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Negar Mehr

Publications and source records attributed to Negar Mehr.

At least 37 records · Page 2Linked to original sources

Multi-Agent Inverse Reinforcement Learning in Real World Unstructured Pedestrian Crowds

Social robot navigation in crowded public spaces such as university campuses, restaurants, grocery stores, and hospitals, is an increasingly important area of research. One of the core strategies for achieving this goal is to understand humans' intent--underlying psychological factors that govern their motion--by learning their reward functions, typically via inverse reinforcement learning (IRL). Despite significant progress in IRL, learning reward functions of multiple agents simultaneously in dense unstructured pedestrian crowds has remained intractable due to the nature of the tightly coupled social interactions that occur in these scenarios \textit{e.g.} passing, intersections, swerving, weaving, etc. In this paper, we present a new multi-agent maximum entropy inverse reinforcement learning algorithm for real world unstructured pedestrian crowds. Key to our approach is a simple, but effective, mathematical trick which we name the so-called tractability-rationality trade-off trick that achieves tractability at the cost of a slight reduction in accuracy. We compare our approach to the classical single-agent MaxEnt IRL as well as state-of-the-art trajectory prediction methods on several datasets including the ETH, UCY, SCAND, JRDB, and a new dataset, called Speedway, collected at a busy intersection on a University campus focusing on dense, complex agent interactions. Our key findings show that, on the dense Speedway dataset, our approach ranks 1st among top 7 baselines with >2X improvement over single-agent IRL, and is competitive with state-of-the-art large transformer-based encoder-decoder models on sparser datasets such as ETH/UCY (ranks 3rd among top 7 baselines).

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Strategic Decision-Making in Multi-Agent Domains: A Weighted Constrained Potential Dynamic Game Approach

In interactive multi-agent settings, decision-making and planning are challenging mainly due to the agents' interconnected objectives. Dynamic game theory offers a formal framework for analyzing such intricacies. Yet, solving constrained dynamic games and determining the interaction outcome in the form of generalized Nash Equilibria (GNE) pose computational challenges due to the need for solving constrained coupled optimal control problems. In this paper, we address this challenge by proposing to leverage the special structure of many real-world multi-agent interactions. More specifically, our key idea is to leverage constrained dynamic potential games, which are games for which GNE can be found by solving a single constrained optimal control problem associated with minimizing the potential function. We argue that constrained dynamic potential games can effectively facilitate interactive decision-making in many multi-agent interactions. We will identify structures in realistic multi-agent interactive scenarios that can be transformed into weighted constrained potential dynamic games (WCPDGs). We will show that the GNE of the resulting WCPDG can be obtained by solving a single constrained optimal control problem. We will demonstrate the effectiveness of the proposed method through various simulation studies and show that we achieve significant improvements in solve time compared to state-of-the-art game solvers. We further provide experimental validation of our proposed method in a navigation setup involving two quadrotors carrying a rigid object while avoiding collisions with two humans.

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Optimal Robotic Assembly Sequence Planning: A Sequential Decision-Making Approach

The optimal robot assembly planning problem is challenging due to the necessity of finding the optimal solution amongst an exponentially vast number of possible plans, all while satisfying a selection of constraints. Traditionally, robotic assembly planning problems have been solved using heuristics, but these methods are specific to a given objective structure or set of problem parameters. In this paper, we propose a novel approach to robotic assembly planning that poses assembly sequencing as a sequential decision making problem, enabling us to harness methods that far outperform the state-of-the-art. We formulate the problem as a Markov Decision Process (MDP) and utilize Dynamic Programming (DP) to find optimal assembly policies for moderately sized strictures. We further expand our framework to exploit the deterministic nature of assembly planning and introduce a class of optimal Graph Exploration Assembly Planners (GEAPs). For larger structures, we show how Reinforcement Learning (RL) enables us to learn policies that generate high reward assembly sequences. We evaluate our approach on a variety of robotic assembly problems, such as the assembly of the Hubble Space Telescope, the International Space Station, and the James Webb Space Telescope. We further showcase how our DP, GEAP, and RL implementations are capable of finding optimal solutions under a variety of different objective functions and how our formulation allows us to translate precedence constraints to branch pruning and thus further improve performance. We have published our code at https://github.com/labicon/ORASP-Code.

