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Social World Model-Augmented Mechanism Design Policy Learning

arXiv.org Artificial Intelligence

Designing adaptive mechanisms to align individual and collective interests remains a central challenge in artificial social intelligence. Existing methods often struggle with modeling heterogeneous agents possessing persistent latent traits (e.g., skills, preferences) and dealing with complex multi-agent system dynamics. These challenges are compounded by the critical need for high sample efficiency due to costly real-world interactions. World Models, by learning to predict environmental dynamics, offer a promising pathway to enhance mechanism design in heterogeneous and complex systems. In this paper, we introduce a novel method named SWM-AP (Social World Model-Augmented Mechanism Design Policy Learning), which learns a social world model hierarchically modeling agents' behavior to enhance mechanism design. Specifically, the social world model infers agents' traits from their interaction trajectories and learns a trait-based model to predict agents' responses to the deployed mechanisms. The mechanism design policy collects extensive training trajectories by interacting with the social world model, while concurrently inferring agents' traits online during real-world interactions to further boost policy learning efficiency. Experiments in diverse settings (tax policy design, team coordination, and facility location) demonstrate that SWM-AP outperforms established model-based and model-free RL baselines in cumulative rewards and sample efficiency.




ReGentS: Real-World Safety-Critical Driving Scenario Generation Made Stable

arXiv.org Artificial Intelligence

Machine learning based autonomous driving systems often face challenges with safety-critical scenarios that are rare in real-world data, hindering their large-scale deployment. While increasing real-world training data coverage could address this issue, it is costly and dangerous. This work explores generating safety-critical driving scenarios by modifying complex real-world regular scenarios through trajectory optimization. We propose ReGentS, which stabilizes generated trajectories and introduces heuristics to avoid obvious collisions and optimization problems. Our approach addresses unrealistic diverging trajectories and unavoidable collision scenarios that are not useful for training robust planner. We also extend the scenario generation framework to handle real-world data with up to 32 agents.


Normative Modules: A Generative Agent Architecture for Learning Norms that Supports Multi-Agent Cooperation

arXiv.org Artificial Intelligence

Generative agents, which implement behaviors using a large language model (LLM) to interpret and evaluate an environment, has demonstrated the capacity to solve complex tasks across many social and technological domains. However, when these agents interact with other agents and humans in presence of social structures such as existing norms, fostering cooperation between them emerges as a fundamental challenge. In this paper, we develop the framework of a Normative Module: an architecture for generative agents designed to enhance cooperation by enabling agents to recognize and adapt to the normative infrastructure of a given environment, in the form of institutions that define acceptable behaviors within a group of agents. We focus on the equilibrium selection aspect of the cooperation problem and inform our agent design based on the existence of classification institutions that implement correlated equilibrium to provide effective resolution of the equilibrium selection problem. Specifically, the normative module enables agents to learn through peer interactions which of multiple candidate institutions in the environment, does a group treat as authoritative. By enabling normative competence in this sense, agents gain ability to coordinate their sanctioning behaviour; coordinated sanctioning behaviour in turn shapes primary behaviour within a social environment, leading to higher average welfare We design a new environment that supports institutions and evaluate the proposed framework based on two key criteria derived from agent interactions with peers and institutions: (i) the agent's ability to disregard non-authoritative institutions and (ii) the agent's ability to identify authoritative institutions among several options. Crucially, we show that these capabilities allow the agent to achieve more stable cooperative outcomes compared to baseline agents without the normative module, paving the way for future research in a new avenue of designing environments and agents that account for normative infrastructure.


LitSim: A Conflict-aware Policy for Long-term Interactive Traffic Simulation

arXiv.org Artificial Intelligence

Simulation is pivotal in evaluating the performance of autonomous driving systems due to the advantages of high efficiency and low cost compared to on-road testing. Bridging the gap between simulation and the real world requires realistic agent behaviors. However, the existing works have the following shortcomings in achieving this goal: (1) log replay offers realistic scenarios but often leads to collisions due to the absence of dynamic interactions, and (2) both heuristic-based and data-based solutions, which are parameterized and trained on real-world datasets, encourage interactions but often deviate from real-world data over long horizons. In this work, we propose LitSim, a long-term interactive simulation approach that maximizes realism by minimizing the interventions in the log. Specifically, our approach primarily uses log replay to ensure realism and intervenes only when necessary to prevent potential conflicts. We then encourage interactions among the agents and resolve the conflicts, thereby reducing the risk of unrealistic behaviors. We train and validate our model on the real-world dataset NGSIM, and the experimental results demonstrate that LitSim outperforms the currently popular approaches in terms of realism and reactivity.


Zero-shot Transfer Learning of Driving Policy via Socially Adversarial Traffic Flow

arXiv.org Artificial Intelligence

Acquiring driving policies that can transfer to unseen environments is challenging when driving in dense traffic flows. The design of traffic flow is essential and previous studies are unable to balance interaction and safety-criticism. To tackle this problem, we propose a socially adversarial traffic flow. We propose a Contextual Partially-Observable Stochastic Game to model traffic flow and assign Social Value Orientation (SVO) as context. We then adopt a two-stage framework. In Stage 1, each agent in our socially-aware traffic flow is driven by a hierarchical policy where upper-level policy communicates genuine SVOs of all agents, which the lower-level policy takes as input. In Stage 2, each agent in the socially adversarial traffic flow is driven by the hierarchical policy where upper-level communicates mistaken SVOs, taken by the lower-level policy trained in Stage 1. Driving policy is adversarially trained through a zero-sum game formulation with upper-level policies, resulting in a policy with enhanced zero-shot transfer capability to unseen traffic flows. Comprehensive experiments on cross-validation verify the superior zero-shot transfer performance of our method.


RPM: Generalizable Behaviors for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Despite the recent advancement in multi-agent reinforcement learning (MARL), the MARL agents easily overfit the training environment and perform poorly in the evaluation scenarios where other agents behave differently. Obtaining generalizable policies for MARL agents is thus necessary but challenging mainly due to complex multi-agent interactions. In this work, we model the problem with Markov Games and propose a simple yet effective method, ranked policy memory (RPM), to collect diverse multi-agent trajectories for training MARL policies with good generalizability. The main idea of RPM is to maintain a look-up memory of policies. In particular, we try to acquire various levels of behaviors by saving policies via ranking the training episode return, i.e., the episode return of agents in the training environment; when an episode starts, the learning agent can then choose a policy from the RPM as the behavior policy. This innovative self-play training framework leverages agents' past policies and guarantees the diversity of multi-agent interaction in the training data. We implement RPM on top of MARL algorithms and conduct extensive experiments on Melting Pot. It has been demonstrated that RPM enables MARL agents to interact with unseen agents in multi-agent generalization evaluation scenarios and complete given tasks, and it significantly boosts the performance up to 402% on average.