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Reducing selfish routing inefficiencies using traffic lights

arXiv.org Artificial Intelligence

In this paper we equip congestion games with traffic lights, modelled as junction-based waiting cycles, therefore enabling more realistic route planning strategies. Using the SUMO simulator, we show that our modelling choices coincide with realistic routing behaviours, in particular, that drivers' decisions about route choices are based on the proportion of red light time for their direction of travel. Drawing upon the experimental results, we show that the effects of the notorious Braess' paradox can be avoided in theory and significantly reduced in practice, by allocating the appropriate traffic light cycles along a transport network. 1 Introduction Congestion games are the standard framework of algorithmic game theory employed to study the equilibria of traffic flows [ Roughgarden, 2005 ] . They are non-cooperative games of perfect information where self-interested actors choose sets of available resources, e.g., roads, and where the cost of each resource depends on its overall usage. A well-known phenomenon occurring in these games is Braess' paradox [ Braess, 1968 ], i.e., the existence of traffic networks that suffer from the increase of total cost when the cost of an available resource strictly decreases. While Braess' paradox is an important mathematical result, its existence relies on rather constraining modelling assumptions, as congestion games abstract away from a number of important features of real-world road networks. Notably, their cost functions assume no clashes between antagonistic traffic flows which, in the real-world, are typically resolved by interdependent control mechanisms such as traffic lights. Contact Author Traffic lights are themselves an important object of research in Artificial Intelligence, as understanding their best configuration is paramount for the branch of AI concerned with optimising traffic [ Chouhan and Banda, 2018; Laszka et al., 2016; Lopez et al., 2018; Pol and Oliehoek, 2016 ] . However, their effect on the traffic flow equilibria is yet to be understood.


Training multi-agent AI systems to solve complex tasks through cooperation

#artificialintelligence

A novel approach to cooperative multi-agent reinforcement learning (RL) that assigns tasks to individual agents within a group, thereby improving the entire group's ability to collaborate. We tested this method in the real-time strategy game StarCraft: Brood War, and found that our RL-trained model significantly outperformed computer-controlled players that relied on carefully tuned rule-based baselines. Perhaps most important, these gains carried over to matches with significantly larger armies than what we included in our training scenarios. We're releasing the source code for this approach on our TorchCraftAI GitHub repository, and detailing our results, which indicate that treating collaborative multi-agent RL as a dynamic assignment problem can lead to groups of agents that are better at generalizing to more complex situations. Our approach focuses on multi-agent collaborative (MAC) problems where agents have to carry out multiple intermediate tasks in order to accomplish a larger one.


Are We Making Real Progress in Simulated Environments? Measuring the Sim2Real Gap in Embodied Visual Navigation

arXiv.org Artificial Intelligence

Does progress in simulation translate to progress in robotics? Specifically, if method A outperforms method B in simulation, how likely is the trend to hold in reality on a robot? We examine this question for embodied (PointGoal) navigation, developing engineering tools and a research paradigm for evaluating a simulator by its sim2real predictivity, revealing surprising findings about prior work. First, we develop Habitat-PyRobot Bridge (HaPy), a library for seamless execution of identical code on a simulated agent and a physical robot. Habitat-to-Locobot transfer with HaPy involves just one line change in config, essentially treating reality as just another simulator! Second, we investigate sim2real predictivity of Habitat-Sim for PointGoal navigation. We 3D-scan a physical lab space to create a virtualized replica, and run parallel tests of 9 different models in reality and simulation. We present a new metric called Sim-vs-Real Correlation Coefficient (SRCC) to quantify sim2real predictivity. Our analysis reveals several important findings. We find that SRCC for Habitat as used for the CVPR19 challenge is low (0.18 for the success metric), which suggests that performance improvements for this simulator-based challenge would not transfer well to a physical robot. We find that this gap is largely due to AI agents learning to 'cheat' by exploiting simulator imperfections: specifically, the way Habitat allows for 'sliding' along walls on collision. Essentially, the virtual robot is capable of cutting corners, leading to unrealistic shortcuts through non-navigable spaces. Naturally, such exploits do not work in the real world where the robot stops on contact with walls. Our experiments show that it is possible to optimize simulation parameters to enable robots trained in imperfect simulators to generalize learned skills to reality (e.g. improving $SRCC_{Succ}$ from 0.18 to 0.844).