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Leveraging Large Language Models for Effective and Explainable Multi-Agent Credit Assignment

Recent work, spanning from autonomous vehicle coordination to in-space assembly, has shown the importance of learning collaborative behavior for enabling robots to achieve shared goals. A common approach for learning this cooperative behavior is to utilize the centralized-training decentralized-execution paradigm. However, this approach also introduces a new challenge: how do we evaluate the contributions of each agent's actions to the overall success or failure of the team. This credit assignment problem has remained open, and has been extensively studied in the Multi-Agent Reinforcement Learning literature. In fact, humans manually inspecting agent behavior often generate better credit evaluations than existing methods. We combine this observation with recent works which show Large Language Models demonstrate human-level performance at many pattern recognition tasks. Our key idea is to reformulate credit assignment to the two pattern recognition problems of sequence improvement and attribution, which motivates our novel LLM-MCA method. Our approach utilizes a centralized LLM reward-critic which numerically decomposes the environment reward based on the individualized contribution of each agent in the scenario. We then update the agents' policy networks based on this feedback. We also propose an extension LLM-TACA where our LLM critic performs explicit task assignment by passing an intermediary goal directly to each agent policy in the scenario. Both our methods far outperform the state-of-the-art on a variety of benchmarks, including Level-Based Foraging, Robotic Warehouse, and our new Spaceworld benchmark which incorporates collision-related safety constraints. As an artifact of our methods, we generate large trajectory datasets with each timestep annotated with per-agent reward information, as sampled from our LLM critics.

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Risk-Sensitive Orbital Debris Collision Avoidance using Distributionally Robust Chance Constraints

The exponential increase in orbital debris and active satellites will lead to congested orbits, necessitating more frequent collision avoidance maneuvers by satellites. To minimize fuel consumption while ensuring the safety of satellites, enforcing a chance constraint, which poses an upper bound in collision probability with debris, can serve as an intuitive safety measure. However, accurately evaluating collision probability, which is critical for the effective implementation of chance constraints, remains a non-trivial task. This difficulty arises because uncertainty propagation in nonlinear orbit dynamics typically provides only limited information, such as finite samples or moment estimates about the underlying arbitrary non-Gaussian distributions. Furthermore, even if the full distribution were known, it remains unclear how to effectively compute chance constraints with such non-Gaussian distributions. To address these challenges, we propose a distributionally robust chance-constrained collision avoidance algorithm that provides a sufficient condition for collision probabilities under limited information about the underlying non-Gaussian distribution. Our distributionally robust approach satisfies the chance constraint for all debris position distributions sharing a given mean and covariance, thereby enabling the enforcement of chance constraints with limited distributional information. To achieve computational tractability, the chance constraint is approximated using a Conditional Value-at-Risk (CVaR) constraint, which gives a conservative and tractable approximation of the distributionally robust chance constraint. We validate our algorithm on a real-world inspired satellite-debris conjunction scenario with different uncertainty propagation methods and show that our controller can effectively avoid collisions.

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To What Extent do Open-loop and Feedback Nash Equilibria Diverge in General-Sum Linear Quadratic Dynamic Games?

Dynamic games offer a versatile framework for modeling the evolving interactions of strategic agents, whose steady-state behavior can be captured by the Nash equilibria of the games. Nash equilibria are often computed in feedback, with policies depending on the state at each time, or in open-loop, with policies depending only on the initial state. Empirically, open-loop Nash equilibria (OLNE) could be more efficient to compute, while feedback Nash equilibria (FBNE) often encode more complex interactions. However, it remains unclear exactly which dynamic games yield FBNE and OLNE that differ significantly and which do not. To address this problem, we present a principled comparison study of OLNE and FBNE in linear quadratic (LQ) dynamic games. Specifically, we prove that the OLNE strategies of an LQ dynamic game can be synthesized by solving the coupled Riccati equations of an auxiliary LQ game with perturbed costs. The construction of the auxiliary game allows us to establish conditions under which OLNE and FBNE coincide and derive an upper bound on the deviation between FBNE and OLNE of an LQ game.

