Multi-agent Path Finding for Timed Tasks using Evolutionary Games
Sheryl Paul, Anand Balakrishnan, Xin Qin, Jyotirmoy V. Deshmukh

TL;DR
This paper introduces a novel approach combining weighted automata and evolutionary game theory to improve multi-agent path finding for complex temporal tasks, outperforming traditional reinforcement learning in efficiency and scalability.
Contribution
The paper presents a new method using weighted automata for specifying trajectory-level objectives and applies evolutionary game theory to train multi-agent systems, surpassing RL in performance and speed.
Findings
Achieves nearly 30% shorter paths than RL methods.
Runs at least ten times faster than deep reinforcement learning.
Scales better with more agents compared to existing methods.
Abstract
Autonomous multi-agent systems such as hospital robots and package delivery drones often operate in highly uncertain environments and are expected to achieve complex temporal task objectives while ensuring safety. While learning-based methods such as reinforcement learning are popular methods to train single and multi-agent autonomous systems under user-specified and state-based reward functions, applying these methods to satisfy trajectory-level task objectives is a challenging problem. Our first contribution is the use of weighted automata to specify trajectory-level objectives, such that, maximal paths induced in the weighted automaton correspond to desired trajectory-level behaviors. We show how weighted automata-based specifications go beyond timeliness properties focused on deadlines to performance properties such as expeditiousness. Our second contribution is the use of…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
