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Michael Amir

Publications and source records attributed to Michael Amir.

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Remotely Detectable Keyed Communication through Motion

Messages from electronic devices are conventionally received as text, audio, or radio signals. But robots move with rich, articulate motion in the real world, opening up the possibility of transmitting messages through motion itself. In this paper, we consider the problem of motion-based communication, where we seek to modify a robot's movements so as to transmit messages detectable from remote sensing (e.g., video or motion capture), without degrading policy performance. We introduce a method for messaging through motion capable of encoding arbitrary message content over short payloads - such as an agent's current intent - as noise in any pre-trained policy's actions. This brings a new kind of robustness to robot communication: this 'physical' channel complements standard wireless communications channels but does not depend on them, requiring no extra hardware nor the establishment of a direct link to the robot. We systematically characterize the space of encoding schemes and derive design heuristics, then validate them across simulated environments and real-robot deployment; on real robots running at 50 Hz, four robots jointly recover an 8-bit message at an aggregate 0.67 bits/s.

cs.RO

Games Over Observation Spaces in Multi-Agent Capture the Flag

We consider a multi-agent Capture the Flag (CtF) scenario in a graph-based environment, where a team of attackers seeks to reach designated flag vertices while a defending team attempts to intercept them. In our setting, both teams operate using decentralized heuristic policies. While the attacking team may choose its heuristic from a diverse library of policies, the defense is restricted to playing a single fixed policy. To overcome this limitation, a centralized defense oracle strategically restricts the portion of the graph visible to each of its agents in order to elicit a wider range of emergent behaviors from its fixed policy. We formalize this interaction as a two-player zero-sum game, where the attacker reasons over its library of heuristics and the defense reasons over the combinatorial space of visibility profiles. To solve this intractably large game, we propose a Double Oracle algorithm to find approximate empirical equilibria, and we empirically validate that observation manipulation can improve the defense's performance.

cs.GT

Open Problems in Constitutional Preference Reconstruction

Pairwise preference data is widely used for training and evaluating language models (e.g., RLHF), but each datapoint records a \emph{choice}, not the rationale behind it. Methods such as Inverse Constitutional AI (ICAI) attempt to improve interpretability by compressing datasets into short ``constitutions'' of natural-language principles. We argue this framing is under-specified: a flat list of principles is not yet an executable decision rule because it leaves principle composition implicit. We use the pairwise setting as a testbed to empirically characterize three open problems in constitutional methods. First, principle quality is hard to measure: coverage and accuracy are useful but incomplete proxies for end-to-end reconstruction. Second, \emph{composition is ambiguous}: holding principles fixed, different executors (LLM judge versus majority vote) agree only $73\%$ of the time. Third, \emph{constitutions differ between LLMs}: cross-model vote agreement is $73\%$, whereas intra-model agreement is $81\%$. Across PRISM, AlpacaEval, and Chatbot Arena, we show that principle refinement (ICAI+) may be a first step towards ameliorating these problems: inter-executor agreement rises to $78\%$, and transparent executors match LLM judge accuracy ($66\%$ vs.\ $67\%$). Our results highlight that constitutions should be evaluated as \emph{constitution--executor systems}, with implications for LLMs-as-a-judge broadly.

cs.AI

Pairwise is Not Enough: Hypergraph Neural Networks for Multi-Agent Pathfinding

Multi-Agent Path Finding (MAPF) is a representative multi-agent coordination problem, where multiple agents are required to navigate to their respective goals without collisions. Solving MAPF optimally is known to be NP-hard, leading to the adoption of learning-based approaches to alleviate the online computational burden. Prevailing approaches, such as Graph Neural Networks (GNNs), are typically constrained to pairwise message passing between agents. However, this limitation leads to suboptimal behaviours and critical issues, such as attention dilution, particularly in dense environments where group (i.e. beyond just two agents) coordination is most critical. Despite the importance of such higher-order interactions, existing approaches have not been able to fully explore them. To address this representational bottleneck, we introduce HMAGAT (Hypergraph Multi-Agent Attention Network), a novel architecture that leverages attentional mechanisms over directed hypergraphs to explicitly capture group dynamics. Empirically, HMAGAT establishes a new state-of-the-art among learning-based MAPF solvers: e.g., despite having just 1M parameters and being trained on 100$\times$ less data, it outperforms the current SoTA 85M parameter model. Through detailed analysis of HMAGAT's attention values, we demonstrate how hypergraph representations mitigate the attention dilution inherent in GNNs and capture complex interactions where pairwise methods fail. Our results illustrate that appropriate inductive biases are often more critical than the training data size or sheer parameter count for multi-agent problems.