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Pricing for Multi-modal Pickup and Delivery Problems with Heterogeneous Users

In this paper, we study the pickup and delivery problem with multiple transportation modalities, and address the challenge of efficiently allocating transportation resources while price matching users with their desired delivery modes. More precisely, we consider that orders are demanded by a heterogeneous population of users with varying trade-offs between price and latency. To capture how prices affect the behavior of heterogeneous selfish users choosing between multiple delivery modes, we construct a congestion game taking place over a form of star network, where each source-sink pair is composed of parallel links connecting users with their preferred delivery method. Using the unique geometry of this network, we prove that one can set prices explicitly to induce any desired network flow, i.e, given a desired allocation strategy, we have a closed-form solution for the delivery prices. We conclude by performing a case study on a meal delivery problem with multiple courier modalities using data from real world instances.

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POLICEd RL: Learning Closed-Loop Robot Control Policies with Provable Satisfaction of Hard Constraints

In this paper, we seek to learn a robot policy guaranteed to satisfy state constraints. To encourage constraint satisfaction, existing RL algorithms typically rely on Constrained Markov Decision Processes and discourage constraint violations through reward shaping. However, such soft constraints cannot offer verifiable safety guarantees. To address this gap, we propose POLICEd RL, a novel RL algorithm explicitly designed to enforce affine hard constraints in closed-loop with a black-box environment. Our key insight is to force the learned policy to be affine around the unsafe set and use this affine region as a repulsive buffer to prevent trajectories from violating the constraint. We prove that such policies exist and guarantee constraint satisfaction. Our proposed framework is applicable to both systems with continuous and discrete state and action spaces and is agnostic to the choice of the RL training algorithm. Our results demonstrate the capacity of POLICEd RL to enforce hard constraints in robotic tasks while significantly outperforming existing methods.

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Active Inverse Learning in Stackelberg Trajectory Games

Game-theoretic inverse learning is the problem of inferring a player's objectives from their actions. We formulate an inverse learning problem in a Stackelberg game between a leader and a follower, where each player's action is the trajectory of a dynamical system. We propose an active inverse learning method for the leader to infer which hypothesis among a finite set of candidates best describes the follower's objective function. Instead of using passively observed trajectories like existing methods, we actively maximize the differences in the follower's trajectories under different hypotheses by optimizing the leader's control inputs. Compared with uniformly random inputs, the optimized inputs accelerate the convergence of the estimated probability of different hypotheses conditioned on the follower's trajectory. We demonstrate the proposed method in a receding-horizon repeated trajectory game and simulate the results using virtual TurtleBots in Gazebo.

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Distributed NeRF Learning for Collaborative Multi-Robot Perception

Effective environment perception is crucial for enabling downstream robotic applications. Individual robotic agents often face occlusion and limited visibility issues, whereas multi-agent systems can offer a more comprehensive mapping of the environment, quicker coverage, and increased fault tolerance. In this paper, we propose a collaborative multi-agent perception system where agents collectively learn a neural radiance field (NeRF) from posed RGB images to represent a scene. Each agent processes its local sensory data and shares only its learned NeRF model with other agents, reducing communication overhead. Given NeRF's low memory footprint, this approach is well-suited for robotic systems with limited bandwidth, where transmitting all raw data is impractical. Our distributed learning framework ensures consistency across agents' local NeRF models, enabling convergence to a unified scene representation. We show the effectiveness of our method through an extensive set of experiments on datasets containing challenging real-world scenes, achieving performance comparable to centralized mapping of the environment where data is sent to a central server for processing. Additionally, we find that multi-agent learning provides regularization benefits, improving geometric consistency in scenarios with sparse input views. We show that in such scenarios, multi-agent mapping can even outperform centralized training.

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Learning to Provably Satisfy High Relative Degree Constraints for Black-Box Systems

In this paper, we develop a method for learning a control policy guaranteed to satisfy an affine state constraint of high relative degree in closed loop with a black-box system. Previous reinforcement learning (RL) approaches to satisfy safety constraints either require access to the system model, or assume control affine dynamics, or only discourage violations with reward shaping. Only recently have these issues been addressed with POLICEd RL, which guarantees constraint satisfaction for black-box systems. However, this previous work can only enforce constraints of relative degree 1. To address this gap, we build a novel RL algorithm explicitly designed to enforce an affine state constraint of high relative degree in closed loop with a black-box control system. Our key insight is to make the learned policy be affine around the unsafe set and to use this affine region to dissipate the inertia of the high relative degree constraint. We prove that such policies guarantee constraint satisfaction for deterministic systems while being agnostic to the choice of the RL training algorithm. Our results demonstrate the capacity of our approach to enforce hard constraints in the Gym inverted pendulum and on a space shuttle landing simulation.

