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Target-Guided Open-Domain Conversation Planning

arXiv.org Artificial Intelligence

Prior studies addressing target-oriented conversational tasks lack a crucial notion that has been intensively studied in the context of goal-oriented artificial intelligence agents, namely, planning. In this study, we propose the task of Target-Guided Open-Domain Conversation Planning (TGCP) task to evaluate whether neural conversational agents have goal-oriented conversation planning abilities. Using the TGCP task, we investigate the conversation planning abilities of existing retrieval models and recent strong generative models. The experimental results reveal the challenges facing current technology.


Resilient Consensus via Voronoi Communication Graphs

arXiv.org Artificial Intelligence

Consensus algorithms form the foundation for many distributed algorithms by enabling multiple robots to converge to consistent estimates of global variables using only local communication. However, standard consensus protocols can be easily led astray by non-cooperative team members. As such, the study of resilient forms of consensus is necessary for designing resilient distributed algorithms. W-MSR consensus is one such resilient consensus algorithm that allows for resilient consensus with only local knowledge of the communication graph and no a priori model for the data being shared. However, the verification that a given communication graph meets the strict graph connectivity requirement makes W-MSR difficult to use in practice. In this paper, we show that a commonly used communication graph structure in robotics literature, the communication graph built based on the Voronoi tessellation, automatically results in a sufficiently connected graph to reject a single non-cooperative team member. Further, we show how this graph can be enhanced to reject two non-cooperative team members and provide a roadmap for modifications for further resilience. This contribution will allow for the easy application of resilient consensus to algorithms that already rely on Voronoi-based communication such as distributed coverage and exploration algorithms.


Low-Loss Subspace Compression for Clean Gains against Multi-Agent Backdoor Attacks

arXiv.org Artificial Intelligence

Recent exploration of the multi-agent backdoor attack demonstrated the backfiring effect, a natural defense against backdoor attacks where backdoored inputs are randomly classified. This yields a side-effect of low accuracy w.r.t. clean labels, which motivates this paper's work on the construction of multi-agent backdoor defenses that maximize accuracy w.r.t. clean labels and minimize that of poison labels. Founded upon agent dynamics and low-loss subspace construction, we contribute three defenses that yield improved multi-agent backdoor robustness.


Exploration and Coverage with Swarms of Settling Agents

arXiv.org Artificial Intelligence

We consider several algorithms for exploring and filling an unknown, connected region, by simple, airborne agents. The agents are assumed to be identical, autonomous, anonymous and to have a finite amount of memory. The region is modeled as a connected sub-set of a regular grid composed of square cells. The algorithms described herein are suited for Micro Air Vehicles (MAV) since these air vehicles enable unobstructed views of the ground below and can move freely in space at various heights. The agents explore the region by applying various action-rules based on locally acquired information Some of them may settle in unoccupied cells as the exploration progresses. Settled agents become virtual pheromones for the exploration and coverage process, beacons that subsequently aid the remaining, and still exploring, mobile agents. We introduce a backward propagating information diffusion process as a way to implement a deterministic indicator of process termination and guide the mobile agents. For the proposed algorithms, complete covering of the graph in finite time is guaranteed when the size of the region is fixed. Bounds on the coverage times are also derived. Extensive simulation results exhibit good agreement with the theoretical predictions.


Introducing emotions in the reasoning cycle ofnormative aware agents

arXiv.org Artificial Intelligence

Human relationships are complex processes that often involve following certain rules that regulate interactions and/or expected outcomes. These rules may be imposed by an authority or established by society. In multi-agent systems, normative systems have extensively addressed aspects such as norm synthesis, norm conflict detection, as well as norm emergence. However, if human behaviour is to be adequately simulated, not only normative aspects but also emotional aspects have to be taken into account. In this paper, we propose a Jason agent architecture that incorporates norms and emotions in its reasoning process to determine which plan (actions) to execute. The proposal is evaluated through a scenario based on a social network, which allows us to analyse the benefits of using emotional normative agents to achieve simulations closer to real human world.


Synthesis of Cost-Optimal Multi-Agent Systems for Resource Allocation

arXiv.org Artificial Intelligence

Multi-agent systems for resource allocation (MRAs) have been introduced as a concept for modelling competitive resource allocation problems in distributed computing. An MRA is composed of a set of agents and a set of resources. Each agent has goals in terms of allocating certain resources. For MRAs it is typically of importance that they are designed in a way such that there exists a strategy that guarantees that all agents will achieve their goals. The corresponding model checking problem is to determine whether such a winning strategy exists or not, and the synthesis problem is to actually build the strategy. While winning strategies ensure that all goals will be achieved, following such strategies does not necessarily involve an optimal use of resources. In this paper, we present a technique that allows to synthesise cost-optimal solutions to distributed resource allocation problems. We consider a scenario where system components such as agents and resources involve costs. A multi-agent system shall be designed that is cost-minimal but still capable of accomplishing a given set of goals. Our approach synthesises a winning strategy that minimises the cumulative costs of the components that are required for achieving the goals. The technique is based on a propositional logic encoding and a reduction of the synthesis problem to the maximum satisfiability problem (Max-SAT). Hence, a Max-SAT solver can be used to perform the synthesis. From a truth assignment that maximises the number of satisfied clauses of the encoding a cost-optimal winning strategy as well as a cost-optimal system can be immediately derived.


