Safe navigation in dense, urban driving environments remains an open problem and an active area of research. Unlike typical predict-then-plan approaches, game-theoretic planning considers how one vehicle's plan will affect the actions of another. Recent work has demonstrated significant improvements in the time required to find local Nash equilibria in general-sum games with nonlinear objectives and constraints. When applied trivially to driving, these works assume all vehicles in a scene play a game together, which can result in intractable computation times for dense traffic. We formulate a decentralized approach to game-theoretic planning by assuming that agents only play games within their observational vicinity, which we believe to be a more reasonable assumption for human driving. Games are played in parallel for all strongly connected components of an interaction graph, significantly reducing the number of players and constraints in each game, and therefore the time required for planning. We demonstrate that our approach can achieve collision-free, efficient driving in urban environments by comparing performance against an adaptation of the Intelligent Driver Model and centralized game-theoretic planning when navigating roundabouts in the INTERACTION dataset. Our implementation is available at //github.com/sisl/DecNashPlanning.
Current network control plane verification tools cannot scale to large networks, because of the complexity of jointly reasoning about the behaviors of all nodes in the network. In this paper we present a modular approach to control plane verification, whereby end-to-end network properties are verified via a set of purely local checks on individual nodes and edges. The approach targets the verification of safety properties for BGP configurations and provides guarantees in the face of both arbitrary external route announcements from neighbors and arbitrary node/link failures. We have proven the approach correct and also implemented it in a tool called Lightyear. Experimental results show that Lightyear scales dramatically better than prior control plane verifiers. Further, we have used Lightyear to verify three properties of the wide area network of a major cloud provider, containing hundreds of routers and tens of thousands of edges. To our knowledge no prior tool has been demonstrated to provide such guarantees at that scale. Finally, in addition to the scaling benefits, our modular approach to verification makes it easy to localize the causes of configuration errors and to support incremental re-verification as configurations are updated
Automated vehicles require the ability to cooperate with humans for smooth integration into today's traffic. While the concept of cooperation is well known, developing a robust and efficient cooperative trajectory planning method is still a challenge. One aspect of this challenge is the uncertainty surrounding the state of the environment due to limited sensor accuracy. This uncertainty can be represented by a Partially Observable Markov Decision Process. Our work addresses this problem by extending an existing cooperative trajectory planning approach based on Monte Carlo Tree Search for continuous action spaces. It does so by explicitly modeling uncertainties in the form of a root belief state, from which start states for trees are sampled. After the trees have been constructed with Monte Carlo Tree Search, their results are aggregated into return distributions using kernel regression. We apply two risk metrics for the final selection, namely a Lower Confidence Bound and a Conditional Value at Risk. It can be demonstrated that the integration of risk metrics in the final selection policy consistently outperforms a baseline in uncertain environments, generating considerably safer trajectories.
Interacting agents receive public information at no cost and flexibly acquire private information at a cost proportional to entropy reduction. When a policymaker provides more public information, agents acquire less private information, thus lowering information costs. Does more public information raise or reduce uncertainty faced by agents? Is it beneficial or detrimental to welfare? To address these questions, we examine the impacts of public information on flexible information acquisition in a linear-quadratic-Gaussian game with arbitrary quadratic material welfare. More public information raises uncertainty if and only if the game exhibits strategic complementarity, which can be harmful to welfare. However, when agents acquire a large amount of information, more provision of public information increases welfare through a substantial reduction in the cost of information. We give a necessary and sufficient condition for welfare to increase with public information and identify optimal public information disclosure, which is either full or partial disclosure depending upon the welfare function and the slope of the best response.
Embodied AI is a recent research area that aims at creating intelligent agents that can move and operate inside an environment. Existing approaches in this field demand the agents to act in completely new and unexplored scenes. However, this setting is far from realistic use cases that instead require executing multiple tasks in the same environment. Even if the environment changes over time, the agent could still count on its global knowledge about the scene while trying to adapt its internal representation to the current state of the environment. To make a step towards this setting, we propose Spot the Difference: a novel task for Embodied AI where the agent has access to an outdated map of the environment and needs to recover the correct layout in a fixed time budget. To this end, we collect a new dataset of occupancy maps starting from existing datasets of 3D spaces and generating a number of possible layouts for a single environment. This dataset can be employed in the popular Habitat simulator and is fully compliant with existing methods that employ reconstructed occupancy maps during navigation. Furthermore, we propose an exploration policy that can take advantage of previous knowledge of the environment and identify changes in the scene faster and more effectively than existing agents. Experimental results show that the proposed architecture outperforms existing state-of-the-art models for exploration on this new setting.
