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Fleet Rebalancing for Expanding Shared e-Mobility Systems: A Multi-agent Deep Reinforcement Learning Approach

arXiv.org Artificial Intelligence

The electrification of shared mobility has become popular across the globe. Many cities have their new shared e-mobility systems deployed, with continuously expanding coverage from central areas to the city edges. A key challenge in the operation of these systems is fleet rebalancing, i.e., how EVs should be repositioned to better satisfy future demand. This is particularly challenging in the context of expanding systems, because i) the range of the EVs is limited while charging time is typically long, which constrain the viable rebalancing operations; and ii) the EV stations in the system are dynamically changing, i.e., the legitimate targets for rebalancing operations can vary over time. We tackle these challenges by first investigating rich sets of data collected from a real-world shared e-mobility system for one year, analyzing the operation model, usage patterns and expansion dynamics of this new mobility mode. With the learned knowledge we design a high-fidelity simulator, which is able to abstract key operation details of EV sharing at fine granularity. Then we model the rebalancing task for shared e-mobility systems under continuous expansion as a Multi-Agent Reinforcement Learning (MARL) problem, which directly takes the range and charging properties of the EVs into account. We further propose a novel policy optimization approach with action cascading, which is able to cope with the expansion dynamics and solve the formulated MARL. We evaluate the proposed approach extensively, and experimental results show that our approach outperforms the state-of-the-art, offering significant performance gain in both satisfied demand and net revenue. A promising trend of future mobility is electric and shared. For instance, Figure 1 shows the spatial distribution of station occupancy rate (ratio and ride-sharing services [10], [11], and the de facto solution of parked vehicles to the total available space) in a real-world is to rebalance the fleet during operation.


Mixed Observable RRT: Multi-Agent Mission-Planning in Partially Observable Environments

arXiv.org Artificial Intelligence

This paper considers centralized mission-planning for a heterogeneous multi-agent system with the aim of locating a hidden target. We propose a mixed observable setting, consisting of a fully observable state-space and a partially observable environment, using a hidden Markov model. First, we construct rapidly exploring random trees (RRTs) to introduce the mixed observable RRT for finding plausible mission plans giving way-points for each agent. Leveraging this construction, we present a path-selection strategy based on a dynamic programming approach, which accounts for the uncertainty from partial observations and minimizes the expected cost. Finally, we combine the high-level plan with model predictive control algorithms to evaluate the approach on an experimental setup consisting of a quadruped robot and a drone. It is shown that agents are able to make intelligent decisions to explore the area efficiently and to locate the target through collaborative actions.


Ensuring AI works with the right dose of curiosity

#artificialintelligence

Friday night has rolled around, and you're trying to pick a restaurant for dinner. Should you visit your most beloved watering hole or try a new establishment, in the hopes of discovering something superior? Potentially, but that curiosity comes with a risk: If you explore the new option, the food could be worse. On the flip side, if you stick with what you know works well, you won't grow out of your narrow pathway. Curiosity drives artificial intelligence to explore the world, now in boundless use cases -- autonomous navigation, robotic decision-making, optimizing health outcomes, and more.


Fast model averaging via buffered states and first-order accelerated optimization algorithms

arXiv.org Artificial Intelligence

In this letter, we study the problem of accelerating reaching average consensus over connected graphs in a discrete-time communication setting. Literature has shown that consensus algorithms can be accelerated by increasing the graph connectivity or optimizing the weights agents place on the information received from their neighbors. Here, instead of altering the communication graph, we investigate two methods that use buffered states to accelerate reaching average consensus over a given graph. In the first method, we study how convergence rate of the well-known first-order Laplacian average consensus algorithm changes when agreement feedback is generated from buffered states. For this study, we obtain a sufficient condition on the ranges of buffered state that leads to faster convergence. In the second proposed method, we show how the average consensus problem can be cast as a convex optimization problem and solved by first-order accelerated optimization algorithms for strongly-convex cost functions. We construct an accelerated average consensus algorithm using the so-called Triple Momentum optimization algorithm. The first approach requires less global knowledge for choosing the step size, whereas the second one converges faster in our numerical results by using extra information from the graph topology. We demonstrate our results by implementing the proposed algorithms in a Gaussian Mixture Model (GMM) estimation problem used in sensor networks.


Learning in Discounted-cost and Average-cost Mean-field Games

arXiv.org Artificial Intelligence

We consider learning approximate Nash equilibria for discrete-time mean-field games with nonlinear stochastic state dynamics subject to both average and discounted costs. To this end, we introduce a mean-field equilibrium (MFE) operator, whose fixed point is a mean-field equilibrium (i.e. equilibrium in the infinite population limit). We first prove that this operator is a contraction, and propose a learning algorithm to compute an approximate mean-field equilibrium by approximating the MFE operator with a random one. Moreover, using the contraction property of the MFE operator, we establish the error analysis of the proposed learning algorithm. We then show that the learned mean-field equilibrium constitutes an approximate Nash equilibrium for finite-agent games.


