Agents
The Art of Storytelling: Multi-Agent Generative AI for Dynamic Multimodal Narratives
Arif, Samee, Arif, Taimoor, Haroon, Muhammad Saad, Khan, Aamina Jamal, Raza, Agha Ali, Athar, Awais
This paper introduces the concept of an education tool that utilizes Generative Artificial Intelligence (GenAI) to enhance storytelling for children. The system combines GenAI-driven narrative co-creation, text-to-speech conversion, and text-to-video generation to produce an engaging experience for learners. We describe the co-creation process, the adaptation of narratives into spoken words using text-to-speech models, and the transformation of these narratives into contextually relevant visuals through text-to-video technology. Our evaluation covers the linguistics of the generated stories, the text-to-speech conversion quality, and the accuracy of the generated visuals.
Can VLMs Play Action Role-Playing Games? Take Black Myth Wukong as a Study Case
Chen, Peng, Bu, Pi, Song, Jun, Gao, Yuan, Zheng, Bo
Recently, large language model (LLM)-based agents have made significant advances across various fields. One of the most popular research areas involves applying these agents to video games. Traditionally, these methods have relied on game APIs to access in-game environmental and action data. However, this approach is limited by the availability of APIs and does not reflect how humans play games. With the advent of vision language models (VLMs), agents now have enhanced visual understanding capabilities, enabling them to interact with games using only visual inputs. Despite these advances, current approaches still face challenges in action-oriented tasks, particularly in action role-playing games (ARPGs), where reinforcement learning methods are prevalent but suffer from poor generalization and require extensive training. To address these limitations, we select an ARPG, ``Black Myth: Wukong'', as a research platform to explore the capability boundaries of existing VLMs in scenarios requiring visual-only input and complex action output. We define 12 tasks within the game, with 75% focusing on combat, and incorporate several state-of-the-art VLMs into this benchmark. Additionally, we will release a human operation dataset containing recorded gameplay videos and operation logs, including mouse and keyboard actions. Moreover, we propose a novel VARP (Vision Action Role-Playing) agent framework, consisting of an action planning system and a visual trajectory system. Our framework demonstrates the ability to perform basic tasks and succeed in 90% of easy and medium-level combat scenarios. This research aims to provide new insights and directions for applying multimodal agents in complex action game environments. The code and datasets will be made available at https://varp-agent.github.io/.
A Multi-agent Market Model Can Explain the Impact of AI Traders in Financial Markets -- A New Microfoundations of GARCH model
Nakagawa, Kei, Hirano, Masanori, Minami, Kentaro, Mizuta, Takanobu
The AI traders in financial markets have sparked significant interest in their effects on price formation mechanisms and market volatility, raising important questions for market stability and regulation. Despite this interest, a comprehensive model to quantitatively assess the specific impacts of AI traders remains undeveloped. This study aims to address this gap by modeling the influence of AI traders on market price formation and volatility within a multi-agent framework, leveraging the concept of microfoundations. Microfoundations involve understanding macroeconomic phenomena, such as market price formation, through the decision-making and interactions of individual economic agents. While widely acknowledged in macroeconomics, microfoundational approaches remain unexplored in empirical finance, particularly for models like the GARCH model, which captures key financial statistical properties such as volatility clustering and fat tails. This study proposes a multi-agent market model to derive the microfoundations of the GARCH model, incorporating three types of agents: noise traders, fundamental traders, and AI traders. By mathematically aggregating the micro-structure of these agents, we establish the microfoundations of the GARCH model. We validate this model through multi-agent simulations, confirming its ability to reproduce the stylized facts of financial markets. Finally, we analyze the impact of AI traders using parameters derived from these microfoundations, contributing to a deeper understanding of their role in market dynamics.
