We investigate the problem of co-designing computation and communication in a multi-agent system (e.g. a sensor network or a multi-robot team). We consider the realistic setting where each agent acquires sensor data and is capable of local processing before sending updates to a base station, which is in charge of making decisions or monitoring phenomena of interest in real time. Longer processing at an agent leads to more informative updates but also larger delays, giving rise to a delay-accuracy-tradeoff in choosing the right amount of local processing at each agent. We assume that the available communication resources are limited due to interference, bandwidth, and power constraints. Thus, a scheduling policy needs to be designed to suitably share the communication channel among the agents. To that end, we develop a general formulation to jointly optimize the local processing at the agents and the scheduling of transmissions. Our novel formulation leverages the notion of Age of Information to quantify the freshness of data and capture the delays caused by computation and communication. We develop efficient resource allocation algorithms using the Whittle index approach and demonstrate our proposed algorithms in two practical applications: multi-agent occupancy grid mapping in time-varying environments, and ride sharing in autonomous vehicle networks. Our experiments show that the proposed co-design approach leads to a substantial performance improvement (18-82% in our tests).
This paper studies the UAV-enabled integrated sensing and communication (ISAC), in which UAVs are dispatched as aerial dual-functional access points (APs) for efficient ISAC. In particular, we consider a scenario with one UAV-AP equipped with a vertically placed uniform linear array (ULA), which sends combined information and sensing signals to communicate with multiple users and sense potential targets at interested areas on the ground simultaneously. Our objective is to jointly design the UAV maneuver with the transmit beamforming for optimizing the communication performance while ensuring the sensing requirements. First, we consider the quasi-stationary UAV scenario, in which the UAV is deployed at an optimizable location over the whole ISAC mission period. In this case, we jointly optimize the UAV deployment location, as well as the transmit information and sensing beamforming to maximize the weighted sum-rate throughput, subject to the sensing beampattern gain requirements and transmit power constraint. Although the above problem is non-convex, we find a high-quality solution by using the techniques of SCA and SDR, together with a 2D location search. Next, we consider the fully mobile UAV scenario, in which the UAV can fly over different locations during the ISAC mission period. In this case, we optimize the UAV flight trajectory, jointly with the transmit beamforming over time, to maximize the average weighted sum-rate throughput, subject to the sensing beampattern gain requirements and transmit power constraints as well as practical flight constraints. While the joint UAV trajectory and beamforming problem is more challenging to solve, we propose an efficient algorithm by adopting the alternating optimization together with SCA. Finally, numerical results are provided to validate the superiority of our proposed designs as compared to various benchmark schemes.
Prehensile object rearrangement in cluttered and confined spaces has broad applications but is also challenging. For instance, rearranging products in a grocery or home shelf means that the robot cannot directly access all objects and has limited free space. This is harder than tabletop rearrangement where objects are easily accessible with top-down grasps, which simplifies robot-object interactions. This work focuses on problems where such interactions are critical for completing tasks and extends state-of-the-art results in rearrangement planning. It proposes a new efficient and complete solver under general constraints for monotone instances, which can be solved by moving each object at most once. The monotone solver reasons about robot-object constraints and uses them to effectively prune the search space. The new monotone solver is integrated with a global planner to solve non-monotone instances with high-quality solutions fast. Furthermore, this work contributes an effective pre-processing tool to speed up arm motion planning for rearrangement in confined spaces. The pre-processing tool provide significant speed-ups (49.1% faster on average) in online query resolution. Comparisons in simulations further demonstrate that the proposed monotone solver, equipped with the pre-processing tool, results in 57.3% faster computation and 3 times higher success rate than alternatives. Similarly, the resulting global planner is computationally more efficient and has a higher success rate given the more powerful monotone solver and the pre-processing tool, while producing high-quality solutions for non-monotone instances (i.e., only 1.3 buffers are needed on average). Videos of demonstrating solutions on a real robotic system and codes can be found at //github.com/Rui1223/uniform_object_rearrangement.
Cell-free massive MIMO systems have promising data rate and uniform coverage gains. These systems, however, typically rely on optical fiber based fronthaul for the communication between the central processing unit (CPU) and the distributed access points (APs), which increases the infrastructure cost, leads to high installation time, and limits the deployment flexibility and adaptability. To address these challenges, this paper proposes two architectures for cell-free massive MIMO systems based on wireless fronthaul that is operating at a \textit{higher-band} compared to the access links: (i) A wireless-only fronthaul architecture where the CPU has a wireless fronthaul link to each AP, and (ii) a mixed-fronthaul architecture where the CPU has a wireless link to each cluster of APs that are connected together via optical fibers. These dual-band architectures ensure high-data rate fronthaul and provide high capability to synchronize the distributed APs. Further, the wireless fronthaul reduces the infrastructure cost and installation time, and enhances the flexibility, adaptability, and scalability of the network deployment. To investigate the achievable data rates with the proposed architectures, we formulate the end-to-end data rate optimization problem accounting for the various practical aspects of the fronthaul and access links. Then, we develop a low-complexity yet efficient joint beamforming and resource allocation solution for the proposed architectures based on user-centric AP grouping. With this solution, we show that the proposed architectures can achieve comparable data rates to those obtained with optical fiber-based fronthaul under realistic assumptions on the fronthaul bandwidth, hardware constraints, and deployment scenarios. This highlights a promising path for realizing the cell-free massive MIMO gains in practice while reducing the infrastructure and deployment overhead.
