Agents
YOLO-MARL: You Only LLM Once for Multi-agent Reinforcement Learning
Zhuang, Yuan, Shen, Yi, Zhang, Zhili, Chen, Yuxiao, Miao, Fei
Advancements in deep multi-agent reinforcement learning (MARL) have positioned it as a promising approach for decision-making in cooperative games. However, it still remains challenging for MARL agents to learn cooperative strategies for some game environments. Recently, large language models (LLMs) have demonstrated emergent reasoning capabilities, making them promising candidates for enhancing coordination among the agents. However, due to the model size of LLMs, it can be expensive to frequently infer LLMs for actions that agents can take. In this work, we propose You Only LLM Once for MARL (YOLO-MARL), a novel framework that leverages the high-level task planning capabilities of LLMs to improve the policy learning process of multi-agents in cooperative games. Notably, for each game environment, YOLO-MARL only requires one time interaction with LLMs in the proposed strategy generation, state interpretation and planning function generation modules, before the MARL policy training process. This avoids the ongoing costs and computational time associated with frequent LLMs API calls during training. Moreover, the trained decentralized normal-sized neural network-based policies operate independently of the LLM. We evaluate our method across three different environments and demonstrate that YOLO-MARL outperforms traditional MARL algorithms. Multi-agent reinforcement learning (MARL) algorithms have proven to be a powerful framework for addressing complex decision-making problems in multi-agent systems. With the rising applications of multi-agent systems, such as mobile robots in warehouses and games requiring complex reasoning and strategy, it is increasingly crucial for individual agents to learn, cooperate, or compete in dynamic environments without a centralized decision-maker (Papoudakis & Schäfer, 2021). In cooperative Markov games, agents are trained to coordinate their actions to maximize the joint rewards. However, existing MARL algorithms face challenges in learning distributed policies for cooperative games.
ROS2-Based Simulation Framework for Cyberphysical Security Analysis of UAVs
Patil, Unmesh, Gunasekaran, Akshith, Bobba, Rakesh, Abbas, Houssam
We present a new simulator of Uncrewed Aerial Vehicles (UAVs) that is tailored to the needs of testing cyber-physical security attacks and defenses. Recent investigations into UAV safety have unveiled various attack surfaces and some defense mechanisms. However, due to escalating regulations imposed by aviation authorities on security research on real UAVs, and the substantial costs associated with hardware test-bed configurations, there arises a necessity for a simulator capable of substituting for hardware experiments, and/or narrowing down their scope to the strictly necessary. The study of different attack mechanisms requires specific features in a simulator. We propose a simulation framework based on ROS2, leveraging some of its key advantages, including modularity, replicability, customization, and the utilization of open-source tools such as Gazebo. Our framework has a built-in motion planner, controller, communication models and attack models. We share examples of research use cases that our framework can enable, demonstrating its utility.
Group Fairness in Peer Review
Aziz, Haris, Micha, Evi, Shah, Nisarg
Large conferences such as NeurIPS and AAAI serve as crossroads of various AI fields, since they attract submissions from a vast number of communities. However, in some cases, this has resulted in a poor reviewing experience for some communities, whose submissions get assigned to less qualified reviewers outside of their communities. An often-advocated solution is to break up any such large conference into smaller conferences, but this can lead to isolation of communities and harm interdisciplinary research. We tackle this challenge by introducing a notion of group fairness, called the core, which requires that every possible community (subset of researchers) to be treated in a way that prevents them from unilaterally benefiting by withdrawing from a large conference. We study a simple peer review model, prove that it always admits a reviewing assignment in the core, and design an efficient algorithm to find one such assignment. We use real data from CVPR and ICLR conferences to compare our algorithm to existing reviewing assignment algorithms on a number of metrics.
Multi-Objective Risk Assessment Framework for Exploration Planning Using Terrain and Traversability Analysis
Souleiman, Riana Gagnon, Varadharajan, Vivek Shankar, Beltrame, Giovanni
Exploration of unknown, unstructured environments, such as in search and rescue, cave exploration, and planetary missions,presents significant challenges due to their unpredictable nature. This unpredictability can lead to inefficient path planning and potential mission failures. We propose a multi-objective risk assessment method for exploration planning in such unconstrained environments. Our approach dynamically adjusts the weight of various risk factors to prevent the robot from undertaking lethal actions too early in the mission. By gradually increasing the allowable risk as the mission progresses, our method enables more efficient exploration. We evaluate risk based on environmental terrain properties, including elevation, slope, roughness, and traversability, and account for factors like battery life, mission duration, and travel distance. Our method is validated through experiments in various subterranean simulated cave environments. The results demonstrate that our approach ensures consistent exploration without incurring lethal actions, while introducing minimal computational overhead to the planning process.