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Adaptive Teaching in Heterogeneous Agents: Balancing Surprise in Sparse Reward Scenarios

Learning from Demonstration (LfD) can be an efficient way to train systems with analogous agents by enabling ``Student'' agents to learn from the demonstrations of the most experienced ``Teacher'' agent, instead of training their policy in parallel. However, when there are discrepancies in agent capabilities, such as divergent actuator power or joint angle constraints, naively replicating demonstrations that are out of bounds for the Student's capability can limit efficient learning. We present a Teacher-Student learning framework specifically tailored to address the challenge of heterogeneity between the Teacher and Student agents. Our framework is based on the concept of ``surprise'', inspired by its application in exploration incentivization in sparse-reward environments. Surprise is repurposed to enable the Teacher to detect and adapt to differences between itself and the Student. By focusing on maximizing its surprise in response to the environment while concurrently minimizing the Student's surprise in response to the demonstrations, the Teacher agent can effectively tailor its demonstrations to the Student's specific capabilities and constraints. We validate our method by demonstrating improvements in the Student's learning in control tasks within sparse-reward environments.

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Integrating Predictive Motion Uncertainties with Distributionally Robust Risk-Aware Control for Safe Robot Navigation in Crowds

Ensuring safe navigation in human-populated environments is crucial for autonomous mobile robots. Although recent advances in machine learning offer promising methods to predict human trajectories in crowded areas, it remains unclear how one can safely incorporate these learned models into a control loop due to the uncertain nature of human motion, which can make predictions of these models imprecise. In this work, we address this challenge and introduce a distributionally robust chance-constrained model predictive control (DRCC-MPC) which: (i) adopts a probability of collision as a pre-specified, interpretable risk metric, and (ii) offers robustness against discrepancies between actual human trajectories and their predictions. We consider the risk of collision in the form of a chance constraint, providing an interpretable measure of robot safety. To enable real-time evaluation of chance constraints, we consider conservative approximations of chance constraints in the form of distributionally robust Conditional Value at Risk constraints. The resulting formulation offers computational efficiency as well as robustness with respect to out-of-distribution human motion. With the parallelization of a sampling-based optimization technique, our method operates in real-time, demonstrating successful and safe navigation in a number of case studies with real-world pedestrian data.

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Weathering Ongoing Uncertainty: Learning and Planning in a Time-Varying Partially Observable Environment

Optimal decision-making presents a significant challenge for autonomous systems operating in uncertain, stochastic and time-varying environments. Environmental variability over time can significantly impact the system's optimal decision making strategy for mission completion. To model such environments, our work combines the previous notion of Time-Varying Markov Decision Processes (TVMDP) with partial observability and introduces Time-Varying Partially Observable Markov Decision Processes (TV-POMDP). We propose a two-pronged approach to accurately estimate and plan within the TV-POMDP: 1) Memory Prioritized State Estimation (MPSE), which leverages weighted memory to provide more accurate time-varying transition estimates; and 2) an MPSE-integrated planning strategy that optimizes long-term rewards while accounting for temporal constraint. We validate the proposed framework and algorithms using simulations and hardware, with robots exploring a partially observable, time-varying environments. Our results demonstrate superior performance over standard methods, highlighting the framework's effectiveness in stochastic, uncertain, time-varying domains.

