Agents
Approximation Algorithms for Robot Tours in Random Fields with Guaranteed Estimation Accuracy
Dutta, Shamak, Wilde, Nils, Tokekar, Pratap, Smith, Stephen L.
Abstract-- We study the sample placement and shortest tour problem for robots tasked with mapping environmental phenomena modeled as stationary random fields. The objective is to minimize the resources used (samples or tour length) while guaranteeing estimation accuracy. We give approximation algorithms for both problems in convex environments. These improve previously known results, both in terms of theoretical guarantees and in simulations. In addition, we disprove an existing claim in the literature on a lower bound for a solution to the sample placement problem.
Hidden Complexities in the Computational Modeling of Proportionality for Robotic Norm Violation Response
Language-capable robots hold unique persuasive power over humans, and thus can help regulate people's behavior and preserve a better moral ecosystem, by rejecting unethical commands and calling out norm violations. However, miscalibrated norm violation responses (when the harshness of a response does not match the actual norm violation severity) may not only decrease the effectiveness of human-robot communication, but may also damage the rapport between humans and robots. Therefore, when robots respond to norm violations, it is crucial that they consider both the moral value of their response (by considering how much positive moral influence their response could exert) and the social value (by considering how much face threat might be imposed by their utterance). In this paper, we present a simple (naive) mathematical model of proportionality which could explain how moral and social considerations should be balanced in multi-agent norm violation response generation. But even more importantly, we use this model to start a discussion about the hidden complexity of modeling proportionality, and use this discussion to identify key research directions that must be explored in order to develop socially and morally competent language-capable robots.
Differentiable Hybrid Traffic Simulation
Son, Sanghyun, Qiao, Yi-Ling, Sewall, Jason, Lin, Ming C.
We introduce a novel differentiable hybrid traffic simulator, which simulates traffic using a hybrid model of both macroscopic and microscopic models and can be directly integrated into a neural network for traffic control and flow optimization. This is the first differentiable traffic simulator for macroscopic and hybrid models that can compute gradients for traffic states across time steps and inhomogeneous lanes. To compute the gradient flow between two types of traffic models in a hybrid framework, we present a novel intermediate conversion component that bridges the lanes in a differentiable manner as well. We also show that we can use analytical gradients to accelerate the overall process and enhance scalability. Thanks to these gradients, our simulator can provide more efficient and scalable solutions for complex learning and control problems posed in traffic engineering than other existing algorithms. Refer to https://sites.google.com/umd.edu/diff-hybrid-traffic-sim for our project.
Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise Bonus
This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle that builds a confidence interval for each point in the joint action space. For two-player zero-sum Markov games, by exploiting the convexity of the strategy-wise bonus, we propose a computationally efficient algorithm whose sample complexity enjoys a better dependency on the number of actions than the prior methods based on the point-wise bonus. Furthermore, for offline multi-agent general-sum Markov games, based on the strategy-wise bonus and a novel surrogate function, we give the first algorithm whose sample complexity only scales $\sum_{i=1}^mA_i$ where $A_i$ is the action size of the $i$-th player and $m$ is the number of players. In sharp contrast, the sample complexity of methods based on the point-wise bonus would scale with the size of the joint action space $\Pi_{i=1}^m A_i$ due to the curse of multiagents. Lastly, all of our algorithms can naturally take a pre-specified strategy class $\Pi$ as input and output a strategy that is close to the best strategy in $\Pi$. In this setting, the sample complexity only scales with $\log |\Pi|$ instead of $\sum_{i=1}^mA_i$.
Decentralized Coverage Path Planning with Reinforcement Learning and Dual Guidance
Liu, Yongkai, Hu, Jiawei, Dong, Wei
Planning coverage path for multiple robots in a decentralized way enhances robustness to coverage tasks handling uncertain malfunctions. To achieve high efficiency in a distributed manner for each single robot, a comprehensive understanding of both the complicated environments and cooperative agents intent is crucial. Unfortunately, existing works commonly consider only part of these factors, resulting in imbalanced subareas or unnecessary overlaps. To tackle this issue, we introduce a Decentralized reinforcement learning framework with dual guidance to train each agent to solve the decentralized multiple coverage path planning problem straightly through the environment states. As distributed robots require others intentions to perform better coverage efficiency, we utilize two guidance methods, artificial potential fields and heuristic guidance, to include and integrate others intentions into observations for each robot. With our constructed framework, results have shown our agents successfully learn to determine their own subareas while achieving full coverage, balanced subareas and low overlap rates. We then implement spanning tree cover within those subareas to construct actual routes for each robot and complete given coverage tasks. Our performance is also compared with the state of the art decentralized method showing at most 10 percent lower overlap rates while performing high efficiency in similar environments.
Artificial Intelligence Nomenclature Identified From Delphi Study on Key Issues Related to Trust and Barriers to Adoption for Autonomous Systems
Doyle, Thomas E., Tucci, Victoria, Zhu, Calvin, Zhang, Yifei, Yassa, Basem, Rashidiani, Sajjad, Khan, Md Asif, Samavi, Reza, Noseworthy, Michael, Yule, Steven
The rapid integration of artificial intelligence across traditional research domains has generated an amalgamation of nomenclature. As cross-discipline teams work together on complex machine learning challenges, finding a consensus of basic definitions in the literature is a more fundamental problem. As a step in the Delphi process to define issues with trust and barriers to the adoption of autonomous systems, our study first collected and ranked the top concerns from a panel of international experts from the fields of engineering, computer science, medicine, aerospace, and defence, with experience working with artificial intelligence. This document presents a summary of the literature definitions for nomenclature derived from expert feedback.
