Agents
Diffusion-Based Imitation Learning for Social Pose Generation
Martin-Ozimek, Antonio Lech, Jayarathne, Isuru, Mon, Su Larb, Chew, Jouh Yeong
Intelligent agents, such as robots and virtual agents, must understand the dynamics of complex social interactions to interact with humans. Effectively representing social dynamics is challenging because we require multi-modal, synchronized observations to understand a scene. We explore how using a single modality, the pose behavior, of multiple individuals in a social interaction can be used to generate nonverbal social cues for the facilitator of that interaction. The facilitator acts to make a social interaction proceed smoothly and is an essential role for intelligent agents to replicate in human-robot interactions. In this paper, we adapt an existing diffusion behavior cloning model to learn and replicate facilitator behaviors. Furthermore, we evaluate two representations of pose observations from a scene, one representation has pre-processing applied and one does not. The purpose of this paper is to introduce a new use for diffusion behavior cloning for pose generation in social interactions. The second is to understand the relationship between performance and computational load for generating social pose behavior using two different techniques for collecting scene observations. As such, we are essentially testing the effectiveness of two different types of conditioning for a diffusion model. We then evaluate the resulting generated behavior from each technique using quantitative measures such as mean per-joint position error (MPJPE), training time, and inference time. Additionally, we plot training and inference time against MPJPE to examine the trade-offs between efficiency and performance. Our results suggest that the further pre-processed data can successfully condition diffusion models to generate realistic social behavior, with reasonable trade-offs in accuracy and processing time.
Human-like Nonverbal Behavior with MetaHumans in Real-World Interaction Studies: An Architecture Using Generative Methods and Motion Capture
Chojnowski, Oliver, Eberhard, Alexander, Schiffmann, Michael, Mรผller, Ana, Richert, Anja
Socially interactive agents are gaining prominence in domains like healthcare, education, and service contexts, particularly virtual agents due to their inherent scalability. To facilitate authentic interactions, these systems require verbal and nonverbal communication through e.g., facial expressions and gestures. While natural language processing technologies have rapidly advanced, incorporating human-like nonverbal behavior into real-world interaction contexts is crucial for enhancing the success of communication, yet this area remains underexplored. One barrier is creating autonomous systems with sophisticated conversational abilities that integrate human-like nonverbal behavior. This paper presents a distributed architecture using Epic Games MetaHuman, combined with advanced conversational AI and camera-based user management, that supports methods like motion capture, handcrafted animation, and generative approaches for nonverbal behavior. We share insights into a system architecture designed to investigate nonverbal behavior in socially interactive agents, deployed in a three-week field study in the Deutsches Museum Bonn, showcasing its potential in realistic nonverbal behavior research.
Graph Coloring to Reduce Computation Time in Prioritized Planning
Scheffe, Patrick, Kahle, Julius, Alrifaee, Bassam
Distributing computations among agents in large networks reduces computational effort in multi-agent path finding (MAPF). One distribution strategy is prioritized planning (PP). In PP, we couple and prioritize interacting agents to achieve a desired behavior across all agents in the network. We characterize the interaction with a directed acyclic graph (DAG). The computation time for solving MAPF problem using PP is mainly determined through the longest path in this DAG. The longest path depends on the fixed undirected coupling graph and the variable prioritization. The approaches from literature to prioritize agents are numerous and pursue various goals. This article presents an approach for prioritization in PP to reduce the longest path length in the coupling DAG and thus the computation time for MAPF using PP. We prove that this problem can be mapped to a graph-coloring problem, in which the number of colors required corresponds to the longest path length in the coupling DAG. We propose a decentralized graph-coloring algorithm to determine priorities for the agents. We evaluate the approach by applying it to multi-agent motion planning (MAMP) for connected and automated vehicles (CAVs) on roads using, a variant of MAPF.
Revisiting Ensemble Methods for Stock Trading and Crypto Trading Tasks at ACM ICAIF FinRL Contest 2023-2024
Holzer, Nikolaus, Wang, Keyi, Xiao, Kairong, Yanglet, Xiao-Yang Liu
Reinforcement learning has demonstrated great potential for performing financial tasks. However, it faces two major challenges: policy instability and sampling bottlenecks. In this paper, we revisit ensemble methods with massively parallel simulations on graphics processing units (GPUs), significantly enhancing the computational efficiency and robustness of trained models in volatile financial markets. Our approach leverages the parallel processing capability of GPUs to significantly improve the sampling speed for training ensemble models. The ensemble models combine the strengths of component agents to improve the robustness of financial decision-making strategies. We conduct experiments in both stock and cryptocurrency trading tasks to evaluate the effectiveness of our approach. Massively parallel simulation on a single GPU improves the sampling speed by up to $1,746\times$ using $2,048$ parallel environments compared to a single environment. The ensemble models have high cumulative returns and outperform some individual agents, reducing maximum drawdown by up to $4.17\%$ and improving the Sharpe ratio by up to $0.21$. This paper describes trading tasks at ACM ICAIF FinRL Contests in 2023 and 2024.
