Agents
Q-SMASH: Q-Learning-based Self-Adaptation of Human-Centered Internet of Things
Rahimi, Hamed, Trentin, Iago Felipe, Ramparany, Fano, Boissier, Olivier
As the number of Human-Centered Internet of Things (HCIoT) applications increases, the self-adaptation of its services and devices is becoming a fundamental requirement for addressing the uncertainties of the environment in decision-making processes. Self-adaptation of HCIoT aims to manage run-time changes in a dynamic environment and to adjust the functionality of IoT objects in order to achieve desired goals during execution. SMASH is a semantic-enabled multi-agent system for self-adaptation of HCIoT that autonomously adapts IoT objects to uncertainties of their environment. SMASH addresses the self-adaptation of IoT applications only according to the human values of users, while the behavior of users is not addressed. This article presents Q-SMASH: a multi-agent reinforcement learning-based approach for self-adaptation of IoT objects in human-centered environments. Q-SMASH aims to learn the behaviors of users along with respecting human values. The learning ability of Q-SMASH allows it to adapt itself to the behavioral change of users and make more accurate decisions in different states and situations.
Online Multi-Agent Forecasting with Interpretable Collaborative Graph Neural Network
This paper considers predicting future statuses of multiple agents in an online fashion by exploiting dynamic interactions in the system. We propose a novel collaborative prediction unit (CoPU), which aggregates the predictions from multiple collaborative predictors according to a collaborative graph. Each collaborative predictor is trained to predict the status of an agent by considering the impact of another agent. The edge weights of the collaborative graph reflect the importance of each predictor. The collaborative graph is adjusted online by multiplicative update, which can be motivated by minimizing an explicit objective.
Explore and Control with Adversarial Surprise
Fickinger, Arnaud, Jaques, Natasha, Parajuli, Samyak, Chang, Michael, Rhinehart, Nicholas, Berseth, Glen, Russell, Stuart, Levine, Sergey
Reinforcement learning (RL) provides a framework for learning goal-directed policies given user-specified rewards. However, since designing rewards often requires substantial engineering effort, we are interested in the problem of learning without rewards, where agents must discover useful behaviors in the absence of task-specific incentives. Intrinsic motivation is a family of unsupervised RL techniques which develop general objectives for an RL agent to optimize that lead to better exploration or the discovery of skills. In this paper, we propose a new unsupervised RL technique based on an adversarial game which pits two policies against each other to compete over the amount of surprise an RL agent experiences. The policies each take turns controlling the agent. The Explore policy maximizes entropy, putting the agent into surprising or unfamiliar situations. Then, the Control policy takes over and seeks to recover from those situations by minimizing entropy. The game harnesses the power of multi-agent competition to drive the agent to seek out increasingly surprising parts of the environment while learning to gain mastery over them. We show empirically that our method leads to the emergence of complex skills by exhibiting clear phase transitions. Furthermore, we show both theoretically (via a latent state space coverage argument) and empirically that our method has the potential to be applied to the exploration of stochastic, partially-observed environments. We show that Adversarial Surprise learns more complex behaviors, and explores more effectively than competitive baselines, outperforming intrinsic motivation methods based on active inference, novelty-seeking (Random Network Distillation (RND)), and multi-agent unsupervised RL (Asymmetric Self-Play (ASP)) in MiniGrid, Atari and VizDoom environments.
Carle's Game: An Open-Ended Challenge in Exploratory Machine Creativity
This paper is both an introduction and an invitation. It is an introduction to CARLE, a Life-like cellular automata simulator and reinforcement learning environment. It is also an invitation to Carle's Game, a challenge in open-ended machine exploration and creativity. Inducing machine agents to excel at creating interesting patterns across multiple cellular automata universes is a substantial challenge, and approaching this challenge is likely to require contributions from the fields of artificial life, AI, machine learning, and complexity, at multiple levels of interest. Carle's Game is based on machine agent interaction with CARLE, a Cellular Automata Reinforcement Learning Environment. CARLE is flexible, capable of simulating any of the 262,144 different rules defining Life-like cellular automaton universes. CARLE is also fast and can simulate automata universes at a rate of tens of thousands of steps per second through a combination of vectorization and GPU acceleration. Finally, CARLE is simple. Compared to high-fidelity physics simulators and video games designed for human players, CARLE's two-dimensional grid world offers a discrete, deterministic, and atomic universal playground, despite its complexity. In combination with CARLE, Carle's Game offers an initial set of agent policies, learning and meta-learning algorithms, and reward wrappers that can be tailored to encourage exploration or specific tasks.
A Persistent Spatial Semantic Representation for High-level Natural Language Instruction Execution
Blukis, Valts, Paxton, Chris, Fox, Dieter, Garg, Animesh, Artzi, Yoav
Natural language provides an accessible and expressive interface to specify long-term tasks for robotic agents. However, non-experts are likely to specify such tasks with high-level instructions, which abstract over specific robot actions through several layers of abstraction. We propose that key to bridging this gap between language and robot actions over long execution horizons are persistent representations. We propose a persistent spatial semantic representation method, and show how it enables building an agent that performs hierarchical reasoning to effectively execute long-term tasks. We evaluate our approach on the ALFRED benchmark and achieve state-of-the-art results, despite completely avoiding the commonly used step-by-step instructions.