Learning Active Camera for Multi-Object Navigation
Chen, Peihao, Ji, Dongyu, Lin, Kunyang, Hu, Weiwen, Huang, Wenbing, Li, Thomas H., Tan, Mingkui, Gan, Chuang
Getting robots to navigate to multiple objects autonomously is essential yet difficult in robot applications. One of the key challenges is how to explore environments efficiently with camera sensors only. Existing navigation methods mainly focus on fixed cameras and few attempts have been made to navigate with active cameras. As a result, the agent may take a very long time to perceive the environment due to limited camera scope. In contrast, humans typically gain a larger field of view by looking around for a better perception of the environment. How to make robots perceive the environment as efficiently as humans is a fundamental problem in robotics. In this paper, we consider navigating to multiple objects more efficiently with active cameras. Specifically, we cast moving camera to a Markov Decision Process and reformulate the active camera problem as a reinforcement learning problem. However, we have to address two new challenges: 1) how to learn a good camera policy in complex environments and 2) how to coordinate it with the navigation policy. To address these, we carefully design a reward function to encourage the agent to explore more areas by moving camera actively. Moreover, we exploit human experience to infer a rule-based camera action to guide the learning process. Last, to better coordinate two kinds of policies, the camera policy takes navigation actions into account when making camera moving decisions. Experimental results show our camera policy consistently improves the performance of multi-object navigation over four baselines on two datasets.
Learning Distributed and Fair Policies for Network Load Balancing as Markov Potential Game
This paper investigates the network load balancing problem in data centers (DCs) where multiple load balancers (LBs) are deployed, using the multi-agent reinforcement learning (MARL) framework. The challenges of this problem consist of the heterogeneous processing architecture and dynamic environments, as well as limited and partial observability of each LB agent in distributed networking systems, which can largely degrade the performance of in-production load balancing algorithms in real-world setups. Centralised-training-decentralised-execution (CTDE) RL scheme has been proposed to improve MARL performance, yet it incurs -- especially in distributed networking systems, which prefer distributed and plug-and-play design scheme -- additional communication and management overhead among agents. We formulate the multi-agent load balancing problem as a Markov potential game, with a carefully and properly designed workload distribution fairness as the potential function. A fully distributed MARL algorithm is proposed to approximate the Nash equilibrium of the game. Experimental evaluations involve both an event-driven simulator and real-world system, where the proposed MARL load balancing algorithm shows close-to-optimal performance in simulations, and superior results over in-production LBs in the real-world system.
Learning Skills from Demonstrations: A Trend from Motion Primitives to Experience Abstraction
Tavassoli, Mehrdad, Katyara, Sunny, Pozzi, Maria, Deshpande, Nikhil, Caldwell, Darwin G., Prattichizzo, Domenico
The uses of robots are changing from static environments in factories to encompass novel concepts such as Human-Robot Collaboration in unstructured settings. Pre-programming all the functionalities for robots becomes impractical, and hence, robots need to learn how to react to new events autonomously, just like humans. However, humans, unlike machines, are naturally skilled in responding to unexpected circumstances based on either experiences or observations. Hence, embedding such anthropoid behaviours into robots entails the development of neuro-cognitive models that emulate motor skills under a robot learning paradigm. Effective encoding of these skills is bound to the proper choice of tools and techniques. This paper studies different motion and behaviour learning methods ranging from Movement Primitives (MP) to Experience Abstraction (EA), applied to different robotic tasks. These methods are scrutinized and then experimentally benchmarked by reconstructing a standard pick-n-place task. Apart from providing a standard guideline for the selection of strategies and algorithms, this paper aims to draw a perspectives on their possible extensions and improvements
CUP: Critic-Guided Policy Reuse
Zhang, Jin, Li, Siyuan, Zhang, Chongjie
The ability to reuse previous policies is an important aspect of human intelligence. To achieve efficient policy reuse, a Deep Reinforcement Learning (DRL) agent needs to decide when to reuse and which source policies to reuse. Previous methods solve this problem by introducing extra components to the underlying algorithm, such as hierarchical high-level policies over source policies, or estimations of source policies' value functions on the target task. However, training these components induces either optimization non-stationarity or heavy sampling cost, significantly impairing the effectiveness of transfer. To tackle this problem, we propose a novel policy reuse algorithm called Critic-gUided Policy reuse (CUP), which avoids training any extra components and efficiently reuses source policies. CUP utilizes the critic, a common component in actor-critic methods, to evaluate and choose source policies. At each state, CUP chooses the source policy that has the largest one-step improvement over the current target policy, and forms a guidance policy. The guidance policy is theoretically guaranteed to be a monotonic improvement over the current target policy. Then the target policy is regularized to imitate the guidance policy to perform efficient policy search. Empirical results demonstrate that CUP achieves efficient transfer and significantly outperforms baseline algorithms.