Agents
Meet ML@GT: Lara J. Martin Trains AI Agents to Become Storytellers
The Machine Learning Center at Georgia Tech (ML@GT) is home to many talented students from across campus, representing all six of Georgia Tech's colleges and the Georgia Tech Research Institute (GTRI). These students have diverse backgrounds and a wide variety of interests both inside and outside of the classroom. Today, we'd like you to meet Lara Martin, a fifth-year Ph.D. student who is interested in teaching artificial intelligence agents to tell interesting and coherent stories. Tell us about your research interests. Where might people be impacted them in everyday life?
Machine Learning in Event-Triggered Control: Recent Advances and Open Issues
Sedghi, Leila, Ijaz, Zohaib, Noor-A-Rahim, Md., Witheephanich, Kritchai, Pesch, Dirk
Networked control systems have gained considerable attention over the last decade as a result of the trend towards decentralised control applications and the emergence of cyber-physical system applications. However, real-world wireless networked control systems suffer from limited communication bandwidths, reliability issues, and a lack of awareness of network dynamics due to the complex nature of wireless networks. Combining machine learning and event-triggered control has the potential to alleviate some of these issues. For example, machine learning can be used to overcome the problem of a lack of network models by learning system behavior or adapting to dynamically changing models by continuously learning model dynamics. Event-triggered control can help to conserve communication bandwidth by transmitting control information only when necessary or when resources are available. The purpose of this article is to conduct a review of the literature on the use of machine learning in combination with event-triggered control. Machine learning techniques such as statistical learning, neural networks, and reinforcement learning-based approaches such as deep reinforcement learning are being investigated in combination with event-triggered control. We discuss how these learning algorithms can be used for different applications depending on the purpose of the machine learning use. Following the review and discussion of the literature, we highlight open research questions and challenges associated with machine learning-based event-triggered control and suggest potential solutions.
Vehicle Type Specific Waypoint Generation
Liu, Yunpeng, Lavington, Jonathan Wilder, Scibior, Adam, Wood, Frank
We develop a generic mechanism for generating vehicle-type specific sequences of waypoints from a probabilistic foundation model of driving behavior. Many foundation behavior models are trained on data that does not include vehicle information, which limits their utility in downstream applications such as planning. Our novel methodology conditionally specializes such a behavior predictive model to a vehicle-type by utilizing byproducts of the reinforcement learning algorithms used to produce vehicle specific controllers. We show how to compose a vehicle specific value function estimate with a generic probabilistic behavior model to generate vehicle-type specific waypoint sequences that are more likely to be physically plausible then their vehicle-agnostic counterparts.
Learning Mean-Field Control for Delayed Information Load Balancing in Large Queuing Systems
Tahir, Anam, Cui, Kai, Koeppl, Heinz
Recent years have seen a great increase in the capacity and parallel processing power of data centers and cloud services. To fully utilize the said distributed systems, optimal load balancing for parallel queuing architectures must be realized. Existing state-of-the-art solutions fail to consider the effect of communication delays on the behaviour of very large systems with many clients. In this work, we consider a multi-agent load balancing system, with delayed information, consisting of many clients (load balancers) and many parallel queues. In order to obtain a tractable solution, we model this system as a mean-field control problem with enlarged state-action space in discrete time through exact discretization. Subsequently, we apply policy gradient reinforcement learning algorithms to find an optimal load balancing solution. Here, the discrete-time system model incorporates a synchronization delay under which the queue state information is synchronously broadcasted and updated at all clients. We then provide theoretical performance guarantees for our methodology in large systems. Finally, using experiments, we prove that our approach is not only scalable but also shows good performance when compared to the state-of-the-art power-of-d variant of the Join-the-Shortest-Queue (JSQ) and other policies in the presence of synchronization delays.
A Simple Approach for Visual Rearrangement: 3D Mapping and Semantic Search
Trabucco, Brandon, Sigurdsson, Gunnar, Piramuthu, Robinson, Sukhatme, Gaurav S., Salakhutdinov, Ruslan
Physically rearranging objects is an important capability for embodied agents. Visual room rearrangement evaluates an agent's ability to rearrange objects in a room to a desired goal based solely on visual input. We propose a simple yet effective method for this problem: (1) search for and map which objects need to be rearranged, and (2) rearrange each object until the task is complete. Our approach consists of an off-the-shelf semantic segmentation model, voxel-based semantic map, and semantic search policy to efficiently find objects that need to be rearranged. On the AI2-THOR Rearrangement Challenge, our method improves on current state-of-the-art end-to-end reinforcement learning-based methods that learn visual rearrangement policies from 0.53% correct rearrangement to 16.56%, using only 2.7% as many samples from the environment.
