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Employing Artificial Intelligence to Steer Exascale Workflows with Colmena

arXiv.org Artificial Intelligence

Computational workflows are a common class of application on supercomputers, yet the loosely coupled and heterogeneous nature of workflows often fails to take full advantage of their capabilities. We created Colmena to leverage the massive parallelism of a supercomputer by using Artificial Intelligence (AI) to learn from and adapt a workflow as it executes. Colmena allows scientists to define how their application should respond to events (e.g., task completion) as a series of cooperative agents. In this paper, we describe the design of Colmena, the challenges we overcame while deploying applications on exascale systems, and the science workflows we have enhanced through interweaving AI. The scaling challenges we discuss include developing steering strategies that maximize node utilization, introducing data fabrics that reduce communication overhead of data-intensive tasks, and implementing workflow tasks that cache costly operations between invocations. These innovations coupled with a variety of application patterns accessible through our agent-based steering model have enabled science advances in chemistry, biophysics, and materials science using different types of AI. Our vision is that Colmena will spur creative solutions that harness AI across many domains of scientific computing.


On Centralized Critics in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Centralized Training for Decentralized Execution, where agents are trained offline in a centralized fashion and execute online in a decentralized manner, has become a popular approach in Multi-Agent Reinforcement Learning (MARL). In particular, it has become popular to develop actor-critic methods that train decentralized actors with a centralized critic where the centralized critic is allowed access global information of the entire system, including the true system state. Such centralized critics are possible given offline information and are not used for online execution. While these methods perform well in a number of domains and have become a de facto standard in MARL, using a centralized critic in this context has yet to be sufficiently analyzed theoretically or empirically. In this paper, we therefore formally analyze centralized and decentralized critic approaches, and analyze the effect of using state-based critics in partially observable environments. We derive theories contrary to the common intuition: critic centralization is not strictly beneficial, and using state values can be harmful. We further prove that, in particular, state-based critics can introduce unexpected bias and variance compared to history-based critics. Finally, we demonstrate how the theory applies in practice by comparing different forms of critics on a wide range of common multi-agent benchmarks. The experiments show practical issues such as the difficulty of representation learning with partial observability, which highlights why the theoretical problems are often overlooked in the literature.


MAPPO-PIS: A Multi-Agent Proximal Policy Optimization Method with Prior Intent Sharing for CAVs' Cooperative Decision-Making

arXiv.org Artificial Intelligence

Vehicle-to-Vehicle (V2V) technologies have great potential for enhancing traffic flow efficiency and safety. However, cooperative decision-making in multi-agent systems, particularly in complex human-machine mixed merging areas, remains challenging for connected and autonomous vehicles (CAVs). Intent sharing, a key aspect of human coordination, may offer an effective solution to these decision-making problems, but its application in CAVs is under-explored. This paper presents an intent-sharing-based cooperative method, the Multi-Agent Proximal Policy Optimization with Prior Intent Sharing (MAPPO-PIS), which models the CAV cooperative decision-making problem as a Multi-Agent Reinforcement Learning (MARL) problem. It involves training and updating the agents' policies through the integration of two key modules: the Intention Generator Module (IGM) and the Safety Enhanced Module (SEM). The IGM is specifically crafted to generate and disseminate CAVs' intended trajectories spanning multiple future time-steps. On the other hand, the SEM serves a crucial role in assessing the safety of the decisions made and rectifying them if necessary. Merging area with human-machine mixed traffic flow is selected to validate our method. Results show that MAPPO-PIS significantly improves decision-making performance in multi-agent systems, surpassing state-of-the-art baselines in safety, efficiency, and overall traffic system performance. The code and video demo can be found at: \url{https://github.com/CCCC1dhcgd/A-MAPPO-PIS}.


A Survey on Small-Scale Testbeds for Connected and Automated Vehicles and Robot Swarms

arXiv.org Artificial Intelligence

Connected and automated vehicles and robot swarms hold transformative potential for enhancing safety, efficiency, and sustainability in the transportation and manufacturing sectors. Extensive testing and validation of these technologies is crucial for their deployment in the real world. While simulations are essential for initial testing, they often have limitations in capturing the complex dynamics of real-world interactions. This limitation underscores the importance of small-scale testbeds. These testbeds provide a realistic, cost-effective, and controlled environment for testing and validating algorithms, acting as an essential intermediary between simulation and full-scale experiments. This work serves to facilitate researchers' efforts in identifying existing small-scale testbeds suitable for their experiments and provide insights for those who want to build their own. In addition, it delivers a comprehensive survey of the current landscape of these testbeds. We derive 62 characteristics of testbeds based on the well-known sense-plan-act paradigm and offer an online table comparing 22 small-scale testbeds based on these characteristics. The online table is hosted on our designated public webpage www.cpm-remote.de/testbeds, and we invite testbed creators and developers to contribute to it. We closely examine nine testbeds in this paper, demonstrating how the derived characteristics can be used to present testbeds. Furthermore, we discuss three ongoing challenges concerning small-scale testbeds that we identified, i.e., small-scale to full-scale transition, sustainability, and power and resource management.


Learning to Move Like Professional Counter-Strike Players

arXiv.org Artificial Intelligence

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.


