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Diverse Randomized Agents Vote to Win

Neural Information Processing Systems

We investigate the power of voting among diverse, randomized software agents. With teams of computer Go agents in mind, we develop a novel theoretical model of two-stage noisy voting that builds on recent work in machine learning. This model allows us to reason about a collection of agents with different biases (determined by the first-stage noise models), which, furthermore, apply randomized algorithms to evaluate alternatives and produce votes (captured by the second-stage noise models). We analytically demonstrate that a uniform team, consisting of multiple instances of any single agent, must make a significant number of mistakes, whereas a diverse team converges to perfection as the number of agents grows. Our experiments, which pit teams of computer Go agents against strong agents, provide evidence for the effectiveness of voting when agents are diverse.


PerSim: Data-Efficient Offline Reinforcement Learning with Heterogeneous Agents via Personalized Simulators

Neural Information Processing Systems

We consider offline reinforcement learning (RL) with heterogeneous agents under severe data scarcity, i.e., we only observe a single historical trajectory for every agent under an unknown, potentially sub-optimal policy. We find that the performance of state-of-the-art offline and model-based RL methods degrade significantly given such limited data availability, even for commonly perceived "solved" benchmark settings such as "MountainCar" and "CartPole". To address this challenge, we propose PerSim, a model-based offline RL approach which first learns a personalized simulator for each agent by collectively using the historical trajectories across all agents, prior to learning a policy. We do so by positing that the transition dynamics across agents can be represented as a latent function of latent factors associated with agents, states, and actions; subsequently, we theoretically establish that this function is well-approximated by a "low-rank" decomposition of separable agent, state, and action latent functions. This representation suggests a simple, regularized neural network architecture to effectively learn the transition dynamics per agent, even with scarce, offline data.


Blockchain-assisted Demonstration Cloning for Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-Agent Deep Reinforcement Learning (MDRL) is a promising research area in which agents learn complex behaviors in cooperative or competitive environments. However, MDRL comes with several challenges that hinder its usability, including sample efficiency, curse of dimensionality, and environment exploration. Recent works proposing Federated Reinforcement Learning (FRL) to tackle these issues suffer from problems related to model restrictions and maliciousness. Other proposals using reward shaping require considerable engineering and could lead to local optima. In this paper, we propose a novel Blockchain-assisted Multi-Expert Demonstration Cloning (MEDC) framework for MDRL. The proposed method utilizes expert demonstrations in guiding the learning of new MDRL agents, by suggesting exploration actions in the environment. A model sharing framework on Blockchain is designed to allow users to share their trained models, which can be allocated as expert models to requesting users to aid in training MDRL systems. A Consortium Blockchain is adopted to enable traceable and autonomous execution without the need for a single trusted entity. Smart Contracts are designed to manage users and models allocation, which are shared using IPFS. The proposed framework is tested on several applications, and is benchmarked against existing methods in FRL, Reward Shaping, and Imitation Learning-assisted RL. The results show the outperformance of the proposed framework in terms of learning speed and resiliency to faulty and malicious models.


Adaptive Target Localization under Uncertainty using Multi-Agent Deep Reinforcement Learning with Knowledge Transfer

arXiv.org Artificial Intelligence

Target localization is a critical task in sensitive applications, where multiple sensing agents communicate and collaborate to identify the target location based on sensor readings. Existing approaches investigated the use of Multi-Agent Deep Reinforcement Learning (MADRL) to tackle target localization. Nevertheless, these methods do not consider practical uncertainties, like false alarms when the target does not exist or when it is unreachable due to environmental complexities. To address these drawbacks, this work proposes a novel MADRL-based method for target localization in uncertain environments. The proposed MADRL method employs Proximal Policy Optimization to optimize the decision-making of sensing agents, which is represented in the form of an actor-critic structure using Convolutional Neural Networks. The observations of the agents are designed in an optimized manner to capture essential information in the environment, and a team-based reward functions is proposed to produce cooperative agents. The MADRL method covers three action dimensionalities that control the agents' mobility to search the area for the target, detect its existence, and determine its reachability. Using the concept of Transfer Learning, a Deep Learning model builds on the knowledge from the MADRL model to accurately estimating the target location if it is unreachable, resulting in shared representations between the models for faster learning and lower computational complexity. Collectively, the final combined model is capable of searching for the target, determining its existence and reachability, and estimating its location accurately. The proposed method is tested using a radioactive target localization environment and benchmarked against existing methods, showing its efficacy.


Self-Explanation in Social AI Agents

arXiv.org Artificial Intelligence

For example, in online learning, an AI social assistant may connect learners and thereby enhance social interaction. These social AI assistants too need to explain themselves in order to enhance transparency and trust with the learners. We present a method of self-explanation that uses introspection over a self-model of an AI social assistant. The self-model is captured as a functional model that specifies how the methods of the agent use knowledge to achieve its tasks. The process of generating self-explanations uses Chain of Thought to reflect on the self-model and ChatGPT to provide explanations about its functioning. We evaluate the self-explanation of the AI social assistant for completeness and correctness. We also report on its deployment in a live class.


QGAPHEnsemble : Combining Hybrid QLSTM Network Ensemble via Adaptive Weighting for Short Term Weather Forecasting

arXiv.org Artificial Intelligence

Accurate weather forecasting holds significant importance, serving as a crucial tool for decision-making in various industrial sectors. The limitations of statistical models, assuming independence among data points, highlight the need for advanced methodologies. The correlation between meteorological variables necessitate models capable of capturing complex dependencies. This research highlights the practical efficacy of employing advanced machine learning techniques proposing GenHybQLSTM and BO-QEnsemble architecture based on adaptive weight adjustment strategy. Through comprehensive hyper-parameter optimization using hybrid quantum genetic particle swarm optimisation algorithm and Bayesian Optimization, our model demonstrates a substantial improvement in the accuracy and reliability of meteorological predictions through the assessment of performance metrics such as MSE (Mean Squared Error) and MAPE (Mean Absolute Percentage Prediction Error). The paper highlights the importance of optimized ensemble techniques to improve the performance the given weather forecasting task.


Simultaneous Computation with Multiple Prioritizations in Multi-Agent Motion Planning

arXiv.org Artificial Intelligence

Multi-agent path finding (MAPF) in large networks is computationally challenging. An approach for MAPF is prioritized planning (PP), in which agents plan sequentially according to their priority. Albeit a computationally efficient approach for MAPF, the solution quality strongly depends on the prioritization. Most prioritizations rely either on heuristics, which do not generalize well, or iterate to find adequate priorities, which costs computational effort. In this work, we show how agents can compute with multiple prioritizations simultaneously. Our approach is general as it does not rely on domain-specific knowledge. The context of this work is multi-agent motion planning (MAMP) with a receding horizon subject to computation time constraints. MAMP considers the system dynamics in more detail compared to MAPF. In numerical experiments on MAMP, we demonstrate that our approach to prioritization comes close to optimal prioritization and outperforms state-of-the-art methods with only a minor increase in computation time. We show real-time capability in an experiment on a road network with ten vehicles in our Cyber-Physical Mobility Lab.


Diffusion-Based Imitation Learning for Social Pose Generation

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.