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Explainable Human-in-the-loop Dynamic Data-Driven Digital Twins

arXiv.org Artificial Intelligence

Digital Twins (DT) are essentially dynamic data-driven models that serve as real-time symbiotic "virtual replicas" of real-world systems. DT can leverage fundamentals of Dynamic Data-Driven Applications Systems (DDDAS) bidirectional symbiotic sensing feedback loops for its continuous updates. Sensing loops can consequently steer measurement, analysis and reconfiguration aimed at more accurate modelling and analysis in DT. The reconfiguration decisions can be autonomous or interactive, keeping human-in-the-loop. The trustworthiness of these decisions can be hindered by inadequate explainability of the rationale, and utility gained in implementing the decision for the given situation among alternatives. Additionally, different decision-making algorithms and models have varying complexity, quality and can result in different utility gained for the model. The inadequacy of explainability can limit the extent to which humans can evaluate the decisions, often leading to updates which are unfit for the given situation, erroneous, compromising the overall accuracy of the model. The novel contribution of this paper is an approach to harnessing explainability in human-in-the-loop DDDAS and DT systems, leveraging bidirectional symbiotic sensing feedback. The approach utilises interpretable machine learning and goal modelling to explainability, and considers trade-off analysis of utility gained. We use examples from smart warehousing to demonstrate the approach.


Distributed Resource Allocation for URLLC in IIoT Scenarios: A Multi-Armed Bandit Approach

arXiv.org Artificial Intelligence

This paper addresses the problem of enabling inter-machine Ultra-Reliable Low-Latency Communication (URLLC) in future 6G Industrial Internet of Things (IIoT) networks. As far as the Radio Access Network (RAN) is concerned, centralized pre-configured resource allocation requires scheduling grants to be disseminated to the User Equipments (UEs) before uplink transmissions, which is not efficient for URLLC, especially in case of flexible/unpredictable traffic. To alleviate this burden, we study a distributed, user-centric scheme based on machine learning in which UEs autonomously select their uplink radio resources without the need to wait for scheduling grants or preconfiguration of connections. Using simulation, we demonstrate that a Multi-Armed Bandit (MAB) approach represents a desirable solution to allocate resources with URLLC in mind in an IIoT environment, in case of both periodic and aperiodic traffic, even considering highly populated networks and aggressive traffic.


Greedy based Value Representation for Optimal Coordination in Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

Due to the representation limitation of the joint Q value function, multi-agent reinforcement learning methods with linear value decomposition (LVD) or monotonic value decomposition (MVD) suffer from relative overgeneralization. As a result, they can not ensure optimal consistency (i.e., the correspondence between individual greedy actions and the maximal true Q value). In this paper, we derive the expression of the joint Q value function of LVD and MVD. According to the expression, we draw a transition diagram, where each self-transition node (STN) is a possible convergence. To ensure optimal consistency, the optimal node is required to be the unique STN. Therefore, we propose the greedy-based value representation (GVR), which turns the optimal node into an STN via inferior target shaping and further eliminates the non-optimal STNs via superior experience replay. In addition, GVR achieves an adaptive trade-off between optimality and stability. Our method outperforms state-of-the-art baselines in experiments on various benchmarks. Theoretical proofs and empirical results on matrix games demonstrate that GVR ensures optimal consistency under sufficient exploration.


Contextually Aware Intelligent Control Agents for Heterogeneous Swarms

arXiv.org Artificial Intelligence

Contemporary approaches to swarm guidance and control often assume that swarm agents are homogeneous in their response to external influence vectors. This manifests in the design of control algorithms, such as herding, often operating directly on the raw positional data of swarm agents to compute influence vectors. Herding-based models, such as shepherding, have been implemented for over 25 years, with classic control methods typically operating on simple transformations of raw data Hasan, Baxter, Castillo, Delgado, and Tapia (2022). Swarm shepherding is an example of a swarm control herdingbased method where one or more external actuators (sheepdogs) operate on low-level information by calculating primitive statistical features from raw data. These models often use static behaviour selection policies for the control agent to guide a swarm to a goal location Debie et al. (2021). As a biologically-inspired approach to swarm control, shepherding has applications across different domains, such as the guidance and control of crowds Li, Hu, Liang, and Li (2012), herding biological animals Paranjape, Chung, Kim, and Shim (2018), guiding teams of uncrewed system (UxS) Hepworth (2021), and controlling a group of robotic platforms Cowling and Gmeinwieser (2010); Lee and Kim (2017).


Learning Efficient Multi-Agent Cooperative Visual Exploration

arXiv.org Artificial Intelligence

We tackle the problem of cooperative visual exploration where multiple agents need to jointly explore unseen regions as fast as possible based on visual signals. Classical planning-based methods often suffer from expensive computation overhead at each step and a limited expressiveness of complex cooperation strategy. By contrast, reinforcement learning (RL) has recently become a popular paradigm for tackling this challenge due to its modeling capability of arbitrarily complex strategies and minimal inference overhead. In this paper, we extend the state-of-the-art single-agent visual navigation method, Active Neural SLAM (ANS), to the multi-agent setting by introducing a novel RL-based planning module, Multi-agent Spatial Planner (MSP).MSP leverages a transformer-based architecture, Spatial-TeamFormer, which effectively captures spatial relations and intra-agent interactions via hierarchical spatial self-attentions. In addition, we also implement a few multi-agent enhancements to process local information from each agent for an aligned spatial representation and more precise planning. Finally, we perform policy distillation to extract a meta policy to significantly improve the generalization capability of final policy. We call this overall solution, Multi-Agent Active Neural SLAM (MAANS). MAANS substantially outperforms classical planning-based baselines for the first time in a photo-realistic 3D simulator, Habitat. Code and videos can be found at https://sites.google.com/view/maans.


