Agents
A Double Tracking Method for Optimization with Decentralized Generalized Orthogonality Constraints
Wang, Lei, Xiao, Nachuan, Liu, Xin
In this paper, we consider the decentralized optimization problems with generalized orthogonality constraints, where both the objective function and the constraint exhibit a distributed structure. Such optimization problems, albeit ubiquitous in practical applications, remain unsolvable by existing algorithms in the presence of distributed constraints. To address this issue, we convert the original problem into an unconstrained penalty model by resorting to the recently proposed constraint-dissolving operator. However, this transformation compromises the essential property of separability in the resulting penalty function, rendering it impossible to employ existing algorithms to solve. We overcome this difficulty by introducing a novel algorithm that tracks the gradient of the objective function and the Jacobian of the constraint mapping simultaneously. The global convergence guarantee is rigorously established with an iteration complexity. To substantiate the effectiveness and efficiency of our proposed algorithm, we present numerical results on both synthetic and real-world datasets.
Online Resynthesis of High-Level Collaborative Tasks for Robots with Changing Capabilities
Fang, Amy, Yin, Tenny, Kress-Gazit, Hadas
Given a collaborative high-level task and a team of heterogeneous robots and behaviors to satisfy it, this work focuses on the challenge of automatically, at runtime, adjusting the individual robot behaviors such that the task is still satisfied, when robots encounter changes to their abilities--either failures or additional actions they can perform. We consider tasks encoded in LTL^\psi and minimize global teaming reassignments (and as a result, local resynthesis) when robots' capabilities change. We also increase the expressivity of LTL^\psi by including additional types of constraints on the overall teaming assignment that the user can specify, such as the minimum number of robots required for each assignment. We demonstrate the framework in a simulated warehouse scenario.
Enhancing the Performance of Multi-Vehicle Navigation in Unstructured Environments using Hard Sample Mining
Ma, Yining, Li, Ang, Khan, Qadeer, Cremers, Daniel
Contemporary research in autonomous driving has demonstrated tremendous potential in emulating the traits of human driving. However, they primarily cater to areas with well built road infrastructure and appropriate traffic management systems. Therefore, in the absence of traffic signals or in unstructured environments, these self-driving algorithms are expected to fail. This paper proposes a strategy for autonomously navigating multiple vehicles in close proximity to their desired destinations without traffic rules in unstructured environments. Graphical Neural Networks (GNNs) have demonstrated good utility for this task of multi-vehicle control. Among the different alternatives of training GNNs, supervised methods have proven to be most data-efficient, albeit require ground truth labels. However, these labels may not always be available, particularly in unstructured environments without traffic regulations. Therefore, a tedious optimization process may be required to determine them while ensuring that the vehicles reach their desired destination and do not collide with each other or any obstacles. Therefore, in order to expedite the training process, it is essential to reduce the optimization time and select only those samples for labeling that add most value to the training. In this paper, we propose a warm start method that first uses a pre-trained model trained on a simpler subset of data. Inference is then done on more complicated scenarios, to determine the hard samples wherein the model faces the greatest predicament. This is measured by the difficulty vehicles encounter in reaching their desired destination without collision. Experimental results demonstrate that mining for hard samples in this manner reduces the requirement for supervised training data by 10 fold. Videos and code can be found here: \url{https://yininghase.github.io/multiagent-collision-mining/}.
Towards Multi-agent Policy-based Directed Hypergraph Learning for Traffic Signal Control
Wang, Kang, Shen, Zhishu, Wang, Zhenwei, Zhang, Tiehua
Deep reinforcement learning (DRL) methods that incorporate graph neural networks (GNNs) have been extensively studied for intelligent traffic signal control, which aims to coordinate traffic signals effectively across multiple intersections. Despite this progress, the standard graph learning used in these methods still struggles to capture higher-order correlations in real-world traffic flow. In this paper, we propose a multi-agent proximal policy optimization framework DHG-PPO, which incorporates PPO and directed hypergraph module to extract the spatio-temporal attributes of the road networks. DHG-PPO enables multiple agents to ingeniously interact through the dynamical construction of hypergraph. The effectiveness of DHG-PPO is validated in terms of average travel time and throughput against state-of-the-art baselines through extensive experiments.
Towards Fast Rates for Federated and Multi-Task Reinforcement Learning
Zhu, Feng, Heath, Robert W. Jr., Mitra, Aritra
We consider a setting involving $N$ agents, where each agent interacts with an environment modeled as a Markov Decision Process (MDP). The agents' MDPs differ in their reward functions, capturing heterogeneous objectives/tasks. The collective goal of the agents is to communicate intermittently via a central server to find a policy that maximizes the average of long-term cumulative rewards across environments. The limited existing work on this topic either only provide asymptotic rates, or generate biased policies, or fail to establish any benefits of collaboration. In response, we propose Fast-FedPG - a novel federated policy gradient algorithm with a carefully designed bias-correction mechanism. Under a gradient-domination condition, we prove that our algorithm guarantees (i) fast linear convergence with exact gradients, and (ii) sub-linear rates that enjoy a linear speedup w.r.t. the number of agents with noisy, truncated policy gradients. Notably, in each case, the convergence is to a globally optimal policy with no heterogeneity-induced bias. In the absence of gradient-domination, we establish convergence to a first-order stationary point at a rate that continues to benefit from collaboration.
