86,760 research outputs found

    On Partially Controlled Multi-Agent Systems

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    Motivated by the control theoretic distinction between controllable and uncontrollable events, we distinguish between two types of agents within a multi-agent system: controllable agents, which are directly controlled by the system's designer, and uncontrollable agents, which are not under the designer's direct control. We refer to such systems as partially controlled multi-agent systems, and we investigate how one might influence the behavior of the uncontrolled agents through appropriate design of the controlled agents. In particular, we wish to understand which problems are naturally described in these terms, what methods can be applied to influence the uncontrollable agents, the effectiveness of such methods, and whether similar methods work across different domains. Using a game-theoretic framework, this paper studies the design of partially controlled multi-agent systems in two contexts: in one context, the uncontrollable agents are expected utility maximizers, while in the other they are reinforcement learners. We suggest different techniques for controlling agents' behavior in each domain, assess their success, and examine their relationship.Comment: See http://www.jair.org/ for any accompanying file

    Action and behavior: a free-energy formulation

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    We have previously tried to explain perceptual inference and learning under a free-energy principle that pursues Helmholtz’s agenda to understand the brain in terms of energy minimization. It is fairly easy to show that making inferences about the causes of sensory data can be cast as the minimization of a free-energy bound on the likelihood of sensory inputs, given an internal model of how they were caused. In this article, we consider what would happen if the data themselves were sampled to minimize this bound. It transpires that the ensuing active sampling or inference is mandated by ergodic arguments based on the very existence of adaptive agents. Furthermore, it accounts for many aspects of motor behavior; from retinal stabilization to goal-seeking. In particular, it suggests that motor control can be understood as fulfilling prior expectations about proprioceptive sensations. This formulation can explain why adaptive behavior emerges in biological agents and suggests a simple alternative to optimal control theory. We illustrate these points using simulations of oculomotor control and then apply to same principles to cued and goal-directed movements. In short, the free-energy formulation may provide an alternative perspective on the motor control that places it in an intimate relationship with perception

    Role Playing Learning for Socially Concomitant Mobile Robot Navigation

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    In this paper, we present the Role Playing Learning (RPL) scheme for a mobile robot to navigate socially with its human companion in populated environments. Neural networks (NN) are constructed to parameterize a stochastic policy that directly maps sensory data collected by the robot to its velocity outputs, while respecting a set of social norms. An efficient simulative learning environment is built with maps and pedestrians trajectories collected from a number of real-world crowd data sets. In each learning iteration, a robot equipped with the NN policy is created virtually in the learning environment to play itself as a companied pedestrian and navigate towards a goal in a socially concomitant manner. Thus, we call this process Role Playing Learning, which is formulated under a reinforcement learning (RL) framework. The NN policy is optimized end-to-end using Trust Region Policy Optimization (TRPO), with consideration of the imperfectness of robot's sensor measurements. Simulative and experimental results are provided to demonstrate the efficacy and superiority of our method

    Towards Active Event Recognition

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    Directing robot attention to recognise activities and to anticipate events like goal-directed actions is a crucial skill for human-robot interaction. Unfortunately, issues like intrinsic time constraints, the spatially distributed nature of the entailed information sources, and the existence of a multitude of unobservable states affecting the system, like latent intentions, have long rendered achievement of such skills a rather elusive goal. The problem tests the limits of current attention control systems. It requires an integrated solution for tracking, exploration and recognition, which traditionally have been seen as separate problems in active vision.We propose a probabilistic generative framework based on a mixture of Kalman filters and information gain maximisation that uses predictions in both recognition and attention-control. This framework can efficiently use the observations of one element in a dynamic environment to provide information on other elements, and consequently enables guided exploration.Interestingly, the sensors-control policy, directly derived from first principles, represents the intuitive trade-off between finding the most discriminative clues and maintaining overall awareness.Experiments on a simulated humanoid robot observing a human executing goal-oriented actions demonstrated improvement on recognition time and precision over baseline systems
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