SimDem A Multi-agent Simulation Environment to Model Persons with Dementia and their Assistance
Shaukat, Muhammad Salman, Hiller, Bjarne Christian, Bader, Sebastian, Kirste, Thomas
Developing artificial intelligence based assistive systems to aid Persons with Dementia (PwD) requires large amounts of training data. However, data collection poses ethical, legal, economic, and logistic issues. Synthetic data generation tools, in this regard, provide a potential solution. However, we believe that already available such tools do not adequately reflect cognitive deficiencies in behavior simulation. To counter these issues we propose a simulation model (SimDem ) that primarily focuses on cognitive impairments suffered by PwD and can be easily configured and adapted by the users to model and evaluate assistive solutions.
Distributed Deep Reinforcement Learning for Intelligent Traffic Monitoring with a Team of Aerial Robots
Khamidehi, Behzad, Sousa, Elvino S.
This paper studies the traffic monitoring problem in a road network using a team of aerial robots. The problem is challenging due to two main reasons. First, the traffic events are stochastic, both temporally and spatially. Second, the problem has a non-homogeneous structure as the traffic events arrive at different locations of the road network at different rates. Accordingly, some locations require more visits by the robots compared to other locations. To address these issues, we define an uncertainty metric for each location of the road network and formulate a path planning problem for the aerial robots to minimize the network's average uncertainty. We express this problem as a partially observable Markov decision process (POMDP) and propose a distributed and scalable algorithm based on deep reinforcement learning to solve it. We consider two different scenarios depending on the communication mode between the agents (aerial robots) and the traffic management center (TMC). The first scenario assumes that the agents continuously communicate with the TMC to send/receive real-time information about the traffic events. Hence, the agents have global and real-time knowledge of the environment. However, in the second scenario, we consider a challenging setting where the observation of the aerial robots is partial and limited to their sensing ranges. Moreover, in contrast to the first scenario, the information exchange between the aerial robots and the TMC is restricted to specific time instances. We evaluate the performance of our proposed algorithm in both scenarios for a real road network topology and demonstrate its functionality in a traffic monitoring system.
Don't Forget the Human Factor in Autonomous Systems and AI Development
It goes without saying that humans are the intended beneficiaries of the AI applications and autonomous systems that data scientists and developers are creating. But what's the best way to design these AI apps and autonomous systems to maximize human interaction and human benefit? That's a tougher question to answer. It's also the focus of human factors specialists, who are increasingly in demand. Datanami recently caught up with one of these in-demand human factors specialists.
Learning Interaction-aware Guidance Policies for Motion Planning in Dense Traffic Scenarios
Brito, Bruno, Agarwal, Achin, Alonso-Mora, Javier
Autonomous navigation in dense traffic scenarios remains challenging for autonomous vehicles (AVs) because the intentions of other drivers are not directly observable and AVs have to deal with a wide range of driving behaviors. To maneuver through dense traffic, AVs must be able to reason how their actions affect others (interaction model) and exploit this reasoning to navigate through dense traffic safely. This paper presents a novel framework for interaction-aware motion planning in dense traffic scenarios. We explore the connection between human driving behavior and their velocity changes when interacting. Hence, we propose to learn, via deep Reinforcement Learning (RL), an interaction-aware policy providing global guidance about the cooperativeness of other vehicles to an optimization-based planner ensuring safety and kinematic feasibility through constraint satisfaction. The learned policy can reason and guide the local optimization-based planner with interactive behavior to pro-actively merge in dense traffic while remaining safe in case the other vehicles do not yield. We present qualitative and quantitative results in highly interactive simulation environments (highway merging and unprotected left turns) against two baseline approaches, a learning-based and an optimization-based method. The presented results demonstrate that our method significantly reduces the number of collisions and increases the success rate with respect to both learning-based and optimization-based baselines.
Efficient Model-Based Multi-Agent Mean-Field Reinforcement Learning
Pasztor, Barna, Bogunovic, Ilija, Krause, Andreas
Learning in multi-agent systems is highly challenging due to the inherent complexity introduced by agents' interactions. We tackle systems with a huge population of interacting agents (e.g., swarms) via Mean-Field Control (MFC). MFC considers an asymptotically infinite population of identical agents that aim to collaboratively maximize the collective reward. Specifically, we consider the case of unknown system dynamics where the goal is to simultaneously optimize for the rewards and learn from experience. We propose an efficient model-based reinforcement learning algorithm $\text{M}^3\text{-UCRL}$ that runs in episodes and provably solves this problem. $\text{M}^3\text{-UCRL}$ uses upper-confidence bounds to balance exploration and exploitation during policy learning. Our main theoretical contributions are the first general regret bounds for model-based RL for MFC, obtained via a novel mean-field type analysis. $\text{M}^3\text{-UCRL}$ can be instantiated with different models such as neural networks or Gaussian Processes, and effectively combined with neural network policy learning. We empirically demonstrate the convergence of $\text{M}^3\text{-UCRL}$ on the swarm motion problem of controlling an infinite population of agents seeking to maximize location-dependent reward and avoid congested areas.