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Chih-Yuan Chiu

Publications and source records attributed to Chih-Yuan Chiu.

33 records · Page 2Linked to original sources

Credit vs. Discount-Based Congestion Pricing: A Comparison Study

Congestion pricing offers a promising traffic management policy for regulating congestion, but has also been criticized for placing outsized financial burdens on low-income users. Credit-based congestion pricing (CBCP) and discount-based congestion pricing (DBCP) policies, which respectively provide travel credits and toll discounts to subsidize low-income users' access to tolled roads, are promising mechanisms for reducing traffic congestion without worsening societal inequities. However, the optimal design and relative merits of CBCP and DBCP policies remain poorly understood. This work studies the effects of deploying CBCP and DBCP policies to route users on multi-lane highway networks with tolled express lanes. We formulate a non-atomic routing game in which a subset of eligible users is granted toll relief via a fixed budget or toll discount, while all other users must pay out-of-pocket. We prove that Nash equilibrium traffic flow patterns exist under any CBCP or DBCP policy. Under the assumption that eligible users have time-invariant values of time (VoTs), we provide a convex program to efficiently compute these equilibria. For single-edge networks, we identify conditions under which DBCP policies outperform CBCP policies, in the sense of improving eligible users' express lane access, an equity objective often neglected in existing congestion pricing schemes. We identify user and network-dependent parameters whose values play a key role in determining whether DBCP or CBCP policies are more effective at expanding eligible users' express lane access. Finally, we present empirical results from a CBCP pilot study of the San Mateo 101 Express Lane Project in California. Our empirical results corroborate our theoretical analysis of the impact of deploying credit-based and discount-based policies.

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Arc-based Traffic Assignment: Equilibrium Characterization and Learning

Arc-based traffic assignment models (TAMs) are a popular framework for modeling traffic network congestion generated by self-interested travelers who sequentially select arcs based on their perceived latency on the network. However, existing arc-based TAMs either assign travelers to cyclic paths, or do not extend to networks with bi-directional arcs (or edges) between nodes. To overcome these difficulties, we propose a new modeling framework for stochastic arc-based TAMs. Given a traffic network with bidirectional arcs, we replicate its arcs and nodes to construct a directed acyclic graph (DAG), which we call the Condensed DAG (CoDAG) representation. Self-interested travelers sequentially select arcs on the CoDAG representation to reach their destination. We show that the associated equilibrium flow, which we call the Condensed DAG equilibrium, exists, is unique, and can be characterized as a strictly convex optimization problem. Moreover, we propose a discrete-time dynamical system that captures a natural adaptation rule employed by self-interested travelers to learn about the emergent congestion on the network. We show that the arc flows generated by this adaptation rule converges to a neighborhood of Condensed DAG equilibrium. To our knowledge, our work is the first to study learning and adaptation in an arc-based TAM. Finally, we present numerical results that corroborate our theoretical results.

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Contingency Games for Multi-Agent Interaction

Contingency planning, wherein an agent generates a set of possible plans conditioned on the outcome of an uncertain event, is an increasingly popular way for robots to act under uncertainty. In this work we take a game-theoretic perspective on contingency planning, tailored to multi-agent scenarios in which a robot's actions impact the decisions of other agents and vice versa. The resulting contingency game allows the robot to efficiently interact with other agents by generating strategic motion plans conditioned on multiple possible intents for other actors in the scene. Contingency games are parameterized via a scalar variable which represents a future time when intent uncertainty will be resolved. By estimating this parameter online, we construct a game-theoretic motion planner that adapts to changing beliefs while anticipating future certainty. We show that existing variants of game-theoretic planning under uncertainty are readily obtained as special cases of contingency games. Through a series of simulated autonomous driving scenarios, we demonstrate that contingency games close the gap between certainty-equivalent games that commit to a single hypothesis and non-contingent multi-hypothesis games that do not account for future uncertainty reduction.

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The Computation of Approximate Generalized Feedback Nash Equilibria

We present the concept of a Generalized Feedback Nash Equilibrium (GFNE) in dynamic games, extending the Feedback Nash Equilibrium concept to games in which players are subject to state and input constraints. We formalize necessary and sufficient conditions for (local) GFNE solutions at the trajectory level, which enable the development of efficient numerical methods for their computation. Specifically, we propose a Newton-style method for finding game trajectories which satisfy necessary conditions for an equilibrium, which can then be checked against sufficiency conditions. We show that the evaluation of the necessary conditions in general requires computing a series of nested, implicitly-defined derivatives, which quickly becomes intractable. To this end, we introduce an approximation to the necessary conditions which is amenable to efficient evaluation, and in turn, computation of solutions. We term the solutions to the approximate necessary conditions Generalized Feedback Quasi-Nash Equilibria (GFQNE), and we introduce numerical methods for their computation. In particular, we develop a Sequential Linear-Quadratic Game approach, in which a LQ local approximation of the game is solved at each iteration. The development of this method relies on the ability to compute a GFNE to inequality- and equality-constrained LQ games, and therefore specific methods for the solution of these special cases are developed in detail. We demonstrate the effectiveness of the proposed solution approach on a dynamic game arising in an autonomous driving application.

