Agents
Sequential Processing of Observations in Human Decision-Making Systems
Sriranga, Nandan, Geng, Baocheng, Varshney, Pramod K.
In this work, we consider a binary hypothesis testing problem involving a group of human decision-makers. Due to the nature of human behavior, each human decision-maker observes the phenomenon of interest sequentially up to a random length of time. The humans use a belief model to accumulate the log-likelihood ratios until they cease observing the phenomenon. The belief model is used to characterize the perception of the human decision-maker towards observations at different instants of time, i.e., some decision-makers may assign greater importance to observations that were observed earlier, rather than later and vice-versa. The global decision-maker is a machine that fuses human decisions using the Chair-Varshney rule with different weights for the human decisions, where the weights are determined by the number of observations that were used by the humans to arrive at their respective decisions.
Effective Baselines for Multiple Object Rearrangement Planning in Partially Observable Mapped Environments
Tekin, Engin, Barati, Elaheh, Kamra, Nitin, Desai, Ruta
Many real-world tasks, from house-cleaning to cooking, can be formulated as multi-object rearrangement problems -- where an agent needs to get specific objects into appropriate goal states. For such problems, we focus on the setting that assumes a pre-specified goal state, availability of perfect manipulation and object recognition capabilities, and a static map of the environment but unknown initial location of objects to be rearranged. Our goal is to enable home-assistive intelligent agents to efficiently plan for rearrangement under such partial observability. This requires efficient trade-offs between exploration of the environment and planning for rearrangement, which is challenging because of long-horizon nature of the problem. To make progress on this problem, we first analyze the effects of various factors such as number of objects and receptacles, agent carrying capacity, environment layouts etc. on exploration and planning for rearrangement using classical methods. We then investigate both monolithic and modular deep reinforcement learning (DRL) methods for planning in our setting. We find that monolithic DRL methods do not succeed at long-horizon planning needed for multi-object rearrangement. Instead, modular greedy approaches surprisingly perform reasonably well and emerge as competitive baselines for planning with partial observability in multi-object rearrangement problems. We also show that our greedy modular agents are empirically optimal when the objects that need to be rearranged are uniformly distributed in the environment -- thereby contributing baselines with strong performance for future work on multi-object rearrangement planning in partially observable settings.
Barrier-Based Test Synthesis for Safety-Critical Systems Subject to Timed Reach-Avoid Specifications
Akella, Prithvi, Ahmadi, Mohamadreza, Murray, Richard M., Ames, Aaron D.
We propose an adversarial, time-varying test-synthesis procedure for safety-critical systems without requiring specific knowledge of the underlying controller steering the system. From a broader test and evaluation context, determination of difficult tests of system behavior is important as these tests would elucidate problematic system phenomena before these mistakes can engender problematic outcomes, e.g. loss of human life in autonomous cars, costly failures for airplane systems, etc. Our approach builds on existing, simulation-based work in the test and evaluation literature by offering a controller-agnostic test-synthesis procedure that provides a series of benchmark tests with which to determine controller reliability. To achieve this, our approach codifies the system objective as a timed reach-avoid specification. Then, by coupling control barrier functions with this class of specifications, we construct an instantaneous difficulty metric whose minimizer corresponds to the most difficult test at that system state. We use this instantaneous difficulty metric in a game-theoretic fashion, to produce an adversarial, time-varying test-synthesis procedure that does not require specific knowledge of the system's controller, but can still provably identify realizable and maximally difficult tests of system behavior. Finally, we develop this test-synthesis procedure for both continuous and discrete-time systems and showcase our test-synthesis procedure on simulated and hardware examples.
Graph Neural Networks for Decentralized Multi-Agent Perimeter Defense
Lee, Elijah S., Zhou, Lifeng, Ribeiro, Alejandro, Kumar, Vijay
The problem of perimeter defense games considers a scenario where the defenders are constrained to move along a perimeter and try to capture the intruders while the intruders aim to reach the perimeter without being captured by the defenders (Shishika and Kumar, 2020). A number of previous works have solved this problem with engagements on a planar game space (Shishika and Kumar, 2018; Chen et al., 2021). However, in the real world, the perimeter may be represented by a three-dimensional shape as the players (e.g., defenders and intruders) may have the ability to perform three-dimensional motions. For example, a perimeter of a building that defenders aim to protect can be enclosed by a hemisphere. As a result, the defender robots should be able to move in three-dimensional space. For example, aerial robots have been well studied in various settings (Chen et al., 2020; Nguyen et al., 2019; Lee et al., 2016, 2020a), and all these settings can be real-world use-cases for perimeter defense. For instance, intruders try to attack a military base in the forest and defenders aim to capture the intruders. In this work, we tackle the perimeter defense problem in a domain where multiple agents collaborate to accomplish a task. Multi-agent collaboration has been explored in many areas including environmental mapping (Liu et al., 2022; Thrun et al., 2000), search and rescue (Miller et al., 2020; Baxter et al., 2007),
Chore Cutting: Envy and Truth
We study the fair division of divisible bad resources with strategic agents who can manipulate their private information to get a better allocation. Within certain constraints, we are particularly interested in whether truthful envy-free mechanisms exist over piecewise-constant valuations. We demonstrate that no deterministic truthful envy-free mechanism can exist in the connected-piece scenario, and the same impossibility result occurs for hungry agents. We also show that no deterministic, truthful dictatorship mechanism can satisfy the envy-free criterion, and the same result remains true for non-wasteful constraints rather than dictatorship. We further address several related problems and directions.
