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Multi-Agent Vulcan: An Information-Driven Multi-Agent Path Finding Approach

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


XP-MARL: Auxiliary Prioritization in Multi-Agent Reinforcement Learning to Address Non-Stationarity

arXiv.org Artificial Intelligence

Non-stationarity poses a fundamental challenge in Multi-Agent Reinforcement Learning (MARL), arising from agents simultaneously learning and altering their policies. This creates a non-stationary environment from the perspective of each individual agent, often leading to suboptimal or even unconverged learning outcomes. We propose an open-source framework named XP-MARL, which augments MARL with auxiliary prioritization to address this challenge in cooperative settings. XP-MARL is 1) founded upon our hypothesis that prioritizing agents and letting higher-priority agents establish their actions first would stabilize the learning process and thus mitigate non-stationarity and 2) enabled by our proposed mechanism called action propagation, where higher-priority agents act first and communicate their actions, providing a more stationary environment for others. Moreover, instead of using a predefined or heuristic priority assignment, XP-MARL learns priority-assignment policies with an auxiliary MARL problem, leading to a joint learning scheme. Experiments in a motion-planning scenario involving Connected and Automated Vehicles (CAVs) demonstrate that XP-MARL improves the safety of a baseline model by 84.4% and outperforms a state-of-the-art approach, which improves the baseline by only 12.8%. Code: github.com/cas-lab-munich/sigmarl


Bi-objective trail-planning for a robot team orienteering in a hazardous environment

arXiv.org Artificial Intelligence

Teams of mobile [aerial, ground, or aquatic] robots have applications in resource delivery, patrolling, information-gathering, agriculture, forest fire fighting, chemical plume source localization and mapping, and search-and-rescue. Robot teams traversing hazardous environments -- with e.g. rough terrain or seas, strong winds, or adversaries capable of attacking or capturing robots -- should plan and coordinate their trails in consideration of risks of disablement, destruction, or capture. Specifically, the robots should take the safest trails, coordinate their trails to cooperatively achieve the team-level objective with robustness to robot failures, and balance the reward from visiting locations against risks of robot losses. Herein, we consider bi-objective trail-planning for a mobile team of robots orienteering in a hazardous environment. The hazardous environment is abstracted as a directed graph whose arcs, when traversed by a robot, present known probabilities of survival. Each node of the graph offers a reward to the team if visited by a robot (which e.g. delivers a good to or images the node). We wish to search for the Pareto-optimal robot-team trail plans that maximize two [conflicting] team objectives: the expected (i) team reward and (ii) number of robots that survive the mission. A human decision-maker can then select trail plans that balance, according to their values, reward and robot survival. We implement ant colony optimization, guided by heuristics, to search for the Pareto-optimal set of robot team trail plans. As a case study, we illustrate with an information-gathering mission in an art museum.


RMP-YOLO: A Robust Motion Predictor for Partially Observable Scenarios even if You Only Look Once

arXiv.org Artificial Intelligence

We introduce RMP-YOLO, a unified framework designed to provide robust motion predictions even with incomplete input data. Our key insight stems from the observation that complete and reliable historical trajectory data plays a pivotal role in ensuring accurate motion prediction. Therefore, we propose a new paradigm that prioritizes the reconstruction of intact historical trajectories before feeding them into the prediction modules. Our approach introduces a novel scene tokenization module to enhance the extraction and fusion of spatial and temporal features. Following this, our proposed recovery module reconstructs agents' incomplete historical trajectories by leveraging local map topology and interactions with nearby agents. The reconstructed, clean historical data is then integrated into the downstream prediction modules. Our framework is able to effectively handle missing data of varying lengths and remains robust against observation noise, while maintaining high prediction accuracy. Furthermore, our recovery module is compatible with existing prediction models, ensuring seamless integration. Extensive experiments validate the effectiveness of our approach, and deployment in real-world autonomous vehicles confirms its practical utility. In the 2024 Waymo Motion Prediction Competition, our method, RMP-YOLO, achieves state-of-the-art performance, securing third place.


Putting Data at the Centre of Offline Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Offline multi-agent reinforcement learning (MARL) is an exciting direction of research that uses static datasets to find optimal control policies for multi-agent systems. Though the field is by definition data-driven, efforts have thus far neglected data in their drive to achieve state-of-the-art results. We first substantiate this claim by surveying the literature, showing how the majority of works generate their own datasets without consistent methodology and provide sparse information about the characteristics of these datasets. We then show why neglecting the nature of the data is problematic, through salient examples of how tightly algorithmic performance is coupled to the dataset used, necessitating a common foundation for experiments in the field. In response, we take a big step towards improving data usage and data awareness in offline MARL, with three key contributions: (1) a clear guideline for generating novel datasets; (2) a standardisation of over 80 existing datasets, hosted in a publicly available repository, using a consistent storage format and easy-to-use API; and (3) a suite of analysis tools that allow us to understand these datasets better, aiding further development. These contributions are all publicly available on our website.


Synthesizing Evolving Symbolic Representations for Autonomous Systems

arXiv.org Artificial Intelligence

Recently, AI systems have made remarkable progress in various tasks. Deep Reinforcement Learning(DRL) is an effective tool for agents to learn policies in low-level state spaces to solve highly complex tasks. Researchers have introduced Intrinsic Motivation(IM) to the RL mechanism, which simulates the agent's curiosity, encouraging agents to explore interesting areas of the environment. This new feature has proved vital in enabling agents to learn policies without being given specific goals. However, even though DRL intelligence emerges through a sub-symbolic model, there is still a need for a sort of abstraction to understand the knowledge collected by the agent. To this end, the classical planning formalism has been used in recent research to explicitly represent the knowledge an autonomous agent acquires and effectively reach extrinsic goals. Despite classical planning usually presents limited expressive capabilities, PPDDL demonstrated usefulness in reviewing the knowledge gathered by an autonomous system, making explicit causal correlations, and can be exploited to find a plan to reach any state the agent faces during its experience. This work presents a new architecture implementing an open-ended learning system able to synthesize from scratch its experience into a PPDDL representation and update it over time. Without a predefined set of goals and tasks, the system integrates intrinsic motivations to explore the environment in a self-directed way, exploiting the high-level knowledge acquired during its experience. The system explores the environment and iteratively: (a) discover options, (b) explore the environment using options, (c) abstract the knowledge collected and (d) plan. This paper proposes an alternative approach to implementing open-ended learning architectures exploiting low-level and high-level representations to extend its knowledge in a virtuous loop.