Agents
Seamlessly Integrating Factual Information and Social Content with Persuasive Dialogue
Chen, Maximillian, Shi, Weiyan, Yan, Feifan, Hou, Ryan, Zhang, Jingwen, Sahay, Saurav, Yu, Zhou
Complex conversation settings such as persuasion involve communicating changes in attitude or behavior, so users' perspectives need to be addressed, even when not directly related to the topic. In this work, we contribute a novel modular dialogue system framework that seamlessly integrates factual information and social content into persuasive dialogue. Our framework is generalizable to any dialogue tasks that have mixed social and task contents. We conducted a study that compared user evaluations of our framework versus a baseline end-to-end generation model. We found our framework was evaluated more favorably in all dimensions including competence and friendliness, compared to the end-to-end model which does not explicitly handle social content or factual questions.
An Efficient Algorithm for Fair Multi-Agent Multi-Armed Bandit with Low Regret
Jones, Matthew, Nguyen, Huy Lรช, Nguyen, Thy
Recently a multi-agent variant of the classical multi-armed bandit was proposed to tackle fairness issues in online learning. Inspired by a long line of work in social choice and economics, the goal is to optimize the Nash social welfare instead of the total utility. Unfortunately previous algorithms either are not efficient or achieve sub-optimal regret in terms of the number of rounds $T$. We propose a new efficient algorithm with lower regret than even previous inefficient ones. For $N$ agents, $K$ arms, and $T$ rounds, our approach has a regret bound of $\tilde{O}(\sqrt{NKT} + NK)$. This is an improvement to the previous approach, which has regret bound of $\tilde{O}( \min(NK, \sqrt{N} K^{3/2})\sqrt{T})$. We also complement our efficient algorithm with an inefficient approach with $\tilde{O}(\sqrt{KT} + N^2K)$ regret. The experimental findings confirm the effectiveness of our efficient algorithm compared to the previous approaches.
FedVLN: Privacy-preserving Federated Vision-and-Language Navigation
Data privacy is a central problem for embodied agents that can perceive the environment, communicate with humans, and act in the real world. While helping humans complete tasks, the agent may observe and process sensitive information of users, such as house environments, human activities, etc. In this work, we introduce privacy-preserving embodied agent learning for the task of Vision-and-Language Navigation (VLN), where an embodied agent navigates house environments by following natural language instructions. We view each house environment as a local client, which shares nothing other than local updates with the cloud server and other clients, and propose a novel federated vision-and-language navigation (FedVLN) framework to protect data privacy during both training and pre-exploration. Particularly, we propose a decentralized training strategy to limit the data of each client to its local model training and a federated pre-exploration method to do partial model aggregation to improve model generalizability to unseen environments. Extensive results on R2R and RxR datasets show that under our FedVLN framework, decentralized VLN models achieve comparable results with centralized training while protecting seen environment privacy, and federated pre-exploration significantly outperforms centralized pre-exploration while preserving unseen environment privacy.
Multi-Agent Exploration of an Unknown Sparse Landmark Complex via Deep Reinforcement Learning
Sun, Xiatao, Wu, Yuwei, Bhattacharya, Subhrajit, Kumar, Vijay
In recent years Landmark Complexes have been successfully employed for localization-free and metric-free autonomous exploration using a group of sensing-limited and communication-limited robots in a GPS-denied environment. To ensure rapid and complete exploration, existing works make assumptions on the density and distribution of landmarks in the environment. These assumptions may be overly restrictive, especially in hazardous environments where landmarks may be destroyed or completely missing. In this paper, we first propose a deep reinforcement learning framework for multi-agent cooperative exploration in environments with sparse landmarks while reducing client-server communication. By leveraging recent development on partial observability and credit assignment, our framework can train the exploration policy efficiently for multi-robot systems. The policy receives individual rewards from actions based on a proximity sensor with limited range and resolution, which is combined with group rewards to encourage collaborative exploration and construction of the Landmark Complex through observation of 0-, 1- and 2-dimensional simplices. In addition, we employ a three-stage curriculum learning strategy to mitigate the reward sparsity by gradually adding random obstacles and destroying random landmarks. Experiments in simulation demonstrate that our method outperforms the state-of-the-art landmark complex exploration method in efficiency among different environments with sparse landmarks.
MUI-TARE: Multi-Agent Cooperative Exploration with Unknown Initial Position
Yan, Jingtian, Lin, Xingqiao, Ren, Zhongqiang, Zhao, Shiqi, Yu, Jieqiong, Cao, Chao, Yin, Peng, Zhang, Ji, Scherer, Sebastian
Multi-agent exploration of a bounded 3D environment with unknown initial positions of agents is a challenging problem. It requires quickly exploring the environments as well as robustly merging the sub-maps built by the agents. We take the view that the existing approaches are either aggressive or conservative: Aggressive strategies merge two sub-maps built by different agents together when overlap is detected, which can lead to incorrect merging due to the false-positive detection of the overlap and is thus not robust. Conservative strategies direct one agent to revisit an excessive amount of the historical trajectory of another agent for verification before merging, which can lower the exploration efficiency due to the repeated exploration of the same space. To intelligently balance the robustness of sub-map merging and exploration efficiency, we develop a new approach for lidar-based multi-agent exploration, which can direct one agent to repeat another agent's trajectory in an \emph{adaptive} manner based on the quality indicator of the sub-map merging process. Additionally, our approach extends the recent single-agent hierarchical exploration strategy to multiple agents in a \emph{cooperative} manner by planning for agents with merged sub-maps together to further improve exploration efficiency. Our experiments show that our approach is up to 50\% more efficient than the baselines on average while merging sub-maps robustly.