cs.LG

Remotely Detectable Robot Policy Watermarking

The success of machine learning for real-world robotic systems has created a new form of intellectual property: the trained policy. This raises a critical need for novel methods that verify ownership and detect unauthorized, possibly unsafe misuse. While watermarking is established in other domains, physical policies present a unique challenge: remote detection. Existing methods assume access to the robot's internal state, but auditors are often limited to external observations (e.g., video footage). This ``Physical Observation Gap'' means the watermark must be detected from signals that are noisy, asynchronous, and filtered by unknown system dynamics. We formalize this challenge using the concept of a \textit{glimpse sequence}, and introduce Colored Noise Coherency (CoNoCo), the first watermarking strategy designed for remote detection. CoNoCo embeds a spectral signal into the robot's motions by leveraging the policy's inherent stochasticity. To show it does not degrade performance, we prove CoNoCo preserves the marginal action distribution. Our experiments demonstrate strong, robust detection across various remote modalities, including motion capture and side-way/top-down video footage, in both simulated and real-world robot experiments. This work provides a necessary step toward protecting intellectual property in robotics, offering the first method for validating the provenance of physical policies non-invasively, using purely remote observations.

cs.RO

Scaling Multi-Agent Environment Co-Design with Diffusion Models

The agent-environment co-design paradigm jointly optimises agent policies and environment configurations in search of improved system performance. With application domains ranging from warehouse logistics to windfarm management, co-design promises to fundamentally change how we deploy multi-agent systems. However, current co-design methods struggle to scale. They collapse under high-dimensional environment design spaces and suffer from sample inefficiency when addressing moving targets inherent to joint optimisation. We address these challenges by developing Diffusion Co-Design (DiCoDe), a scalable and sample-efficient co-design framework pushing co-design towards practically relevant settings. DiCoDe incorporates two core innovations. First, we introduce Projected Universal Guidance (PUG), a sampling technique that enables DiCoDe to explore a distribution of reward-maximising environments while satisfying hard constraints such as spatial separation between obstacles. Second, we devise a critic distillation mechanism to share knowledge from the reinforcement learning critic, ensuring that the guided diffusion model adapts to evolving agent policies using a dense and up-to-date learning signal. Together, these improvements lead to superior environment-policy pairs when validated on challenging multi-agent environment co-design benchmarks including warehouse automation, multi-agent pathfinding and wind farm optimisation. Our method consistently exceeds the state-of-the-art, achieving, for example, 39% higher rewards in the warehouse setting with 66% fewer simulation samples. This sets a new standard in agent-environment co-design, and is a stepping stone towards reaping the rewards of co-design in real world domains.

cs.LG

Graph Attention-Guided Search for Dense Multi-Agent Pathfinding

Finding near-optimal solutions for dense multi-agent pathfinding (MAPF) problems in real-time remains challenging even for state-of-the-art planners. To this end, we develop a hybrid framework that integrates a learned heuristic derived from MAGAT, a neural MAPF policy with a graph attention scheme, into a leading search-based algorithm, LaCAM. While prior work has explored learning-guided search in MAPF, such methods have historically underperformed. In contrast, our approach, termed LaGAT, outperforms both purely search-based and purely learning-based methods in dense scenarios. This is achieved through an enhanced MAGAT architecture, a pre-train-then-fine-tune strategy on maps of interest, and a deadlock detection scheme to account for imperfect neural guidance. Our results demonstrate that, when carefully designed, hybrid search offers a powerful solution for tightly coupled, challenging multi-agent coordination problems.

cs.AI

ReCoDe: Reinforcement Learning-based Dynamic Constraint Design for Multi-Agent Coordination

