Agents
Transporting Robotic Swarms via Mean-Field Feedback Control
Zheng, Tongjia, Han, Qing, Lin, Hai
With the rapid development of AI and robotics, transporting a large swarm of networked robots has foreseeable applications in the near future. Existing research in swarm robotics has mainly followed a bottom-up philosophy with predefined local coordination and control rules. However, it is arduous to verify the global requirements and analyze their performance. This motivates us to pursue a top-down approach, and develop a provable control strategy for deploying a robotic swarm to achieve a desired global configuration. Specifically, we use mean-field partial differential equations (PDEs) to model the swarm and control its mean-field density (i.e., probability density) over a bounded spatial domain using mean-field feedback. The presented control law uses density estimates as feedback signals and generates corresponding velocity fields that, by acting locally on individual robots, guide their global distribution to a target profile. The design of the velocity field is therefore centralized, but the implementation of the controller can be fully distributed -- individual robots sense the velocity field and derive their own velocity control signals accordingly. The key contribution lies in applying the concept of input-to-state stability (ISS) to show that the perturbed closed-loop system (a nonlinear and time-varying PDE) is locally ISS with respect to density estimation errors. The effectiveness of the proposed control laws is verified using agent-based simulations.
White Paper Machine Learning in Certified Systems
Delseny, Hervรฉ, Gabreau, Christophe, Gauffriau, Adrien, Beaudouin, Bernard, Ponsolle, Ludovic, Alecu, Lucian, Bonnin, Hugues, Beltran, Brice, Duchel, Didier, Ginestet, Jean-Brice, Hervieu, Alexandre, Martinez, Ghilaine, Pasquet, Sylvain, Delmas, Kevin, Pagetti, Claire, Gabriel, Jean-Marc, Chapdelaine, Camille, Picard, Sylvaine, Damour, Mathieu, Cappi, Cyril, Gardรจs, Laurent, De Grancey, Florence, Jenn, Eric, Lefevre, Baptiste, Flandin, Gregory, Gerchinovitz, Sรฉbastien, Mamalet, Franck, Albore, Alexandre
Machine Learning (ML) seems to be one of the most promising solution to automate partially or completely some of the complex tasks currently realized by humans, such as driving vehicles, recognizing voice, etc. It is also an opportunity to implement and embed new capabilities out of the reach of classical implementation techniques. However, ML techniques introduce new potential risks. Therefore, they have only been applied in systems where their benefits are considered worth the increase of risk. In practice, ML techniques raise multiple challenges that could prevent their use in systems submitted to certification constraints. But what are the actual challenges? Can they be overcome by selecting appropriate ML techniques, or by adopting new engineering or certification practices? These are some of the questions addressed by the ML Certification 3 Workgroup (WG) set-up by the Institut de Recherche Technologique Saint Exup\'ery de Toulouse (IRT), as part of the DEEL Project.
A Survey of Hybrid Human-Artificial Intelligence for Social Computing
Wang, Wenxi, Ning, Huansheng, Shi, Feifei, Dhelim, Sahraoui, Zhang, Weishan, Chen, Liming
Along with the development of modern computing technology and social sciences, both theoretical research and practical applications of social computing have been continuously extended. In particular with the boom of artificial intelligence (AI), social computing is significantly influenced by AI. However, the conventional technologies of AI have drawbacks in dealing with more complicated and dynamic problems. Such deficiency can be rectified by hybrid human-artificial intelligence (H-AI) which integrates both human intelligence and AI into one unity, forming a new enhanced intelligence. H-AI in dealing with social problems shows the advantages that AI can not surpass. This paper firstly introduces the concept of H-AI. AI is the intelligence in the transition stage of H-AI, so the latest research progresses of AI in social computing are reviewed. Secondly, it summarizes typical challenges faced by AI in social computing, and makes it possible to introduce H-AI to solve these challenges. Finally, the paper proposes a holistic framework of social computing combining with H-AI, which consists of four layers: object layer, base layer, analysis layer, and application layer. It represents H-AI has significant advantages over AI in solving social problems.
Human-AI Symbiosis: A Survey of Current Approaches
Zahedi, Zahra, Kambhampati, Subbarao
Also, we organize different In this paper, we aim at providing a comprehensive works in this area based on their knowledge and capability outline of the different threads of work in human-levels and their teaming goal perspectives. Then, we highlight AI collaboration. By highlighting various aspects how recent works can be categorized regarding these of works on the human-AI team such as the flow dimensions. of complementing, task horizon, model representation, knowledge level, and teaming goal, we make a taxonomy of recent works according to these dimensions.
