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Adaptive Network Intervention for Complex Systems: A Hierarchical Graph Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Effective governance and steering of behavior in complex multi-agent systems (MAS) are essential for managing system-wide outcomes, particularly in environments where interactions are structured by dynamic networks. In many applications, the goal is to promote pro-social behavior among agents, where network structure plays a pivotal role in shaping these interactions. This paper introduces a Hierarchical Graph Reinforcement Learning (HGRL) framework that governs such systems through targeted interventions in the network structure. Operating within the constraints of limited managerial authority, the HGRL framework demonstrates superior performance across a range of environmental conditions, outperforming established baseline methods. Our findings highlight the critical influence of agent-to-agent learning (social learning) on system behavior: under low social learning, the HGRL manager preserves cooperation, forming robust core-periphery networks dominated by cooperators. In contrast, high social learning accelerates defection, leading to sparser, chain-like networks. Additionally, the study underscores the importance of the system manager's authority level in preventing system-wide failures, such as agent rebellion or collapse, positioning HGRL as a powerful tool for dynamic network-based governance.


Resource Governance in Networked Systems via Integrated Variational Autoencoders and Reinforcement Learning

arXiv.org Artificial Intelligence

We introduce a framework that integrates variational autoencoders (VAE) with reinforcement learning (RL) to balance system performance and resource usage in multi-agent systems by dynamically adjusting network structures over time. A key innovation of this method is its capability to handle the vast action space of the network structure. This is achieved by combining Variational Auto-Encoder and Deep Reinforcement Learning to control the latent space encoded from the network structures. The proposed method, evaluated on the modified OpenAI particle environment under various scenarios, not only demonstrates superior performance compared to baselines but also reveals interesting strategies and insights through the learned behaviors.


DisCo: Distributed Contact-Rich Trajectory Optimization for Forceful Multi-Robot Collaboration

arXiv.org Artificial Intelligence

We present DisCo, a distributed algorithm for contact-rich, multi-robot tasks. DisCo is a distributed contact-implicit trajectory optimization algorithm, which allows a group of robots to optimize a time sequence of forces to objects and to their environment to accomplish tasks such as collaborative manipulation, robot team sports, and modular robot locomotion. We build our algorithm on a variant of the Alternating Direction Method of Multipliers (ADMM), where each robot computes its own contact forces and contact-switching events from a smaller single-robot, contact-implicit trajectory optimization problem, while cooperating with other robots through dual variables, enforcing constraints between robots. Each robot iterates between solving its local problem, and communicating over a wireless mesh network to enforce these consistency constraints with its neighbors, ultimately converging to a coordinated plan for the group. The local problems solved by each robot are significantly less challenging than a centralized problem with all robots' contact forces and switching events, improving the computational efficiency, while also preserving the privacy of some aspects of each robot's operation. We demonstrate the effectiveness of our algorithm in simulations of collaborative manipulation, multi-robot team sports scenarios, and in modular robot locomotion, where DisCo achieves $3$x higher success rates with a 2.5x to 5x faster computation time. Further, we provide results of hardware experiments on a modular truss robot, with three collaborating truss nodes planning individually while working together to produce a punctuated rolling-gate motion of the composite structure. Videos are available on the project page: https://disco-opt.github.io.