Constraint-based optimization is a cornerstone of robotics, enabling the design of controllers that reliably encode task and safety requirements such as collision avoidance or formation adherence. However, handcrafted constraints can fail in multi-agent settings that demand complex coordination. We introduce ReCoDe--Reinforcement-based Constraint Design--a decentralized, hybrid framework that merges the reliability of optimization-based controllers with the adaptability of multi-agent reinforcement learning. Rather than discarding expert controllers, ReCoDe improves them by learning additional, dynamic constraints that capture subtler behaviors, for example, by constraining agent movements to prevent congestion in cluttered scenarios. Through local communication, agents collectively constrain their allowed actions to coordinate more effectively under changing conditions. In this work, we focus on applications of ReCoDe to multi-agent navigation tasks requiring intricate, context-based movements and consensus, where we show that it outperforms purely handcrafted controllers, other hybrid approaches, and standard MARL baselines. We give empirical (real robot) and theoretical evidence that retaining a user-defined controller, even when it is imperfect, is more efficient than learning from scratch, especially because ReCoDe can dynamically change the degree to which it relies on this controller.

cs.RO

When Is Diversity Rewarded in Cooperative Multi-Agent Learning?

The success of teams in robotics, nature, and society often depends on the division of labor among diverse specialists; however, a principled explanation for when such diversity surpasses a homogeneous team is still missing. Focusing on multi-agent task allocation problems, we study this question from the perspective of reward design: what kinds of objectives are best suited for heterogeneous teams? We first consider an instantaneous, non-spatial setting where the global reward is built by two generalized aggregation operators: an inner operator that maps the $N$ agents' effort allocations on individual tasks to a task score, and an outer operator that merges the $M$ task scores into the global team reward. We prove that the curvature of these operators determines whether heterogeneity can increase reward, and that for broad reward families this collapses to a simple convexity test. Next, we ask what incentivizes heterogeneity to emerge when embodied, time-extended agents must learn an effort allocation policy. To study heterogeneity in such settings, we use multi-agent reinforcement learning (MARL) as our computational paradigm, and introduce Heterogeneity Gain Parameter Search (HetGPS), a gradient-based algorithm that optimizes the parameter space of underspecified MARL environments to find scenarios where heterogeneity is advantageous. Across different environments, we show that HetGPS rediscovers the reward regimes predicted by our theory to maximize the advantage of heterogeneity, both validating HetGPS and connecting our theoretical insights to reward design in MARL. Together, these results help us understand when behavioral diversity delivers a measurable benefit.

cs.MA

Time, Travel, and Energy in the Uniform Dispersion Problem

We investigate the algorithmic problem of uniformly dispersing a swarm of robots in an unknown, gridlike environment. In this setting, our goal is to study the relationships between performance metrics and robot capabilities. We introduce a formal model comparing dispersion algorithms based on makespan, traveled distance, energy consumption, sensing, communication, and memory. Using this framework, we classify uniform dispersion algorithms according to their capability requirements and performance. We prove that while makespan and travel can be minimized in all environments, energy cannot, if the swarm's sensing range is bounded. In contrast, we show that energy can be minimized by ``ant-like'' robots in synchronous settings and asymptotically minimized in asynchronous settings, provided the environment is topologically simply connected, by using our ``Find-Corner Depth-First Search'' (FCDFS) algorithm. Our theoretical and experimental results show that FCDFS significantly outperforms known algorithms. Our findings reveal key limitations in designing swarm robotics systems for unknown environments, emphasizing the role of topology in energy-efficient dispersion.

cs.RO

Patrolling Grids with a Bit of Memory

This work addresses the challenge of patrolling regular grid graphs of any dimension using a single mobile agent with minimal memory and limited sensing range. We show that it is impossible to patrol some grid graphs with $0$ bits of memory, regardless of sensing range, and give an exact characterization of those grid graphs that can be patrolled with $0$ bits of memory and sensing range $V$. On the other hand, we show that an algorithm exists using $1$ bit of memory and $V=1$ that patrols any $d$-dimensional grid graph. This result is surprising given that the agent must be able to move in $2d$ distinct directions to patrol, while $1$ bit of memory allows specifying only two directions per sensory input. Our $1$-bit patrolling algorithm handles this by carefully exploiting a small state-space to access all the needed directions while avoiding getting stuck. Overall, our results give concrete evidence that extremely little memory is needed for patrolling highly regular environments like grid graphs compared to arbitrary graphs. The techniques we use, such as partitioning the environment into sensing regions and exploiting distinct coordinates resulting from higher-dimensionality, may be applicable to analyzing the space complexity of patrolling in other types of regular environments as well.

