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A situated agent-based model to reveal irrigators' options behind their actions under institutional arrangements in Southern France

arXiv.org Artificial Intelligence

There has been little exploration of the explicit simulation of the set of options of actors in agent-based models and its evolution over time. This study proposes to use affordances as intermediate entities between agents' environment and agent actions. We illustrated the approach on a typical gravity-fed network in the South-East of France to explore how the abandonment of traditional sharing of water changes the irrigators' options to irrigate. We simulated a typical dry year irrigation season under two institutional arrangements (i.e. traditional coordination through daily slots and its abandonment). Simulation results are consistent with field surveys, and reveal an increase in the number of internal conflicts among irrigators as the counterpart of the abandonment of traditional sharing of water. They also highlight the consequences of the heterogeneity of the irrigators' interests within the collective institution. The sensitivity analysis of the model allowed identification of optimal modalities of coordination, and a potential compromise between past and current institutional arrangements. The key benefits of using affordances in ABM lie in the study of their population dynamics for characterizing the interaction situations between actors and their environment and for better understanding the model dynamics.


Distributional Reward Estimation for Effective Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning has drawn increasing attention in practice, e.g., robotics and automatic driving, as it can explore optimal policies using samples generated by interacting with the environment. However, high reward uncertainty still remains a problem when we want to train a satisfactory model, because obtaining high-quality reward feedback is usually expensive and even infeasible. To handle this issue, previous methods mainly focus on passive reward correction. At the same time, recent active reward estimation methods have proven to be a recipe for reducing the effect of reward uncertainty. In this paper, we propose a novel Distributional Reward Estimation framework for effective Multi-Agent Reinforcement Learning (DRE-MARL). Our main idea is to design the multi-action-branch reward estimation and policy-weighted reward aggregation for stabilized training. Specifically, we design the multi-action-branch reward estimation to model reward distributions on all action branches. Then we utilize reward aggregation to obtain stable updating signals during training. Our intuition is that consideration of all possible consequences of actions could be useful for learning policies. The superiority of the DRE-MARL is demonstrated using benchmark multi-agent scenarios, compared with the SOTA baselines in terms of both effectiveness and robustness.


AVLEN: Audio-Visual-Language Embodied Navigation in 3D Environments

arXiv.org Artificial Intelligence

Recent years have seen embodied visual navigation advance in two distinct directions: (i) in equipping the AI agent to follow natural language instructions, and (ii) in making the navigable world multimodal, e.g., audio-visual navigation. However, the real world is not only multimodal, but also often complex, and thus in spite of these advances, agents still need to understand the uncertainty in their actions and seek instructions to navigate. To this end, we present AVLEN~ -- an interactive agent for Audio-Visual-Language Embodied Navigation. Similar to audio-visual navigation tasks, the goal of our embodied agent is to localize an audio event via navigating the 3D visual world; however, the agent may also seek help from a human (oracle), where the assistance is provided in free-form natural language. To realize these abilities, AVLEN uses a multimodal hierarchical reinforcement learning backbone that learns: (a) high-level policies to choose either audio-cues for navigation or to query the oracle, and (b) lower-level policies to select navigation actions based on its audio-visual and language inputs. The policies are trained via rewarding for the success on the navigation task while minimizing the number of queries to the oracle. To empirically evaluate AVLEN, we present experiments on the SoundSpaces framework for semantic audio-visual navigation tasks. Our results show that equipping the agent to ask for help leads to a clear improvement in performance, especially in challenging cases, e.g., when the sound is unheard during training or in the presence of distractor sounds.


Approximation Algorithms for Robot Tours in Random Fields with Guaranteed Estimation Accuracy

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.