Agents
Rolling Ahead Diffusion for Traffic Scene Simulation
Liu, Yunpeng, Niedoba, Matthew, Harvey, William, Scibior, Adam, Zwartsenberg, Berend, Wood, Frank
Realistic driving simulation requires that NPCs not only mimic natural driving behaviors but also react to the behavior of other simulated agents. Recent developments in diffusion-based scenario generation focus on creating diverse and realistic traffic scenarios by jointly modelling the motion of all the agents in the scene. However, these traffic scenarios do not react when the motion of agents deviates from their modelled trajectories. For example, the ego-agent can be controlled by a stand along motion planner. To produce reactive scenarios with joint scenario models, the model must regenerate the scenario at each timestep based on new observations in a Model Predictive Control (MPC) fashion. Although reactive, this method is time-consuming, as one complete possible future for all NPCs is generated per simulation step. Alternatively, one can utilize an autoregressive model (AR) to predict only the immediate next-step future for all NPCs. Although faster, this method lacks the capability for advanced planning. We present a rolling diffusion based traffic scene generation model which mixes the benefits of both methods by predicting the next step future and simultaneously predicting partially noised further future steps at the same time. We show that such model is efficient compared to diffusion model based AR, achieving a beneficial compromise between reactivity and computational efficiency.
A Communication Framework for Compositional Generation
Elberg, Rafael, Petrache, Mircea, Parra, Denis
Compositionality and compositional generalization--the ability to understand novel combinations of known concepts--are central characteristics of human language and are hypothesized to be essential for human cognition. In machine learning, the emergence of this property has been studied in a communication game setting, where independent agents (a sender and a receiver) converge to a shared encoding policy from a set of states to a space of discrete messages, where the receiver can correctly reconstruct the states observed by the sender using only the sender's messages. The use of communication games in generation tasks is still largely unexplored, with recent methods for compositional generation focusing mainly on the use of supervised guidance (either through class labels or text). In this work, we take the first steps to fill this gap, and we present a self-supervised generative communication game-based framework for creating compositional encodings in learned representations from pre-trained encoder-decoder models. In an Iterated Learning (IL) protocol involving a sender and a receiver, we apply alternating pressures for compression and diversity of encoded discrete messages, so that the protocol converges to an efficient but unambiguous encoding. Approximate message entropy regularization is used to favor compositional encodings. Our framework is based on rigorous justifications and proofs of defining and balancing the concepts of Efficiency, Unambiguity and Non-Holisticity in encoding. We test our method on the compositional image dataset Shapes3D, demonstrating robust performance in both reconstruction and compositionality metrics, surpassing other tested discrete message frameworks.
Adaptive Teaming in Multi-Drone Pursuit: Simulation, Training, and Deployment
Li, Yang, Chen, Junfan, Xue, Feng, Qiu, Jiabin, Li, Wenbin, Zhang, Qingrui, Wen, Ying, Pan, Wei
Adaptive teaming, the ability to collaborate with unseen teammates without prior coordination, remains an underexplored challenge in multi-robot collaboration. This paper focuses on adaptive teaming in multi-drone cooperative pursuit, a critical task with real-world applications such as border surveillance, search-and-rescue, and counter-terrorism. We first define and formalize the \textbf{A}daptive Teaming in \textbf{M}ulti-\textbf{D}rone \textbf{P}ursuit (AT-MDP) problem and introduce AT-MDP framework, a comprehensive framework that integrates simulation, algorithm training and real-world deployment. AT-MDP framework provides a flexible experiment configurator and interface for simulation, a distributed training framework with an extensive algorithm zoo (including two newly proposed baseline methods) and an unseen drone zoo for evaluating adaptive teaming, as well as a real-world deployment system that utilizes edge computing and Crazyflie drones. To the best of our knowledge, AT-MDP framework is the first adaptive framework for continuous-action decision-making in complex real-world drone tasks, enabling multiple drones to coordinate effectively with unseen teammates. Extensive experiments in four multi-drone pursuit environments of increasing difficulty confirm the effectiveness of AT-MDP framework, while real-world deployments further validate its feasibility in physical systems. Videos and code are available at https://sites.google.com/view/at-mdp.