Analyzing and Enhancing Closed-loop Stability in Reactive Simulation
Chang, Wei-Jer, Hu, Yeping, Li, Chenran, Zhan, Wei, Tomizuka, Masayoshi
Simulation has played an important role in efficiently evaluating self-driving vehicles in terms of scalability. Existing methods mostly rely on heuristic-based simulation, where traffic participants follow certain human-encoded rules that fail to generate complex human behaviors. Therefore, the reactive simulation concept is proposed to bridge the human behavior gap between simulation and real-world traffic scenarios by leveraging real-world data. However, these reactive models can easily generate unreasonable behaviors after a few steps of simulation, where we regard the model as losing its stability. To the best of our knowledge, no work has explicitly discussed and analyzed the stability of the reactive simulation framework. In this paper, we aim to provide a thorough stability analysis of the reactive simulation and propose a solution to enhance the stability. Specifically, we first propose a new reactive simulation framework, where we discover that the smoothness and consistency of the simulated state sequences are crucial factors to stability. We then incorporate the kinematic vehicle model into the framework to improve the closed-loop stability of the reactive simulation. Furthermore, along with commonly-used metrics, several novel metrics are proposed in this paper to better analyze the simulation performance.
Ad Hoc Teamwork in the Presence of Adversaries
Fujimoto, Ted, Chatterjee, Samrat, Ganguly, Auroop
Advances in ad hoc teamwork have the potential to create agents that collaborate robustly in real-world applications. Agents deployed in the real world, however, are vulnerable to adversaries with the intent to subvert them. There has been little research in ad hoc teamwork that assumes the presence of adversaries. We explain the importance of extending ad hoc teamwork to include the presence of adversaries and clarify why this problem is difficult. We then propose some directions for new research opportunities in ad hoc teamwork that leads to more robust multi-agent cyber-physical infrastructure systems.
Heterogeneous Multi-agent Zero-Shot Coordination by Coevolution
Xue, Ke, Wang, Yutong, Yuan, Lei, Guan, Cong, Qian, Chao, Yu, Yang
Generating agents that can achieve Zero-Shot Coordination (ZSC) with unseen partners is a new challenge in cooperative Multi-Agent Reinforcement Learning (MARL). Recently, some studies have made progress in ZSC by exposing the agents to diverse partners during the training process. They usually involve self-play when training the partners, implicitly assuming that the tasks are homogeneous. However, many real-world tasks are heterogeneous, and hence previous methods may fail. In this paper, we study the heterogeneous ZSC problem for the first time and propose a general method based on coevolution, which coevolves two populations of agents and partners through three sub-processes: pairing, updating and selection. Experimental results on a collaborative cooking task show the necessity of considering the heterogeneous setting and illustrate that our proposed method is a promising solution for heterogeneous cooperative MARL.
Regret Minimization and Convergence to Equilibria in General-sum Markov Games
Erez, Liad, Lancewicki, Tal, Sherman, Uri, Koren, Tomer, Mansour, Yishay
An abundance of recent impossibility results establish that regret minimization in Markov games with adversarial opponents is both statistically and computationally intractable. Nevertheless, none of these results preclude the possibility of regret minimization under the assumption that all parties adopt the same learning procedure. In this work, we present the first (to our knowledge) algorithm for learning in general-sum Markov games that provides sublinear regret guarantees when executed by all agents. The bounds we obtain are for swap regret, and thus, along the way, imply convergence to a correlated equilibrium. Our algorithm is decentralized, computationally efficient, and does not require any communication between agents. Our key observation is that online learning via policy optimization in Markov games essentially reduces to a form of weighted regret minimization, with unknown weights determined by the path length of the agents' policy sequence. Consequently, controlling the path length leads to weighted regret objectives for which sufficiently adaptive algorithms provide sublinear regret guarantees.
A Map of Diverse Synthetic Stable Roommates Instances
Boehmer, Niclas, Heeger, Klaus, Szufa, Stanisław
Focusing on Stable Roommates (SR) instances, we contribute to the toolbox for conducting experiments for stable matching problems. We introduce a polynomial-time computable pseudometric to measure the similarity of SR instances, analyze its properties, and use it to create a map of SR instances. This map visualizes 460 synthetic SR instances (each sampled from one of ten different statistical cultures) as follows: Each instance is a point in the plane, and two points are close on the map if the corresponding SR instances are similar to each other. Subsequently, we conduct several exemplary experiments and depict their results on the map, illustrating the map's usefulness as a non-aggregate visualization tool, the diversity of our generated dataset, and the need to use instances sampled from different statistical cultures. Lastly, to demonstrate that our framework can also be used for other matching problems under preference, we create and analyze a map of Stable Marriage instances.