cs.RO

Stigmergy-based, Dual-Layer Coverage of Unknown Indoor Regions

We present algorithms for uniformly covering an unknown indoor region with a swarm of simple, anonymous and autonomous mobile agents. The exploration of such regions is made difficult by the lack of a common global reference frame, severe degradation of radio-frequency communication, and numerous ground obstacles. We propose addressing these challenges by using airborne agents, such as Micro Air Vehicles, in dual capacity, both as mobile explorers and (once they land) as beacons that help other agents navigate the region. The algorithms we propose are designed for a swarm of simple, identical, ant-like agents with local sensing capabilities. The agents enter the region, which is discretized as a graph, over time from one or more entry points and are tasked with occupying all of its vertices. Unlike many works in this area, we consider the requirement of informing an outside operator with limited information that the coverage mission is complete. Even with this additional requirement we show, both through simulations and mathematical proofs, that the dual role concept results in linear-time termination, while also besting many well-known algorithms in the literature in terms of energy use.

cs.MA

Multi-Agent Distributed and Decentralized Geometric Task Allocation

We consider the general problem of geometric task allocation, wherein a large, decentralised swarm of simple mobile agents must detect the locations of tasks in the plane and position themselves nearby. The tasks are represented by an a priori unknown demand profile $Φ(x,y)$ that determines how many agents are needed in each location. The agents are autonomous, oblivious and indistinguishable, and have finite sensing range. They must configure themselves according to $Φ$ using only local information about $Φ$ and about the positions of nearby agents. All agents act according to the same local sensing-based rule of motion, and cannot explicitly communicate nor share information. We propose an optimization-based approach to the problem which results in attraction-repulsion dynamics. Repulsion encourages agents to spread out and explore the region so as to find the tasks, and attraction causes them to accumulate at task locations. We derive this approach via gradient descent over an appropriate ``error'' functional, and test it extensively through numerical simulations. The figures in this work are snapshots of simulations that can be viewed online at https://youtu.be/kyUiGYSaaoQ.

cs.MA

Optimal Physical Sorting of Mobile Agents

Given a collection of red and blue mobile agents located on two grid rows, we seek to move all the blue agents to the far left side and all the red agents to the far right side, thus \textit{physically sorting} them according to color. The agents all start on the bottom row. They move simultaneously at discrete time steps and must not collide. Our goal is to design a centralized algorithm that controls the agents so as to sort them in the least number of time steps. We derive an \textbf{exact} lower bound on the amount of time any algorithm requires to sort a given initial configuration of agents. We find an instance optimal algorithm that provably matches this lower bound, attaining the best possible sorting time for any initial configuration. Surprisingly, we find that whenever the leftmost agent is red and the rightmost agent is blue, a straightforward decentralized and local sensing-based algorithm is at most $1$ time step slower than the centralized instance-optimal algorithm.

cs.DM

A Discrete Model of Collective Marching on Rings

We study the collective motion of autonomous mobile agents on a ringlike environment. The agents' dynamics is inspired by known laboratory experiments on the dynamics of locust swarms. In these experiments, locusts placed at arbitrary locations and initial orientations on a ring-shaped arena are observed to eventually all march in the same direction. In this work we ask whether, and how fast, a similar phenomenon occurs in a stochastic swarm of simple agents whose goal is to maintain the same direction of motion for as long as possible. The agents are randomly initiated as marching either clockwise or counterclockwise on a wide ring-shaped region, which we model as $k$ "narrow" concentric tracks on a cylinder. Collisions cause agents to change their direction of motion. To avoid this, agents may decide to switch tracks so as to merge with platoons of agents marching in their direction. We prove that such agents must eventually converge to a local consensus about their direction of motion, meaning that all agents on each narrow track must eventually march in the same direction. We give asymptotic bounds for the expected amount of time it takes for such convergence or "stabilization" to occur, which depends on the number of agents, the length of the tracks, and the number of tracks. We show that when agents also have a small probability of "erratic", random track-jumping behaviour, a global consensus on the direction of motion across all tracks will eventually be reached. Finally, we verify our theoretical findings in numerical simulations.