A Value Based Parallel Update MCTS Method for Multi-Agent Cooperative Decision Making of Connected and Automated Vehicles
Han, Ye, Zhang, Lijun, Meng, Dejian, Hu, Xingyu, Weng, Songyu
To solve the problem of lateral and logitudinal joint decision-making of multi-vehicle cooperative driving for connected and automated vehicles (CAVs), this paper proposes a Monte Carlo tree search (MCTS) method with parallel update for multi-agent Markov game with limited horizon and time discounted setting. By analyzing the parallel actions in the multi-vehicle joint action space in the partial-steady-state traffic flow, the parallel update method can quickly exclude potential dangerous actions, thereby increasing the search depth without sacrificing the search breadth. The proposed method is tested in a large number of randomly generated traffic flow. The experiment results show that the algorithm has good robustness and better performance than the SOTA reinforcement learning algorithms and heuristic methods. The vehicle driving strategy using the proposed algorithm shows rationality beyond human drivers, and has advantages in traffic efficiency and safety in the coordinating zone.
Autonomous Driving at Unsignalized Intersections: A Review of Decision-Making Challenges and Reinforcement Learning-Based Solutions
Al-Sharman, Mohammad, Edes, Luc, Sun, Bert, Jayakumar, Vishal, Daoud, Mohamed A., Rayside, Derek, Melek, William
Autonomous driving at unsignalized intersections is still considered a challenging application for machine learning due to the complications associated with handling complex multi-agent scenarios characterized by a high degree of uncertainty. Automating the decision-making process at these safety-critical environments involves comprehending multiple levels of abstractions associated with learning robust driving behaviors to enable the vehicle to navigate efficiently. In this survey, we aim at exploring the state-of-the-art techniques implemented for decision-making applications, with a focus on algorithms that combine Reinforcement Learning (RL) and deep learning for learning traversing policies at unsignalized intersections. The reviewed schemes vary in the proposed driving scenario, in the assumptions made for the used intersection model, in the tackled challenges, and in the learning algorithms that are used. We have presented comparisons for these techniques to highlight their limitations and strengths. Based on our in-depth investigation, it can be discerned that a robust decision-making scheme for navigating real-world unsignalized intersection has yet to be developed. Along with our analysis and discussion, we recommend potential research directions encouraging the interested players to tackle the highlighted challenges. By adhering to our recommendations, decision-making architectures that are both non-overcautious and safe, yet feasible, can be trained and validated in real-world unsignalized intersections environments.
Multi-Agent Vulcan: An Information-Driven Multi-Agent Path Finding Approach
Olkin, Jake, Parimi, Viraj, Williams, Brian
Scientists often search for phenomena of interest while exploring new environments. Autonomous vehicles are deployed to explore such areas where human-operated vehicles would be costly or dangerous. Online control of autonomous vehicles for information-gathering is called adaptive sampling and can be framed as a POMDP that uses information gain as its principal objective. While prior work focuses largely on single-agent scenarios, this paper confronts challenges unique to multi-agent adaptive sampling, such as avoiding redundant observations, preventing vehicle collision, and facilitating path planning under limited communication. We start with Multi-Agent Path Finding (MAPF) methods, which address collision avoidance by decomposing the MAPF problem into a series of single-agent path planning problems. We then present information-driven MAPF which addresses multi-agent information gain under limited communication. First, we introduce an admissible heuristic that relaxes mutual information gain to an additive function that can be evaluated as a set of independent single agent path planning problems. Second, we extend our approach to a distributed system that is robust to limited communication. When all agents are in range, the group plans jointly to maximize information. When some agents move out of range, communicating subgroups are formed and the subgroups plan independently. Since redundant observations are less likely when vehicles are far apart, this approach only incurs a small loss in information gain, resulting in an approach that gracefully transitions from full to partial communication. We evaluate our method against other adaptive sampling strategies across various scenarios, including real-world robotic applications. Our method was able to locate up to 200% more unique phenomena in certain scenarios, and each agent located its first unique phenomenon faster by up to 50%.
