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Navigate Complex Physical Worlds via Geometrically Constrained LLM

arXiv.org Artificial Intelligence

This study investigates the potential of Large Language Models (LLMs) for reconstructing and constructing the physical world solely based on textual knowledge. It explores the impact of model performance on spatial understanding abilities. To enhance the comprehension of geometric and spatial relationships in the complex physical world, the study introduces a set of geometric conventions and develops a workflow based on multi-layer graphs and multi-agent system frameworks. It examines how LLMs achieve multi-step and multi-objective geometric inference in a spatial environment using multi-layer graphs under unified geometric conventions. Additionally, the study employs a genetic algorithm, inspired by large-scale model knowledge, to solve geometric constraint problems. In summary, this work innovatively explores the feasibility of using text-based LLMs as physical world builders and designs a workflow to enhance their capabilities.


Traj-Explainer: An Explainable and Robust Multi-modal Trajectory Prediction Approach

arXiv.org Artificial Intelligence

Navigating complex traffic environments has been significantly enhanced by advancements in intelligent technologies, enabling accurate environment perception and trajectory prediction for automated vehicles. However, existing research often neglects the consideration of the joint reasoning of scenario agents and lacks interpretability in trajectory prediction models, thereby limiting their practical application in real-world scenarios. To this purpose, an explainability-oriented trajectory prediction model is designed in this work, named Explainable Conditional Diffusion based Multimodal Trajectory Prediction Traj-Explainer, to retrieve the influencing factors of prediction and help understand the intrinsic mechanism of prediction. In Traj-Explainer, a modified conditional diffusion is well designed to capture the scenario multimodal trajectory pattern, and meanwhile, a modified Shapley Value model is assembled to rationally learn the importance of the global and scenario features. Numerical experiments are carried out by several trajectory prediction datasets, including Waymo, NGSIM, HighD, and MoCAD datasets. Furthermore, we evaluate the identified input factors which indicates that they are in agreement with the human driving experience, indicating the capability of the proposed model in appropriately learning the prediction. Code available in our open-source repository: \url{https://anonymous.4open.science/r/Interpretable-Prediction}.


SERN: Simulation-Enhanced Realistic Navigation for Multi-Agent Robotic Systems in Contested Environments

arXiv.org Artificial Intelligence

The increasing deployment of autonomous systems in complex environments necessitates efficient communication and task completion among multiple agents. This paper presents SERN (Simulation-Enhanced Realistic Navigation), a novel framework integrating virtual and physical environments for real-time collaborative decision-making in multi-robot systems. SERN addresses key challenges in asset deployment and coordination through a bi-directional communication framework using the AuroraXR ROS Bridge. Our approach advances the SOTA through accurate real-world representation in virtual environments using Unity high-fidelity simulator; synchronization of physical and virtual robot movements; efficient ROS data distribution between remote locations; and integration of SOTA semantic segmentation for enhanced environmental perception. Our evaluations show a 15% to 24% improvement in latency and up to a 15% increase in processing efficiency compared to traditional ROS setups. Real-world and virtual simulation experiments with multiple robots demonstrate synchronization accuracy, achieving less than 5 cm positional error and under 2-degree rotational error. These results highlight SERN's potential to enhance situational awareness and multi-agent coordination in diverse, contested environments.


Survival of the Fittest: Evolutionary Adaptation of Policies for Environmental Shifts

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has been successfully applied to solve the problem of finding obstacle-free paths for autonomous agents operating in stochastic and uncertain environments. However, when the underlying stochastic dynamics of the environment experiences drastic distribution shifts, the optimal policy obtained in the trained environment may be sub-optimal or may entirely fail in helping find goal-reaching paths for the agent. Approaches like domain randomization and robust RL can provide robust policies, but typically assume minor (bounded) distribution shifts. For substantial distribution shifts, retraining (either with a warm-start policy or from scratch) is an alternative approach. In this paper, we develop a novel approach called {\em Evolutionary Robust Policy Optimization} (ERPO), an adaptive re-training algorithm inspired by evolutionary game theory (EGT). ERPO learns an optimal policy for the shifted environment iteratively using a temperature parameter that controls the trade off between exploration and adherence to the old optimal policy. The policy update itself is an instantiation of the replicator dynamics used in EGT. We show that under fairly common sparsity assumptions on rewards in such environments, ERPO converges to the optimal policy in the shifted environment. We empirically demonstrate that for path finding tasks in a number of environments, ERPO outperforms several popular RL and deep RL algorithms (PPO, A3C, DQN) in many scenarios and popular environments. This includes scenarios where the RL algorithms are allowed to train from scratch in the new environment, when they are retrained on the new environment, or when they are used in conjunction with domain randomization. ERPO shows faster policy adaptation, higher average rewards, and reduced computational costs in policy adaptation.


Episodic Future Thinking Mechanism for Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

Understanding cognitive processes in multi-agent interactions is a primary goal in cognitive science. It can guide the direction of artificial intelligence (AI) research toward social decision-making in multi-agent systems, which includes uncertainty from character heterogeneity. In this paper, we introduce an episodic future thinking (EFT) mechanism for a reinforcement learning (RL) agent, inspired by cognitive processes observed in animals. To enable future thinking functionality, we first develop a multi-character policy that captures diverse characters with an ensemble of heterogeneous policies. Here, the character of an agent is defined as a different weight combination on reward components, representing distinct behavioral preferences. The future thinking agent collects observation-action trajectories of the target agents and uses the pre-trained multi-character policy to infer their characters. Once the character is inferred, the agent predicts the upcoming actions of target agents and simulates the potential future scenario. This capability allows the agent to adaptively select the optimal action, considering the predicted future scenario in multi-agent interactions. To evaluate the proposed mechanism, we consider the multi-agent autonomous driving scenario with diverse driving traits and multiple particle environments. Simulation results demonstrate that the EFT mechanism with accurate character inference leads to a higher reward than existing multi-agent solutions. We also confirm that the effect of reward improvement remains valid across societies with different levels of character diversity.