Proportional Fairness in Non-Centroid Clustering

arXiv.org Artificial Intelligence

We revisit the recently developed framework of proportionally fair clustering, where the goal is to provide group fairness guarantees that become stronger for groups of data points (agents) that are large and cohesive. Prior work applies this framework to centroid clustering, where the loss of an agent is its distance to the centroid assigned to its cluster. We expand the framework to non-centroid clustering, where the loss of an agent is a function of the other agents in its cluster, by adapting two proportional fairness criteria -- the core and its relaxation, fully justified representation (FJR) -- to this setting. We show that the core can be approximated only under structured loss functions, and even then, the best approximation we are able to establish, using an adaptation of the GreedyCapture algorithm developed for centroid clustering [Chen et al., 2019; Micha and Shah, 2020], is unappealing for a natural loss function. In contrast, we design a new (inefficient) algorithm, GreedyCohesiveClustering, which achieves the relaxation FJR exactly under arbitrary loss functions, and show that the efficient GreedyCapture algorithm achieves a constant approximation of FJR. We also design an efficient auditing algorithm, which estimates the FJR approximation of any given clustering solution up to a constant factor. Our experiments on real data suggest that traditional clustering algorithms are highly unfair, whereas GreedyCapture is considerably fairer and incurs only a modest loss in common clustering objectives.


OS-ATLAS: A Foundation Action Model for Generalist GUI Agents

arXiv.org Artificial Intelligence

Existing efforts in building GUI agents heavily rely on the availability of robust commercial Vision-Language Models (VLMs) such as GPT-4o and GeminiPro-Vision. Practitioners are often reluctant to use open-source VLMs due to their significant performance lag compared to their closed-source counterparts, particularly in GUI grounding and Out-Of-Distribution (OOD) scenarios. To facilitate future research in this area, we developed OS-Atlas --a foundational GUI action model that excels at GUI grounding and OOD agentic tasks through innovations in both data and modeling. We have invested significant engineering effort in developing an open-source toolkit for synthesizing GUI grounding data across multiple platforms, including Windows, Linux, MacOS, Android, and the web. Leveraging this toolkit, we are releasing the largest open-source cross-platform GUI grounding corpus to date, which contains over 13 million GUI elements. This dataset, combined with innovations in model training, provides a solid foundation for OS-Atlas to understand GUI screenshots and generalize to unseen interfaces. Through extensive evaluation across six benchmarks spanning three different platforms (mobile, desktop, and web), OS-Atlas demonstrates significant performance improvements over previous state-of-the-art models. With the recent adoption of large language models (LLMs), the fantasy of building digital agents (Wu et al., 2024)--similar to JARVIS in The Iron Man--to automate daily tasks is evolving from science fiction into a tangible reality. Many current agents make decisions based on textual descriptions of the environments, such as HTML and accessibility trees, which is often lengthy (Zheng et al., 2024a), noisy (Cheng et al., 2024; WebAIM, 2024), and hard to acquire in practice. More recent studies (Cheng et al., 2024; Hong et al., 2024b; Li et al., 2024) have explored the use of large visionlanguage models (VLMs) to develop graphical user interfaces (GUI) agents capable of performing complex tasks simply by analyzing the screen - an information-complete medium for agent's decisionmaking, allowing for greater flexibility. At the core of a GUI agent lies an action model that enables GUI grounding - the process of transforming natural language instructions into executable actions within the operating system (e.g., clicking somewhere on the screen).


Fair Division with Market Values

arXiv.org Artificial Intelligence

We introduce a model of fair division with market values, where indivisible goods must be partitioned among agents with (additive) subjective valuations, and each good additionally has a market value. The market valuation can be viewed as a separate additive valuation that holds identically across all the agents. We seek allocations that are simultaneously fair with respect to the subjective valuations and with respect to the market valuation. We show that an allocation that satisfies stochastically-dominant envy-freeness up to one good (SD-EF1) with respect to both the subjective valuations and the market valuation does not always exist, but the weaker guarantee of EF1 with respect to the subjective valuations along with SD-EF1 with respect to the market valuation can be guaranteed. We also study a number of other guarantees such as Pareto optimality, EFX, and MMS. In addition, we explore non-additive valuations and extend our model to cake-cutting. Along the way, we identify several tantalizing open questions.


