5.0ROFeb 10, 2023
LAPTNet-FPN: Multi-scale LiDAR-aided Projective Transform Network for Real Time Semantic Grid PredictionManuel Alejandro Diaz-Zapata, David Sierra González, Özgür Erkent et al.
Semantic grids can be useful representations of the scene around an autonomous system. By having information about the layout of the space around itself, a robot can leverage this type of representation for crucial tasks such as navigation or tracking. By fusing information from multiple sensors, robustness can be increased and the computational load for the task can be lowered, achieving real time performance. Our multi-scale LiDAR-Aided Perspective Transform network uses information available in point clouds to guide the projection of image features to a top-view representation, resulting in a relative improvement in the state of the art for semantic grid generation for human (+8.67%) and movable object (+49.07%) classes in the nuScenes dataset, as well as achieving results close to the state of the art for the vehicle, drivable area and walkway classes, while performing inference at 25 FPS.
14.7AIOct 26, 2022
HSVI can solve zero-sum Partially Observable Stochastic GamesAurélien Delage, Olivier Buffet, Jilles S. Dibangoye et al.
State-of-the-art methods for solving 2-player zero-sum imperfect information games rely on linear programming or regret minimization, though not on dynamic programming (DP) or heuristic search (HS), while the latter are often at the core of state-of-the-art solvers for other sequential decision-making problems. In partially observable or collaborative settings (e.g., POMDPs and Dec- POMDPs), DP and HS require introducing an appropriate statistic that induces a fully observable problem as well as bounding (convex) approximators of the optimal value function. This approach has succeeded in some subclasses of 2-player zero-sum partially observable stochastic games (zs- POSGs) as well, but how to apply it in the general case still remains an open question. We answer it by (i) rigorously defining an equivalent game to work with, (ii) proving mathematical properties of the optimal value function that allow deriving bounds that come with solution strategies, (iii) proposing for the first time an HSVI-like solver that provably converges to an $ε$-optimal solution in finite time, and (iv) empirically analyzing it. This opens the door to a novel family of promising approaches complementing those relying on linear programming or iterative methods.
1.4CVNov 14, 2022
LAPTNet: LiDAR-Aided Perspective Transform NetworkManuel Alejandro Diaz-Zapata, Özgür Erkent, Christian Laugier et al.
Semantic grids are a useful representation of the environment around a robot. They can be used in autonomous vehicles to concisely represent the scene around the car, capturing vital information for downstream tasks like navigation or collision assessment. Information from different sensors can be used to generate these grids. Some methods rely only on RGB images, whereas others choose to incorporate information from other sensors, such as radar or LiDAR. In this paper, we present an architecture that fuses LiDAR and camera information to generate semantic grids. By using the 3D information from a LiDAR point cloud, the LiDAR-Aided Perspective Transform Network (LAPTNet) is able to associate features in the camera plane to the bird's eye view without having to predict any depth information about the scene. Compared to state-of-theart camera-only methods, LAPTNet achieves an improvement of up to 8.8 points (or 38.13%) over state-of-art competing approaches for the classes proposed in the NuScenes dataset validation split.
6.4LGAug 23, 2024
Optimally Solving Simultaneous-Move Dec-POMDPs: The Sequential Central Planning ApproachJohan Peralez, Aurèlien Delage, Jacopo Castellini et al.
The centralized training for decentralized execution paradigm emerged as the state-of-the-art approach to $ε$-optimally solving decentralized partially observable Markov decision processes. However, scalability remains a significant issue. This paper presents a novel and more scalable alternative, namely the sequential-move centralized training for decentralized execution. This paradigm further pushes the applicability of the Bellman's principle of optimality, raising three new properties. First, it allows a central planner to reason upon sufficient sequential-move statistics instead of prior simultaneous-move ones. Next, it proves that $ε$-optimal value functions are piecewise linear and convex in such sufficient sequential-move statistics. Finally, it drops the complexity of the backup operators from double exponential to polynomial at the expense of longer planning horizons. Besides, it makes it easy to use single-agent methods, e.g., SARSA algorithm enhanced with these findings, while still preserving convergence guarantees. Experiments on two- as well as many-agent domains from the literature against $ε$-optimal simultaneous-move solvers confirm the superiority of our novel approach. This paradigm opens the door for efficient planning and reinforcement learning methods for multi-agent systems.
3.3MANov 15, 2023
On Convex Optimal Value Functions For POSGsRafael F. Cunha, Jacopo Castellini, Johan Peralez et al.