Boosting Sample Efficiency and Generalization in Multi-agent Reinforcement Learning via Equivariance

arXiv.org Artificial Intelligence

Multi-Agent Reinforcement Learning (MARL) struggles with sample inefficiency and poor generalization [1]. These challenges are partially due to a lack of structure or inductive bias in the neural networks typically used in learning the policy. One such form of structure that is commonly observed in multi-agent scenarios is symmetry. The field of Geometric Deep Learning has developed Equivariant Graph Neural Networks (EGNN) that are equivariant (or symmetric) to rotations, translations, and reflections of nodes. Incorporating equivariance has been shown to improve learning efficiency and decrease error [ 2 ]. In this paper, we demonstrate that EGNNs improve the sample efficiency and generalization in MARL. However, we also show that a naive application of EGNNs to MARL results in poor early exploration due to a bias in the EGNN structure. To mitigate this bias, we present Exploration-enhanced Equivariant Graph Neural Networks or E2GN2. We compare E2GN2 to other common function approximators using common MARL benchmarks MPE and SMACv2. E2GN2 demonstrates a significant improvement in sample efficiency, greater final reward convergence, and a 2x-5x gain in over standard GNNs in our generalization tests. These results pave the way for more reliable and effective solutions in complex multi-agent systems.


Cooperative Multi-Agent Constrained Stochastic Linear Bandits

arXiv.org Machine Learning

--In this study, we explore a collaborative multi-agent stochastic linear bandit setting involving a network of N agents that communicate locally to minimize their collective regret while keeping their expected cost under a specified threshold τ . Each agent encounters a distinct linear bandit problem characterized by its own reward and cost parameters, i.e., local parameters. The goal of the agents is to determine the best overall action corresponding to the average of these parameters, or so-called global parameters. In each round, an agent is randomly chosen to select an action based on its current knowledge of the system. This chosen action is then executed by all agents, then they observe their individual rewards and costs. We propose a safe distributed upper confidence bound algorithm, so called MA-OPLB, and establish a high probability bound on its T -round regret. MA-OPLB utilizes an accelerated consensus method, where agents can compute an estimate of the average rewards and costs across the network by communicating the proper information with their neighbors. We also experimentally show the performance of our proposed algorithm in different network structures. Stochastic linear bandits have been widely researched in decision-making scenarios with a linear framework, such as recommendation systems or path routing [1], [2]. In these problems, at each time step, an agent selects an action and receives a corresponding random reward, which has an expected value that depends linearly on the context of the action. The agent's objective is to maximize the total reward over T rounds.


Personalized Recommendation Systems using Multimodal, Autonomous, Multi Agent Systems

arXiv.org Artificial Intelligence

This paper describes a highly developed personalised recommendation system using multimodal, autonomous, multi-agent systems. The system focuses on the incorporation of futuristic AI tech and LLMs like Gemini-1.5- pro and LLaMA-70B to improve customer service experiences especially within e-commerce. Our approach uses multi agent, multimodal systems to provide best possible recommendations to its users. The system is made up of three agents as a whole. The first agent recommends products appropriate for answering the given question, while the second asks follow-up questions based on images that belong to these recommended products and is followed up with an autonomous search by the third agent. It also features a real-time data fetch, user preferences-based recommendations and is adaptive learning. During complicated queries the application processes with Symphony, and uses the Groq API to answer quickly with low response times. It uses a multimodal way to utilize text and images comprehensively, so as to optimize product recommendation and customer interaction.


Microsoft introduces 'AI employees' that can handle client queries

The Guardian

Microsoft is introducing autonomous artificial intelligence agents, or virtual employees, that can perform tasks such as handling client queries and identifying sales leads, as the tech sector strives to show investors that the AI boom can produce indispensable products. The US tech company is giving customers the ability to build their own AI agents as well as releasing 10 off-the-shelf bots that can carry out a range of roles including supply chain management and customer service. Early adopters of the Copilot Studio product, which launches next month, include the blue chip consulting firm McKinsey, which is building an agent to process new client inquiries by carrying out tasks such as scheduling follow-up meetings. Other early users include law firm Clifford Chance and retailer Pets at Home. Microsoft is flagging AI agents, which carry out tasks without human intervention, as an example of the technology's ability to increase productivity – a measure of economic efficiency, or the amount of output generated by a worker for each hour worked.


Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games

arXiv.org Artificial Intelligence

Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm can train more efficiently and achieve improved performance in a two-player game if it leverages the knowledge from the single-player version of the same game. This study examines the proposed idea in ten different Atari 2600 environments using the Atari 2600 RAM as the input state. We discuss the advantages of using transfer learning from a single-player training process over training in a two-player setting from scratch, and demonstrate our results in a few measures such as training time and average total reward. We also discuss a method of calculating RAM complexity and its relationship to performance.