Leader-Follower 3D Formation for Underwater Robots

arXiv.org Artificial Intelligence

The schooling behavior of fish is hypothesized to confer many survival benefits, including foraging success, safety from predators, and energy savings through hydrodynamic interactions when swimming in formation. Underwater robot collectives may be able to achieve similar benefits in future applications, e.g. using formation control to achieve efficient spatial sampling for environmental monitoring. Although many theoretical algorithms exist for multi-robot formation control, they have not been tested in the underwater domain due to the fundamental challenges in underwater communication. Here we introduce a leader-follower strategy for underwater formation control that allows us to realize complex 3D formations, using purely vision-based perception and a reactive control algorithm that is low computation. We use a physical platform, BlueSwarm, to demonstrate for the first time an experimental realization of inline, side-by-side, and staggered swimming 3D formations. More complex formations are studied in a physics-based simulator, providing new insights into the convergence and stability of formations given underwater inertial/drag conditions. Our findings lay the groundwork for future applications of underwater robot swarms in aquatic environments with minimal communication.


From Hype to Reality: The Road Ahead of Deploying DRL in 6G Networks

arXiv.org Artificial Intelligence

The industrial landscape is rapidly evolving with the advent of 6G applications, which demand massive connectivity, high computational capacity, and ultra-low latency. These requirements present new challenges, which can no longer be efficiently addressed by conventional strategies. In response, this article underscores the transformative potential of Deep Reinforcement Learning (DRL) for 6G, highlighting its advantages over classic machine learning solutions in meeting the demands of 6G. The necessity of DRL is further validated through three DRL applications in an end-to-end communication procedure, including wireless access control, baseband function placement, and network slicing coordination. However, DRL-based network management initiatives are far from mature. We extend the discussion to identify the challenges of applying DRL in practical networks and explore potential solutions along with their respective limitations. In the end, these insights are validated through a practical DRL deployment in managing network slices on the testbed.


Self-optimization in distributed manufacturing systems using Modular State-based Stackelberg Games

arXiv.org Artificial Intelligence

In this study, we introduce Modular State-based Stackelberg Games (Mod-SbSG), a novel game structure developed for distributed self-learning in modular manufacturing systems. Mod-SbSG enhances cooperative decision-making among self-learning agents within production systems by integrating State-based Potential Games (SbPG) with Stackelberg games. This hierarchical structure assigns more important modules of the manufacturing system a first-mover advantage, while less important modules respond optimally to the leaders' decisions. This decision-making process differs from typical multi-agent learning algorithms in manufacturing systems, where decisions are made simultaneously. We provide convergence guarantees for the novel game structure and design learning algorithms to account for the hierarchical game structure. We further analyse the effects of single-leader/multiple-follower and multiple-leader/multiple-follower scenarios within a Mod-SbSG. To assess its effectiveness, we implement and test Mod-SbSG in an industrial control setting using two laboratory-scale testbeds featuring sequential and serial-parallel processes. The proposed approach delivers promising results compared to the vanilla SbPG, which reduces overflow by 97.1%, and in some cases, prevents overflow entirely. Additionally, it decreases power consumption by 5-13% while satisfying the production demand, which significantly improves potential (global objective) values.


Non-contact Dexterous Micromanipulation with Multiple Optoelectronic Robots

arXiv.org Artificial Intelligence

Micromanipulation systems leverage automation and robotic technologies to improve the precision, repeatability, and efficiency of various tasks at the microscale. However, current approaches are typically limited to specific objects or tasks, which necessitates the use of custom tools and specialized grasping methods. This paper proposes a novel non-contact micromanipulation method based on optoelectronic technologies. The proposed method utilizes repulsive dielectrophoretic forces generated in the optoelectronic field to drive a microrobot, enabling the microrobot to push the target object in a cluttered environment without physical contact. The non-contact feature can minimize the risks of potential damage, contamination, or adhesion while largely improving the flexibility of manipulation. The feature enables the use of a general tool for indirect object manipulation, eliminating the need for specialized tools. A series of simulation studies and real-world experiments -- including non-contact trajectory tracking, obstacle avoidance, and reciprocal avoidance between multiple microrobots -- are conducted to validate the performance of the proposed method. The proposed formulation provides a general and dexterous solution for a range of objects and tasks at the micro scale.