Agents
Graph Attention Inference of Network Topology in Multi-Agent Systems
Kolli, Akshay, Azadeh, Reza, Jerath, Kshitj
Abstract: Accurately identifying the underlying graph structures of multi-agent systems remains a difficult challenge. Our work introduces a novel machine learning-based solution that leverages the attention mechanism to predict future states of multi-agent systems by learning node representations. The graph structure is then inferred from the strength of the attention values. This approach is applied to both linear consensus dynamics and the non-linear dynamics of Kuramoto oscillators, resulting in implicit learning the graph by learning good agent representations. Our results demonstrate that the presented data-driven graph attention machine learning model can identify the network topology in multi-agent systems, even when the underlying dynamic model is not known, as evidenced by the F1 scores achieved in the link prediction.
Pathfinding with Lazy Successor Generation
We study a pathfinding problem where only locations (i.e., vertices) are given, and edges are implicitly defined by an oracle answering the connectivity of two locations. Despite its simple structure, this problem becomes non-trivial with a massive number of locations, due to posing a huge branching factor for search algorithms. Limiting the number of successors, such as with nearest neighbors, can reduce search efforts but compromises completeness. Instead, we propose a novel LaCAS* algorithm, which does not generate successors all at once but gradually generates successors as the search progresses. This scheme is implemented with k-nearest neighbors search on a k-d tree. LaCAS* is a complete and anytime algorithm that eventually converges to the optima. Extensive evaluations demonstrate the efficacy of LaCAS*, e.g., solving complex pathfinding instances quickly, where conventional methods falter.
Exploiting Approximate Symmetry for Efficient Multi-Agent Reinforcement Learning
Mean-field games (MFG) have become significant tools for solving large-scale multi-agent reinforcement learning problems under symmetry. However, the assumption of exact symmetry limits the applicability of MFGs, as real-world scenarios often feature inherent heterogeneity. Furthermore, most works on MFG assume access to a known MFG model, which might not be readily available for real-world finite-agent games. In this work, we broaden the applicability of MFGs by providing a methodology to extend any finite-player, possibly asymmetric, game to an "induced MFG". First, we prove that $N$-player dynamic games can be symmetrized and smoothly extended to the infinite-player continuum via explicit Kirszbraun extensions. Next, we propose the notion of $\alpha,\beta$-symmetric games, a new class of dynamic population games that incorporate approximate permutation invariance. For $\alpha,\beta$-symmetric games, we establish explicit approximation bounds, demonstrating that a Nash policy of the induced MFG is an approximate Nash of the $N$-player dynamic game. We show that TD learning converges up to a small bias using trajectories of the $N$-player game with finite-sample guarantees, permitting symmetrized learning without building an explicit MFG model. Finally, for certain games satisfying monotonicity, we prove a sample complexity of $\widetilde{\mathcal{O}}(\varepsilon^{-6})$ for the $N$-agent game to learn an $\varepsilon$-Nash up to symmetrization bias. Our theory is supported by evaluations on MARL benchmarks with thousands of agents.
