Agents
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, Strømberg-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.
Online Double Oracle
Dinh, Le Cong, Yang, Yaodong, Tian, Zheng, Nieves, Nicolas Perez, Slumbers, Oliver, Mguni, David Henry, Ammar, Haitham Bou, Wang, Jun
Solving strategic games whose action space is prohibitively large is a critical yet under-explored topic in economics, computer science and artificial intelligence. This paper proposes new learning algorithms in two-player zero-sum games where the number of pure strategies is huge or even infinite. Specifically, we combine no-regret analysis from online learning with double oracle methods from game theory. Our method -- \emph{Online Double Oracle (ODO)} -- achieves the regret bound of $\mathcal{O}(\sqrt{T k \log(k)})$ in self-play setting where $k$ is NOT the size of the game, but rather the size of \emph{effective strategy set} that is linearly dependent on the support size of the Nash equilibrium. On tens of different real-world games, including Leduc Poker that contains $3^{936}$ pure strategies, our methods outperform no-regret algorithms and double oracle methods by a large margin, both in convergence rate to Nash equilibrium and average payoff against strategic adversary.
Multi-Robot Routing with Time Windows: A Column Generation Approach
Haghani, Naveed, Li, Jiaoyang, Koenig, Sven, Kunapuli, Gautam, Contardo, Claudio, Regan, Amelia, Yarkony, Julian
Robots performing tasks in warehouses provide the first example of wide-spread adoption of autonomous vehicles in transportation and logistics. The efficiency of these operations, which can vary widely in practice, are a key factor in the success of supply chains. In this work we consider the problem of coordinating a fleet of robots performing picking operations in a warehouse so as to maximize the net profit achieved within a time period while respecting problem- and robot-specific constraints. We formulate the problem as a weighted set packing problem where the elements in consideration are items on the warehouse floor that can be picked up and delivered within specified time windows. We enforce the constraint that robots must not collide, that each item is picked up and delivered by at most one robot, and that the number of robots active at any time does not exceed the total number available. Since the set of routes is exponential in the size of the input, we attack optimization of the resulting integer linear program using column generation, where pricing amounts to solving an elementary resource-constrained shortest-path problem. We propose an efficient optimization scheme that avoids consideration of every increment within the time windows. We also propose a heuristic pricing algorithm that can efficiently solve the pricing subproblem. While this itself is an important problem, the insights gained from solving these problems effectively can lead to new advances in other time-widow constrained vehicle routing problems.
A Study of Automatic Metrics for the Evaluation of Natural Language Explanations
Clinciu, Miruna, Eshghi, Arash, Hastie, Helen
As transparency becomes key for robotics and AI, it will be necessary to evaluate the methods through which transparency is provided, including automatically generated natural language (NL) explanations. Here, we explore parallels between the generation of such explanations and the much-studied field of evaluation of Natural Language Generation (NLG). Specifically, we investigate which of the NLG evaluation measures map well to explanations. We present the ExBAN corpus: a crowd-sourced corpus of NL explanations for Bayesian Networks. We run correlations comparing human subjective ratings with NLG automatic measures. We find that embedding-based automatic NLG evaluation methods, such as BERTScore and BLEURT, have a higher correlation with human ratings, compared to word-overlap metrics, such as BLEU and ROUGE. This work has implications for Explainable AI and transparent robotic and autonomous systems.
Quasi-Equivalence Discovery for Zero-Shot Emergent Communication
Bullard, Kalesha, Kiela, Douwe, Pineau, Joelle, Foerster, Jakob
Effective communication is an important skill for enabling information exchange in multi-agent settings and emergent communication is now a vibrant field of research, with common settings involving discrete cheap-talk channels. Since, by definition, these settings involve arbitrary encoding of information, typically they do not allow for the learned protocols to generalize beyond training partners. In contrast, in this work, we present a novel problem setting and the Quasi-Equivalence Discovery (QED) algorithm that allows for zero-shot coordination (ZSC), i.e., discovering protocols that can generalize to independently trained agents. Real world problem settings often contain costly communication channels, e.g., robots have to physically move their limbs, and a non-uniform distribution over intents. We show that these two factors lead to unique optimal ZSC policies in referential games, where agents use the energy cost of the messages to communicate intent. Other-Play was recently introduced for learning optimal ZSC policies, but requires prior access to the symmetries of the problem. Instead, QED can iteratively discovers the symmetries in this setting and converges to the optimal ZSC policy.