EmbodiedBench: Comprehensive Benchmarking Multi-modal Large Language Models for Vision-Driven Embodied Agents
Yang, Rui, Chen, Hanyang, Zhang, Junyu, Zhao, Mark, Qian, Cheng, Wang, Kangrui, Wang, Qineng, Koripella, Teja Venkat, Movahedi, Marziyeh, Li, Manling, Ji, Heng, Zhang, Huan, Zhang, Tong
Leveraging Multi-modal Large Language Models (MLLMs) to create embodied agents offers a promising avenue for tackling real-world tasks. While language-centric embodied agents have garnered substantial attention, MLLM-based embodied agents remain underexplored due to the lack of comprehensive evaluation frameworks. To bridge this gap, we introduce EmbodiedBench, an extensive benchmark designed to evaluate vision-driven embodied agents. EmbodiedBench features: (1) a diverse set of 1,128 testing tasks across four environments, ranging from high-level semantic tasks (e.g., household) to low-level tasks involving atomic actions (e.g., navigation and manipulation); and (2) six meticulously curated subsets evaluating essential agent capabilities like commonsense reasoning, complex instruction understanding, spatial awareness, visual perception, and long-term planning. Through extensive experiments, we evaluated 13 leading proprietary and open-source MLLMs within EmbodiedBench. Our findings reveal that: MLLMs excel at high-level tasks but struggle with low-level manipulation, with the best model, GPT-4o, scoring only 28.9% on average. EmbodiedBench provides a multifaceted standardized evaluation platform that not only highlights existing challenges but also offers valuable insights to advance MLLM-based embodied agents. Our code is available at https://embodiedbench.github.io.
Mind the Gaps: Logical English, Prolog, and Multi-agent Systems for Autonomous Vehicles
Sartor, Galileo, Wyner, Adam, Contissa, Giuseppe
In this paper, we present a modular system for representing and reasoning with legal aspects of traffic rules for autonomous vehicles. We focus on a subset of the United Kingdom's Highway Code (HC) related to junctions. As human drivers and automated vehicles (AVs) will interact on the roads, especially in urban environments, we claim that an accessible, unitary, high-level computational model should exist and be applicable to both users. Autonomous vehicles introduce a shift in liability that should not bring disadvantages or increased burden on human drivers. We develop a system "in silico" of the model. The proposed system is built of three main components: a natural language interface, using Logical English, which encodes the rules; an internal representation of the rules in Prolog; and an multi-agent-based simulation environment, built in NetLogo. The three components interact: Logical English is translated into and out of Prolog (along with some support code); Prolog and NetLogo interface via predicates. Such a modular approach enables the different components to carry different "burdens" in the overall system; it also allows swapping of modules. Given NetLogo, we can visualize the effect of the modeled rules as well as validate the system with a simple dynamic running scenario. Designated agents monitor the behaviour of the vehicles for compliance and record potential violations where they occur. The information on potential violations is then utilized by Validators, to determine whether the violation is punishable, differentiating between exceptions and cases.
Game Theory Meets Large Language Models: A Systematic Survey
Sun, Haoran, Wu, Yusen, Cheng, Yukun, Chu, Xu
Game theory establishes a fundamental framework for analyzing strategic interactions among rational decision-makers. The rapid advancement of large language models (LLMs) has sparked extensive research exploring the intersection of these two fields. Specifically, game-theoretic methods are being applied to evaluate and enhance LLM capabilities, while LLMs themselves are reshaping classic game models. This paper presents a comprehensive survey of the intersection of these fields, exploring a bidirectional relationship from three perspectives: (1) Establishing standardized game-based benchmarks for evaluating LLM behavior; (2) Leveraging game-theoretic methods to improve LLM performance through algorithmic innovations; (3) Characterizing the societal impacts of LLMs through game modeling. Among these three aspects, we also highlight how the equilibrium analysis for traditional game models is impacted by LLMs' advanced language understanding, which in turn extends the study of game theory. Finally, we identify key challenges and future research directions, assessing their feasibility based on the current state of the field. By bridging theoretical rigor with emerging AI capabilities, this survey aims to foster interdisciplinary collaboration and drive progress in this evolving research area.
