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Optimal Multi-agent Path Finding in Continuous Time

arXiv.org Artificial Intelligence

Continuous-time Conflict Based-Search (CCBS) has long been viewed as the standard optimal baseline for multi-agent path finding in continuous time (MAPFR), yet recent critiques show that the theoretically described CCBS can fail to terminate on solvable MAPFR problems while the publicly available reference implementation can return sub-optimal solutions. This work presents an analytical framework that yields simple and sufficient conditions under which any CCBS-style algorithm is both sound and solution complete. Investigating the reference CCBS implementation reveals that it violates our sufficient conditions for soundness, with counterexamples demonstrating sub-optimality. Leveraging the framework, we introduce a branching rule ($ฮด$-BR) and prove it restores soundness and termination guarantees. Consequently, the resulting CCBS variant is both sound and solution complete. To our knowledge, this is the first MAPFR solver matching the guarantees of the discrete-time CBS. On a constructed example, CCBS with $ฮด$-BR improves sum-of-costs from 10.707 to 9.000 ($\approx$ 16% lower) compared to the reference CCBS implementation. Across benchmarks, the reference CCBS implementation is generally able to find solutions faster than CCBS with $ฮด$-BR due to its more aggressive pruning. However, this comes at the cost of occasional sub-optimality and potential non-termination when all solutions are pruned, whereas $ฮด$-BR preserves optimality and guarantees termination by design. Because $ฮด$-BR largely only affects the branching step, it can be adopted as a drop-in replacement in existing codebases. Beyond CCBS, the analytical framework and termination criterion provide a systematic way to evaluate other CCBS-like MAPFR solvers and future extensions, thereby offering tools for rigorous analysis of next-generation MAPFR algorithms.


Simulating User Agents for Embodied Conversational-AI

arXiv.org Artificial Intelligence

Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.


Reaching New Heights in Multi-Agent Collective Construction

arXiv.org Artificial Intelligence

We propose a new approach for multi-agent collective construction, based on the idea of reversible ramps. Our ReRamp algorithm utilizes reversible side-ramps to generate construction plans for ramped block structures higher and larger than was previously possible using state-of-the-art planning algorithms, given the same building area. We compare the ReRamp algorithm to similar state-of-the-art algorithms on a set of benchmark instances, where we demonstrate its superior computational speed. We also establish in our experiments that the ReRamp algorithm is capable of generating plans for a single-story house, an important milestone on the road to real-world multi-agent construction applications.


Task and Motion Planning in Hierarchical 3D Scene Graphs

arXiv.org Artificial Intelligence

Recent work in the construction of 3D scene graphs has enabled mobile robots to build large-scale hybrid metric-semantic hierarchical representations of the world. These detailed models contain information that is useful for planning, however how to derive a planning domain from a 3D scene graph that enables efficient computation of executable plans is an open question. In this work, we present a novel approach for defining and solving Task and Motion Planning problems in large-scale environments using hierarchical 3D scene graphs. We identify a method for building sparse problem domains which enable scaling to large scenes, and propose a technique for incrementally adding objects to that domain during planning time to avoid wasting computation on irrelevant elements of the scene graph. We test our approach in two hand crafted domains as well as two scene graphs built from perception, including one constructed from the KITTI dataset. A video supplement is available at https://youtu.be/63xuCCaN0I4.


Multi-Agent Path Finding with Continuous Time Using SAT Modulo Linear Real Arithmetic

arXiv.org Artificial Intelligence

This paper introduces a new approach to solving a continuous-time version of the multi-agent path finding problem. The algorithm translates the problem into an extension of the classical Boolean satisfiability problem, satisfiability modulo theories (SMT), that can be solved by off-the-shelf solvers. This enables the exploitation of conflict generalization techniques that such solvers can handle. Computational experiments show that the new approach scales better with respect to the available computation time than state-of-the art approaches and is usually able to avoid their exponential behavior on a class of benchmark problems modeling a typical bottleneck situation.


Using Abstraction for Interpretable Robot Programs in Stochastic Domains

arXiv.org Artificial Intelligence

A robot's actions are inherently stochastic, as its sensors are noisy and its actions do not always have the intended effects. For this reason, the agent language Golog has been extended to models with degrees of belief and stochastic actions. While this allows more precise robot models, the resulting programs are much harder to comprehend, because they need to deal with the noise, e.g., by looping until some desired state has been reached with certainty, and because the resulting action traces consist of a large number of actions cluttered with sensor noise. To alleviate these issues, we propose to use abstraction. We define a high-level and nonstochastic model of the robot and then map the high-level model into the lower-level stochastic model. The resulting programs are much easier to understand, often do not require belief operators or loops, and produce much shorter action traces.


Leaving Goals on the Pitch: Evaluating Decision Making in Soccer

arXiv.org Artificial Intelligence

Analysis of the popular expected goals (xG) metric in soccer has determined that a (slightly) smaller number of high-quality attempts will likely yield more goals than a slew of low-quality ones. This observation has driven a change in shooting behavior. Teams are passing up on shots from outside the penalty box, in the hopes of generating a better shot closer to goal later on. This paper evaluates whether this decrease in long-distance shots is warranted. Therefore, we propose a novel generic framework to reason about decision-making in soccer by combining techniques from machine learning and artificial intelligence (AI). First, we model how a team has behaved offensively over the course of two seasons by learning a Markov Decision Process (MDP) from event stream data. Second, we use reasoning techniques arising from the AI literature on verification to each team's MDP. This allows us to reason about the efficacy of certain potential decisions by posing counterfactual questions to the MDP. Our key conclusion is that teams would score more goals if they shot more often from outside the penalty box in a small number of team-specific locations. The proposed framework can easily be extended and applied to analyze other aspects of the game.


Multi-Agent Pathfinding (MAPF) with Continuous Time

arXiv.org Artificial Intelligence

MAPF is the problem of finding paths for multiple agents such that every agent reaches its goal and the agents do not collide. Most prior work on MAPF were on grid, assumed all actions cost the same, agents do not have a volume, and considered discrete time steps. In this work we propose a MAPF algorithm that do not assume any of these assumptions, is complete, and provides provably optimal solutions. This algorithm is based on a novel combination of SIPP, a continuous time single agent planning algorithms, and CBS, a state of the art multi-agent pathfinding algorithm. We analyze this algorithm, discuss its pros and cons, and evaluate it experimentally on several standard benchmarks.