Fast and Modular Autonomy Software for Autonomous Racing Vehicles
Saba, Andrew, Adetunji, Aderotimi, Johnson, Adam, Kothari, Aadi, Sivaprakasam, Matthew, Spisak, Joshua, Bharatia, Prem, Chauhan, Arjun, Duff, Brendan Jr., Gasparro, Noah, King, Charles, Larkin, Ryan, Mao, Brian, Nye, Micah, Parashar, Anjali, Attias, Joseph, Balciunas, Aurimas, Brown, Austin, Chang, Chris, Gao, Ming, Heredia, Cindy, Keats, Andrew, Lavariega, Jose, Muckelroy, William III, Slavescu, Andre, Stathas, Nickolas, Suvarna, Nayana, Zhang, Chuan Tian, Scherer, Sebastian, Ramanan, Deva
Autonomous motorsports aim to replicate the human racecar driver with software and sensors. As in traditional motorsports, Autonomous Racing Vehicles (ARVs) are pushed to their handling limits in multi-agent scenarios at extremely high ($\geq 150mph$) speeds. This Operational Design Domain (ODD) presents unique challenges across the autonomy stack. The Indy Autonomous Challenge (IAC) is an international competition aiming to advance autonomous vehicle development through ARV competitions. While far from challenging what a human racecar driver can do, the IAC is pushing the state of the art by facilitating full-sized ARV competitions. This paper details the MIT-Pitt-RW Team's approach to autonomous racing in the IAC. In this work, we present our modular and fast approach to agent detection, motion planning and controls to create an autonomy stack. We also provide analysis of the performance of the software stack in single and multi-agent scenarios for rapid deployment in a fast-paced competition environment. We also cover what did and did not work when deployed on a physical system the Dallara AV-21 platform and potential improvements to address these shortcomings. Finally, we convey lessons learned and discuss limitations and future directions for improvement.
Into the Unknown Unknowns: Engaged Human Learning through Participation in Language Model Agent Conversations
Jiang, Yucheng, Shao, Yijia, Ma, Dekun, Semnani, Sina J., Lam, Monica S.
While language model (LM)-powered chatbots and generative search engines excel at answering concrete queries, discovering information in the terrain of unknown unknowns remains challenging for users. To emulate the common educational scenario where children/students learn by listening to and participating in conversations of their parents/teachers, we create Collaborative STORM (Co-STORM). Unlike QA systems that require users to ask all the questions, Co-STORM lets users observe and occasionally steer the discourse among several LM agents. The agents ask questions on the user's behalf, allowing the user to discover unknown unknowns serendipitously. To facilitate user interaction, Co-STORM assists users in tracking the discourse by organizing the uncovered information into a dynamic mind map, ultimately generating a comprehensive report as takeaways. For automatic evaluation, we construct the WildSeek dataset by collecting real information-seeking records with user goals. Co-STORM outperforms baseline methods on both discourse trace and report quality. In a further human evaluation, 70% of participants prefer Co-STORM over a search engine, and 78% favor it over a RAG chatbot.
Brain Inspired Probabilistic Occupancy Grid Mapping with Hyperdimensional Computing
Snyder, Shay, Capodieci, Andrew, Gorsich, David, Parsa, Maryam
Real-time robotic systems require advanced perception, computation, and action capability. However, the main bottleneck in current autonomous systems is the trade-off between computational capability, energy efficiency and model determinism. World modeling, a key objective of many robotic systems, commonly uses occupancy grid mapping (OGM) as the first step towards building an end-to-end robotic system with perception, planning, autonomous maneuvering, and decision making capabilities. OGM divides the environment into discrete cells and assigns probability values to attributes such as occupancy and traversability. Existing methods fall into two categories: traditional methods and neural methods. Traditional methods rely on dense statistical calculations, while neural methods employ deep learning for probabilistic information processing. Recent works formulate a deterministic theory of neural computation at the intersection of cognitive science and vector symbolic architectures. In this study, we propose a Fourier-based hyperdimensional OGM system, VSA-OGM, combined with a novel application of Shannon entropy that retains the interpretability and stability of traditional methods along with the improved computational efficiency of neural methods. Our approach, validated across multiple datasets, achieves similar accuracy to covariant traditional methods while approximately reducing latency by 200x and memory by 1000x. Compared to invariant traditional methods, we see similar accuracy values while reducing latency by 3.7x. Moreover, we achieve 1.5x latency reductions compared to neural methods while eliminating the need for domain-specific model training.