Algorithmic Scenario Generation as Quality Diversity Optimization
The increasing complexity of robots and autonomous agents that interact with people highlights the critical need for approaches that systematically test them before deployment. This review paper presents a general framework for solving this problem, describes the insights that we have gained from working on each component of the framework, and shows how integrating these components leads to the discovery of a diverse range of realistic and challenging scenarios that reveal previously unknown failures in deployed robotic systems interacting with people.
Adaptation Procedure in Misinformation Games
Varsos, Konstantinos, Papamichail, Merkouris, Flouris, Giorgos, Bitsaki, Marina
We study interactions between agents in multi-agent systems, in which the agents are misinformed with regards to the game that they play, essentially having a subjective and incorrect understanding of the setting, without being aware of it. For that, we introduce a new game-theoretic concept, called misinformation games, that provides the necessary toolkit to study this situation. Subsequently, we enhance this framework by developing a time-discrete procedure (called the Adaptation Procedure) that captures iterative interactions in the above context. During the Adaptation Procedure, the agents update their information and reassess their behaviour in each step. We demonstrate our ideas through an implementation, which is used to study the efficiency and characteristics of the Adaptation Procedure.
SPACE: A Python-based Simulator for Evaluating Decentralized Multi-Robot Task Allocation Algorithms
Swarm robotics explores the coordination of multiple robots to achieve collective goals, with collective decision-making being a central focus. This process involves decentralized robots autonomously making local decisions and communicating them, which influences the overall emergent behavior. Testing such decentralized algorithms in real-world scenarios with hundreds or more robots is often impractical, underscoring the need for effective simulation tools. We propose SPACE (Swarm Planning and Control Evaluation), a Python-based simulator designed to support the research, evaluation, and comparison of decentralized Multi-Robot Task Allocation (MRTA) algorithms. SPACE streamlines core algorithmic development by allowing users to implement decision-making algorithms as Python plug-ins, easily construct agent behavior trees via an intuitive GUI, and leverage built-in support for inter-agent communication and local task awareness. To demonstrate its practical utility, we implement and evaluate CBBA and GRAPE within the simulator, comparing their performance across different metrics, particularly in scenarios with dynamically introduced tasks. This evaluation shows the usefulness of SPACE in conducting rigorous and standardized comparisons of MRTA algorithms, helping to support future research in the field.
LLM-based multi-agent poetry generation in non-cooperative environments
Despite substantial progress of large language models (LLMs) for automatic poetry generation, the generated poetry lacks diversity while the training process differs greatly from human learning. Under the rationale that the learning process of the poetry generation systems should be more human-like and their output more diverse and novel, we introduce a framework based on social learning where we emphasize non-cooperative interactions besides cooperative interactions to encourage diversity. Our experiments are the first attempt at LLM-based multi-agent systems in non-cooperative environments for poetry generation employing both TRAINING-BASED agents (GPT-2) and PROMPTING-BASED agents (GPT-3 and GPT-4). Our evaluation based on 96k generated poems shows that our framework benefits the poetry generation process for TRAINING-BASED agents resulting in 1) a 3.0-3.7 percentage point (pp) increase in diversity and a 5.6-11.3 pp increase in novelty according to distinct and novel n-grams. The generated poetry from TRAINING-BASED agents also exhibits group divergence in terms of lexicons, styles and semantics. PROMPTING-BASED agents in our framework also benefit from non-cooperative environments and a more diverse ensemble of models with non-homogeneous agents has the potential to further enhance diversity, with an increase of 7.0-17.5 pp according to our experiments. However, PROMPTING-BASED agents show a decrease in lexical diversity over time and do not exhibit the group-based divergence intended in the social network. Our paper argues for a paradigm shift in creative tasks such as automatic poetry generation to include social learning processes (via LLM-based agent modeling) similar to human interaction.
GPU-Accelerated Counterfactual Regret Minimization
Counterfactual regret minimization is a family of algorithms of no-regret learning dynamics capable of solving large-scale imperfect information games. We propose implementing this algorithm as a series of dense and sparse matrix and vector operations, thereby making it highly parallelizable for a graphical processing unit, at a cost of higher memory usages. Our experiments show that our implementation performs up to about 352.5 times faster than OpenSpiel's Python implementation and up to about 22.2 times faster than OpenSpiel's C++ implementation and the speedup becomes more pronounced as the size of the game being solved grows. Counterfactual regret minimization (CFR) (Zinkevich et al., 2007) is a family of algorithms of noregret learning dynamics capable of solving large-scale imperfect information games. Its variants dominated the development of AI agents for large imperfect information games like Poker (Tammelin et al., 2015; Moravčík et al., 2017; Brown & Sandholm, 2018; 2019b) and The Resistance: Avalon (Serrino et al., 2019) and were components of ReBeL (Brown et al., 2020) and student of games (Schmid et al., 2023).