Goto

Collaborating Authors

 Agents


Action-Attentive Deep Reinforcement Learning for Autonomous Alignment of Beamlines

arXiv.org Artificial Intelligence

Synchrotron radiation sources play a crucial role in fields such as materials science, biology, and chemistry. The beamline, a key subsystem of the synchrotron, modulates and directs the radiation to the sample for analysis. However, the alignment of beamlines is a complex and time-consuming process, primarily carried out manually by experienced engineers. Even minor misalignments in optical components can significantly affect the beam's properties, leading to suboptimal experimental outcomes. Current automated methods, such as bayesian optimization (BO) and reinforcement learning (RL), although these methods enhance performance, limitations remain. The relationship between the current and target beam properties, crucial for determining the adjustment, is not fully considered. Additionally, the physical characteristics of optical elements are overlooked, such as the need to adjust specific devices to control the output beam's spot size or position. This paper addresses the alignment of beamlines by modeling it as a Markov Decision Process (MDP) and training an intelligent agent using RL. The agent calculates adjustment values based on the current and target beam states, executes actions, and iterates until optimal parameters are achieved. A policy network with action attention is designed to improve decision-making by considering both state differences and the impact of optical components. Experiments on two simulated beamlines demonstrate that our algorithm outperforms existing methods, with ablation studies highlighting the effectiveness of the action attention-based policy network.


A Potential Game Perspective in Federated Learning

arXiv.org Artificial Intelligence

Federated learning (FL) is an emerging paradigm for training machine learning models across distributed clients. Traditionally, in FL settings, a central server assigns training efforts (or strategies) to clients. However, from a market-oriented perspective, clients may independently choose their training efforts based on rational self-interest. To explore this, we propose a potential game framework where each client's payoff is determined by their individual efforts and the rewards provided by the server. The rewards are influenced by the collective efforts of all clients and can be modulated through a reward factor. Our study begins by establishing the existence of Nash equilibria (NEs), followed by an investigation of uniqueness in homogeneous settings. We demonstrate a significant improvement in clients' training efforts at a critical reward factor, identifying it as the optimal choice for the server. Furthermore, we prove the convergence of the best-response algorithm to compute NEs for our FL game. Finally, we apply the training efforts derived from specific NEs to a real-world FL scenario, validating the effectiveness of the identified optimal reward factor.


Scalable spectral representations for multi-agent reinforcement learning in network MDPs

arXiv.org Artificial Intelligence

Multi-agent network systems have found applications in various societal infrastructures, such as power systems, traffic networks, and smart cities [McArthur et al., 2007, Burmeister et al., 1997, Roscia et al., 2013]. One particularly important class of such problems is the cooperative multi-agent network MDP setting, where agents are embedded in a graph, and each agent has its own local state [Qu et al., 2020b]. In network MDPs, the local state transition probabilities and rewards only depend on the states and actions of the agent's direct neighbors in the graph. Such a property has been observed in a great variety of cooperative network control problems, ranging from thermal control of multizone buildings [Zhang et al., 2016], wireless access control [Zocca, 2019] to phase synchronization in electrical grids [Blaabjerg et al., 2006], where agents typically only need to act and learn based on information within a local neighborhood due to constraints on the information and communication infrastructure.


Competing Bandits in Decentralized Large Contextual Matching Markets

arXiv.org Machine Learning

Matching markets have become increasingly relevant in a variety of modern applications, including but not limited to school admissions, organ transplantation, and job matching. Traditionally, these markets were studied under the assumption that the demand side agents (aka players or agents) and the supply side agents (aka arms) have fixed, known preferences, allowing for stable matching via the deferred acceptance algorithm like the Gale-Shapley algorithm introduced in Gale and Shapley (1962). However, in applications like crowdsourcing, online labor markets, and finance, the preferences are not given to the agents, and they must learn it over time by interacting with the environment. Modeling the matching market as multi-agent, multi-armed competitive bandits, there has been extensive work on various aspects, including coordinated centralized matching, decentralized matching, and game-theoretic analysis (see Liu et al. (2020); Basu et al. (2021); Sankararaman et al. (2021); Etesami and Srikant (2024)). In this paper, we study a large and dynamic matching market where the number of arms K is large and often exceeds the number of agents N( K).


Emergent Structure in Multi-agent Systems Using Geometric Embeddings

arXiv.org Artificial Intelligence

This work investigates the self-organization of multi-agent systems into closed trajectories, a common requirement in unmanned aerial vehicle (UAV) surveillance tasks. In such scenarios, smooth, unbiased control signals save energy and mitigate mechanical strain. We propose a decentralized control system architecture that produces a globally stable emergent structure from local observations only; there is no requirement for agents to share a global plan or follow prescribed trajectories. Central to our approach is the formulation of an injective virtual embedding induced by rotations from the actual agent positions. This embedding serves as a structure-preserving map around which all agent stabilize their relative positions and permits the use of well-established linear control techniques. We construct the embedding such that it is topologically equivalent to the desired trajectory (i.e., a homeomorphism), thereby preserving the stability characteristics. We demonstrate the versatility of this approach through implementation on a swarm of Quanser QDrone quadcopters. Results demonstrate the quadcopters self-organize into the desired trajectory while maintaining even separation.


