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 behavior parameter


Safe and Efficient Social Navigation through Explainable Safety Regions Based on Topological Features

arXiv.org Artificial Intelligence

The recent adoption of artificial intelligence (AI) in robotics has driven the development of algorithms that enable autonomous systems to adapt to complex social environments. In particular, safe and efficient social navigation is a key challenge, requiring AI not only to avoid collisions and deadlocks but also to interact intuitively and predictably with its surroundings. To date, methods based on probabilistic models and the generation of conformal safety regions have shown promising results in defining safety regions with a controlled margin of error, primarily relying on classification approaches and explicit rules to describe collision-free navigation conditions. This work explores how topological features contribute to explainable safety regions in social navigation. Instead of using behavioral parameters, we leverage topological data analysis to classify and characterize different simulation behaviors. First, we apply global rule-based classification to distinguish between safe (collision-free) and unsafe scenarios based on topological properties. Then, we define safety regions, $S_\varepsilon$, in the topological feature space, ensuring a maximum classification error of $\varepsilon$. These regions are built with adjustable SVM classifiers and order statistics, providing robust decision boundaries. Local rules extracted from these regions enhance interpretability, keeping the decision-making process transparent. Our approach initially separates simulations with and without collisions, outperforming methods that not incorporate topological features. It offers a deeper understanding of robot interactions within a navigable space. We further refine safety regions to ensure deadlock-free simulations and integrate both aspects to define a compliant simulation space that guarantees safe and efficient navigation.


Efficient Behavior-consistent Calibration for Multi-agent Market Simulation

arXiv.org Artificial Intelligence

Order-driven market simulation mimics the trader behaviors to generate order streams to support interactive studies of financial strategies. In market simulator, the multi-agent approach is commonly adopted due to its explainability. Existing multi-agent systems employ heuristic search to generate order streams, which is inefficient for large-scale simulation. Furthermore, the search-based behavior calibration often leads to inconsistent trader actions under the same general market condition, making the simulation results unstable and difficult to interpret. We propose CaliSim, the first search-free calibration approach multi-agent market simulator which achieves large-scale efficiency and behavior consistency. CaliSim uses meta-learning and devises a surrogate trading system with a consistency loss function for the reproducibility of order stream and trader behaviors. Extensive experiments in the market replay and case studies show that CaliSim achieves state-of-the-art in terms of order stream reproduction with consistent trader behavior and can capture patterns of real markets.


Walk These Ways: Tuning Robot Control for Generalization with Multiplicity of Behavior

arXiv.org Artificial Intelligence

Learned locomotion policies can rapidly adapt to diverse environments similar to those experienced during training but lack a mechanism for fast tuning when they fail in an out-of-distribution test environment. This necessitates a slow and iterative cycle of reward and environment redesign to achieve good performance on a new task. As an alternative, we propose learning a single policy that encodes a structured family of locomotion strategies that solve training tasks in different ways, resulting in Multiplicity of Behavior (MoB). Different strategies generalize differently and can be chosen in real-time for new tasks or environments, bypassing the need for time-consuming retraining. We release a fast, robust open-source MoB locomotion controller, Walk These Ways, that can execute diverse gaits with variable footswing, posture, and speed, unlocking diverse downstream tasks: crouching, hopping, high-speed running, stair traversal, bracing against shoves, rhythmic dance, and more. Video and code release: https://gmargo11.github.io/walk-these-ways/


An Introduction to Unity ML-Agents

#artificialintelligence

The past few years have witnessed breakthroughs in reinforcement learning (RL). From the first successful use of RL by a deep learning model for learning a policy from pixel input in 2013 to the OpenAI Dexterity program in 2019, we live in an exciting moment in RL research. Consequently, we need, as RL researchers, to create more and more complex environments and Unity helps us to do that. Unity ML-Agents toolkit is a new plugin based on the game engine Unity that allows us to use the Unity Game Engine as an environment builder to train agents. From playing football, learning to walk, to jump big walls, to train a cute doggy to catch sticks, Unity ML-Agents Toolkit provides a ton of amazing pre-made environment.