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An Efficient Application of Neuroevolution for Competitive Multiagent Learning

arXiv.org Artificial Intelligence

Multiagent systems provide an ideal environment for the evaluation and analysis of real-world problems using reinforcement learning algorithms. Most traditional approaches to multiagent learning are affected by long training periods as well as high computational complexity. NEAT (NeuroEvolution of Augmenting Topologies) is a popular evolutionary strategy used to obtain the best performing neural network architecture often used to tackle optimization problems in the field of artificial intelligence. This paper utilizes the NEAT algorithm to achieve competitive multiagent learning on a modified pong game environment in an efficient manner. The competing agents abide by different rules while having similar observation space parameters. The proposed algorithm utilizes this property of the environment to define a singular neuroevolutionary procedure that obtains the optimal policy for all the agents. The compiled results indicate that the proposed implementation achieves ideal behaviour in a very short training period when compared to existing multiagent reinforcement learning models.


Attention-based Reinforcement Learning for Real-Time UAV Semantic Communication

arXiv.org Artificial Intelligence

In this article, we study the problem of air-to-ground ultra-reliable and low-latency communication (URLLC) for a moving ground user. This is done by controlling multiple unmanned aerial vehicles (UAVs) in real time while avoiding inter-UAV collisions. To this end, we propose a novel multi-agent deep reinforcement learning (MADRL) framework, coined a graph attention exchange network (GAXNet). In GAXNet, each UAV constructs an attention graph locally measuring the level of attention to its neighboring UAVs, while exchanging the attention weights with other UAVs so as to reduce the attention mismatch between them. Simulation results corroborates that GAXNet achieves up to 4.5x higher rewards during training. At execution, without incurring inter-UAV collisions, GAXNet achieves 6.5x lower latency with the target 0.0000001 error rate, compared to a state-of-the-art baseline framework.


Multi-Agent Deep Reinforcement Learning using Attentive Graph Neural Architectures for Real-Time Strategy Games

arXiv.org Artificial Intelligence

In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because it is the most well-known RTS games in world-wide. In our proposed MADRL-based algorithm, distributed MADRL is fundamentally used that is called QMIX. In addition to QMIX-based distributed computation, we consider state categorization which can reduce computational complexity significantly. Furthermore, self-attention mechanisms are used for identifying the relationship among agents in the form of graphs. Based on these approaches, we propose a categorized state graph attention policy (CSGA-policy). As observed in the performance evaluation of our proposed CSGA-policy with the most well-known StarCraft II simulation environment, our proposed algorithm works well in various settings, as expected.


Helping drone swarms avoid obstacles without hitting each other

Robohub

There is strength in numbers. By flying in a swarm, they can cover larger areas and collect a wider range of data, since each drone can be equipped with different sensors. Preventing drones from bumping into each other One reason why drone swarms haven't been used more widely is the risk of gridlock within the swarm. Studies on the collective movement of animals show that each agent tends to coordinate its movements with the others, adjusting its trajectory so as to keep a safe inter-agent distance or to travel in alignment, for example. "In a drone swarm, when one drone changes its trajectory to avoid an obstacle, its neighbors automatically synchronize their movements accordingly," says Dario Floreano, a professor at EPFL's School of Engineering and head of the Laboratory of Intelligent Systems (LIS).


What AI can do for football, and what football can do for AI

AIHub

Karl Tuyls, a former RoboCup participant and local chair of the 2D simulation league (2013), recently published an article along with his colleagues at DeepMind called Game plan: what AI can do for football, and what football can do for AI. Karl Tuyls: The long-term vision in this project is to advance research in multi-agent decision-making by building an automated video assistant coach for real-world soccer (or football), that can help coaches and teams in analyzing games, making tactical choices in a match (e.g. in set pieces situations), improve their overall game-play, and even assist with in-game analysis and decision-making. Next to that one can also think additionally of human factors like injury prediction and the search for new players. For this we are blending research from game theory, vision and machine learning. So far our work has focused on game-theoretic analysis of set pieces and on trajectory predictions of players and ball with the purpose to allow for counterfactual reasoning (what happens if player X moves in direction Y, for example).



Navigation Turing Test (NTT): Learning to Evaluate Human-Like Navigation

arXiv.org Artificial Intelligence

A key challenge on the path to developing agents that learn complex human-like behavior is the need to quickly and accurately quantify human-likeness. While human assessments of such behavior can be highly accurate, speed and scalability are limited. We address these limitations through a novel automated Navigation Turing Test (ANTT) that learns to predict human judgments of human-likeness. We demonstrate the effectiveness of our automated NTT on a navigation task in a complex 3D environment. We investigate six classification models to shed light on the types of architectures best suited to this task, and validate them against data collected through a human NTT. Our best models achieve high accuracy when distinguishing true human and agent behavior. At the same time, we show that predicting finer-grained human assessment of agents' progress towards human-like behavior remains unsolved. Our work takes an important step towards agents that more effectively learn complex human-like behavior.


Evaluating Robustness over High Level Driving Instruction for Autonomous Driving

arXiv.org Artificial Intelligence

Abstract-- In recent years, we have witnessed increasingly high performance in the field of autonomous end-toend driving. In particular, more and more research is being done on driving in urban environments, where the car has to follow high level commands to navigate. However, few evaluations are made on the ability of these agents to react in an unexpected situation. Specifically, no evaluations are conducted on the robustness of driving agents in the event of a bad high-level command. We propose here an evaluation method, namely a benchmark that allows to assess the robustness of an agent, and to appreciate its understanding of the environment through its ability to keep a safe behavior, regardless of the instruction.


Epistemic Planning with Attention as a Bounded Resource

arXiv.org Artificial Intelligence

Where information grows abundant, attention becomes a scarce resource. As a result, agents must plan wisely how to allocate their attention in order to achieve epistemic efficiency. Here, we present a framework for multi-agent epistemic planning with attention, based on Dynamic Epistemic Logic (DEL, a powerful formalism for epistemic planning). We identify the framework as a fragment of standard DEL, and consider its plan existence problem. While in the general case undecidable, we show that when attention is required for learning, all instances of the problem are decidable.


Survey and Perspective on Social Emotions in Robotics

arXiv.org Artificial Intelligence

This study reviews research on social emotions in robotics. In robotics, emotions are pursued for a long duration, such as recognition, expression, and computational modeling of the basic mechanism behind them. Research has been promoted according to well-known psychological findings, such as category and dimension theories. Many studies have been based on these basic theories, addressing only basic emotions. However, social emotions, also called higher-level emotions, have been studied in psychology. We believe that these higher-level emotions are worth pursuing in robotics for next-generation social-aware robots. In this review paper, while summarizing the findings of social emotions in psychology and neuroscience, studies on social emotions in robotics at present are surveyed. Thereafter, research directions towards implementation of social emotions in robots are discussed.