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Dynamic Tolling in Arc-based Traffic Assignment Models

Tolling in traffic networks offers a popular measure to minimize overall congestion. Existing toll designs primarily focus on congestion in route-based traffic assignment models (TAMs), in which travelers make a single route selection from their source to destination. However, these models do not reflect real-world traveler decisions because they preclude deviations from a chosen route, and because the enumeration of all routes is computationally expensive. To address these limitations, our work focuses on arc-based TAMs, in which travelers sequentially select individual arcs (or edges) on the network to reach their destination. We first demonstrate that marginal pricing, a tolling scheme commonly used in route-based TAMs, also achieves socially optimal congestion levels in our arc-based formulation. Then, we use perturbed best response dynamics to model the evolution of travelers' arc selection preferences over time, and a marginal pricing scheme to the social planner's adaptive toll updates in response. We prove that our adaptive learning and marginal pricing dynamics converge to a neighborhood of the socially optimal loads and tolls. We then present empirical results that verify our theoretical claims.

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Towards Dynamic Causal Discovery with Rare Events: A Nonparametric Conditional Independence Test

Causal phenomena associated with rare events occur across a wide range of engineering problems, such as risk-sensitive safety analysis, accident analysis and prevention, and extreme value theory. However, current methods for causal discovery are often unable to uncover causal links, between random variables in a dynamic setting, that manifest only when the variables first experience low-probability realizations. To address this issue, we introduce a novel statistical independence test on data collected from time-invariant dynamical systems in which rare but consequential events occur. In particular, we exploit the time-invariance of the underlying data to construct a superimposed dataset of the system state before rare events happen at different timesteps. We then design a conditional independence test on the reorganized data. We provide non-asymptotic sample complexity bounds for the consistency of our method, and validate its performance across various simulated and real-world datasets, including incident data collected from the Caltrans Performance Measurement System (PeMS). Code containing the datasets and experiments is publicly available.

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SLAM Backends with Objects in Motion: A Unifying Framework and Tutorial

Simultaneous Localization and Mapping (SLAM) algorithms are frequently deployed to support a wide range of robotics applications, such as autonomous navigation in unknown environments, and scene mapping in virtual reality. Many of these applications require autonomous agents to perform SLAM in highly dynamic scenes. To this end, this tutorial extends a recently introduced, unifying optimization-based SLAM backend framework to environments with moving objects and features. Using this framework, we consider a rapprochement of recent advances in dynamic SLAM. Moreover, we present dynamic EKF SLAM: a novel, filtering-based dynamic SLAM algorithm generated from our framework, and prove that it is mathematically equivalent to a direct extension of the classical EKF SLAM algorithm to the dynamic environment setting. Empirical results with simulated data indicate that dynamic EKF SLAM can achieve high localization and mobile object pose estimation accuracy, as well as high map precision, with high efficiency.

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Cost Inference for Feedback Dynamic Games from Noisy Partial State Observations and Incomplete Trajectories

In multi-agent dynamic games, the Nash equilibrium state trajectory of each agent is determined by its cost function and the information pattern of the game. However, the cost and trajectory of each agent may be unavailable to the other agents. Prior work on using partial observations to infer the costs in dynamic games assumes an open-loop information pattern. In this work, we demonstrate that the feedback Nash equilibrium concept is more expressive and encodes more complex behavior. It is desirable to develop specific tools for inferring players' objectives in feedback games. Therefore, we consider the dynamic game cost inference problem under the feedback information pattern, using only partial state observations and incomplete trajectory data. To this end, we first propose an inverse feedback game loss function, whose minimizer yields a feedback Nash equilibrium state trajectory closest to the observation data. We characterize the landscape and differentiability of the loss function. Given the difficulty of obtaining the exact gradient, our main contribution is an efficient gradient approximator, which enables a novel inverse feedback game solver that minimizes the loss using first-order optimization. In thorough empirical evaluations, we demonstrate that our algorithm converges reliably and has better robustness and generalization performance than the open-loop baseline method when the observation data reflects a group of players acting in a feedback Nash game.

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Pursuit of a Discriminative Representation for Multiple Subspaces via Sequential Games

We consider the problem of learning discriminative representations for data in a high-dimensional space with distribution supported on or around multiple low-dimensional linear subspaces. That is, we wish to compute a linear injective map of the data such that the features lie on multiple orthogonal subspaces. Instead of treating this learning problem using multiple PCAs, we cast it as a sequential game using the closed-loop transcription (CTRL) framework recently proposed for learning discriminative and generative representations for general low-dimensional submanifolds. We prove that the equilibrium solutions to the game indeed give correct representations. Our approach unifies classical methods of learning subspaces with modern deep learning practice, by showing that subspace learning problems may be provably solved using the modern toolkit of representation learning. In addition, our work provides the first theoretical justification for the CTRL framework, in the important case of linear subspaces. We support our theoretical findings with compelling empirical evidence. We also generalize the sequential game formulation to more general representation learning problems. Our code, including methods for easy reproduction of experimental results, is publically available on GitHub.

