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We study distributed planning for multi-robot systems to provide optimal service to cooperative tasks that are distributed over space and time. Each task requires service by sufficiently many robots at the specified location within the specified time window. Tasks arrive over episodes and the robots try to maximize the total value of service in each episode by planning their own trajectories based on the specifications of incoming tasks. Robots are required to start and end each episode at their assigned stations in the environment. We present a game theoretic solution to this problem by mapping it to a game, where the action of each robot is its trajectory in an episode, and using a suitable learning algorithm to obtain optimal joint plans in a distributed manner. We present a systematic way to design minimal action sets (subsets of feasible trajectories) for robots based on the specifications of incoming tasks to facilitate fast learning. We then provide the performance guarantees for the cases where all the robots follow a best response or noisy best response algorithm to iteratively plan their trajectories. While the best response algorithm leads to a Nash equilibrium, the noisy best response algorithm leads to globally optimal joint plans with high probability. We show that the proposed game can in general have arbitrarily poor Nash equilibria, which makes the noisy best response algorithm preferable unless the task specifications are known to have some special structure. We also describe a family of special cases where all the equilibria are guaranteed to have bounded suboptimality. Simulations and experimental results are provided to demonstrate the proposed approach.

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CASES:International Conference on Compilers, Architectures, and Synthesis for Embedded Systems。 Explanation:嵌入式系統編譯器、體系結構和綜合國際會議。 Publisher:ACM。 SIT:

In this paper, we describe a robust multi-drone planning framework for high-speed trajectories in large scenes. It uses a free-space-oriented map to free the optimization from cumbersome environment data. A capsule-like safety constraint is designed to avoid reciprocal collisions when vehicles deviate from their nominal flight progress under disturbance. We further show the minimum-singularity differential flatness of our drone dynamics with nonlinear drag effects involved. Leveraging the flatness map, trajectory optimization is efficiently conducted on the flat outputs while still subject to physical limits considering drag forces at high speeds. The robustness and effectiveness of our framework are both validated in large-scale simulations. It can compute collision-free trajectories satisfying high-fidelity vehicle constraints for hundreds of drones in a few minutes.

We propose a computationally-friendly adaptive learning rate schedule, "AdaLoss", which directly uses the information of the loss function to adjust the stepsize in gradient descent methods. We prove that this schedule enjoys linear convergence in linear regression. Moreover, we provide a linear convergence guarantee over the non-convex regime, in the context of two-layer over-parameterized neural networks. If the width of the first-hidden layer in the two-layer networks is sufficiently large (polynomially), then AdaLoss converges robustly \emph{to the global minimum} in polynomial time. We numerically verify the theoretical results and extend the scope of the numerical experiments by considering applications in LSTM models for text clarification and policy gradients for control problems.

This paper addresses the problem of determining all optimal integer solutions of a linear integer network flow problem, which we call the all optimal integer flow (AOF) problem. We derive an O(F (m + n) + mn + M ) time algorithm to determine all F many optimal integer flows in a directed network with n nodes and m arcs, where M is the best time needed to find one minimum cost flow. We remark that stopping Hamacher's well-known method for the determination of the K best integer flows at the first sub-optimal flow results in an algorithm with a running time of O(F m(n log n + m) + M ) for solving the AOF problem. Our improvement is essentially made possible by replacing the shortest path sub-problem with a more efficient way to determine a so called proper zero cost cycle using a modified depth-first search technique. As a byproduct, our analysis yields an enhanced algorithm to determine the K best integer flows that runs in O(Kn3 + M ). Besides, we give lower and upper bounds for the number of all optimal integer and feasible integer solutions. Our bounds are based on the fact that any optimal solution can be obtained by an initial optimal tree solution plus a conical combination of incidence vectors of all induced cycles with bounded coefficients.

We present an optimization-based framework for multicopter trajectory planning subject to geometrical spatial constraints and user-defined dynamic constraints. The basis of the framework is a novel trajectory representation built upon our novel optimality conditions for unconstrained control effort minimization. We design linear-complexity operations on this representation to conduct spatial-temporal deformation under various planning requirements. Smooth maps are utilized to exactly eliminate geometrical constraints in a lightweight fashion. A wide range of state-input constraints are supported by the decoupling of dense constraint evaluation from sparse parameterization, and backward differentiation of flatness map. As a result, the proposed framework transforms a generally constrained multicopter planning problem into an unconstrained optimization that can be solved reliably and efficiently. Our framework bridges the gaps among solution quality, planning frequency and constraint fidelity for a multicopter with limited resources and maneuvering capability. Its generality and robustness are both demonstrated by applications and experiments for different tasks. Extensive simulations and benchmarks are also conducted to show its capability of generating high-quality solutions while retaining the computation speed against other specialized methods by orders of magnitudes. Details and source code of our framework will be freely available at: //zju-fast.com/gcopter.

