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Learning Pedestrian Group Representations for Multi-modal Trajectory Prediction

arXiv.org Artificial Intelligence

Modeling the dynamics of people walking is a problem of long-standing interest in computer vision. Many previous works involving pedestrian trajectory prediction define a particular set of individual actions to implicitly model group actions. In this paper, we present a novel architecture named GP-Graph which has collective group representations for effective pedestrian trajectory prediction in crowded environments, and is compatible with all types of existing approaches. A key idea of GP-Graph is to model both individual-wise and group-wise relations as graph representations. To do this, GP-Graph first learns to assign each pedestrian into the most likely behavior group. Using this assignment information, GP-Graph then forms both intra- and inter-group interactions as graphs, accounting for human-human relations within a group and group-group relations, respectively. To be specific, for the intra-group interaction, we mask pedestrian graph edges out of an associated group. We also propose group pooling&unpooling operations to represent a group with multiple pedestrians as one graph node. Lastly, GP-Graph infers a probability map for socially-acceptable future trajectories from the integrated features of both group interactions. Moreover, we introduce a group-level latent vector sampling to ensure collective inferences over a set of possible future trajectories. Extensive experiments are conducted to validate the effectiveness of our architecture, which demonstrates consistent performance improvements with publicly available benchmarks. Code is publicly available at https://github.com/inhwanbae/GPGraph.


The Atlas Benchmark: an Automated Evaluation Framework for Human Motion Prediction

arXiv.org Artificial Intelligence

Human motion trajectory prediction, an essential task for autonomous systems in many domains, has been on the rise in recent years. With a multitude of new methods proposed by different communities, the lack of standardized benchmarks and objective comparisons is increasingly becoming a major limitation to assess progress and guide further research. Existing benchmarks are limited in their scope and flexibility to conduct relevant experiments and to account for contextual cues of agents and environments. In this paper we present Atlas, a benchmark to systematically evaluate human motion trajectory prediction algorithms in a unified framework. Atlas offers data preprocessing functions, hyperparameter optimization, comes with popular datasets and has the flexibility to setup and conduct underexplored yet relevant experiments to analyze a method's accuracy and robustness. In an example application of Atlas, we compare five popular model- and learning-based predictors and find that, when properly applied, early physics-based approaches are still remarkably competitive. Such results confirm the necessity of benchmarks like Atlas.


The Need for a Meta-Architecture for Robot Autonomy

arXiv.org Artificial Intelligence

Long-term autonomy of robotic systems implicitly requires dependable platforms that are able to naturally handle hardware and software faults, problems in behaviors, or lack of knowledge. Model-based dependable platforms additionally require the application of rigorous methodologies during the system development, including the use of correct-by-construction techniques to implement robot behaviors. As the level of autonomy in robots increases, so do the cost of offering guarantees about the dependability of the system. Certifiable dependability of autonomous robots, we argue, can benefit from formal models of the integration of several cognitive functions, knowledge processing, reasoning, and meta-reasoning. Here we put forward the case for a generative model of cognitive architectures for autonomous robotic agents that subscribes to the principles of model-based engineering and certifiable dependability, autonomic computing, and knowledge-enabled robotics.


Towards VEsNA, a Framework for Managing Virtual Environments via Natural Language Agents

arXiv.org Artificial Intelligence

Automating a factory where robots are involved is neither trivial nor cheap. Engineering the factory automation process in such a way that return of interest is maximized and risk for workers and equipment is minimized, is hence of paramount importance. Simulation can be a game changer in this scenario but requires advanced programming skills that domain experts and industrial designers might not have. In this paper we present the preliminary design and implementation of a general-purpose framework for creating and exploiting Virtual Environments via Natural language Agents (VEsNA). VEsNA takes advantage of agent-based technologies and natural language processing to enhance the design of virtual environments. The natural language input provided to VEsNA is understood by a chatbot and passed to a cognitive intelligent agent that implements the logic behind displacing objects in the virtual environment. In the VEsNA vision, the intelligent agent will be able to reason on this displacement and on its compliance to legal and normative constraints. It will also be able to implement what-if analysis and case-based reasoning. Objects populating the virtual environment will include active objects and will populate a dynamic simulation whose outcomes will be interpreted by the cognitive agent; explanations and suggestions will be passed back to the user by the chatbot.