Safe Multi-agent Satellite Servicing with Control Barrier Functions
Parikh, Deep, van Wijk, David, Majji, Manoranjan
The use of control barrier functions under uncertain pose information of multiple small servicing agents is analyzed for a satellite servicing application. The application consists of modular servicing agents deployed towards a tumbling space object from a mothership. Relative position and orientation of each agent is obtained via fusion of relative range and inertial measurement sensors. The control barrier functions are utilized to avoid collisions with other agents for the application of simultaneously relocating servicing agents on a tumbling body. A differential collision detection and avoidance framework using the polytopic hull of the tumbling space object is utilized to safely guide the agents away from the tumbling object.
Evaluating and Improving Graph-based Explanation Methods for Multi-Agent Coordination
Kailas, Siva, Jain, Shalin, Ravichandar, Harish
Graph Neural Networks (GNNs), developed by the graph learning community, have been adopted and shown to be highly effective in multi-robot and multi-agent learning. Inspired by this successful cross-pollination, we investigate and characterize the suitability of existing GNN explanation methods for explaining multi-agent coordination. We find that these methods have the potential to identify the most-influential communication channels that impact the team's behavior. Informed by our initial analyses, we propose an attention entropy regularization term that renders GAT-based policies more amenable to existing graph-based explainers. Intuitively, minimizing attention entropy incentivizes agents to limit their attention to the most influential or impactful agents, thereby easing the challenge faced by the explainer. We theoretically ground this intuition by showing that minimizing attention entropy increases the disparity between the explainer-generated subgraph and its complement. Evaluations across three tasks and three team sizes i) provides insights into the effectiveness of existing explainers, and ii) demonstrates that our proposed regularization consistently improves explanation quality without sacrificing task performance.
Learning Fair Policies for Infectious Diseases Mitigation using Path Integral Control
Jia, Zhuangzhuang, Park, Hyuk, Dayanıklı, Gökçe, Hanasusanto, Grani A.
Infectious diseases pose major public health challenges to society, highlighting the importance of designing effective policies to reduce economic loss and mortality. In this paper, we propose a framework for sequential decision-making under uncertainty to design fairness-aware disease mitigation policies that incorporate various measures of unfairness. Specifically, our approach learns equitable vaccination and lockdown strategies based on a stochastic multi-group SIR model. To address the challenges of solving the resulting sequential decision-making problem, we adopt the path integral control algorithm as an efficient solution scheme. Through a case study, we demonstrate that our approach effectively improves fairness compared to conventional methods and provides valuable insights for policymakers.
On the existence of EFX allocations in multigraphs
Sgouritsa, Alkmini, Sotiriou, Minas Marios
We study the problem of "fairly" dividing indivisible goods to several agents that have valuation set functions over the sets of goods. As fair we consider the allocations that are envy-free up to any good (EFX), i.e., no agent envies any proper subset of the goods given to any other agent. The existence or not of EFX allocations is a major open problem in Fair Division, and there are only positive results for special cases. [George Christodoulou, Amos Fiat, Elias Koutsoupias, Alkmini Sgouritsa 2023] introduced a restriction on the agents' valuations according to a graph structure: the vertices correspond to agents and the edges to goods, and each vertex/agent has zero marginal value (or in other words, they are indifferent) for the edges/goods that are not adjacent to them. The existence of EFX allocations has been shown for simple graphs with general monotone valuations [George Christodoulou, Amos Fiat, Elias Koutsoupias, Alkmini Sgouritsa 2023], and for multigraphs for restricted additive valuations [Alireza Kaviani, Masoud Seddighin, Amir Mohammad Shahrezaei 2024]. In this work, we push the state-of-the-art further, and show that the EFX allocations always exists in multigraphs and general monotone valuations if any of the following three conditions hold: either (a) the multigraph is bipartite, or (b) each agent has at most $\lceil \frac{n}{4} \rceil -1$ neighbors, where $n$ is the total number of agents, or (c) the shortest cycle with non-parallel edges has length at least 6.