MLLM as Retriever: Interactively Learning Multimodal Retrieval for Embodied Agents
Yue, Junpeng, Xu, Xinru, Karlsson, Börje F., Lu, Zongqing
MLLM agents demonstrate potential for complex embodied tasks by retrieving multimodal task-relevant trajectory data. However, current retrieval methods primarily focus on surface-level similarities of textual or visual cues in trajectories, neglecting their effectiveness for the specific task at hand. To address this issue, we propose a novel method, MLLM as ReTriever (MART), which enhances the performance of embodied agents by utilizing interaction data to fine-tune an MLLM retriever based on preference learning, such that the retriever fully considers the effectiveness of trajectories and prioritize them for unseen tasks. We also introduce Trajectory Abstraction, a mechanism that leverages MLLMs' summarization capabilities to represent trajectories with fewer tokens while preserving key information, enabling agents to better comprehend milestones in the trajectory. Experimental results across various environments demonstrate our method significantly improves task success rates in unseen scenes compared to baseline methods. This work presents a new paradigm for multimodal retrieval in embodied agents, by fine-tuning a general-purpose MLLM as the retriever to assess trajectory effectiveness. All benchmark task sets and simulator code modifications for action and observation spaces will be released.
Distributed Networked Multi-task Learning
Hong, Lingzhou, Garcia, Alfredo
--We consider a distributed multi-task learning scheme that accounts for multiple linear model estimation tasks with heterogeneous and/or correlated data streams. We assume that nodes can be partitioned into groups corresponding to different learning tasks and communicate according to a directed network topology. Each node estimates a linear model asynchronously and is subject to local (within-group) regularization and global (across groups) regularization terms targeting noise reduction and generalization performance improvement respectively. We provide a finite-time characterization of convergence of the estimators and task relation and illustrate the scheme's general applicability in two examples: random field temperature estimation and modeling student performance from different academic districts. Index T erms --Multi-task Learning, Distributed Optimization, Network-based computing systems, Multi-agent systems. N the current age of big data, many applications often face the challenge of processing large and complex datasets, which are usually not available in a single place but rather distributed across multiple locations. Approaches that require data to be aggregated in a central location may be subject to significant scalability and storage challenges. In other scenarios, data are scattered across different sites and owned by different individuals or organizations. Data privacy and security requirements make it difficult to merge such data in an easy way. In both contexts, Distributed Learning (DL) [1]-[3] can provide feasible solutions by building high-performance models shared among multiple nodes while maintaining user privacy and data confidentiality. DL aims to build a collective machine learning model based on the data from multiple computing nodes that can process and store data and are connected via networks. Nodes can utilize neighboring information to improve their own performance: rather than sharing raw data, they only exchange model information such as model parameters or gradients to avoid revealing sensitive information. This work was supported in part by the National Science Foundation under A ward ECCS-1933878 and in part by the Air Force Office of Scientific Research under Grant 15RT0767. Lingzhou Hong and Alfredo Garcia are with the Department of Industrial & Systems Engineering, Texas A&M University, College Station, TX 77843 USA (e-mail: { hlz, alfredo.garcia
Fully Decentralized Policies for Multi-Agent Systems: An Information Theoretic Approach
Roel Dobbe, David Fridovich-Keil, Claire Tomlin
Learning cooperative policies for multi-agent systems is often challenged by partial observability and a lack of coordination. In some settings, the structure of a problem allows a distributed solution with limited communication. Here, we consider a scenario where no communication is available, and instead we learn local policies for all agents that collectively mimic the solution to a centralized multi-agent static optimization problem. Our main contribution is an information theoretic framework based on rate distortion theory which facilitates analysis of how well the resulting fully decentralized policies are able to reconstruct the optimal solution. Moreover, this framework provides a natural extension that addresses which nodes an agent should communicate with to improve the performance of its individual policy.
Dynamic Safe Interruptibility for Decentralized Multi-Agent Reinforcement Learning
El Mahdi El Mhamdi, Rachid Guerraoui, Hadrien Hendrikx, Alexandre Maurer
In reinforcement learning, agents learn by performing actions and observing their outcomes. Sometimes, it is desirable for a human operator to interrupt an agent in order to prevent dangerous situations from happening. Yet, as part of their learning process, agents may link these interruptions, that impact their reward, to specific states and deliberately avoid them. The situation is particularly challenging in a multi-agent context because agents might not only learn from their own past interruptions, but also from those of other agents. Orseau and Armstrong [16] defined safe interruptibility for one learner, but their work does not naturally extend to multi-agent systems. This paper introduces dynamic safe interruptibility, an alternative definition more suited to decentralized learning problems, and studies this notion in two learning frameworks: joint action learners and independent learners. We give realistic sufficient conditions on the learning algorithm to enable dynamic safe interruptibility in the case of joint action learners, yet show that these conditions are not sufficient for independent learners. We show however that if agents can detect interruptions, it is possible to prune the observations to ensure dynamic safe interruptibility even for independent learners.
Safe and Nested Subgame Solving for Imperfect-Information Games
In imperfect-information games, the optimal strategy in a subgame may depend on the strategy in other, unreached subgames. Thus a subgame cannot be solved in isolation and must instead consider the strategy for the entire game as a whole, unlike perfect-information games. Nevertheless, it is possible to first approximate a solution for the whole game and then improve it in individual subgames. This is referred to as subgame solving. We introduce subgame-solving techniques that outperform prior methods both in theory and practice. We also show how to adapt them, and past subgame-solving techniques, to respond to opponent actions that are outside the original action abstraction; this significantly outperforms the prior state-of-the-art approach, action translation. Finally, we show that subgame solving can be repeated as the game progresses down the game tree, leading to far lower exploitability. These techniques were a key component of Libratus, the first AI to defeat top humans in heads-up no-limit Texas hold'em poker.