MS*: A New Exact Algorithm for Multi-agent Simultaneous Multi-goal Sequencing and Path Finding
Ren, Zhongqiang, Rathinam, Sivakumar, Choset, Howie
In multi-agent applications such as surveillance and logistics, fleets of mobile agents are often expected to coordinate and safely visit a large number of goal locations as efficiently as possible. The multi-agent planning problem in these applications involves allocating and sequencing goals for each agent while simultaneously producing conflict-free paths for the agents. In this article, we introduce a new algorithm called MS* which computes an optimal solution for this multi-agent problem by fusing and advancing state of the art solvers for multi-agent path finding (MAPF) and multiple travelling salesman problem (mTSP). MS* leverages our prior subdimensional expansion approach for MAPF and embeds the mTSP solvers to optimally allocate and sequence goals for agents. Numerical results show that our new algorithm can solve the multi-agent problem with 20 agents and 50 goals in a minute of CPU time on a standard laptop.
Situated Language Learning via Interactive Narratives
Ammanabrolu, Prithviraj, Riedl, Mark O.
This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.
Set-to-Sequence Methods in Machine Learning: a Review
Jurewicz, Mateusz, Strรธmberg-Derczynski, Leon
Machine learning on sets towards sequential output is an important and ubiquitous task, with applications ranging from language modelling and meta-learning to multi-agent strategy games and power grid optimization. Combining elements of representation learning and structured prediction, its two primary challenges include obtaining a meaningful, permutation invariant set representation and subsequently utilizing this representation to output a complex target permutation. This paper provides a comprehensive introduction to the field as well as an overview of important machine learning methods tackling both of these key challenges, with a detailed qualitative comparison of selected model architectures.
Selective Survey: Most Efficient Models and Solvers for Integrative Multimodal Transport
Matei, Oliviu, Rudolf, Erdei, Pintea, Camelia-M.
In the family of Intelligent Transportation Systems (ITS), Multimodal Transport Systems (MMTS) have placed themselves as a mainstream transportation mean of our time as a feasible integrative transportation process. The Global Economy progressed with the help of transportation. The volume of goods and distances covered have doubled in the last ten years, so there is a high demand of an optimized transportation, fast but with low costs, saving resources but also safe, with low or zero emissions. Thus, it is important to have an overview of existing research in this field, to know what was already done and what is to be studied next. The main objective is to explore a beneficent selection of the existing research, methods and information in the field of multimodal transportation research, to identify industry needs and gaps in research and provide context for future research. The selective survey covers multimodal transport design and optimization in terms of: cost, time, and network topology. The multimodal transport theoretical aspects, context and resources are also covering various aspects. The survey's selection includes nowadays best methods and solvers for Intelligent Transportation Systems (ITS). The gap between theory and real-world applications should be further solved in order to optimize the global multimodal transportation system.
Building Safer Autonomous Agents by Leveraging Risky Driving Behavior Knowledge
Simulation environments are good for learning different driving tasks like lane changing, parking or handling intersections etc. in an abstract manner. However, these simulation environments often restrict themselves to operate under conservative interactions behavior amongst different vehicles. But, as we know that the real driving tasks often involves very high risk scenarios where other drivers often don't behave in the expected sense. There can be many reasons for this behavior like being tired or inexperienced. The simulation environments doesn't take this information into account while training the navigation agent. Therefore, in this study we especially focus on systematically creating these risk prone scenarios with heavy traffic and unexpected random behavior for creating better model-free learning agents. We generate multiple autonomous driving scenarios by creating new custom Markov Decision Process (MDP) environment iterations in highway-env simulation package. The behavior policy is learnt by agents trained with the help from deep reinforcement learning models. Our behavior policy is deliberated to handle collisions and risky randomized driver behavior. We train model free learning agents with supplement information of risk prone driving scenarios and compare their performance with baseline agents. Finally, we casually measure the impact of adding these perturbations in the training process to precisely account for the performance improvement attained from utilizing the learnings from these scenarios.
Learning to Shape Rewards using a Game of Switching Controls
Mguni, David, Wang, Jianhong, Jafferjee, Taher, Perez-Nieves, Nicolas, Song, Wenbin, Yang, Yaodong, Tong, Feifei, Chen, Hui, Zhu, Jiangcheng, Du, Yali, Wang, Jun
Reward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse and uninformative rewards. However, RS relies on manually engineered shaping-reward functions whose construction is typically time-consuming and error-prone. It also requires domain knowledge which runs contrary to the goal of autonomous learning. In this paper, we introduce an automated RS framework in which the shaping-reward function is constructed in a novel stochastic game between two agents. One agent learns both which states to add shaping rewards and their optimal magnitudes and the other agent learns the optimal policy for the task using the shaped rewards. We prove theoretically that our framework, which easily adopts existing RL algorithms, learns to construct a shaping-reward function that is tailored to the task and ensures convergence to higher performing policies for the given task. We demonstrate the superior performance of our method against state-of-the-art RS algorithms in Cartpole and the challenging console games Gravitar, Solaris and Super Mario.