Formal Verification of Debates in Argumentation Theory

arXiv.org Artificial Intelligence

Humans engage in informal debates on a daily basis. By expressing their opinions and ideas in an argumentative fashion, they are able to gain a deeper understanding of a given problem and in some cases, find the best possible course of actions towards resolving it. In this paper, we develop a methodology to verify debates formalised as abstract argumentation frameworks. We first present a translation from debates to transition systems. Such transition systems can model debates and represent their evolution over time using a finite set of states. We then formalise relevant debate properties using temporal and strategy logics. These formalisations, along with a debate transition system, allow us to verify whether a given debate satisfies certain properties. The verification process can be automated using model checkers. Therefore, we also measure their performance when verifying debates, and use the results to discuss the feasibility of model checking debates.


A responsibility to judge carefully in the era of prediction decision machines - Harvard Business School Digital Initiative

#artificialintelligence

But if the narrative of the present is one of "prediction machines," referencing the book of the same title by Ajay Agrawal, Joshua Gans, and Avi Goldfarb, the narrative of the future will belong to "decision machines." If the narrative of the present is one of managers who are valued for showing judgment in decision making -- don't tell me whether someone will do well on the job, or whether a new product will win in the marketplace, but tell me instead who I should hire, which products I should bet on -- then the narrative of the future will be one in which we are valued for our ability to judge and shape the decision-making capabilities of machines. Artificial intelligence (AI) is the pursuit of machines that are able to act purposefully to make decisions towards the pursuit of goals. Machines need to be able to predict to decide, but decision making requires much more. Decision making requires bringing together and reconciling multiple points of view.


Exploration and Coordination of Complementary Multi-Robot Teams In a Hunter and Gatherer Scenario

arXiv.org Artificial Intelligence

This paper c onsider s the problem of dynamic task allocation, where tasks are unknowingly distributed over an environment. We aim to address the multi - robot exploration aspect of the problem, while solving the task - allocation aspect. To that end, we first propose a novel nature - inspired approach called "hunter and gatherer". W e consider each task comprised of two sequential su btasks: detection and completion, where each subtask can only be carried out by a certain type of agent. Thus, this approach employs two complementary teams of agents: one agile in detecting (hunters) and another dexterous in completing (gatherers) the tasks. Then, we propose a multi - robot exploration algorithm for hunters and a multi - robot task allocation algorithm for gatherer s, both in distributed manner and based on innovative notions of "certainty and uncertainty profit margins". Statistical analysis on simulation results confirm the efficacy of the proposed algorithms. Besides, it is statistically prove n that the proposed s olutions function fairly, i.e. for each type of agent, the overall workload is distributed equally. I. Introduction Multi - robot systems are expected to complete tasks that are unfeasible, laborious or inefficient for a single agent to accomplish [1] . Employing multi - robot systems entails addressing various problems on the subject of task allocation [2], exploration [3], coordination [4], learning [5], and heterogeneity [6] . Among all these problems, the problem of multi - robot task allocation (MRTA), assign ing a group of tasks to individual robots, is the most deep - seated problems of multi - robot systems, where its complexity increases considerably by a wide variety of factors. Regarding, a MRTA problem where tasks are unknowingly distributed over an environment needs to be addressed by solving the problem from both MRTA and multi - ro bot exploration perspectives. This problem can even get more complicated if each task is divided into two sequential subtasks and each subtask can only be carried out by a certain type of agent.


