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Yixuan Jia

Publications and source records attributed to Yixuan Jia.

23 records · Page 2Linked to original sources

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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Shorter SPECT Scans Using Self-supervised Coordinate Learning to Synthesize Skipped Projection Views

Purpose: This study addresses the challenge of extended SPECT imaging duration under low-count conditions, as encountered in Lu-177 SPECT imaging, by developing a self-supervised learning approach to synthesize skipped SPECT projection views, thus shortening scan times in clinical settings. Methods: We employed a self-supervised coordinate-based learning technique, adapting the neural radiance field (NeRF) concept in computer vision to synthesize under-sampled SPECT projection views. For each single scan, we used self-supervised coordinate learning to estimate skipped SPECT projection views. The method was tested with various down-sampling factors (DFs=2, 4, 8) on both Lu-177 phantom SPECT/CT measurements and clinical SPECT/CT datasets, from 11 patients undergoing Lu-177 DOTATATE and 6 patients undergoing Lu-177 PSMA-617 radiopharmaceutical therapy. Results: For SPECT reconstructions, our method outperformed the use of linearly interpolated projections and partial projection views in relative contrast-to-noise-ratios (RCNR) averaged across different downsampling factors: 1) DOTATATE: 83% vs. 65% vs. 67% for lesions and 86% vs. 70% vs. 67% for kidney, 2) PSMA: 76% vs. 69% vs. 68% for lesions and 75% vs. 55% vs. 66% for organs, including kidneys, lacrimal glands, parotid glands, and submandibular glands. Conclusion: The proposed method enables reduction in acquisition time (by factors of 2, 4, or 8) while maintaining quantitative accuracy in clinical SPECT protocols by allowing for the collection of fewer projections. Importantly, the self-supervised nature of this NeRF-based approach eliminates the need for extensive training data, instead learning from each patient's projection data alone. The reduction in acquisition time is particularly relevant for imaging under low-count conditions and for protocols that require multiple-bed positions such as whole-body imaging.

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Refining Perception Contracts: Case Studies in Vision-based Safe Auto-landing

Perception contracts provide a method for evaluating safety of control systems that use machine learning for perception. A perception contract is a specification for testing the ML components, and it gives a method for proving end-to-end system-level safety requirements. The feasibility of contract-based testing and assurance was established earlier in the context of straight lane keeping: a 3-dimensional system with relatively simple dynamics. This paper presents the analysis of two 6 and 12-dimensional flight control systems that use multi-stage, heterogeneous, ML-enabled perception. The paper advances methodology by introducing an algorithm for constructing data and requirement guided refinement of perception contracts (DaRePC). The resulting analysis provides testable contracts which establish the state and environment conditions under which an aircraft can safety touchdown on the runway and a drone can safely pass through a sequence of gates. It can also discover conditions (e.g., low-horizon sun) that can possibly violate the safety of the vision-based control system.

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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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