Distributed Bayesian: A Continuous Distributed Constraint Optimization Problem Solver
Fransman, Jeroen (a:1:{s:5:"en_US";s:30:"Delft University of Technology";}) | Sijs, Joris | Dol, Henry | Theunissen, Erik | De Schutter, Bart
In this paper, the novel Distributed Bayesian (D-Bay) algorithm is presented for solving multi-agent problems within the Continuous Distributed Constraint Optimization Problem (C-DCOP) framework. This framework extends the classical DCOP framework towards utility functions with continuous domains. D-Bay solves a C-DCOP by utilizing Bayesian optimization for the adaptive sampling of variables. We theoretically show that D-Bay converges to the global optimum of the C-DCOP for Lipschitz continuous utility functions. The performance of the algorithm is evaluated empirically based on the sample efficiency. The proposed algorithm is compared to state-of-the-art DCOP and C-DCOP solvers. The algorithm generates better solutions while requiring fewer samples.
How Stochastic Linear Bandits work part2(Machine Learning)
Abstract: We study a collaborative multi-agent stochastic linear bandit setting, where N agents that form a network communicate locally to minimize their overall regret. In this setting, each agent has its own linear bandit problem (its own reward parameter) and the goal is to select the best global action w.r.t. the average of their reward parameters. At each round, each agent proposes an action, and one action is randomly selected and played as the network action. All the agents observe the corresponding rewards of the played actions and use an accelerated consensus procedure to compute an estimate of the average of the rewards obtained by all the agents. We propose a distributed upper confidence bound (UCB) algorithm and prove a high probability bound on its T-round regret in which we include a linear growth of regret associated with each communication round.
Victoria Amazonica Optimization (VAO): An Algorithm Inspired by the Giant Water Lily Plant
Mousavi, Seyed Muhammad Hossein
The Victoria Amazonica plant, often known as the Giant Water Lily, has the largest floating spherical leaf in the world, with a maximum leaf diameter of 3 meters. It spreads its leaves by the force of its spines and creates a large shadow underneath, killing any plants that require sunlight. These water tyrants use their formidable spines to compel each other to the surface and increase their strength to grab more space from the surface. As they spread throughout the pond or basin, with the earliest-growing leaves having more room to grow, each leaf gains a unique size. Its flowers are transsexual and when they bloom, Cyclocephala beetles are responsible for the pollination process, being attracted to the scent of the female flower. After entering the flower, the beetle becomes covered with pollen and transfers it to another flower for fertilization. After the beetle leaves, the flower turns into a male and changes color from white to pink. The male flower dies and sinks into the water, releasing its seed to help create a new generation. In this paper, the mathematical life cycle of this magnificent plant is introduced, and each leaf and blossom are treated as a single entity. The proposed bio-inspired algorithm is tested with 24 benchmark optimization test functions, such as Ackley, and compared to ten other famous algorithms, including the Genetic Algorithm. The proposed algorithm is tested on 10 optimization problems: Minimum Spanning Tree, Hub Location Allocation, Quadratic Assignment, Clustering, Feature Selection, Regression, Economic Dispatching, Parallel Machine Scheduling, Color Quantization, and Image Segmentation and compared to traditional and bio-inspired algorithms. Overall, the performance of the algorithm in all tasks is satisfactory.
Verse: A Python library for reasoning about multi-agent hybrid system scenarios
Li, Yangge, Zhu, Haoqing, Braught, Katherine, Shen, Keyi, Mitra, Sayan
We present the Verse library with the aim of making hybrid system verification more usable for multi-agent scenarios. In Verse, decision making agents move in a map and interact with each other through sensors. The decision logic for each agent is written in a subset of Python and the continuous dynamics is given by a black-box simulator. Multiple agents can be instantiated and they can be ported to different maps for creating scenarios. Verse provides functions for simulating and verifying such scenarios using existing reachability analysis algorithms. We illustrate several capabilities and use cases of the library with heterogeneous agents, incremental verification, different sensor models, and the flexibility of plugging in different subroutines for post computations.
Agent-based Simulation of District-based Elections
In district-based elections, electors cast votes in their respective districts. In each district, the party with maximum votes wins the corresponding seat in the governing body. The election result is based on the number of seats won by different parties. In this system, locations of electors across the districts may severely affect the election result even if the total number of votes obtained by different parties remains unchanged. A less popular party may end up winning more seats if their supporters are suitably distributed spatially. This happens due to various regional and social influences on individual voters which modulate their voting choice. In this paper, we explore agent-based models for district-based elections, where we consider each elector as an agent, and try to represent their social and geographical attributes and political inclinations using probability distributions. This model can be used to simulate election results by Monte Carlo sampling. The models allow us to explore the full space of possible outcomes of an electoral setting, though they can also be calibrated to actual election results for suitable values of parameters. We use Approximate Bayesian Computation (ABC) framework to estimate model parameters. We show that our model can reproduce the results of elections held in India and USA, and can also produce counterfactual scenarios.