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Initial Orbit Determination for the CR3BP using Particle Swarm Optimization

arXiv.org Artificial Intelligence

This work utilizes a particle swarm optimizer (PSO) for initial orbit determination for a chief and deputy scenario in the circular restricted three-body problem (CR3BP). The PSO is used to minimize the difference between actual and estimated observations and knowledge of the chief's position with known CR3BP dynamics to determine the deputy's initial state. Convergence is achieved through limiting particle starting positions to feasible positions based on the known chief position, and sensor constraints. Parallel and GPU processing methods are used to improve computation time and provide an accurate initial state estimate for a variety of cislunar orbit geometries.


JSwarm: A Jingulu-Inspired Human-AI-Teaming Language for Context-Aware Swarm Guidance

#artificialintelligence

Bi-directional communication between humans and swarm systems begs for efficient languages to communicate information between the humans and the Artificial Intelligence (AI)-enabled agents in a manner that is most appropriate for the context. We discuss the criteria for effective teaming and functional bi-directional communication between humans and AI, and the design choices required to create effective languages. We then present a human-AI-teaming communication language inspired by the Australian Aboriginal language of Jingulu, which we call JSwarm. We present the motivation and structure of the language. An example is used to demonstrate how the language operates for a shepherding swarm guidance task.


Policy Optimization for Markov Games: Unified Framework and Faster Convergence

arXiv.org Artificial Intelligence

This paper studies policy optimization algorithms for multi-agent reinforcement learning. We begin by proposing an algorithm framework for two-player zero-sum Markov Games in the full-information setting, where each iteration consists of a policy update step at each state using a certain matrix game algorithm, and a value update step with a certain learning rate. This framework unifies many existing and new policy optimization algorithms. We show that the state-wise average policy of this algorithm converges to an approximate Nash equilibrium (NE) of the game, as long as the matrix game algorithms achieve low weighted regret at each state, with respect to weights determined by the speed of the value updates. Next, we show that this framework instantiated with the Optimistic Follow-The-Regularized-Leader (OFTRL) algorithm at each state (and smooth value updates) can find an $\mathcal{\widetilde{O}}(T^{-5/6})$ approximate NE in $T$ iterations, and a similar algorithm with slightly modified value update rule achieves a faster $\mathcal{\widetilde{O}}(T^{-1})$ convergence rate. These improve over the current best $\mathcal{\widetilde{O}}(T^{-1/2})$ rate of symmetric policy optimization type algorithms. We also extend this algorithm to multi-player general-sum Markov Games and show an $\mathcal{\widetilde{O}}(T^{-3/4})$ convergence rate to Coarse Correlated Equilibria (CCE). Finally, we provide a numerical example to verify our theory and investigate the importance of smooth value updates, and find that using "eager" value updates instead (equivalent to the independent natural policy gradient algorithm) may significantly slow down the convergence, even on a simple game with $H=2$ layers.


JAM: The JavaScript Agent Machine for Distributed Computing and Simulation with reactive and mobile Multi-agent Systems -- A Technical Report

arXiv.org Artificial Intelligence

Agent-based modelling (ABM), simulation (ABS), and distributed computation (ABC) are established methods. The Internet and Web-based technologies are suitable carriers. This paper is a technical report with some tutorial aspects of the JavaScript Agent Machine (JAM) platform and the programming of agents with AgentJS, a sub-set of the widely used JavaScript programming language for the programming of mobile state-based reactive agents. In addition to explaining the motivation for particular design choices and introducing core concepts of the architecture and the programming of agents in JavaScript, short examples illustrate the power of the JAM platform and its components for the deployment of large-scale multi-agent system in strong heterogeneous environments like the Internet. JAM is suitable for the deployment in strong heterogeneous and mobile environments. Finally, JAM can be used for ABC as well as for ABS in an unified methodology, finally enabling mobile crowd sensing coupled with simulation (ABS).


Intelligent Amphibious Ground-Aerial Vehicles: State of the Art Technology for Future Transportation

arXiv.org Artificial Intelligence

Amphibious ground-aerial vehicles fuse flying and driving modes to enable more flexible air-land mobility and have received growing attention recently. By analyzing the existing amphibious vehicles, we highlight the autonomous fly-driving functionality for the effective uses of amphibious vehicles in complex three-dimensional urban transportation systems. We review and summarize the key enabling technologies for intelligent flying-driving in existing amphibious vehicle designs, identify major technological barriers and propose potential solutions for future research and innovation. This paper aims to serve as a guide for research and development of intelligent amphibious vehicles for urban transportation toward the future.