How2comm: Communication-Efficient and Collaboration-Pragmatic Multi-Agent Perception
Multi-agent collaborative perception has recently received widespread attention as an emerging application in driving scenarios. Despite the advancements in previous efforts, challenges remain due to various noises in the perception procedure, including communication redundancy, transmission delay, and collaboration heterogeneity. To tackle these issues, we propose \textit{How2comm}, a collaborative perception framework that seeks a trade-off between perception performance and communication bandwidth. Our novelties lie in three aspects. First, we devise a mutual information-aware communication mechanism to maximally sustain the informative features shared by collaborators.
Efficient Adversarial Attacks on Online Multi-agent Reinforcement Learning
Due to the broad range of applications of multi-agent reinforcement learning (MARL), understanding the effects of adversarial attacks against MARL model is essential for the safe applications of this model. Motivated by this, we investigate the impact of adversarial attacks on MARL. In the considered setup, there is an exogenous attacker who is able to modify the rewards before the agents receive them or manipulate the actions before the environment receives them. The attacker aims to guide each agent into a target policy or maximize the cumulative rewards under some specific reward function chosen by the attacker, while minimizing the amount of the manipulation on feedback and action. We first show the limitations of the action poisoning only attacks and the reward poisoning only attacks.
A Law of Iterated Logarithm for Multi-Agent Reinforcement Learning
In Multi-Agent Reinforcement Learning (MARL), multiple agents interact with a common environment, as also with each other, for solving a shared problem in sequential decision-making. It has wide-ranging applications in gaming, robotics, finance, communication, etc. In this work, we derive a novel law of iterated logarithm for a family of distributed nonlinear stochastic approximation schemes that is useful in MARL. In particular, our result describes the convergence rate on almost every sample path where the algorithm converges. This result is the first of its kind in the distributed setup and provides deeper insights than the existing ones, which only discuss convergence rates in the expected or the CLT sense.
Pessimism Meets Invariance: Provably Efficient Offline Mean-Field Multi-Agent RL
Mean-Field Multi-Agent Reinforcement Learning (MF-MARL) is attractive in the applications involving a large population of homogeneous agents, as it exploits the permutation invariance of agents and avoids the curse of many agents. Most existing results only focus on online settings, in which agents can interact with the environment during training. In some applications such as social welfare optimization, however, the interaction during training can be prohibitive or even unethical in the societal systems. To bridge such a gap, we propose a SAFARI (peSsimistic meAn-Field vAlue iteRatIon) algorithm for off-line MF-MARL, which only requires a handful of pre-collected experience data. Theoretically, under a weak coverage assumption that the experience dataset contains enough information about the optimal policy, we prove that for an episodic mean-field MDP with a horizon H and N training trajectories, SAFARI attains a sub-optimality gap of \mathcal{O}(H 2d_{\rm eff} /\sqrt{N}), where d_{\rm eff} is the effective dimension of the function class for parameterizing the value function, but independent on the number of agents.
Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update
In this paper we provide a novel and simple algorithm, Clairvoyant Multiplicative Weights Updates (CMWU), for convergence to \textit{Coarse Correlated Equilibria} (CCE) in general games. CMWU effectively corresponds to the standard MWU algorithm but where all agents, when updating their mixed strategies, use the payoff profiles based on tomorrow's behavior, i.e. the agents are clairvoyant. CMWU achieves constant regret of \ln(m)/\eta in all normal-form games with m actions and fixed step-sizes \eta . Although CMWU encodes in its definition a fixed point computation, which in principle could result in dynamics that are neither computationally efficient nor uncoupled, we show that both of these issues can be largely circumvented. Specifically, as long as the step-size \eta is upper bounded by \frac{1}{(n-1)V}, where n is the number of agents and [0,V] is the payoff range, then the CMWU updates can be computed linearly fast via a contraction map.
Trading off Utility, Informativeness, and Complexity in Emergent Communication
Emergent communication (EC) research often focuses on optimizing task-specific utility as a driver for communication. However, there is increasing evidence that human languages are shaped by task-general communicative constraints and evolve under pressure to optimize the Information Bottleneck (IB) tradeoff between the informativeness and complexity of the lexicon. Here, we integrate these two approaches by trading off utility, informativeness, and complexity in EC. To this end, we propose Vector-Quantized Variational Information Bottleneck (VQ-VIB), a method for training neural agents to encode inputs into discrete signals embedded in a continuous space. We evaluate our approach in multi-agent reinforcement learning settings and in color reference games and show that: (1) VQ-VIB agents can continuously adapt to changing communicative needs and, in the color domain, align with human languages; (2) the emergent VQ-VIB embedding spaces are semantically meaningful and perceptually grounded; and (3) encouraging informativeness leads to faster convergence rates and improved utility, both in VQ-VIB and in prior neural architectures for symbolic EC, with VQ-VIB achieving higher utility for any given complexity. This work offers a new framework for EC that is grounded in information-theoretic principles that are believed to characterize human language evolution and that may facilitate human-agent interaction.