Obstacle avoidance between polytopes is a challenging topic for optimal control and optimization-based trajectory planning problems. Existing work either solves this problem through mixed-integer optimization, relying on simplification of system dynamics, or through model predictive control with dual variables using distance constraints, requiring long horizons for obstacle avoidance. In either case, the solution can only be applied as an offline planning algorithm. In this paper, we exploit the property that a smaller horizon is sufficient for obstacle avoidance by using discrete-time control barrier function (DCBF) constraints and we propose a novel optimization formulation with dual variables based on DCBFs to generate a collision-free dynamically-feasible trajectory. The proposed optimization formulation has lower computational complexity compared to existing work and can be used as a fast online algorithm for control and planning for general nonlinear dynamical systems. We validate our algorithm on different robot shapes using numerical simulations with a kinematic bicycle model, resulting in successful navigation through maze environments with polytopic obstacles.
Robotic airships offer significant advantages in terms of safety, mobility, and extended flight times. However, their highly restrictive weight constraints pose a major challenge regarding the available computational power to perform the required control tasks. Spiking neural networks (SNNs) are a promising research direction for addressing this problem. By mimicking the biological process for transferring information between neurons using spikes or impulses, they allow for low power consumption and asynchronous event-driven processing. In this paper, we propose an evolved altitude controller based on a SNN for a robotic airship which relies solely on the sensory feedback provided by an airborne radar. Starting from the design of a lightweight, low-cost, open-source airship, we also present a SNN-based controller architecture, an evolutionary framework for training the network in a simulated environment, and a control scheme for ameliorating the gap with reality. The system's performance is evaluated through real-world experiments, demonstrating the advantages of our approach by comparing it with an artificial neural network and a linear controller. The results show an accurate tracking of the altitude command with an efficient control effort.
We introduce a real-time, high-resolution background replacement technique which operates at 30fps in 4K resolution, and 60fps for HD on a modern GPU. Our technique is based on background matting, where an additional frame of the background is captured and used in recovering the alpha matte and the foreground layer. The main challenge is to compute a high-quality alpha matte, preserving strand-level hair details, while processing high-resolution images in real-time. To achieve this goal, we employ two neural networks; a base network computes a low-resolution result which is refined by a second network operating at high-resolution on selective patches. We introduce two largescale video and image matting datasets: VideoMatte240K and PhotoMatte13K/85. Our approach yields higher quality results compared to the previous state-of-the-art in background matting, while simultaneously yielding a dramatic boost in both speed and resolution.
Autonomous urban driving navigation with complex multi-agent dynamics is under-explored due to the difficulty of learning an optimal driving policy. The traditional modular pipeline heavily relies on hand-designed rules and the pre-processing perception system while the supervised learning-based models are limited by the accessibility of extensive human experience. We present a general and principled Controllable Imitative Reinforcement Learning (CIRL) approach which successfully makes the driving agent achieve higher success rates based on only vision inputs in a high-fidelity car simulator. To alleviate the low exploration efficiency for large continuous action space that often prohibits the use of classical RL on challenging real tasks, our CIRL explores over a reasonably constrained action space guided by encoded experiences that imitate human demonstrations, building upon Deep Deterministic Policy Gradient (DDPG). Moreover, we propose to specialize adaptive policies and steering-angle reward designs for different control signals (i.e. follow, straight, turn right, turn left) based on the shared representations to improve the model capability in tackling with diverse cases. Extensive experiments on CARLA driving benchmark demonstrate that CIRL substantially outperforms all previous methods in terms of the percentage of successfully completed episodes on a variety of goal-directed driving tasks. We also show its superior generalization capability in unseen environments. To our knowledge, this is the first successful case of the learned driving policy through reinforcement learning in the high-fidelity simulator, which performs better-than supervised imitation learning.
While most machine translation systems to date are trained on large parallel corpora, humans learn language in a different way: by being grounded in an environment and interacting with other humans. In this work, we propose a communication game where two agents, native speakers of their own respective languages, jointly learn to solve a visual referential task. We find that the ability to understand and translate a foreign language emerges as a means to achieve shared goals. The emergent translation is interactive and multimodal, and crucially does not require parallel corpora, but only monolingual, independent text and corresponding images. Our proposed translation model achieves this by grounding the source and target languages into a shared visual modality, and outperforms several baselines on both word-level and sentence-level translation tasks. Furthermore, we show that agents in a multilingual community learn to translate better and faster than in a bilingual communication setting.
In this paper, an interference-aware path planning scheme for a network of cellular-connected unmanned aerial vehicles (UAVs) is proposed. In particular, each UAV aims at achieving a tradeoff between maximizing energy efficiency and minimizing both wireless latency and the interference level caused on the ground network along its path. The problem is cast as a dynamic game among UAVs. To solve this game, a deep reinforcement learning algorithm, based on echo state network (ESN) cells, is proposed. The introduced deep ESN architecture is trained to allow each UAV to map each observation of the network state to an action, with the goal of minimizing a sequence of time-dependent utility functions. Each UAV uses ESN to learn its optimal path, transmission power level, and cell association vector at different locations along its path. The proposed algorithm is shown to reach a subgame perfect Nash equilibrium (SPNE) upon convergence. Moreover, an upper and lower bound for the altitude of the UAVs is derived thus reducing the computational complexity of the proposed algorithm. Simulation results show that the proposed scheme achieves better wireless latency per UAV and rate per ground user (UE) while requiring a number of steps that is comparable to a heuristic baseline that considers moving via the shortest distance towards the corresponding destinations. The results also show that the optimal altitude of the UAVs varies based on the ground network density and the UE data rate requirements and plays a vital role in minimizing the interference level on the ground UEs as well as the wireless transmission delay of the UAV.
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.