We study constrained reinforcement learning (CRL) from a novel perspective by setting constraints directly on state density functions, rather than the value functions considered by previous works. State density has a clear physical and mathematical interpretation, and is able to express a wide variety of constraints such as resource limits and safety requirements. Density constraints can also avoid the time-consuming process of designing and tuning cost functions required by value function-based constraints to encode system specifications. We leverage the duality between density functions and Q functions to develop an effective algorithm to solve the density constrained RL problem optimally and the constrains are guaranteed to be satisfied. We prove that the proposed algorithm converges to a near-optimal solution with a bounded error even when the policy update is imperfect. We use a set of comprehensive experiments to demonstrate the advantages of our approach over state-of-the-art CRL methods, with a wide range of density constrained tasks as well as standard CRL benchmarks such as Safety-Gym.

Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable general method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of $10^{50}$. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots.

Proximal Policy Optimization (PPO) is a highly popular model-free reinforcement learning (RL) approach. However, in continuous state and actions spaces and a Gaussian policy -- common in computer animation and robotics -- PPO is prone to getting stuck in local optima. In this paper, we observe a tendency of PPO to prematurely shrink the exploration variance, which naturally leads to slow progress. Motivated by this, we borrow ideas from CMA-ES, a black-box optimization method designed for intelligent adaptive Gaussian exploration, to derive PPO-CMA, a novel proximal policy optimization approach that can expand the exploration variance on objective function slopes and shrink the variance when close to the optimum. This is implemented by using separate neural networks for policy mean and variance and training the mean and variance in separate passes. Our experiments demonstrate a clear improvement over vanilla PPO in many difficult OpenAI Gym MuJoCo tasks.

Most Deep Reinforcement Learning (Deep RL) algorithms require a prohibitively large number of training samples for learning complex tasks. Many recent works on speeding up Deep RL have focused on distributed training and simulation. While distributed training is often done on the GPU, simulation is not. In this work, we propose using GPU-accelerated RL simulations as an alternative to CPU ones. Using NVIDIA Flex, a GPU-based physics engine, we show promising speed-ups of learning various continuous-control, locomotion tasks. With one GPU and CPU core, we are able to train the Humanoid running task in less than 20 minutes, using 10-1000x fewer CPU cores than previous works. We also demonstrate the scalability of our simulator to multi-GPU settings to train more challenging locomotion tasks.

This paper addresses the problem of formally verifying desirable properties of neural networks, i.e., obtaining provable guarantees that neural networks satisfy specifications relating their inputs and outputs (robustness to bounded norm adversarial perturbations, for example). Most previous work on this topic was limited in its applicability by the size of the network, network architecture and the complexity of properties to be verified. In contrast, our framework applies to a general class of activation functions and specifications on neural network inputs and outputs. We formulate verification as an optimization problem (seeking to find the largest violation of the specification) and solve a Lagrangian relaxation of the optimization problem to obtain an upper bound on the worst case violation of the specification being verified. Our approach is anytime i.e. it can be stopped at any time and a valid bound on the maximum violation can be obtained. We develop specialized verification algorithms with provable tightness guarantees under special assumptions and demonstrate the practical significance of our general verification approach on a variety of verification tasks.

The field of Multi-Agent System (MAS) is an active area of research within Artificial Intelligence, with an increasingly important impact in industrial and other real-world applications. Within a MAS, autonomous agents interact to pursue personal interests and/or to achieve common objectives. Distributed Constraint Optimization Problems (DCOPs) have emerged as one of the prominent agent architectures to govern the agents' autonomous behavior, where both algorithms and communication models are driven by the structure of the specific problem. During the last decade, several extensions to the DCOP model have enabled them to support MAS in complex, real-time, and uncertain environments. This survey aims at providing an overview of the DCOP model, giving a classification of its multiple extensions and addressing both resolution methods and applications that find a natural mapping within each class of DCOPs. The proposed classification suggests several future perspectives for DCOP extensions, and identifies challenges in the design of efficient resolution algorithms, possibly through the adaptation of strategies from different areas.

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