In modern training, entertainment and education applications, behavior trees (BTs) have already become a fantastic alternative to finite state machines (FSMs) in modeling and controlling autonomous agents. However, it is expensive and inefficient to create BTs for various task scenarios manually. Thus, the genetic programming (GP) approach has been devised to evolve BTs automatically but only received limited success. The standard GP approaches to evolve BTs fail to scale up and to provide good solutions, while GP approaches with domain-specific constraints can accelerate learning but need significant knowledge engineering effort. In this paper, we propose a modified approach, named evolving BTs with hybrid constraints (EBT-HC), to improve the evolution of BTs for autonomous agents. We first propose a novel idea of dynamic constraint based on frequent sub-trees mining, which can accelerate evolution by protecting preponderant behavior sub-trees from undesired crossover. Then we introduce the existing ‘static’ structural constraint into our dynamic constraint to form the evolving BTs with hybrid constraints. The static structure can constrain expected BT form to reduce the size of the search space, thus the hybrid constraints would lead more efficient learning and find better solutions without the loss of the domain-independence. Preliminary experiments, carried out on the Pac-Man game environment, show that the hybrid EBT-HC outperforms other approaches in facilitating the BT design by achieving better behavior performance within fewer generations. Moreover, the generated behavior models by EBT-HC are human readable and easy to be fine-tuned by domain experts.
19 March 2025 in IEEE Transactions on Computational Social Systems
Crowd simulation plays a crucial role in the prevention and management of public safety events in cities. However, the inherent complexity and diverse nature of human behaviors present substantial challenges in developing realistic and precise simulation models. Traditional rule-based physical models are limited by their reliance on fixed physical formulas and parameters, which hinders their ability to effectively handle the complex tasks associated with crowd simulation. Although deep learning methods have emerged as a promising solution, existing approaches largely emphasize pedestrian trajectory generation while struggling with interpretability and real-time dynamic simulation requirements. To address the aforementioned issues, we propose a novel data-driven crowd simulation framework that integrates physics-informed machine learning (PIML) with navigation potential fields. Our approach takes advantage of the strengths of both physical models and PIML. Specifically, we design an innovative physics-informed spatial-temporal graph convolutional network (PI-STGCN) as a data-driven module. Leveraging PI-STGCN, pedestrian movement trends can be accurately predicted in real-time during the simulation. Additionally, we construct a physical model of navigation potential fields based on flow field theory to guide pedestrian movements, thereby reinforcing physical constraints during the simulation. In our framework, navigation potential fields are dynamically computed and updated based on the movement trends predicted by the PI-STGCN, while the updated crowd dynamics, guided by these fields, subsequently feed back into the PI-STGCN. Comparative experiments on two publicly available large-scale real-world datasets across five scenes demonstrate that our proposed framework outperforms existing rule-based methods in both accuracy and fidelity. The similarity between the simulated and actual pedestrian trajectories improves by 10.8%. Furthermore, our framework exhibits enhanced adaptability and superior interpretability compared with methods that rely solely on deep learning for trajectory generation.
22 September 2017 in IEEE Transactions on Instrumentation and Measurement
This paper defines a generalization of the recursive Bayesian estimate (RBE), within the mathematical possibility theory. This generalization is motivated by the fact that the classical RBE, by design, deals only with random variables and can only provide closed-form solution for a few cases. The possibilistic generalization is based on the random-fuzzy variables, thus allowing one to take into account, in a very natural way, both random and systematic contributions to the uncertainty and to implement the RBE for any distribution of system state variables in a simple way. This paper illustrates the advantages of the proposed generalization, by presenting both the theoretical development, and a detailed application example.
Exploration in unknown dynamic environments is a challenging problem in an AI system, and current techniques tend to produce irrational exploratory behaviours and fail in obstacle avoidance. To this end, we present a three-tiered hierarchical and modular spatial exploration model that combines the intrinsic motivation integrated deep reinforcement learning (DRL) and rule-based real-time obstacle avoidance approach. We address the spatial exploration problem in two levels on the whole. On the higher level, a DRL based global module learns to determine a distant but easily reachable target that maximizes the current exploration progress. On the lower level, another two-level hierarchical movement controller is used to produce locally smooth and safe movements between targets based on the information of known areas and free space assumption. Experimental results on diverse and challenging 2D dynamic maps show that the proposed model achieves almost 90% coverage and generates smoother trajectories compared with a state-of-the-art IM based DRL and some other heuristic methods on the basis of avoiding obstacles in real time.
1 January 2016 in Discrete Dynamics in Nature and Society
Multiagent Reinforcement Learning (MARL) is a promising technique for agents learning effective coordinated policy in Multiagent Systems (MASs). In many MASs, interactions between agents are usually sparse, and then a lot of MARL methods were devised for them. These methods divide learning process into independent learning and joint learning in coordinated states to improve traditional joint state‐action space learning. However, most of those methods identify coordinated states based on assumptions about domain structure (e.g., dependencies) or agent (e.g., prior individual optimal policy and agent homogeneity). Moreover, situations that current methods cannot deal with still exist. In this paper, a modified approach is proposed to learn where and how to coordinate agents’ behaviors in more general MASs with sparse interactions. Our approach introduces sample grouping and a more accurate metric of model difference degree to identify which states of other agents should be considered in coordinated states, without strong additional assumptions. Experimental results show that the proposed approach outperforms its competitors by improving the average agent reward per step and works well in some broader scenarios.
Recent success in cooperative multi-agent reinforcement learning (MARL) relies on centralized training and policy sharing. Centralized training eliminates the issue of non-stationarity MARL yet induces large communication costs, and policy sharing is empirically crucial to efficient learning in certain tasks yet lacks theoretical justification. In this paper, we formally characterize a subclass of cooperative Markov games where agents exhibit a certain form of homogeneity such that policy sharing provably incurs no suboptimality. This enables us to develop the first consensus-based decentralized actor-critic method where the consensus update is applied to both the actors and the critics while ensuring convergence. We also develop practical algorithms based on our decentralized actor-critic method to reduce the communication cost during training, while still yielding policies comparable with centralized training.