Fast-Replanning Motion Control for Non-Holonomic Vehicles with Aborting A*

arXiv.org Artificial Intelligence

Autonomously driving vehicles must be able to navigate in dynamic and unpredictable environments in a collision-free manner. So far, this has only been partially achieved in driverless cars and warehouse installations where marked structures such as roads, lanes, and traffic signs simplify the motion planning and collision avoidance problem. We are presenting a new control approach for car-like vehicles that is based on an unprecedentedly fast-paced A* implementation that allows the control cycle to run at a frequency of 30 Hz. This frequency enables us to place our A* algorithm as a low-level replanning controller that is well suited for navigation and collision avoidance in virtually any dynamic environment. Due to an efficient heuristic consisting of rotate-translate-rotate motions laid out along the shortest path to the target, our Short-Term Aborting A* (STAA*) converges fast and can be aborted early in order to guarantee a high and steady control rate. While our STAA* expands states along the shortest path, it takes care of collision checking with the environment including predicted states of moving obstacles, and returns the best solution found when the computation time runs out. Despite the bounded computation time, our STAA* does not get trapped in corners due to the following of the shortest path. In simulated and real-robot experiments, we demonstrate that our control approach eliminates collisions almost entirely and is superior to an improved version of the Dynamic Window Approach with predictive collision avoidance capabilities.


Embracing AWKWARD! Real-time Adjustment of Reactive Plans Using Social Norms

arXiv.org Artificial Intelligence

This paper presents the AWKWARD architecture for the development of hybrid agents in Multi-Agent Systems. AWKWARD agents can have their plans re-configured in real time to align with social role requirements under changing environmental and social circumstances. The proposed hybrid architecture makes use of Behaviour Oriented Design (BOD) to develop agents with reactive planning and of the well-established OperA framework to provide organisational, social, and interaction definitions in order to validate and adjust agents' behaviours. Together, OperA and BOD can achieve real-time adjustment of agent plans for evolving social roles, while providing the additional benefit of transparency into the interactions that drive this behavioural change in individual agents. We present this architecture to motivate the bridging between traditional symbolic- and behaviour-based AI communities, where such combined solutions can help MAS researchers in their pursuit of building stronger, more robust intelligent agent teams. We use DOTA2, a game where success is heavily dependent on social interactions, as a medium to demonstrate a sample implementation of our proposed hybrid architecture.


Causal Machine Learning: A Survey and Open Problems

arXiv.org Artificial Intelligence

Causal Machine Learning (CausalML) is an umbrella term for machine learning methods that formalize the data-generation process as a structural causal model (SCM). This perspective enables us to reason about the effects of changes to this process (interventions) and what would have happened in hindsight (counterfactuals). We categorize work in CausalML into five groups according to the problems they address: (1) causal supervised learning, (2) causal generative modeling, (3) causal explanations, (4) causal fairness, and (5) causal reinforcement learning. We systematically compare the methods in each category and point out open problems. Further, we review data-modality-specific applications in computer vision, natural language processing, and graph representation learning. Finally, we provide an overview of causal benchmarks and a critical discussion of the state of this nascent field, including recommendations for future work.


Metric-Distortion Bounds under Limited Information

Journal of Artificial Intelligence Research

In this work, we study the metric distortion problem in voting theory under a limited amount of ordinal information. Our primary contribution is threefold. First, we consider mechanisms that perform a sequence of pairwise comparisons between candidates. We show that a popular deterministic mechanism employed in many knockout phases yields distortion O(log m) while eliciting only m − 1 out of the Θ(m2 ) possible pairwise comparisons, where m represents the number of candidates. Our analysis for this mechanism leverages a powerful technical lemma developed by Kempe (AAAI ‘20). We also provide a matching lower bound on its distortion. In contrast, we prove that any mechanism which performs fewer than m−1 pairwise comparisons is destined to have unbounded distortion. Moreover, we study the power of deterministic mechanisms under incomplete rankings. Most notably, when agents provide their k-top preferences we show an upper bound of 6m/k + 1 on the distortion, for any k ∈ {1, 2, . . . , m}. Thus, we substantially improve over the previous bound of 12m/k established by Kempe (AAAI ‘20), and we come closer to matching the best-known lower bound. Finally, we are concerned with the sample complexity required to ensure near-optimal distortion with high probability. Our main contribution is to show that a random sample of Θ(m/ϵ2 ) voters suffices to guarantee distortion 3 + ϵ with high probability, for any sufficiently small ϵ > 0. This result is based on analyzing the sensitivity of the deterministic mechanism introduced by Gkatzelis, Halpern, and Shah (FOCS ‘20). Importantly, all of our sample-complexity bounds are distribution-independent. From an experimental standpoint, we present several empirical findings on real-life voting applications, comparing the scoring systems employed in practice with a mechanism explicitly minimizing (metric) distortion. Interestingly, for our case studies, we find that the winner in the actual competition is typically the candidate who minimizes the distortion.


Task Allocation using a Team of Robots

arXiv.org Artificial Intelligence

Task allocation using a team or coalition of robots is one of the most important problems in robotics, computer science, operational research, and artificial intelligence. In recent work, research has focused on handling complex objectives and feasibility constraints amongst other variations of the multi-robot task allocation problem. There are many examples of important research progress in these directions. We present a general formulation of the task allocation problem that generalizes several versions that are well-studied. Our formulation includes the states of robots, tasks, and the surrounding environment in which they operate. We describe how the problem can vary depending on the feasibility constraints, objective functions, and the level of dynamically changing information. In addition, we discuss existing solution approaches for the problem including optimization-based approaches, and market-based approaches.