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GTP-SLAM: Game-Theoretic Priors for Simultaneous Localization and Mapping in Multi-Agent Scenarios

Robots operating in multi-player settings must simultaneously model the environment and the behavior of human or robotic agents who share that environment. This modeling is often approached using Simultaneous Localization and Mapping (SLAM); however, SLAM algorithms usually neglect multi-player interactions. In contrast, the motion planning literature often uses dynamic game theory to explicitly model noncooperative interactions of multiple agents in a known environment with perfect localization. Here, we present GTP-SLAM, a novel, iterative best response-based SLAM algorithm that accurately performs state localization and map reconstruction, while using game theoretic priors to capture the inherent non-cooperative interactions among multiple agents in an uncharted scene. By formulating the underlying SLAM problem as a potential game, we inherit a strong convergence guarantee. Empirical results indicate that, when deployed in a realistic traffic simulation, our approach performs localization and mapping more accurately than a standard bundle adjustment algorithm across a wide range of noise levels.

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Simultaneous Localization and Mapping: Through the Lens of Nonlinear Optimization

Simultaneous Localization and Mapping (SLAM) algorithms perform visual-inertial estimation via filtering or batch optimization methods. Empirical evidence suggests that filtering algorithms are computationally faster, while optimization methods are more accurate. This work presents an optimization-based framework that unifies these approaches, and allows users to flexibly implement different design choices, e.g., the number and types of variables maintained in the algorithm at each time. We prove that filtering methods correspond to specific design choices in our generalized framework. We then reformulate the Multi-State Constrained Kalman Filter (MSCKF), implement the reformulation on challenging image sequence datasets in simulation, and contrast its performance with that of sliding window based filters. Using these results, we explain the relative performance characteristics of these two classes of algorithms in the context of our algorithm. Finally, we illustrate that under different design choices, the empirical performance of our algorithm interpolates between those of state-of-the-art approaches.

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Zeroth-Order Methods for Convex-Concave Minmax Problems: Applications to Decision-Dependent Risk Minimization

Min-max optimization is emerging as a key framework for analyzing problems of robustness to strategically and adversarially generated data. We propose a random reshuffling-based gradient free Optimistic Gradient Descent-Ascent algorithm for solving convex-concave min-max problems with finite sum structure. We prove that the algorithm enjoys the same convergence rate as that of zeroth-order algorithms for convex minimization problems. We further specialize the algorithm to solve distributionally robust, decision-dependent learning problems, where gradient information is not readily available. Through illustrative simulations, we observe that our proposed approach learns models that are simultaneously robust against adversarial distribution shifts and strategic decisions from the data sources, and outperforms existing methods from the strategic classification literature.

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Stabilizability of Vector Systems with Uniform Actuation Unpredictability

This paper explores the fundamental limits of a simple system, inspired by the intermittent Kalman filtering model, where the actuation direction is drawn uniformly from the unit hypersphere. The model allows us to focus on a fundamental tension in the control of underactuated vector systems -- the need to balance the growth of the system in different dimensions. We characterize the stabilizability of $d$-dimensional systems with symmetric gain matrices by providing tight necessary and sufficient conditions that depend on the eigenvalues of the system. The proof technique is slightly different from the standard dynamic programming approach and relies on the fact that the second moment stability of the system can also be understood by examining any arbitrary weighted two-norm of the state.

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Encoding Defensive Driving as a Dynamic Nash Game

Robots deployed in real-world environments should operate safely in a robust manner. In scenarios where an "ego" agent navigates in an environment with multiple other "non-ego" agents, two modes of safety are commonly proposed -- adversarial robustness and probabilistic constraint satisfaction. However, while the former is generally computationally intractable and leads to overconservative solutions, the latter typically relies on strong distributional assumptions and ignores strategic coupling between agents. To avoid these drawbacks, we present a novel formulation of robustness within the framework of general-sum dynamic game theory, modeled on defensive driving. More precisely, we prepend an adversarial phase to the ego agent's cost function. That is, we prepend a time interval during which other agents are assumed to be temporarily distracted, in order to render the ego agent's equilibrium trajectory robust against other agents' potentially dangerous behavior during this time. We demonstrate the effectiveness of our new formulation in encoding safety via multiple traffic scenarios.

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Multi-Hypothesis Interactions in Game-Theoretic Motion Planning

We present a novel method for handling uncertainty about the intentions of non-ego players in dynamic games, with application to motion planning for autonomous vehicles. Equilibria in these games explicitly account for interaction among other agents in the environment, such as drivers and pedestrians. Our method models the uncertainty about the intention of other agents by constructing multiple hypotheses about the objectives and constraints of other agents in the scene. For each candidate hypothesis, we associate a Bernoulli random variable representing the probability of that hypothesis, which may or may not be independent of the probability of other hypotheses. We leverage constraint asymmetries and feedback information patterns to incorporate the probabilities of hypotheses in a natural way. Specifically, increasing the probability associated with a given hypothesis from $0$ to $1$ shifts the responsibility of collision avoidance from the hypothesized agent to the ego agent. This method allows the generation of interactive trajectories for the ego agent, where the level of assertiveness or caution that the ego exhibits is directly related to the easy-to-model uncertainty it maintains about the scene.

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