Operator Splitting Covariance Steering for Safe Stochastic Nonlinear Control

arXiv.org Artificial Intelligence

Most robotics applications are typically accompanied with safety restrictions that need to be satisfied with a high degree of confidence even in environments under uncertainty. Controlling the state distribution of a system and enforcing such specifications as distribution constraints is a promising approach for meeting such requirements. In this direction, covariance steering (CS) is an increasingly popular stochastic optimal control (SOC) framework for designing safe controllers via explicit constraints on the system covariance. Nevertheless, a major challenge in applying CS methods to systems with the nonlinear dynamics and chance constraints common in robotics is that the approximations needed are conservative and highly sensitive to the point of approximation. This can cause sequential convex programming methods to converge to poor local minima or incorrectly report problems as infeasible due to shifting constraints. This paper presents a novel algorithm for solving chance-constrained nonlinear CS problems that directly addresses this challenge. Specifically, we propose an operator-splitting approach that temporarily separates the main problem into subproblems that can be solved in parallel. The benefit of this relaxation lies in the fact that it does not require all iterates to satisfy all constraints simultaneously prior to convergence, thus enhancing the exploration capabilities of the algorithm for finding better solutions. Simulation results verify the ability of the proposed method to find higher quality solutions under stricter safety constraints than standard methods on a variety of robotic systems. Finally, the applicability of the algorithm on real systems is confirmed through hardware demonstrations.


Mitigating Relative Over-Generalization in Multi-Agent Reinforcement Learning

arXiv.org Machine Learning

In decentralized multi-agent reinforcement learning, agents learning in isolation can lead to relative over-generalization (RO), where optimal joint actions are undervalued in favor of suboptimal ones. This hinders effective coordination in cooperative tasks, as agents tend to choose actions that are individually rational but collectively suboptimal. To address this issue, we introduce MaxMax Q-Learning (MMQ), which employs an iterative process of sampling and evaluating potential next states, selecting those with maximal Q-values for learning. This approach refines approximations of ideal state transitions, aligning more closely with the optimal joint policy of collaborating agents. We provide theoretical analysis supporting MMQ's potential and present empirical evaluations across various environments susceptible to RO. Our results demonstrate that MMQ frequently outperforms existing baselines, exhibiting enhanced convergence and sample efficiency.


Reinforcing Competitive Multi-Agents for Playing So Long Sucker

arXiv.org Artificial Intelligence

This paper examines the use of classical deep reinforcement learning (DRL) algorithms, DQN, DDQN, and Dueling DQN, in the strategy game So Long Sucker (SLS), a diplomacy-driven game defined by coalition-building and strategic betrayal. SLS poses unique challenges due to its blend of cooperative and adversarial dynamics, making it an ideal platform for studying multi-agent learning and game theory. The study's primary goal is to teach autonomous agents the game's rules and strategies using classical DRL methods. To support this effort, the authors developed a novel, publicly available implementation of SLS, featuring a graphical user interface (GUI) and benchmarking tools for DRL algorithms. Experimental results reveal that while considered basic by modern DRL standards, DQN, DDQN, and Dueling DQN agents achieved roughly 50% of the maximum possible game reward. This suggests a baseline understanding of the game's mechanics, with agents favoring legal moves over illegal ones. However, a significant limitation was the extensive training required, around 2000 games, for agents to reach peak performance, compared to human players who grasp the game within a few rounds. Even after prolonged training, agents occasionally made illegal moves, highlighting both the potential and limitations of these classical DRL methods in semi-complex, socially driven games. The findings establish a foundational benchmark for training agents in SLS and similar negotiation-based environments while underscoring the need for advanced or hybrid DRL approaches to improve learning efficiency and adaptability. Future research could incorporate game-theoretic strategies to enhance agent decision-making in dynamic multi-agent contexts.


DrivingSphere: Building a High-fidelity 4D World for Closed-loop Simulation

arXiv.org Artificial Intelligence

Autonomous driving evaluation requires simulation environments that closely replicate actual road conditions, including real-world sensory data and responsive feedback loops. However, many existing simulations need to predict waypoints along fixed routes on public datasets or synthetic photorealistic data, \ie, open-loop simulation usually lacks the ability to assess dynamic decision-making. While the recent efforts of closed-loop simulation offer feedback-driven environments, they cannot process visual sensor inputs or produce outputs that differ from real-world data. To address these challenges, we propose DrivingSphere, a realistic and closed-loop simulation framework. Its core idea is to build 4D world representation and generate real-life and controllable driving scenarios. In specific, our framework includes a Dynamic Environment Composition module that constructs a detailed 4D driving world with a format of occupancy equipping with static backgrounds and dynamic objects, and a Visual Scene Synthesis module that transforms this data into high-fidelity, multi-view video outputs, ensuring spatial and temporal consistency. By providing a dynamic and realistic simulation environment, DrivingSphere enables comprehensive testing and validation of autonomous driving algorithms, ultimately advancing the development of more reliable autonomous cars. The benchmark will be publicly released.


Empathic Coupling of Homeostatic States for Intrinsic Prosociality

arXiv.org Artificial Intelligence

When regarding the suffering of others, we often experience personal distress and feel compelled to help. Inspired by living systems, we investigate the emergence of prosocial behavior among autonomous agents that are motivated by homeostatic self-regulation. We perform multi-agent reinforcement learning, treating each agent as a vulnerable homeostat charged with maintaining its own well-being. We introduce an empathy-like mechanism to share homeostatic states between agents: an agent can either \emph{observe} their partner's internal state (cognitive empathy) or the agent's internal state can be \emph{directly coupled} to that of their partner's (affective empathy). In three simple multi-agent environments, we show that prosocial behavior arises only under homeostatic coupling - when the distress of a partner can affect one's own well-being. Our findings specify the type and role of empathy in artificial agents capable of prosocial behavior.