Multi-Agent Task Allocation in Complementary Teams: A Hunter and Gatherer Approach

arXiv.org Artificial Intelligence

Consider a dynamic task allocation problem, where tasks are unknowingly distributed over an environment . This paper considers ea ch task comprised of two sequential subtasks: detection and completion, where e ach subtask can only be carried out by a certain type of agent . We address th is problem using a novel natur e - inspired approach called "hunter and gathere r" . Th e proposed method employs two complementary teams of agents: one agile in detecting (hunters) and another dexterous in completing (gathere r s) the tasks . To minimize the collective cost of task accomplishments in a distributed manner, a game - theor etic solution is introduced to couple agents from complementary teams . We utiliz e market - based negotiation models to develop incentive - based decision - making algorithms rely ing on innovative notions of " certainty and uncertainty profit margins " . The simulation results demonstrate that employing two complementary teams of hunters and gatherers can effectually improve the number of tasks completed by agents compared to conventional methods, while the collec tive cost of accomplishments is minimized . In addition, t he stability and efficacy of the proposed solutions are studied using Nash equilibrium analysis and statistical analysis respectively . It is also numerically show n that the proposed solution s function fairly, i.e. for each type of agent, the overall w orkload is distributed equally . Index Terms -- Distributed multiagent system, dynamic task allocation, game theory, negotiation. Multirobot systems are expected to undertake imperative roles in a wide variety of fields such as urban search and rescue (USAR) [1, 2], agricultural field operations [3], security patrols [4, 5], environmental monitoring [6], and industrial procedures [7] . Studies have shown that multi - robot systems have advantage over single - robot systems by offering more reliability, redundancy, and time efficiency when the nature of the tasks is inherently dist ributed [8] . Nonetheless, the problem of multi - robot task - allocation (MRTA) poses many critical challenges that has called for investigation in the past two decades [9 - 11] . In this regards, t he complexity of MRTA problems increases significantly in a dynamic environment, where the number and location of tasks are unknown for agents [12, 13] . Thus, robot s need to explore the environment to find tasks before accomplishing them.


Learning to Request Guidance in Emergent Communication

arXiv.org Artificial Intelligence

Previous research into agent communication has shown that a pre-trained guide can speed up the learning process of an imitation learning agent. The guide achieves this by providing the agent with discrete messages in an emerged language about how to solve the task. We extend this one-directional communication by a one-bit communication channel from the learner back to the guide: It is able to ask the guide for help, and we limit the guidance by penalizing the learner for these requests. During training, the agent learns to control this gate based on its current observation. We find that the amount of requested guidance decreases over time and guidance is requested in situations of high uncertainty. We investigate the agent's performance in cases of open and closed gates and discuss potential motives for the observed gating behavior.


SMiRL: Surprise Minimizing RL in Dynamic Environments

arXiv.org Artificial Intelligence

All living organisms struggle against the forces of nature to carve out niches where they can maintain homeostasis. We propose that such a search for order amidst chaos might offer a unifying principle for the emergence of useful behaviors in artificial agents. We formalize this idea into an unsupervised reinforcement learning method called surprise minimizing RL (SMiRL). SMiRL trains an agent with the objective of maximizing the probability of observed states under a model trained on previously seen states. The resulting agents can acquire proactive behaviors that seek out and maintain stable conditions, such as balancing and damage avoidance, that are closely tied to an environment's prevailing sources of entropy, such as wind, earthquakes, and other agents. We demonstrate that our surprise minimizing agents can successfully play Tetris, Doom, control a humanoid to avoid falls and navigate to escape enemy agents, without any task-specific reward supervision. We further show that SMiRL can be used together with a standard task reward to accelerate reward-driven learning.


Building AI that can master complex cooperative games with hidden information

#artificialintelligence

We've built an AI bot that achieves state-of-the-art results in Hanabi, a collaborative card game that has been cited as a benchmark game for AI research because it features both cooperative gameplay and imperfect information. Our bot outperforms previous AI algorithms at Hanabi by using real-time search to fine-tune its decisions during gameplay. It's the first bot to exceed elite human performance in the game, as judged by experienced players who have evaluated it. Researchers have found it challenging to apply search beyond perfect-information games like chess and Go. Our success with Hanabi suggests search can improve more AI systems and eventually help build AI that learns to master complex cooperative tasks in real-world settings.