Multi-Agent Path Finding with Real Robot Dynamics and Interdependent Tasks for Automated Warehouses
Lehoux-Lebacque, Vassilissa, Silander, Tomi, Loiodice, Christelle, Lee, Seungjoon, Wang, Albert, Michel, Sofia
Multi-Agent Path Finding (MAPF) is an important optimization problem underlying the deployment of robots in automated warehouses and factories. Despite the large body of work on this topic, most approaches make heavy simplifications, both on the environment and the agents, which make the resulting algorithms impractical for real-life scenarios. In this paper, we consider a realistic problem of online order delivery in a warehouse, where a fleet of robots bring the products belonging to each order from shelves to workstations. This creates a stream of inter-dependent pickup and delivery tasks and the associated MAPF problem consists of computing realistic collision-free robot trajectories fulfilling these tasks. To solve this MAPF problem, we propose an extension of the standard Prioritized Planning algorithm to deal with the inter-dependent tasks (Interleaved Prioritized Planning) and a novel Via-Point Star (VP*) algorithm to compute an optimal dynamics-compliant robot trajectory to visit a sequence of goal locations while avoiding moving obstacles. We prove the completeness of our approach and evaluate it in simulation as well as in a real warehouse.
Students' Perceived Roles, Opportunities, and Challenges of a Generative AI-powered Teachable Agent: A Case of Middle School Math Class
Song, Yukyeong, Kim, Jinhee, Liu, Zifeng, Li, Chenglu, Xing, Wanli
Ongoing advancements in Generative AI (GenAI) have boosted the potential of applying long-standing "learning-by-teaching" practices in the form of a teachable agent (TA). Despite the recognized roles and opportunities of TAs, less is known about how GenAI could create synergy or introduce challenges in TAs and how students perceived the application of GenAI in TAs. This study explored middle school students' perceived roles, benefits, and challenges of GenAI-powered TAs in an authentic mathematics classroom. Through classroom observation, focus-group interviews, and open-ended surveys of 108 sixth-grade students, we found that students expected the GenAI-powered TA to serve as a learning companion, facilitator, and collaborative problem-solver. Students also expressed the benefits and challenges of GenAI-powered TAs. This study provides implications for the design of educational AI and AI-assisted instruction.
Effect of Adaptation Rate and Cost Display in a Human-AI Interaction Game
Isa, Jason T., Wu, Bohan, Wang, Qirui, Zhang, Yilin, Burden, Samuel A., Ratliff, Lillian J., Chasnov, Benjamin J.
As interactions between humans and AI become more prevalent, it is critical to have better predictors of human behavior in these interactions. We investigated how changes in the AI's adaptive algorithm impact behavior predictions in two-player continuous games. In our experiments, the AI adapted its actions using a gradient descent algorithm under different adaptation rates while human participants were provided cost feedback. The cost feedback was provided by one of two types of visual displays: (a) cost at the current joint action vector, or (b) cost in a local neighborhood of the current joint action vector. Our results demonstrate that AI adaptation rate can significantly affect human behavior, having the ability to shift the outcome between two game theoretic equilibrium. We observed that slow adaptation rates shift the outcome towards the Nash equilibrium, while fast rates shift the outcome towards the human-led Stackelberg equilibrium. The addition of localized cost information had the effect of shifting outcomes towards Nash, compared to the outcomes from cost information at only the current joint action vector. Future work will investigate other effects that influence the convergence of gradient descent games.
ReLExS: Reinforcement Learning Explanations for Stackelberg No-Regret Learners
Huang, Xiangge, Li, Jingyuan, Xie, Jiaqing
With the constraint of a no regret follower, will the players in a two-player Stackelberg game still reach Stackelberg equilibrium? We first show when the follower strategy is either reward-average or transform-reward-average, the two players can always get the Stackelberg Equilibrium. Then, we extend that the players can achieve the Stackelberg equilibrium in the two-player game under the no regret constraint. Also, we show a strict upper bound of the follower's utility difference between with and without no regret constraint. Moreover, in constant-sum two-player Stackelberg games with non-regret action sequences, we ensure the total optimal utility of the game remains also bounded.