Safe Policy Exploration Improvement via Subgoals

arXiv.org Artificial Intelligence

Reinforcement learning is a widely used approach to autonomous navigation, showing potential in various tasks and robotic setups. Still, it often struggles to reach distant goals when safety constraints are imposed (e.g., the wheeled robot is prohibited from moving close to the obstacles). One of the main reasons for poor performance in such setups, which is common in practice, is that the need to respect the safety constraints degrades the exploration capabilities of an RL agent. To this end, we introduce a novel learnable algorithm that is based on decomposing the initial problem into smaller sub-problems via intermediate goals, on the one hand, and respects the limit of the cumulative safety constraints, on the other hand -- SPEIS(Safe Policy Exploration Improvement via Subgoals). It comprises the two coupled policies trained end-to-end: subgoal and safe. The subgoal policy is trained to generate the subgoal based on the transitions from the buffer of the safe (main) policy that helps the safe policy to reach distant goals. Simultaneously, the safe policy maximizes its rewards while attempting not to violate the limit of the cumulative safety constraints, thus providing a certain level of safety. We evaluate SPEIS in a wide range of challenging (simulated) environments that involve different types of robots in two different environments: autonomous vehicles from the POLAMP environment and car, point, doggo, and sweep from the safety-gym environment. We demonstrate that our method consistently outperforms state-of-the-art competitors and can significantly reduce the collision rate while maintaining high success rates (higher by 80% compared to the best-performing methods).


Decentralized Federated Learning with Model Caching on Mobile Agents

arXiv.org Artificial Intelligence

Federated Learning (FL) aims to train a shared model using data and computation power on distributed agents coordinated by a central server. Decentralized FL (DFL) utilizes local model exchange and aggregation between agents to reduce the communication and computation overheads on the central server. However, when agents are mobile, the communication opportunity between agents can be sporadic, largely hindering the convergence and accuracy of DFL. In this paper, we study delay-tolerant model spreading and aggregation enabled by model caching on mobile agents. Each agent stores not only its own model, but also models of agents encountered in the recent past. When two agents meet, they exchange their own models as well as the cached models. Local model aggregation works on all models in the cache. We theoretically analyze the convergence of DFL with cached models, explicitly taking into account the model staleness introduced by caching. We design and compare different model caching algorithms for different DFL and mobility scenarios. We conduct detailed case studies in a vehicular network to systematically investigate the interplay between agent mobility, cache staleness, and model convergence. In our experiments, cached DFL converges quickly, and significantly outperforms DFL without caching.


Multi-Agent Target Assignment and Path Finding for Intelligent Warehouse: A Cooperative Multi-Agent Deep Reinforcement Learning Perspective

arXiv.org Artificial Intelligence

Multi-agent target assignment and path planning (TAPF) are two key problems in intelligent warehouse. However, most literature only addresses one of these two problems separately. In this study, we propose a method to simultaneously solve target assignment and path planning from a perspective of cooperative multi-agent deep reinforcement learning (RL). To the best of our knowledge, this is the first work to model the TAPF problem for intelligent warehouse to cooperative multi-agent deep RL, and the first to simultaneously address TAPF based on multi-agent deep RL. Furthermore, previous literature rarely considers the physical dynamics of agents. In this study, the physical dynamics of the agents is considered. Experimental results show that our method performs well in various task settings, which means that the target assignment is solved reasonably well and the planned path is almost shortest. Moreover, our method is more time-efficient than baselines.


MuMA-ToM: Multi-modal Multi-Agent Theory of Mind

arXiv.org Artificial Intelligence

Understanding people's social interactions in complex real-world scenarios often relies on intricate mental reasoning. To truly understand how and why people interact with one another, we must infer the underlying mental states that give rise to the social interactions, i.e., Theory of Mind reasoning in multi-agent interactions. Additionally, social interactions are often multi-modal -- we can watch people's actions, hear their conversations, and/or read about their past behaviors. For AI systems to successfully and safely interact with people in real-world environments, they also need to understand people's mental states as well as their inferences about each other's mental states based on multi-modal information about their interactions. For this, we introduce MuMA-ToM, a Multi-modal Multi-Agent Theory of Mind benchmark. MuMA-ToM is the first multi-modal Theory of Mind benchmark that evaluates mental reasoning in embodied multi-agent interactions. In MuMA-ToM, we provide video and text descriptions of people's multi-modal behavior in realistic household environments. Based on the context, we then ask questions about people's goals, beliefs, and beliefs about others' goals. We validated MuMA-ToM in a human experiment and provided a human baseline. We also proposed a novel multi-modal, multi-agent ToM model, LIMP (Language model-based Inverse Multi-agent Planning). Our experimental results show that LIMP significantly outperforms state-of-the-art methods, including large multi-modal models (e.g., GPT-4o, Gemini-1.5 Pro) and a recent multi-modal ToM model, BIP-ALM.


Flexible game-playing AI with AlphaViT: adapting to multiple games and board sizes

arXiv.org Artificial Intelligence

This paper presents novel game AI agents based on the AlphaZero framework, enhanced with Vision Transformers (ViT): AlphaViT, AlphaViD, and AlphaVDA. These agents are designed to play various board games of different sizes using a single model, overcoming AlphaZero's limitation of being restricted to a fixed board size. AlphaViT uses only a transformer encoder, while AlphaViD and AlphaVDA contain both an encoder and a decoder. AlphaViD's decoder receives input from the encoder output, while AlphaVDA uses a learnable matrix as decoder input. Using the AlphaZero framework, the three proposed methods demonstrate their versatility in different game environments, including Connect4, Gomoku, and Othello. Experimental results show that these agents, whether trained on a single game or on multiple games simultaneously, consistently outperform traditional algorithms such as Minimax and Monte Carlo tree search using a single DNN with shared weights, while approaching the performance of AlphaZero. In particular, AlphaViT and AlphaViD show strong performance across games, with AlphaViD benefiting from an additional decoder layer that enhances its ability to adapt to different action spaces and board sizes. These results may suggest the potential of transformer-based architectures to develop more flexible and robust game AI agents capable of excelling in multiple games and dynamic environments.