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Efficient Constrained Multi-Agent Trajectory Optimization using Dynamic Potential Games

Although dynamic games provide a rich paradigm for modeling agents' interactions, solving these games for real-world applications is often challenging. Many real-world interactive settings involve general nonlinear state and input constraints that couple agents' decisions with one another. In this work, we develop an efficient and fast planner for interactive trajectory optimization in constrained setups using a constrained game-theoretical framework. Our key insight is to leverage the special structure of agents' objective and constraint functions that are common in multi-agent interactions for fast and reliable planning. More precisely, we identify the structure of agents' cost and constraint functions under which the resulting dynamic game is an instance of a constrained dynamic potential game. Constrained dynamic potential games are a class of games for which instead of solving a set of coupled constrained optimal control problems, a constrained Nash equilibrium, i.e. a Generalized Nash equilibrium, can be found by solving a single constrained optimal control problem. This simplifies constrained interactive trajectory optimization significantly. We compare the performance of our method in a navigation setup involving four planar agents and show that our method is on average 20 times faster than the state-of-the-art. We further provide experimental validation of our proposed method in a navigation setup involving two quadrotors carrying a rigid object while avoiding collisions with two humans.

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RAPID: Autonomous Multi-Agent Racing using Constrained Potential Dynamic Games

In this work, we consider the problem of autonomous racing with multiple agents where agents must interact closely and influence each other to compete. We model interactions among agents through a game-theoretical framework and propose an efficient algorithm for tractably solving the resulting game in real time. More specifically, we capture interactions among multiple agents through a constrained dynamic game. We show that the resulting dynamic game is an instance of a simple-to-analyze class of games. Namely, we show that our racing game is an instance of a constrained dynamic potential game. An important and appealing property of dynamic potential games is that a generalized Nash equilibrium of the underlying game can be computed by solving a single constrained optimal control problem instead of multiple coupled constrained optimal control problems. Leveraging this property, we show that the problem of autonomous racing is greatly simplified and develop RAPID (autonomous multi-agent RAcing using constrained PotentIal Dynamic games), a racing algorithm that can be solved tractably in real-time. Through simulation studies, we demonstrate that our algorithm outperforms the state-of-the-art approach. We further show the real-time capabilities of our algorithm in hardware experiments.

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Distributed Potential iLQR: Scalable Game-Theoretic Trajectory Planning for Multi-Agent Interactions

In this work, we develop a scalable, local trajectory optimization algorithm that enables robots to interact with other robots. It has been shown that agents' interactions can be successfully captured in game-theoretic formulations, where the interaction outcome can be best modeled via the equilibria of the underlying dynamic game. However, it is typically challenging to compute equilibria of dynamic games as it involves simultaneously solving a set of coupled optimal control problems. Existing solvers operate in a centralized fashion and do not scale up tractably to multiple interacting agents. We enable scalable distributed game-theoretic planning by leveraging the structure inherent in multi-agent interactions, namely, interactions belonging to the class of dynamic potential games. Since equilibria of dynamic potential games can be found by minimizing a single potential function, we can apply distributed and decentralized control techniques to seek equilibria of multi-agent interactions in a scalable and distributed manner. We compare the performance of our algorithm with a centralized interactive planner in a number of simulation studies and demonstrate that our algorithm results in better efficiency and scalability. We further evaluate our method in hardware experiments involving multiple quadcopters.

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Learning to Influence Vehicles' Routing in Mixed-Autonomy Networks by Dynamically Controlling the Headway of Autonomous Cars

It is known that autonomous cars can increase road capacities by maintaining a smaller headway through vehicle platooning. Recent works have shown that these capacity increases can influence vehicles' route choices in unexpected ways similar to the well-known Braess's paradox, such that the network congestion might increase. In this paper, we propose that in mixed-autonomy networks, i.e., networks where roads are shared between human-driven and autonomous cars, the headway of autonomous cars can be directly controlled to influence vehicles' routing and reduce congestion. We argue that the headway of autonomous cars -- and consequently the capacity of link segments -- is not just a fixed design choice; but rather, it can be leveraged as an {infrastructure control} strategy to {dynamically} regulate capacities. Imagine that similar to variable speed limits which regulate the maximum speed of vehicles on a road segment, a control policy regulates the headway of autonomous cars along each road segment. We seek to influence vehicles' route choices by directly controlling the headway of autonomous cars to prevent Braess-like unexpected outcomes and increase network efficiency. We model the dynamics of mixed-autonomy traffic networks while accounting for the vehicles' route choice dynamics. We train an RL policy that learns to regulate the headway of autonomous cars such that the total travel time in the network is minimized. We will show empirically that our trained policy can not only prevent Braess-like inefficiencies but also decrease total travel time.

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