trajectory is generated by a graph-based search method. Concerning the unique under-actuated kinematic characteristics of the USV, a numerical optimization method based on hull dynamic constraints is introduced to make the trajectory easier to be tracked for motion control. Finally, a motion control method based on NMPC with the lowest energy consumption constraint during execution is proposed. Experimental results verify the effectiveness of the whole system, and the generated trajectory is locally optimal for USV with considerable tracking accuracy.


Distributed Swarm Intelligence

arXiv.org Artificial Intelligence

This paper presents the development of a distributed application that facilitates the understanding and application of swarm intelligence in solving optimization problems. The platform comprises a search space of customizable random particles, allowing users to tailor the solution to their specific needs. By leveraging the power of Ray distributed computing, the application can support multiple users simultaneously, offering a flexible and scalable solution. The primary objective of this project is to provide a user-friendly platform that enhances the understanding and practical use of swarm intelligence in problem-solving.


Emergence of Maps in the Memories of Blind Navigation Agents

arXiv.org Artificial Intelligence

Animal navigation research posits that organisms build and maintain internal spatial representations, or maps, of their environment. We ask if machines -- specifically, artificial intelligence (AI) navigation agents -- also build implicit (or 'mental') maps. A positive answer to this question would (a) explain the surprising phenomenon in recent literature of ostensibly map-free neural-networks achieving strong performance, and (b) strengthen the evidence of mapping as a fundamental mechanism for navigation by intelligent embodied agents, whether they be biological or artificial. Unlike animal navigation, we can judiciously design the agent's perceptual system and control the learning paradigm to nullify alternative navigation mechanisms. Specifically, we train 'blind' agents -- with sensing limited to only egomotion and no other sensing of any kind -- to perform PointGoal navigation ('go to $\Delta$ x, $\Delta$ y') via reinforcement learning. Our agents are composed of navigation-agnostic components (fully-connected and recurrent neural networks), and our experimental setup provides no inductive bias towards mapping. Despite these harsh conditions, we find that blind agents are (1) surprisingly effective navigators in new environments (~95% success); (2) they utilize memory over long horizons (remembering ~1,000 steps of past experience in an episode); (3) this memory enables them to exhibit intelligent behavior (following walls, detecting collisions, taking shortcuts); (4) there is emergence of maps and collision detection neurons in the representations of the environment built by a blind agent as it navigates; and (5) the emergent maps are selective and task dependent (e.g. the agent 'forgets' exploratory detours). Overall, this paper presents no new techniques for the AI audience, but a surprising finding, an insight, and an explanation.


A Quantification Approach for Transferability in Lifelike Computing Systems

arXiv.org Artificial Intelligence

The basic idea of lifelike computing systems is the transfer of concepts in living systems to technical use that goes even beyond existing concepts of self-adaptation and self-organisation (SASO). As a result, these systems become even more autonomous and changeable - up to a runtime transfer of the actual target function. Maintaining controllability requires a complete and dynamic (self-)quantification of the system behaviour with regard to aspects of SASO but also, in particular, lifelike properties. In this article, we discuss possible approaches for such metrics and establish a first metric for transferability. We analyse the behaviour of the metric using example applications and show that it is suitable for describing the system's behaviour at runtime.


Finite-Time Analysis of Fully Decentralized Single-Timescale Actor-Critic

arXiv.org Artificial Intelligence

Decentralized Actor-Critic (AC) algorithms have been widely utilized for multi-agent reinforcement learning (MARL) and have achieved remarkable success. Apart from its empirical success, the theoretical convergence property of decentralized AC algorithms is largely unexplored. Most of the existing finite-time convergence results are derived based on either double-loop update or two-timescale step sizes rule, and this is the case even for centralized AC algorithm under a single-agent setting. In practice, the \emph{single-timescale} update is widely utilized, where actor and critic are updated in an alternating manner with step sizes being of the same order. In this work, we study a decentralized \emph{single-timescale} AC algorithm.Theoretically, using linear approximation for value and reward estimation, we show that the algorithm has sample complexity of $\tilde{\mathcal{O}}(\varepsilon^{-2})$ under Markovian sampling, which matches the optimal complexity with a double-loop implementation (here, $\tilde{\mathcal{O}}$ hides a logarithmic term). When we reduce to the single-agent setting, our result yields new sample complexity for centralized AC using a single-timescale update scheme. The central to establishing our complexity results is \emph{the hidden smoothness of the optimal critic variable} we revealed. We also provide a local action privacy-preserving version of our algorithm and its analysis. Finally, we conduct experiments to show the superiority of our algorithm over the existing decentralized AC algorithms.