cs.MA

Fast Uniform Dispersion of a Crash-prone Swarm

We consider the problem of completely covering an unknown discrete environment with a swarm of asynchronous, frequently-crashing autonomous mobile robots. We represent the environment by a discrete graph, and task the robots with occupying every vertex and with constructing an implicit distributed spanning tree of the graph. The robotic agents activate independently at random exponential waiting times of mean $1$ and enter the graph environment over time from a source location. They grow the environment's coverage by 'settling' at empty locations and aiding other robots' navigation from these locations. The robots are identical and make decisions driven by the same simple and local rule of behaviour. The local rule is based only on the presence of neighbouring robots, and on whether a settled robot points to the current location. Whenever a robot moves, it may crash and disappear from the environment. Each vertex in the environment has limited physical space, so robots frequently obstruct each other. Our goal is to show that even under conditions of asynchronicity, frequent crashing, and limited physical space, the simple mobile robots complete their mission in linear time asymptotically almost surely, and time to completion degrades gracefully with the frequency of the crashes. Our model and analysis are based on the well-studied "totally asymmetric simple exclusion process" in statistical mechanics.

cs.DM

Minimizing Travel in the Uniform Dispersal Problem for Robotic Sensors

The limited energy capacity of individual robotic agents in a swarm often limits the possible cooperative tasks they can perform. In this work, we investigate the problem of covering an unknown connected grid environment (e.g. a maze or connected corridors) with a robotic swarm so as to minimize the maximal number of steps that each member of the swarm makes and their activity time before their work is finished, thereby minimizing the energy requirements. The robots are autonomous, anonymous and identical, with local sensors and finite memory, and possess no communication capabilities. They are assumed to disperse over time from a fixed location, and to move synchronously. The robots are tasked with occupying every cell of the environment, while avoiding collisions. In the literature such topics are known as \textit{uniform dispersal problems}. The goal of minimizing the number of steps traveled by the robots has previously been studied in this context. Our contribution is a local robotic strategy for simply connected grid environments that, by exploiting their topology, achieves optimal makespan (the amount of time it takes to cover the environment) and minimizes the maximal number of steps taken by the individual robots before their deactivation. The robots succeed in discovering optimal paths to their eventual destinations, and finish the covering process in $2V-1$ time steps, where $V$ is the number of cells in the environment.

cs.MA

Probabilistic Pursuits on Graphs

We consider discrete dynamical systems of "ant-like" agents engaged in a sequence of pursuits on a graph environment. The agents emerge one by one at equal time intervals from a source vertex $s$ and pursue each other by greedily attempting to close the distance to their immediate predecessor, the agent that emerged just before them from $s$, until they arrive at the destination point $t$. Such pursuits have been investigated before in the continuous setting and in discrete time when the underlying environment is a regular grid. In both these settings the agents' walks provably converge to a shortest path from $s$ to $t$. Furthermore, assuming a certain natural probability distribution over the move choices of the agents on the grid (in case there are multiple shortest paths between an agent and its predecessor), the walks converge to the uniform distribution over all shortest paths from $s$ to $t$. We study the evolution of agent walks over a general finite graph environment $G$. Our model is a natural generalization of the pursuit rule proposed for the case of the grid. The main results are as follows. We show that "convergence" to the shortest paths in the sense of previous work extends to all pseudo-modular graphs (i.e. graphs in which every three pairwise intersecting disks have a nonempty intersection), and also to environments obtained by taking graph products, generalizing previous results in two different ways. We show that convergence to the shortest paths is also obtained by chordal graphs, and discuss some further positive and negative results for planar graphs. In the most general case, convergence to the shortest paths is not guaranteed, and the agents may get stuck on sets of recurrent, non-optimal walks from $s$ to $t$. However, we show that the limiting distributions of the agents' walks will always be uniform distributions over some set of walks of equal length.

cs.DM