Goto

Collaborating Authors

 Agents


Facility Reallocation on the Line

arXiv.org Artificial Intelligence

We consider a multi-stage facility reallocation problems on the real line, where a facility is being moved between time stages based on the locations reported by $n$ agents. The aim of the reallocation algorithm is to minimise the social cost, i.e., the sum over the total distance between the facility and all agents at all stages, plus the cost incurred for moving the facility. We study this problem both in the offline setting and online setting. In the offline case the algorithm has full knowledge of the agent locations in all future stages, and in the online setting the algorithm does not know these future locations and must decide the location of the facility on a stage-per-stage basis. We derive the optimal algorithm in both cases. For the online setting we show that its competitive ratio is $(n+2)/(n+1)$. As neither of these algorithms turns out to yield a strategy-proof mechanism, we propose another strategy-proof mechanism which has a competitive ratio of $(n+3)/(n+1)$ for odd $n$ and $(n+4)/n$ for even $n$, which we conjecture to be the best possible. We also consider a generalisation with multiple facilities and weighted agents, for which we show that the optimum can be computed in polynomial time for a fixed number of facilities.


Spatial Intention Maps for Multi-Agent Mobile Manipulation

arXiv.org Artificial Intelligence

The ability to communicate intention enables decentralized multi-agent robots to collaborate while performing physical tasks. In this work, we present spatial intention maps, a new intention representation for multi-agent vision-based deep reinforcement learning that improves coordination between decentralized mobile manipulators. In this representation, each agent's intention is provided to other agents, and rendered into an overhead 2D map aligned with visual observations. This synergizes with the recently proposed spatial action maps framework, in which state and action representations are spatially aligned, providing inductive biases that encourage emergent cooperative behaviors requiring spatial coordination, such as passing objects to each other or avoiding collisions. Experiments across a variety of multi-agent environments, including heterogeneous robot teams with different abilities (lifting, pushing, or throwing), show that incorporating spatial intention maps improves performance for different mobile manipulation tasks while significantly enhancing cooperative behaviors.


Multi-Robot Task Allocation -- Complexity and Approximation

arXiv.org Artificial Intelligence

Multi-robot task allocation is one of the most fundamental classes of problems in robotics and is crucial for various real-world robotic applications such as search, rescue and area exploration. We consider the Single-Task robots and Multi-Robot tasks Instantaneous Assignment (ST-MR-IA) setting where each task requires at least a certain number of robots and each robot can work on at most one task and incurs an operational cost for each task. Our aim is to consider a natural computational problem of allocating robots to complete the maximum number of tasks subject to budget constraints. We consider budget constraints of three different kinds: (1) total budget, (2) task budget, and (3) robot budget. We provide a detailed complexity analysis including results on approximations as well as polynomial-time algorithms for the general setting and important restricted settings.


Gamified and Self-Adaptive Applications for the Common Good: Research Challenges Ahead

arXiv.org Artificial Intelligence

Motivational digital systems offer capabilities to engage and motivate end-users to foster behavioral changes towards a common goal. In general these systems use gamification principles in non-games contexts. Over the years, gamification has gained consensus among researchers and practitioners as a tool to motivate people to perform activities with the ultimate goal of promoting behavioural change, or engaging the users to perform activities that can offer relevant benefits but which can be seen as unrewarding and even tedious. There exists a plethora of heterogeneous application scenarios towards reaching the common good that can benefit from gamification. However, an open problem is how to effectively combine multiple motivational campaigns to maximise the degree of participation without exposing the system to counterproductive behaviours. We conceive motivational digital systems as multi-agent systems: self-adaptation is a feature of the overall system, while individual agents may self-adapt in order to leverage other agents' resources, functionalities and capabilities to perform tasks more efficiently and effectively. Consequently, multiple campaigns can be run and adapted to reach common good. At the same time, agents are grouped into micro-communities in which agents contribute with their own social capital and leverage others' capabilities to balance their weaknesses. In this paper we propose our vision on how the principles at the base of the autonomous and multi-agent systems can be exploited to design multi-challenge motivational systems to engage smart communities towards common goals. We present an initial version of a general framework based on the MAPE-K loop and a set of research challenges that characterise our research roadmap for the implementation of our vision.


Learning to Robustly Negotiate Bi-Directional Lane Usage in High-Conflict Driving Scenarios

arXiv.org Artificial Intelligence

Recently, autonomous driving has made substantial progress in addressing the most common traffic scenarios like intersection navigation and lane changing. However, most of these successes have been limited to scenarios with well-defined traffic rules and require minimal negotiation with other vehicles. In this paper, we introduce a previously unconsidered, yet everyday, high-conflict driving scenario requiring negotiations between agents of equal rights and priorities. There exists no centralized control structure and we do not allow communications. Therefore, it is unknown if other drivers are willing to cooperate, and if so to what extent. We train policies to robustly negotiate with opposing vehicles of an unobservable degree of cooperativeness using multi-agent reinforcement learning (MARL). We propose Discrete Asymmetric Soft Actor-Critic (DASAC), a maximum-entropy off-policy MARL algorithm allowing for centralized training with decentralized execution. We show that using DASAC we are able to successfully negotiate and traverse the scenario considered over 99% of the time. Our agents are robust to an unknown timing of opponent decisions, an unobservable degree of cooperativeness of the opposing vehicle, and previously unencountered policies. Furthermore, they learn to exhibit human-like behaviors such as defensive driving, anticipating solution options and interpreting the behavior of other agents.


