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Human-Agent Cooperation in Games under Incomplete Information through Natural Language Communication

Chen, Shenghui, Fried, Daniel, Topcu, Ufuk

arXiv.org Artificial Intelligence

Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively control a token in alternating turns to achieve a common objective under incomplete information. We formulate a policy synthesis problem for an autonomous agent in this game with a human as the other player. To solve this problem, we propose a communication-based approach comprising a language module and a planning module. The language module translates natural language messages into and from a finite set of flags, a compact representation defined to capture player intents. The planning module leverages these flags to compute a policy using an asymmetric information-set Monte Carlo tree search with flag exchange algorithm we present. We evaluate the effectiveness of this approach in a testbed based on Gnomes at Night, a search-and-find maze board game. Results of human subject experiments show that communication narrows the information gap between players and enhances human-agent cooperation efficiency with fewer turns.


GTP-SLAM: Game-Theoretic Priors for Simultaneous Localization and Mapping in Multi-Agent Scenarios

Chiu, Chih-Yuan, Fridovich-Keil, David

arXiv.org Artificial Intelligence

Robots operating in multi-player settings must simultaneously model the environment and the behavior of human or robotic agents who share that environment. This modeling is often approached using Simultaneous Localization and Mapping (SLAM); however, SLAM algorithms usually neglect multi-player interactions. In contrast, the motion planning literature often uses dynamic game theory to explicitly model noncooperative interactions of multiple agents in a known environment with perfect localization. Here, we present GTP-SLAM, a novel, iterative best response-based SLAM algorithm that accurately performs state localization and map reconstruction, while using game theoretic priors to capture the inherent non-cooperative interactions among multiple agents in an uncharted scene. By formulating the underlying SLAM problem as a potential game, we inherit a strong convergence guarantee. Empirical results indicate that, when deployed in a realistic traffic simulation, our approach performs localization and mapping more accurately than a standard bundle adjustment algorithm across a wide range of noise levels.