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Where Paths Collide: A Comprehensive Survey of Classic and Learning-Based Multi-Agent Pathfinding

arXiv.org Artificial Intelligence

Multi-Agent Path Finding (MAPF) is a fundamental problem in artificial intelligence and robotics, requiring the computation of collision-free paths for multiple agents navigating from their start locations to designated goals. As autonomous systems become increasingly prevalent in warehouses, urban transportation, and other complex environments, MAPF has evolved from a theoretical challenge to a critical enabler of real-world multi-robot coordination. This comprehensive survey bridges the long-standing divide between classical algorithmic approaches and emerging learning-based methods in MAPF research. We present a unified framework that encompasses search-based methods (including Conflict-Based Search, Priority-Based Search, and Large Neighborhood Search), compilation-based approaches (SAT, SMT, CSP, ASP, and MIP formulations), and data-driven techniques (reinforcement learning, supervised learning, and hybrid strategies). Through systematic analysis of experimental practices across 200+ papers, we uncover significant disparities in evaluation methodologies, with classical methods typically tested on larger-scale instances (up to 200 by 200 grids with 1000+ agents) compared to learning-based approaches (predominantly 10-100 agents). We provide a comprehensive taxonomy of evaluation metrics, environment types, and baseline selections, highlighting the need for standardized benchmarking protocols. Finally, we outline promising future directions including mixed-motive MAPF with game-theoretic considerations, language-grounded planning with large language models, and neural solver architectures that combine the rigor of classical methods with the flexibility of deep learning. This survey serves as both a comprehensive reference for researchers and a practical guide for deploying MAPF solutions in increasingly complex real-world applications.


Infinite hierarchical contrastive clustering for personal digital envirotyping

arXiv.org Machine Learning

Daily environments have profound influence on our health and behavior. Recent work has shown that digital envirotyping, where computer vision is applied to images of daily environments taken during ecological momentary assessment (EMA), can be used to identify meaningful relationships between environmental features and health outcomes of interest. To systematically study such effects on an individual level, it is helpful to group images into distinct environments encountered in an individual's daily life; these may then be analyzed, further grouped into related environments with similar features, and linked to health outcomes. Here we introduce infinite hierarchical contrastive clustering to address this challenge. Building on the established contrastive clustering framework, our method a) allows an arbitrary number of clusters without requiring the full Dirichlet Process machinery by placing a stick-breaking prior on predicted cluster probabilities; and b) encourages distinct environments to form well-defined sub-clusters within each cluster of related environments by incorporating a participant-specific prediction loss. Our experiments show that our model effectively identifies distinct personal environments and groups these environments into meaningful environment types. We then illustrate how the resulting clusters can be linked to various health outcomes, highlighting the potential of our approach to advance the envirotyping paradigm.


Multi-Agent Path Finding under Limited Communication Range Constraint via Dynamic Leading

arXiv.org Artificial Intelligence

Abstract-- This paper proposes a novel framework to handle a multi-agent path finding problem under a limited communication range constraint, where all agents must have a connected communication channel to the rest of the team. Many existing approaches to multi-agent path finding (e.g., leader-follower platooning) overcome computational challenges of planning in this domain by planning one agent at a time in a fixed order. However, fixed leader-follower approaches can become stuck during planning, limiting their practical utility in dense-clutter environments. Our framework, MA-DL, can handle both (c). 's leading causes the team to get stuck (a), dynamic When the leader and follower move to different directions (b), followers are allowed to pursue another agent to its goal. We want a team of agents navigate through an obstaclerich environment to goals while maintaining constant team who plan so as to maintain communication to the agent that communication: a spanning tree created from range-limited planned before them.


Online Learning of Temporal Dependencies for Sustainable Foraging Problem

arXiv.org Artificial Intelligence

The sustainable foraging problem is a dynamic environment testbed for exploring the forms of agent cognition in dealing with social dilemmas in a multi-agent setting. The agents need to resist the temptation of individual rewards through foraging and choose the collective long-term goal of sustainability. We investigate methods of online learning in Neuro-Evolution and Deep Recurrent Q-Networks to enable agents to attempt the problem one-shot as is often required by wicked social problems. We further explore if learning temporal dependencies with Long Short-Term Memory may be able to aid the agents in developing sustainable foraging strategies in the long term. It was found that the integration of Long Short-Term Memory assisted agents in developing sustainable strategies for a single agent, however failed to assist agents in managing the social dilemma that arises in the multi-agent scenario.


SymboSLAM: Semantic Map Generation in a Multi-Agent System

arXiv.org Artificial Intelligence

Sub-symbolic artificial intelligence methods dominate the fields of environment-type classification and Simultaneous Localisation and Mapping. However, a significant area overlooked within these fields is solution transparency for the human-machine interaction space, as the sub-symbolic methods employed for map generation do not account for the explainability of the solutions generated. This paper proposes a novel approach to environment-type classification through Symbolic Simultaneous Localisation and Mapping, SymboSLAM, to bridge the explainability gap. Our method for environment-type classification observes ontological reasoning used to synthesise the context of an environment through the features found within. We achieve explainability within the model by presenting operators with environment-type classifications overlayed by a semantically labelled occupancy map of landmarks and features. We evaluate SymboSLAM with ground-truth maps of the Canberra region, demonstrating method effectiveness. We assessed the system through both simulations and real-world trials.