The goal of imitation learning is to mimic expert behavior from demonstrations, without access to an explicit reward signal. A popular class of approach infers the (unknown) reward function via inverse reinforcement learning (IRL) followed by maximizing this reward function via reinforcement learning (RL). The policies learned via these approaches are however very brittle in practice and deteriorate quickly even with small test-time perturbations due to compounding errors. We propose Imitation with Planning at Test-time (IMPLANT), a new meta-algorithm for imitation learning that utilizes decision-time planning to correct for compounding errors of any base imitation policy. In contrast to existing approaches, we retain both the imitation policy and the rewards model at decision-time, thereby benefiting from the learning signal of the two components. Empirically, we demonstrate that IMPLANT significantly outperforms benchmark imitation learning approaches on standard control environments and excels at zero-shot generalization when subject to challenging perturbations in test-time dynamics.
We consider the classic motion planning problem defined over a roadmap in which a vehicle seeks to find an optimal path from a source to a destination in presence of an attacker who can launch attacks on the vehicle over any edge of the roadmap. The vehicle (defender) has the capability to switch on/off a countermeasure that can detect and permanently disable the attack if it occurs concurrently. We model the problem of traveling along en edge using the framework of a simultaneous zero-sum dynamic game (edge-game) with a stopping state played between an attacker and defender. We characterize the Nash equiliria of an edge-game and provide closed form expressions for two actions per player. We further provide an analytic and approximate expression on the value of an edge-game and characterize conditions under which it grows sub-linearly with the number of stages. We study the sensitivity of Nash equilibrium to the (i) cost of using the countermeasure, (ii) cost of motion and (iii) benefit of disabling the attack. The solution of an edge-game is used to formulate and solve for the secure planning problem known as a meta-game. We design an efficient heuristic by converting the problem to a shortest path problem using the edge cost as the solution of corresponding edge-games. We illustrate our findings through several insightful simulations.
In this work, we develop quantization and variable-length source codecs for the feedback links in linear-quadratic-Gaussian (LQG) control systems. We prove that for any fixed control performance, the approaches we propose nearly achieve lower bounds on communication cost that have been established in prior work. In particular, we refine the analysis of a classical achievability approach with an eye towards more practical details. Notably, in the prior literature the source codecs used to demonstrate the (near) achievability of these lower bounds are often implicitly assumed to be time-varying. For single-input single-output (SISO) plants, we prove that it suffices to consider time-invariant quantization and source coding. This result follows from analyzing the long-term stochastic behavior of the system's quantized measurements and reconstruction errors. To our knowledge, this time-invariant achievability result is the first in the literature.
Gradient descent is slow to converge for ill-conditioned problems and non-convex problems. An important technique for acceleration is step-size adaptation. The first part of this paper contains a detailed review of step-size adaptation methods, including Polyak step-size, L4, LossGrad, Adam, IDBD, and Hypergradient descent, and the relation of step-size adaptation to meta-gradient methods. In the second part of this paper, we propose a new class of methods of accelerating gradient descent that have some distinctiveness from existing techniques. The new methods, which we call {\em step-size planning}, use the {\em update experience} to learn an improved way of updating the parameters. The methods organize the experience into $K$ steps away from each other to facilitate planning. From the past experience, our planning algorithm, Csawg, learns a step-size model which is a form of multi-step machine that predicts future updates. We extends Csawg to applying step-size planning multiple steps, which leads to further speedup. We discuss and highlight the projection power of the diagonal-matrix step-size for future large scale applications. We show for a convex problem, our methods can surpass the convergence rate of Nesterov's accelerated gradient, $1 - \sqrt{\mu/L}$, where $\mu, L$ are the strongly convex factor of the loss function $F$ and the Lipschitz constant of $F'$, which is the theoretical limit for the convergence rate of first-order methods. On the well-known non-convex Rosenbrock function, our planning methods achieve zero error below 500 gradient evaluations, while gradient descent takes about 10000 gradient evaluations to reach a $10^{-3}$ accuracy. We discuss the connection of step-size planing to planning in reinforcement learning, in particular, Dyna architectures.
Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.
Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.