Multi-vehicle Conflict Resolution in Highly Constrained Spaces by Merging Optimal Control and Reinforcement Learning

arXiv.org Artificial Intelligence

Abstract: We present a novel method to address the problem of multi-vehicle conflict resolution in highly constrained spaces. An optimal control problem is formulated to incorporate nonlinear, non-holonomic vehicle dynamics and exact collision avoidance constraints. A solution to the problem can be obtained by first learning configuration strategies with reinforcement learning (RL) in a simplified discrete environment, and then using these strategies to shape the constraint space of the original problem. Simulation results show that our method can explore efficient actions to resolve conflicts in confined space and generate dexterous maneuvers that are both collision-free and kinematically feasible. Keywords: Trajectory and Path Planning, Multi-vehicle systems, Autonomous Vehicles, Reinforcement learning control, Control problems under conflict 1. INTRODUCTION When conflicts arise in highly constrained spaces such as crowded parking lots, both the optimal control and the RL approaches often fail due to the following reasons: Current autonomous vehicles (AVs) operate reasonably well in environments where traffic rules are well-defined, (i) The vehicles need to plan for combinatorial actions in the surrounding agents are rational, and their actions can order to create spaces for each other to pass through; be easily predicted.


Leveraging Fully Observable Policies for Learning under Partial Observability

arXiv.org Artificial Intelligence

In contrast, the setting of fully observable (FO) control has featured the success of many powerful reinforcement learning (RL) algorithms (e.g., [8, 9, 10, 11]). Unfortunately, full observability only holds for a small portion of realistic robotics problems. Figure 1: To reach the In this work, we attempt to leverage good fully observable policies (state correct goal object, a experts) available only during offline training to help train PO policies state expert takes the that can execute online. We rely on the setting of offline training and red path directly, while online execution, a successful RL framework where an agent can use a partially observable "privileged" information such as the state [12, 13, 14, 15] or the belief agent must first take the about the state [6] during offline training, e.g., from simulators, to efficiently green path to identify learn PO policies that are later can be deployed without the access the correct goal object, to the privileged information anymore. In this work, the privileged information then take the red path. is not just the state itself but also the state expert. Our setting can be illustrated in a navigation task (Figure 1), which requires an agent to navigate to an unknown goal object on the right, identifiable by an object on the left side. While the optimal behavior under partial observability is to first navigate leftwards to identify the goal object, the state expert is able to move to the goal object directly. Despite being sup-optimal from the PO perspective, the state expert can provide experience during training leading to the goal object, which is potentially useful for both exploration and as a part of the policy needed in the PO case after the goal object is identified.


Zoom adds Cresta's conversational AI to help customer service agents

#artificialintelligence

Join us on November 9 to learn how to successfully innovate and achieve efficiency by upskilling and scaling citizen developers at the Low-Code/No-Code Summit. Zoom calls are no longer just for work meetings and family reunions. Conversational artificial intelligence (AI) leader, Cresta, wants to make them a channel for customer service too. The company is integrating its AI tools with Zoom to improve the service when customers contact companies through a video call. The integration effectively allows businesses using Zoom to activate Cresta directly through Zoom's interface.


Optimal shepherding and transport of a flock

arXiv.org Artificial Intelligence

We investigate how a shepherd should move in order to effectively herd and guide a flock of agents towards a target. Using a detailed agent-based model (ABM) for the members of the flock, we pose and solve an optimization problem for the shepherd that has to simultaneously work to keep the flock cohesive while coercing it towards a prescribed project. We find that three distinct strategies emerge as potential solutions as a function of just two parameters: the ratio of herd size to shepherd repulsion length and the ratio of herd speed to shepherd speed. We term these as: (i) mustering, in which the shepherd circles the herd to ensure compactness, (ii) droving, in which the shepherd chases the herd in a desired direction, and (iii) driving, a hitherto unreported strategy where the flock surrounds a shepherd that drives it from within. A minimal dynamical model for the size, shape and position of the herd captures the effective behavior of the ABM, and further allows us to characterize the different herding strategies in terms of the behavior of the shepherd that librates (mustering), oscillates (droving) or moves steadily (driving). All together, our study yields a simple and intuitive classification of herding strategies that ought to be of general interest in the context of controlling the collective behavior of active matter.


Innovations in Integrating Machine Learning and Agent-Based Modeling of Biomedical Systems

arXiv.org Artificial Intelligence

Agent-based modeling (ABM) is a well-established paradigm for simulating complex systems via interactions between constituent entities. Machine learning (ML) refers to approaches whereby statistical algorithms 'learn' from data on their own, without imposing a priori theories of system behavior. Biological systems -- from molecules, to cells, to entire organisms -- consist of vast numbers of entities, governed by complex webs of interactions that span many spatiotemporal scales and exhibit nonlinearity, stochasticity and intricate coupling between entities. The macroscopic properties and collective dynamics of such systems are difficult to capture via continuum modelling and mean-field formalisms. ABM takes a 'bottom-up' approach that obviates these difficulties by enabling one to easily propose and test a set of well-defined 'rules' to be applied to the individual entities (agents) in a system. Evaluating a system and propagating its state over discrete time-steps effectively simulates the system, allowing observables to be computed and system properties to be analyzed. Because the rules that govern an ABM can be difficult to abstract and formulate from experimental data, there is an opportunity to use ML to help infer optimal, system-specific ABM rules. Once such rule-sets are devised, ABM calculations can generate a wealth of data, and ML can be applied there too -- e.g., to probe statistical measures that meaningfully describe a system's stochastic properties. As an example of synergy in the other direction (from ABM to ML), ABM simulations can generate realistic datasets for training ML algorithms (e.g., for regularization, to mitigate overfitting). In these ways, one can envision various synergistic ABM$\rightleftharpoons$ML loops. This review summarizes how ABM and ML have been integrated in contexts that span spatiotemporal scales, from cellular to population-level epidemiology.