ego agent
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- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (0.64)
Who Moved My Distribution? Conformal Prediction for Interactive Multi-Agent Systems
Binny, Allen Emmanuel, Dixit, Anushri
Uncertainty-aware prediction is essential for safe motion planning, especially when using learned models to forecast the behavior of surrounding agents. Conformal prediction is a statistical tool often used to produce uncertainty-aware prediction regions for machine learning models. Most existing frameworks utilizing conformal prediction-based uncertainty predictions assume that the surrounding agents are non-interactive. This is because in closed-loop, as uncertainty-aware agents change their behavior to account for prediction uncertainty, the surrounding agents respond to this change, leading to a distribution shift which we call endogenous distribution shift. To address this challenge, we introduce an iterative conformal prediction framework that systematically adapts the uncertainty-aware ego-agent controller to the endogenous distribution shift. The proposed method provides probabilistic safety guarantees while adapting to the evolving behavior of reactive, non-ego agents. We establish a model for the endogenous distribution shift and provide the conditions for the iterative conformal prediction pipeline to converge under such a distribution shift. We validate our framework in simulation for 2- and 3- agent interaction scenarios, demonstrating collision avoidance without resulting in overly conservative behavior and an overall improvement in success rates of up to 9.6% compared to other conformal prediction-based baselines.
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Optimization (0.93)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.47)
ROTATE: Regret-driven Open-ended Training for Ad Hoc Teamwork
Wang, Caroline, Rahman, Arrasy, Cui, Jiaxun, Sung, Yoonchang, Stone, Peter
Learning to collaborate with previously unseen partners is a fundamental generalization challenge in multi-agent learning, known as Ad Hoc Teamwork (AHT). Existing AHT approaches often adopt a two-stage pipeline, where first, a fixed population of teammates is generated with the idea that they should be representative of the teammates that will be seen at deployment time, and second, an AHT agent is trained to collaborate well with agents in the population. To date, the research community has focused on designing separate algorithms for each stage. This separation has led to algorithms that generate teammates with limited coverage of possible behaviors, and that ignore whether the generated teammates are easy to learn from for the AHT agent. Furthermore, algorithms for training AHT agents typically treat the set of training teammates as static, thus attempting to generalize to previously unseen partner agents without assuming any control over the set of training teammates. This paper presents a unified framework for AHT by reformulating the problem as an open-ended learning process between an AHT agent and an adversarial teammate generator. We introduce ROTATE, a regret-driven, open-ended training algorithm that alternates between improving the AHT agent and generating teammates that probe its deficiencies. Experiments across diverse two-player environments demonstrate that ROTATE significantly outperforms baselines at generalizing to an unseen set of evaluation teammates, thus establishing a new standard for robust and generalizable teamwork.
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- North America > United States > California > San Diego County > San Diego (0.04)
- Asia > Middle East > Jordan (0.04)
PSN Game: Game-theoretic Prediction and Planning via a Player Selection Network
Qiu, Tianyu, Ouano, Eric, Palafox, Fernando, Ellis, Christian, Fridovich-Keil, David
While game-theoretic planning frameworks are effective at modeling multi-agent interactions, they require solving large optimization problems where the number of variables increases with the number of agents, resulting in long computation times that limit their use in large-scale, real-time systems. To address this issue, we propose 1) PSN Game: a learning-based, game-theoretic prediction and planning framework that reduces runtime by learning a Player Selection Network (PSN); and 2) a Goal Inference Network (GIN) that makes it possible to use the PSN in incomplete information games where agents' intentions are unknown. A PSN outputs a player selection mask that distinguishes influential players from less relevant ones, enabling the ego player to solve a smaller, masked game involving only selected players. By reducing the number of players in the game, and therefore reducing the number of variables in the corresponding optimization problem, PSN directly lowers computation time. The PSN Game framework is more flexible than existing player selection methods as it 1) relies solely on observations of players' past trajectories, without requiring full state, action, or other game-specific information; and 2) requires no online parameter tuning. Experiments in both simulated scenarios and human trajectory datasets demonstrate that PSNs outperform baseline selection methods in 1) prediction accuracy; and 2) planning safety. PSNs also generalize effectively to real-world scenarios in which agents' objectives are unknown without fine-tuning. By selecting only the most relevant players for decision-making, PSN Game offers a general mechanism for reducing planning complexity that can be seamlessly integrated into existing multi-agent planning frameworks.
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- Research Report > New Finding (0.68)
- Research Report > Experimental Study (0.46)
- Asia > China > Jilin Province (0.04)
- Asia > China > Jiangsu Province > Nanjing (0.04)
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Europe > United Kingdom > England > Greater London > London (0.04)
- Asia > China > Beijing > Beijing (0.04)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (0.64)
Communication-Efficient Desire Alignment for Embodied Agent-Human Adaptation
Wang, Yuanfei, Huang, Xinju, Zhong, Fangwei, Yang, Yaodong, Wang, Yizhou, Chen, Yuanpei, Dong, Hao
While embodied agents have made significant progress in performing complex physical tasks, real-world applications demand more than pure task execution. The agents must collaborate with unfamiliar agents and human users, whose goals are often vague and implicit. In such settings, interpreting ambiguous instructions and uncovering underlying desires is essential for effective assistance. Therefore, fast and accurate desire alignment becomes a critical capability for embodied agents. In this work, we first develop a home assistance simulation environment HA-Desire that integrates an LLM-driven proxy human user exhibiting realistic value-driven goal selection and communication. The ego agent must interact with this proxy user to infer and adapt to the user's latent desires. To achieve this, we present a novel framework FAMER for fast desire alignment, which introduces a desire-based mental reasoning mechanism to identify user intent and filter desire-irrelevant actions. We further design a reflection-based communication module that reduces redundant inquiries, and incorporate goal-relevant information extraction with memory persistence to improve information reuse and reduce unnecessary exploration. Extensive experiments demonstrate that our framework significantly enhances both task execution and communication efficiency, enabling embodied agents to quickly adapt to user-specific desires in complex embodied environments.
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- Asia > China > Beijing > Beijing (0.04)