Rethinking Individual Global Max in Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In cooperative multi-agent reinforcement learning, centralized training and decentralized execution (CTDE) has achieved remarkable success. Individual Global Max (IGM) decomposition, which is an important element of CTDE, measures the consistency between local and joint policies. The majority of IGM-based research focuses on how to establish this consistent relationship, but little attention has been paid to examining IGM's potential flaws. In this work, we reveal that the IGM condition is a lossy decomposition, and the error of lossy decomposition will accumulated in hypernetwork-based methods. To address the above issue, we propose to adopt an imitation learning strategy to separate the lossy decomposition from Bellman iterations, thereby avoiding error accumulation. The proposed strategy is theoretically proved and empirically verified on the StarCraft Multi-Agent Challenge benchmark problem with zero sight view. The results also confirm that the proposed method outperforms state-of-the-art IGM-based approaches.


Analysis Of The Anytime MAPF Solvers Based On The Combination Of Conflict-Based Search (CBS) and Focal Search (FS)

arXiv.org Artificial Intelligence

Conflict-Based Search (CBS) is a widely used algorithm for solving multi-agent pathfinding (MAPF) problems optimally. The core idea of CBS is to run hierarchical search, when, on the high level the tree of solutions candidates is explored, and on the low-level an individual planning for a specific agent (subject to certain constraints) is carried out. To trade-off optimality for running time different variants of bounded sub-optimal CBS were designed, which alter both high- and low-level search routines of CBS. Moreover, anytime variant of CBS does exist that applies Focal Search (FS) to the high-level of CBS - Anytime BCBS. However, no comprehensive analysis of how well this algorithm performs compared to the naive one, when we simply re-invoke CBS with the decreased sub-optimality bound, was present. This work aims at filling this gap. Moreover, we present and evaluate another anytime version of CBS that uses FS on both levels of CBS. Empirically, we show that its behavior is principally different from the one demonstrated by Anytime BCBS. Finally, we compare both algorithms head-to-head and show that using Focal Search on both levels of CBS can be beneficial in a wide range of setups.


Altruistic Hedonic Games

Journal of Artificial Intelligence Research

Hedonic games are coalition formation games in which players have preferences over the coalitions they can join. For a long time, all models of representing hedonic games were based upon selfish players only. Among the known ways of representing hedonic games compactly, we focus on friend-oriented hedonic games and propose a novel model for them that takes into account not only the players' own preferences but also their friends' preferences. Depending on the order in which players look at their own or their friends' preferences, we distinguish three degrees of altruism: selfish-first, equal-treatment, and altruistic-treatment preferences. We study both the axiomatic properties of these games and the computational complexity of problems related to various common stability concepts.


Motion Planning Under Uncertainty with Complex Agents and Environments via Hybrid Search

Journal of Artificial Intelligence Research

As autonomous systems and robots are applied to more real world situations, they must reason about uncertainty when planning actions. Mission success oftentimes cannot be guaranteed and the planner must reason about the probability of failure. Unfortunately, computing a trajectory that satisfies mission goals while constraining the probability of failure is difficult because of the need to reason about complex, multidimensional probability distributions. Recent methods have seen success using chance-constrained, model-based planning. However, the majority of these methods can only handle simple environment and agent models. We argue that there are two main drawbacks of current approaches to goal-directed motion planning under uncertainty. First, current methods suffer from an inability to deal with expressive environment models such as 3D non-convex obstacles. Second, most planners rely on considerable simplifications when computing trajectory risk including approximating the agent’s dynamics, geometry, and uncertainty. In this article, we apply hybrid search to the risk-bound, goal-directed planning problem. The hybrid search consists of a region planner and a trajectory planner. The region planner makes discrete choices by reasoning about geometric regions that the autonomous agent should visit in order to accomplish its mission. In formulating the region planner, we propose landmark regions that help produce obstacle-free paths. The region planner passes paths through the environment to a trajectory planner; the task of the trajectory planner is to optimize trajectories that respect the agent’s dynamics and the user’s desired risk of mission failure. We discuss three approaches to modeling trajectory risk: a CDF-based approach, a sampling-based collocation method, and an algorithm named Shooting Method Monte Carlo. These models allow computation of trajectory risk with more complex environments, agent dynamics, geometries, and models of uncertainty than past approaches. A variety of 2D and 3D test cases are presented including a linear case, a Dubins car model, and an underwater autonomous vehicle. The method is shown to outperform other methods in terms of speed and utility of the solution. Additionally, the models of trajectory risk are shown to better approximate risk in simulation.