NeBula: Quest for Robotic Autonomy in Challenging Environments; TEAM CoSTAR at the DARPA Subterranean Challenge

arXiv.org Artificial Intelligence

This paper presents and discusses algorithms, hardware, and software architecture developed by the TEAM CoSTAR (Collaborative SubTerranean Autonomous Robots), competing in the DARPA Subterranean Challenge. Specifically, it presents the techniques utilized within the Tunnel (2019) and Urban (2020) competitions, where CoSTAR achieved 2nd and 1st place, respectively. We also discuss CoSTAR's demonstrations in Martian-analog surface and subsurface (lava tubes) exploration. The paper introduces our autonomy solution, referred to as NeBula (Networked Belief-aware Perceptual Autonomy). NeBula is an uncertainty-aware framework that aims at enabling resilient and modular autonomy solutions by performing reasoning and decision making in the belief space (space of probability distributions over the robot and world states). We discuss various components of the NeBula framework, including: (i) geometric and semantic environment mapping; (ii) a multi-modal positioning system; (iii) traversability analysis and local planning; (iv) global motion planning and exploration behavior; (i) risk-aware mission planning; (vi) networking and decentralized reasoning; and (vii) learning-enabled adaptation. We discuss the performance of NeBula on several robot types (e.g. wheeled, legged, flying), in various environments. We discuss the specific results and lessons learned from fielding this solution in the challenging courses of the DARPA Subterranean Challenge competition.


Collaborative Agent Gameplay in the Pandemic Board Game

arXiv.org Artificial Intelligence

Academic research in board game playing AI has of course moved While artificial intelligence has been applied to control players' beyond most pedestrian board games, applying a diverse set of decisions in board games for over half a century, little attention algorithms for playing card games with millions of card combinations is given to games with no player competition. Pandemic is an exemplar such as Magic: the Gathering (Wizards of the Coast, 1993) [3], collaborative board game where all players coordinate to games of tactical card placement such as Lords of War (Black Box, overcome challenges posed by events occurring during the game's 2012) [19] and Carcassonne (Hans im Glรผck, 2000) [9], card games progression. This paper proposes an artificial agent which controls of team-based competition such as Hanabi (Abacusspiele, 2010) [26] all players' actions and balances chances of winning versus risk or Codenames (Czech Games Edition, 2015) [22], and many more. of losing in this highly stochastic environment. The agent applies Traditional board games such as chess [15] and backgammon a Rolling Horizon Evolutionary Algorithm on an abstraction of [23], as well as recent card games such as Race for the Galaxy (Rio the game-state that lowers the branching factor and simulates the Grande, 2007) [6] or digitized board games such as Hearthstone game's stochasticity. Results show that the proposed algorithm (Blizzard, 2014) [11, 18], focus on players competing to deplete another can find winning strategies more consistently in different games player's resources (pawns, hit points) or to accumulate more of varying difficulty.


Event cameras and representation learning improve visuomotor policies Inspired by biological vision

#artificialintelligence

Editor's note: This research was conducted by Sai Vemprala, Senior Researcher, and Ashish Kapoor, Partner Researcher, of Microsoft Research along with Sami Mian, who was a PhD Researcher at the University of Pittsburgh and an intern at Microsoft at the time of the work. Autonomous systems are composed of complex perception-action loops, where observations of the world need to be processed in real time to result in safe and effective actions. A significant amount of research has focused on creating perception and navigation algorithms for such systems, often using visual data from cameras to reason about which action to take depending on the platform and task at hand. While there have been a lot of improvements in how this reasoning is performed, and how information can be extracted efficiently from camera imagery, there are a number of challenges when it comes to achieving autonomous systems that receive and process information both accurately and quickly enough for applications in real-world scenarios. These challenges include the speed limitations posed by commercial off-the-shelf cameras, data that is unseen during training of vision models, and the limitations of sensors in RGB camera sensors.


PHASE: PHysically-grounded Abstract Social Events for Machine Social Perception

arXiv.org Artificial Intelligence

The ability to perceive and reason about social interactions in the context of physical environments is core to human social intelligence and human-machine cooperation. However, no prior dataset or benchmark has systematically evaluated physically grounded perception of complex social interactions that go beyond short actions, such as high-fiving, or simple group activities, such as gathering. In this work, we create a dataset of physically-grounded abstract social events, PHASE, that resemble a wide range of real-life social interactions by including social concepts such as helping another agent. PHASE consists of 2D animations of pairs of agents moving in a continuous space generated procedurally using a physics engine and a hierarchical planner. Agents have a limited field of view, and can interact with multiple objects, in an environment that has multiple landmarks and obstacles. Using PHASE, we design a social recognition task and a social prediction task. PHASE is validated with human experiments demonstrating that humans perceive rich interactions in the social events, and that the simulated agents behave similarly to humans. As a baseline model, we introduce a Bayesian inverse planning approach, SIMPLE (SIMulation, Planning and Local Estimation), which outperforms state-of-the-art feed-forward neural networks. We hope that PHASE can serve as a difficult new challenge for developing new models that can recognize complex social interactions.


A Quasi-centralized Collision-free Path Planning Approach for Multi-Robot Systems

arXiv.org Artificial Intelligence

This paper presents a novel quasi-centralized approach for collision-free path planning of multi-robot systems (MRS) in obstacle-ridden environments. A new formation potential fields (FPF) concept is proposed around a virtual agent, located at the center of the formation which ensures self-organization and maintenance of the formation. The path of the virtual agent is centrally planned and the robots at the minima of the FPF are forced to move along with the virtual agent. In the neighborhood of obstacles, individual robots selfishly avoid collisions, thus marginally deviating from the formation. The proposed quasi-centralized approach introduces formation flexibility into the MRS, which enables MRS to effectively navigate in an obstacle-ridden workspace. Methodical analysis of the proposed approach and guidelines for selecting the FPF are presented. Results using a candidate FPF are shown that ensure a pentagonal formation effectively squeezes through a narrow passage avoiding any collisions with the walls.