Online Continual Learning For Interactive Instruction Following Agents

arXiv.org Artificial Intelligence

In learning an embodied agent executing daily tasks via language directives, the literature largely assumes that the agent learns all training data at the beginning. We argue that such a learning scenario is less realistic since a robotic agent is supposed to learn the world continuously as it explores and perceives it. To take a step towards a more realistic embodied agent learning scenario, we propose two continual learning setups for embodied agents; learning new behaviors (Behavior Incremental Learning, Behavior-IL) and new environments (Environment Incremental Learning, Environment-IL) For the tasks, previous'data prior' based continual learning methods maintain logits for the past tasks. However, the stored information is often insufficiently learned information and requires task boundary information, which might not always be available. Here, we propose to update them based on confidence scores without task boundary information during training (i.e., task-free) in a moving average fashion, named Confidence-Aware Moving Average (CAMA). In the proposed Behavior-IL and Environment-IL setups, our simple CAMA outperforms prior state of the art in our empirical validations by noticeable margins. To create more realistic agents, challenging benchmarks (Shridhar et al., 2020; Padmakumar et al., 2022) require all of these tasks to complete complex tasks based on language directives. However, most embodied AI literature assumes that all training data are available from the outset but it may be unrealistic as agents may encounter novel behaviors or environments after deployment. To learn new behaviors and environments, continual learning might be necessary for post-deployment. To learn new tasks, one may finetune the agents. But the finetuned agents would suffer from catastrophic forgetting that loses previously learned knowledge (McCloskey & Cohen, 1989; Ratcliff, 1990). To mitigate such forgetting, (Powers et al., 2022) introduced a continual reinforcement learning framework that incrementally updates agents for new tasks and evaluates their knowledge of current and past tasks. However, this operates in a simplified task setup of (Shridhar et al., 2020), excluding natural language understanding and object localization.


Improving Generalization in Reinforcement Learning Training Regimes for Social Robot Navigation

arXiv.org Artificial Intelligence

In order for autonomous mobile robots to navigate in human spaces, they must abide by our social norms. Reinforcement learning (RL) has emerged as an effective method to train sequential decision-making policies that are able to respect these norms. However, a large portion of existing work in the field conducts both RL training and testing in simplistic environments. This limits the generalization potential of these models to unseen environments, and the meaningfulness of their reported results. We propose a method to improve the generalization performance of RL social navigation methods using curriculum learning. By employing multiple environment types and by modeling pedestrians using multiple dynamics models, we are able to progressively diversify and escalate difficulty in training. Our results show that the use of curriculum learning in training can be used to achieve better generalization performance than previous training methods. We also show that results presented in many existing state-of-the-art RL social navigation works do not evaluate their methods outside of their training environments, and thus do not reflect their policies' failure to adequately generalize to out-of-distribution scenarios. In response, we validate our training approach on larger and more crowded testing environments than those used in training, allowing for more meaningful measurements of model performance.


The SocialAI School: Insights from Developmental Psychology Towards Artificial Socio-Cultural Agents

arXiv.org Artificial Intelligence

Developmental psychologists have long-established the importance of socio-cognitive abilities in human intelligence. These abilities enable us to enter, participate and benefit from human culture. AI research on social interactive agents mostly concerns the emergence of culture in a multi-agent setting (often without a strong grounding in developmental psychology). We argue that AI research should be informed by psychology and study socio-cognitive abilities enabling to enter a culture too. We discuss the theories of Michael Tomasello and Jerome Bruner to introduce some of their concepts to AI and outline key concepts and socio-cognitive abilities. We present The SocialAI school - a tool including a customizable parameterized uite of procedurally generated environments, which simplifies conducting experiments regarding those concepts. We show examples of such experiments with RL agents and Large Language Models. The main motivation of this work is to engage the AI community around the problem of social intelligence informed by developmental psychology, and to provide a tool to simplify first steps in this direction. Refer to the project website for code and additional information: https://sites.google.com/view/socialai-school.


Efficient Learning of Locomotion Skills through the Discovery of Diverse Environmental Trajectory Generator Priors

arXiv.org Artificial Intelligence

Data-driven learning based methods have recently been particularly successful at learning robust locomotion controllers for a variety of unstructured terrains. Prior work has shown that incorporating good locomotion priors in the form of trajectory generators (TGs) is effective at efficiently learning complex locomotion skills. However, defining a good, single TG as tasks/environments become increasingly more complex remains a challenging problem as it requires extensive tuning and risks reducing the effectiveness of the prior. In this paper, we present Evolved Environmental Trajectory Generators (EETG), a method that learns a diverse set of specialised locomotion priors using Quality-Diversity algorithms while maintaining a single policy within the Policies Modulating TG (PMTG) architecture. The results demonstrate that EETG enables a quadruped robot to successfully traverse a wide range of environments, such as slopes, stairs, rough terrain, and balance beams. Our experiments show that learning a diverse set of specialized TG priors is significantly (5 times) more efficient than using a single, fixed prior when dealing with a wide range of environments.


Guided Sampling-Based Motion Planning with Dynamics in Unknown Environments

arXiv.org Artificial Intelligence

Abstract-- Despite recent progress improving the efficiency and quality of motion planning, planning collision-free and dynamically-feasible trajectories in partially-mapped environments remains challenging, since constantly replanning as unseen obstacles are revealed during navigation both incurs significant computational expense and can introduce problematic oscillatory behavior. To improve the quality of motion planning in partial maps, this paper develops a framework that augments sampling-based motion planning to leverage a high-level discrete layer and prior solutions to guide motion-tree expansion during replanning, affording both (i) faster planning and (ii) improved solution coherence. A trajectory in a partially-mapped environment planned by our framework. Videos of solutions obtained by our framework on this and other scenes used in the experiments can be found at tinyurl.com/47ct55s6 This task is made challenging by the resulting in problematic oscillatory behavior as the robot presence of obstacles during deployment, which requires iteratively navigates, reveals structure, and replans.