Robots that Learn to Safely Influence via Prediction-Informed Reach-Avoid Dynamic Games
Pandya, Ravi, Liu, Changliu, Bajcsy, Andrea
Robots can influence people to accomplish their tasks more efficiently: autonomous cars can inch forward at an intersection to pass through, and tabletop manipulators can go for an object on the table first. However, a robot's ability to influence can also compromise the safety of nearby people if naively executed. In this work, we pose and solve a novel robust reach-avoid dynamic game which enables robots to be maximally influential, but only when a safety backup control exists. On the human side, we model the human's behavior as goal-driven but conditioned on the robot's plan, enabling us to capture influence. On the robot side, we solve the dynamic game in the joint physical and belief space, enabling the robot to reason about how its uncertainty in human behavior will evolve over time. We instantiate our method, called SLIDE (Safely Leveraging Influence in Dynamic Environments), in a high-dimensional (39-D) simulated human-robot collaborative manipulation task solved via offline game-theoretic reinforcement learning. We compare our approach to a robust baseline that treats the human as a worst-case adversary, a safety controller that does not explicitly reason about influence, and an energy-function-based safety shield. We find that SLIDE consistently enables the robot to leverage the influence it has on the human when it is safe to do so, ultimately allowing the robot to be less conservative while still ensuring a high safety rate during task execution.
HARP: Human-Assisted Regrouping with Permutation Invariant Critic for Multi-Agent Reinforcement Learning
Hu, Huawen, Shi, Enze, Yue, Chenxi, Yang, Shuocun, Wu, Zihao, Li, Yiwei, Zhong, Tianyang, Zhang, Tuo, Liu, Tianming, Zhang, Shu
Human-in-the-loop reinforcement learning integrates human expertise to accelerate agent learning and provide critical guidance and feedback in complex fields. However, many existing approaches focus on single-agent tasks and require continuous human involvement during the training process, significantly increasing the human workload and limiting scalability. In this paper, we propose HARP (Human-Assisted Regrouping with Permutation Invariant Critic), a multi-agent reinforcement learning framework designed for group-oriented tasks. HARP integrates automatic agent regrouping with strategic human assistance during deployment, enabling and allowing non-experts to offer effective guidance with minimal intervention. During training, agents dynamically adjust their groupings to optimize collaborative task completion. When deployed, they actively seek human assistance and utilize the Permutation Invariant Group Critic to evaluate and refine human-proposed groupings, allowing non-expert users to contribute valuable suggestions. In multiple collaboration scenarios, our approach is able to leverage limited guidance from non-experts and enhance performance. The project can be found at https://github.com/huawen-hu/HARP.
Learning to Coordinate without Communication under Incomplete Information
Chen, Shenghui, Zhu, Shufang, De Giacomo, Giuseppe, Topcu, Ufuk
Achieving seamless coordination in cooperative games is a crucial challenge in artificial intelligence, particularly when players operate under incomplete information. A common strategy to mitigate this information asymmetry involves leveraging explicit communication. However, direct communication is not always feasible due to factors such as transmission loss. We explore how effective coordination can be achieved without verbal communication, relying solely on observing each other's actions. We demonstrate how an autonomous agent can learn to cooperate by interpreting its partner's actions, which are used to hint at its intents. Our approach involves developing an agent strategy by constructing deterministic finite automata for each possible action and integrating them into a non-Markovian finite-state transducer. This transducer represents a non-deterministic strategy for the agent that suggests actions to assist its partner during gameplay. Experimental results in a testbed called Gnomes at Night show that the learned no-communication coordination strategy achieves significantly higher success rates and requires fewer steps to complete the game compared to uncoordinated scenarios, performing almost as well as an oracle baseline with direct communication.
Residual Descent Differential Dynamic Game (RD3G) -- A Fast Newton Solver for Constrained General Sum Games
Zhang, Zhiyuan, Tsiotras, Panagiotis
There is no guarantee of convergence, but if IBR converges for a particular problem, it does converge to the Differential dynamic games (DDG) have a wide range of Nash equilibrium [8]. IBR, however, suffers in terms of applications in robotics. Many complex problems in multiagent convergence speed since agent interaction has to manifest motion planning in particular, such as drone racing through mutual constraints in multiple iterations.