Equitable Marketplace Mechanism Design
Dwarakanath, Kshama, Vyetrenko, Svitlana S, Balch, Tucker
We consider a trading marketplace that is populated by traders with diverse trading strategies and objectives. The marketplace allows the suppliers to list their goods and facilitates matching between buyers and sellers. In return, such a marketplace typically charges fees for facilitating trade. The goal of this work is to design a dynamic fee schedule for the marketplace that is equitable and profitable to all traders while being profitable to the marketplace at the same time (from charging fees). Since the traders adapt their strategies to the fee schedule, we present a reinforcement learning framework for simultaneously learning a marketplace fee schedule and trading strategies that adapt to this fee schedule using a weighted optimization objective of profits and equitability. We illustrate the use of the proposed approach in detail on a simulated stock exchange with different types of investors, specifically market makers and consumer investors. As we vary the equitability weights across different investor classes, we see that the learnt exchange fee schedule starts favoring the class of investors with the highest weight. We further discuss the observed insights from the simulated stock exchange in light of the general framework of equitable marketplace mechanism design.
Parallel Reinforcement Learning Simulation for Visual Quadrotor Navigation
Saunders, Jack, Saeedi, Sajad, Li, Wenbin
Reinforcement learning (RL) is an agent-based approach for teaching robots to navigate within the physical world. Gathering data for RL is known to be a laborious task, and real-world experiments can be risky. Simulators facilitate the collection of training data in a quicker and more cost-effective manner. However, RL frequently requires a significant number of simulation steps for an agent to become skilful at simple tasks. This is a prevalent issue within the field of RL-based visual quadrotor navigation where state dimensions are typically very large and dynamic models are complex. Furthermore, rendering images and obtaining physical properties of the agent can be computationally expensive. To solve this, we present a simulation framework, built on AirSim, which provides efficient parallel training. Building on this framework, Ape-X is modified to incorporate decentralised training of AirSim environments to make use of numerous networked computers. Through experiments we were able to achieve a reduction in training time from 3.9 hours to 11 minutes using the aforementioned framework and a total of 74 agents and two networked computers. Further details including a github repo and videos about our project, PRL4AirSim, can be found at https://sites.google.com/view/prl4airsim/home
Decentralized Vehicle Coordination: The Berkeley DeepDrive Drone Dataset
Wu, Fangyu, Wang, Dequan, Hwang, Minjune, Hao, Chenhui, Lu, Jiawei, Zhang, Jiamu, Chou, Christopher, Darrell, Trevor, Bayen, Alexandre
Decentralized multiagent planning has been an important field of research in robotics. An interesting and impactful application in the field is decentralized vehicle coordination in understructured road environments. For example, in an intersection, it is useful yet difficult to deconflict multiple vehicles of intersecting paths in absence of a central coordinator. We learn from common sense that, for a vehicle to navigate through such understructured environments, the driver must understand and conform to the implicit "social etiquette" observed by nearby drivers. To study this implicit driving protocol, we collect the Berkeley DeepDrive Drone dataset. The dataset contains 1) a set of aerial videos recording understructured driving, 2) a collection of images and annotations to train vehicle detection models, and 3) a kit of development scripts for illustrating typical usages. We believe that the dataset is of primary interest for studying decentralized multiagent planning employed by human drivers and, of secondary interest, for computer vision in remote sensing settings.
Metamorphic Testing in Autonomous System Simulations
Adigun, Jubril Gbolahan, Eisele, Linus, Felderer, Michael
Metamorphic testing has proven to be effective for test case generation and fault detection in many domains. It is a software testing strategy that uses certain relations between input-output pairs of a program, referred to as metamorphic relations. This approach is relevant in the autonomous systems domain since it helps in cases where the outcome of a given test input may be difficult to determine. In this paper therefore, we provide an overview of metamorphic testing as well as an implementation in the autonomous systems domain. We implement an obstacle detection and avoidance task in autonomous drones utilising the GNC API alongside a simulation in Gazebo. Particularly, we describe properties and best practices that are crucial for the development of effective metamorphic relations. We also demonstrate two metamorphic relations for metamorphic testing of single and more than one drones, respectively. Our relations reveal several properties and some weak spots of both the implementation and the avoidance algorithm in the light of metamorphic testing. The results indicate that metamorphic testing has great potential in the autonomous systems domain and should be considered for quality assurance in this field.
Environment Optimization for Multi-Agent Navigation
Traditional approaches to the design of multi-agent navigation algorithms consider the environment as a fixed constraint, despite the obvious influence of spatial constraints on agents' performance. Yet hand-designing improved environment layouts and structures is inefficient and potentially expensive. The goal of this paper is to consider the environment as a decision variable in a system-level optimization problem, where both agent performance and environment cost can be accounted for. We begin by proposing a novel environment optimization problem. We show, through formal proofs, under which conditions the environment can change while guaranteeing completeness (i.e., all agents reach their navigation goals). Our solution leverages a model-free reinforcement learning approach. In order to accommodate a broad range of implementation scenarios, we include both online and offline optimization, and both discrete and continuous environment representations. Numerical results corroborate our theoretical findings and validate our approach.