RV4JaCa -- Runtime Verification for Multi-Agent Systems

arXiv.org Artificial Intelligence

This paper presents a Runtime Verification (RV) approach for Multi-Agent Systems (MAS) using the JaCaMo framework. Our objective is to bring a layer of security to the MAS. This layer is capable of controlling events during the execution of the system without needing a specific implementation in the behaviour of each agent to recognise the events. MAS have been used in the context of hybrid intelligence. This use requires communication between software agents and human beings. In some cases, communication takes place via natural language dialogues. However, this kind of communication brings us to a concern related to controlling the flow of dialogue so that agents can prevent any change in the topic of discussion that could impair their reasoning. We demonstrate the implementation of a monitor that aims to control this dialogue flow in a MAS that communicates with the user through natural language to aid decision-making in hospital bed allocation.


Modelling the Turtle Python library in CSP

arXiv.org Artificial Intelligence

Software verification is an important tool in establishing the reliability of critical systems. One potential area of application is in the field of robotics, as robots take on more tasks in both day-to-day areas and highly specialised domains. Robots are usually given a plan to follow, if there are errors in this plan the robot will not perform reliably. The capability to check plans for errors in advance could prevent this. Python is a popular programming language in the robotics domain, through the use of the Robot Operating System (ROS) and various other libraries. Python's Turtle package provides a mobile agent, which we formally model here using Communicating Sequential Processes (CSP). Our interactive toolchain CSP2Turtle with CSP model and Python components, enables Turtle plans to be verified in CSP before being executed in Python. This means that certain classes of errors can be avoided, and provides a starting point for more detailed verification of Turtle programs and more complex robotic systems. We illustrate our approach with examples of robot navigation and obstacle avoidance in a 2D grid-world.


Stochastic Market Games

#artificialintelligence

The algorithm works on the basis of entities called classifiers, which are composed of a condition and an action. When the system state matches the condition of an entity, it computes a bid and the entity with the highest bid is allowed to push its specific action onto an execution queue. The bid is distributed among the previously active classifiers that led the system to the triggering condition, such that chains of rewards originate and learning may take place.


Stochastic Market Games

arXiv.org Artificial Intelligence

Some of the most relevant future applications of multi-agent systems like autonomous driving or factories as a service display mixed-motive scenarios, where agents might have conflicting goals. In these settings agents are likely to learn undesirable outcomes in terms of cooperation under independent learning, such as overly greedy behavior. Motivated from real world societies, in this work we propose to utilize market forces to provide incentives for agents to become cooperative. As demonstrated in an iterated version of the Prisoner's Dilemma, the proposed market formulation can change the dynamics of the game to consistently learn cooperative policies. Further we evaluate our approach in spatially and temporally extended settings for varying numbers of agents. We empirically find that the presence of markets can improve both the overall result and agent individual returns via their trading activities.


Resource allocation in open multi-agent systems: an online optimization analysis

arXiv.org Artificial Intelligence

The resource allocation problem consists of the optimal distribution of a budget between agents in a group. We consider such a problem in the context of open systems, where agents can be replaced at some time instances. These replacements lead to variations in both the budget and the total cost function that hinder the overall network's performance. For a simple setting, we analyze the performance of the Random Coordinate Descent algorithm (RCD) using tools similar to those commonly used in online optimization. In particular, we study the accumulated errors that compare solutions issued from the RCD algorithm and the optimal solution or the non-collaborating selfish strategy and we derive some bounds in expectation for these accumulated errors.


Few-Shot Teamwork

arXiv.org Artificial Intelligence

We propose the novel few-shot teamwork (FST) problem, where skilled agents trained in a team to complete one task are combined with skilled agents from different tasks, and together must learn to adapt to an unseen but related task. We discuss how the FST problem can be seen as addressing two separate problems: one of reducing the experience required to train a team of agents to complete a complex task; and one of collaborating with unfamiliar teammates to complete a new task. Progress towards solving FST could lead to progress in both multi-agent reinforcement learning and ad hoc teamwork.