Safe Reinforcement Learning Using Black-Box Reachability Analysis

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is capable of sophisticated motion planning and control for robots in uncertain environments. However, state-of-the-art deep RL approaches typically lack safety guarantees, especially when the robot and environment models are unknown. To justify widespread deployment, robots must respect safety constraints without sacrificing performance. Thus, we propose a Black-box Reachability-based Safety Layer (BRSL) with three main components: (1) data-driven reachability analysis for a black-box robot model, (2) a trajectory rollout planner that predicts future actions and observations using an ensemble of neural networks trained online, and (3) a differentiable polytope collision check between the reachable set and obstacles that enables correcting unsafe actions. In simulation, BRSL outperforms other state-of-the-art safe RL methods on a Turtlebot 3, a quadrotor, a trajectory-tracking point mass, and a hexarotor in wind with an unsafe set adjacent to the area of highest reward.


TinyQMIX: Distributed Access Control for mMTC via Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

Distributed access control is a crucial component for massive machine type communication (mMTC). In this communication scenario, centralized resource allocation is not scalable because resource configurations have to be sent frequently from the base station to a massive number of devices. We investigate distributed reinforcement learning for resource selection without relying on centralized control. Another important feature of mMTC is the sporadic and dynamic change of traffic. Existing studies on distributed access control assume that traffic load is static or they are able to gradually adapt to the dynamic traffic. We minimize the adaptation period by training TinyQMIX, which is a lightweight multi-agent deep reinforcement learning model, to learn a distributed wireless resource selection policy under various traffic patterns before deployment. Therefore, the trained agents are able to quickly adapt to dynamic traffic and provide low access delay. Numerical results are presented to support our claims.


Decision-making with Imaginary Opponent Models

arXiv.org Artificial Intelligence

Opponent modeling has benefited a controlled agent's decision-making by constructing models of other agents. Existing methods commonly assume access to opponents' observations and actions, which is infeasible when opponents' behaviors are unobservable or hard to obtain. We propose a novel multi-agent distributional actor-critic algorithm to achieve imaginary opponent modeling with purely local information (i.e., the controlled agent's observations, actions, and rewards). Specifically, the actor maintains a speculated belief of the opponents, which we call the \textit{imaginary opponent models}, to predict opponents' actions using local observations and makes decisions accordingly. Further, the distributional critic models the return distribution of the policy. It reflects the quality of the actor and thus can guide the training of the imaginary opponent model that the actor relies on. Extensive experiments confirm that our method successfully models opponents' behaviors without their data and delivers superior performance against baseline methods with a faster convergence speed.


Learning Cooperative Oversubscription for Cloud by Chance-Constrained Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Oversubscription is a common practice for improving cloud resource utilization. It allows the cloud service provider to sell more resources than the physical limit, assuming not all users would fully utilize the resources simultaneously. However, how to design an oversubscription policy that improves utilization while satisfying the some safety constraints remains an open problem. Existing methods and industrial practices are over-conservative, ignoring the coordination of diverse resource usage patterns and probabilistic constraints. To address these two limitations, this paper formulates the oversubscription for cloud as a chance-constrained optimization problem and propose an effective Chance Constrained Multi-Agent Reinforcement Learning (C2MARL) method to solve this problem. Specifically, C2MARL reduces the number of constraints by considering their upper bounds and leverages a multi-agent reinforcement learning paradigm to learn a safe and optimal coordination policy. We evaluate our C2MARL on an internal cloud platform and public cloud datasets. Experiments show that our C2MARL outperforms existing methods in improving utilization ($20\%\sim 86\%$) under different levels of safety constraints.


Backdoor Attacks on Multiagent Collaborative Systems

arXiv.org Artificial Intelligence

Backdoor attacks on reinforcement learning implant a backdoor in a victim agent's policy. Once the victim observes the trigger signal, it will switch to the abnormal mode and fail its task. Most of the attacks assume the adversary can arbitrarily modify the victim's observations, which may not be practical. One work proposes to let one adversary agent use its actions to affect its opponent in two-agent competitive games, so that the opponent quickly fails after observing certain trigger actions. However, in multiagent collaborative systems, agents may not always be able to observe others. When and how much the adversary agent can affect others are uncertain, and we want the adversary agent to trigger others for as few times as possible. To solve this problem, we first design a novel training framework to produce auxiliary rewards that measure the extent to which the other agents'observations being affected. Then we use the auxiliary rewards to train a trigger policy which enables the adversary agent to efficiently affect the others' observations. Given these affected observations, we further train the other agents to perform abnormally. Extensive experiments demonstrate that the proposed method enables the adversary agent to lure the others into the abnormal mode with only a few actions.