Multi-agent planning and reinforcement learning can be challenging when agents cannot see the state of the world or communicate with each other due to communication costs, latency, or noise. Partially Observable Stochastic Games (POSGs) provide a mathematical framework for modelling such scenarios. This paper aims to improve the efficiency of planning and reinforcement learning algorithms for POSGs by identifying the underlying structure of optimal state-value functions. The approach involves reformulating the original game from the perspective of a trusted third party who plans on behalf of the agents simultaneously. From this viewpoint, the original POSGs can be viewed as Markov games where states are occupancy states, \ie posterior probability distributions over the hidden states of the world and the stream of actions and observations that agents have experienced so far. This study mainly proves that the optimal state-value function is a convex function of occupancy states expressed on an appropriate basis in all zero-sum, common-payoff, and Stackelberg POSGs.
7.0GTMay 1
An $ε$-Optimal Sequential Approach for Solving zs-POSGsErwan C. Escudie, Matthia Sabatelli, Jilles S. Dibangoye
While recent reductions of zero-sum partially observable stochastic games (zs-POSGs) to transition-independent stochastic games (TI-SGs) theoretically admit dynamic programming, practical solutions remain stifled by the inherent non-linearity and exponential complexity of the simultaneous minimax backup. In this work, we surmount this computational barrier by rigorously recasting the simultaneous interaction as a sequential decision process via the principle of separation. We introduce distinct sufficient statistics for valuation and execution, the sequential occupancy state and the private occupancy family, which reveal a latent geometry in the optimal value function. This structural insight allows us to linearise the backup operator, reducing the update complexity from exponential to polynomial while enabling the direct extraction of safe policies without heuristic bookkeeping. Experimental results demonstrate that algorithms leveraging this sequential framework significantly outperform state-of-the-art methods, effectively rendering previously intractable domains solvable.
3.3AIJun 11, 2025Code
ICE-ID: A Novel Historical Census Data Benchmark Comparing NARS against LLMs, \& a ML Ensemble on Longitudinal Identity ResolutionGonçalo Hora de Carvalho, Lazar S. Popov, Sander Kaatee et al.
We introduce ICE-ID, a novel benchmark dataset for historical identity resolution, comprising 220 years (1703-1920) of Icelandic census records. ICE-ID spans multiple generations of longitudinal data, capturing name variations, demographic changes, and rich genealogical links. To the best of our knowledge, this is the first large-scale, open tabular dataset specifically designed to study long-term person-entity matching in a real-world population. We define identity resolution tasks (within and across census waves) with clearly documented metrics and splits. We evaluate a range of methods: handcrafted rule-based matchers, a ML ensemble as well as LLMs for structured data (e.g. transformer-based tabular networks) against a novel approach to tabular data called NARS (Non-Axiomatic Reasoning System) - a general-purpose AI framework designed to reason with limited knowledge and resources. Its core is Non-Axiomatic Logic (NAL), a term-based logic. Our experiments show that NARS is suprisingly simple and competitive with other standard approaches, achieving SOTA at our task. By releasing ICE-ID and our code, we enable reproducible benchmarking of identity resolution approaches in longitudinal settings and hope that ICE-ID opens new avenues for cross-disciplinary research in data linkage and historical analytics.
4.3GTFeb 5, 2024
Solving Hierarchical Information-Sharing Dec-POMDPs: An Extensive-Form Game ApproachJohan Peralez, Aurélien Delage, Olivier Buffet et al.
A recent theory shows that a multi-player decentralized partially observable Markov decision process can be transformed into an equivalent single-player game, enabling the application of \citeauthor{bellman}'s principle of optimality to solve the single-player game by breaking it down into single-stage subgames. However, this approach entangles the decision variables of all players at each single-stage subgame, resulting in backups with a double-exponential complexity. This paper demonstrates how to disentangle these decision variables while maintaining optimality under hierarchical information sharing, a prominent management style in our society. To achieve this, we apply the principle of optimality to solve any single-stage subgame by breaking it down further into smaller subgames, enabling us to make single-player decisions at a time. Our approach reveals that extensive-form games always exist with solutions to a single-stage subgame, significantly reducing time complexity. Our experimental results show that the algorithms leveraging these findings can scale up to much larger multi-player games without compromising optimality.
1.2GTDec 5, 2025
On Dynamic Programming Theory for Leader-Follower Stochastic GamesJilles Steeve Dibangoye, Thibaut Le Marre, Ocan Sankur et al.
Leader-follower general-sum stochastic games (LF-GSSGs) model sequential decision-making under asymmetric commitment, where a leader commits to a policy and a follower best responds, yielding a strong Stackelberg equilibrium (SSE) with leader-favourable tie-breaking. This paper introduces a dynamic programming (DP) framework that applies Bellman recursion over credible sets-state abstractions formally representing all rational follower best responses under partial leader commitments-to compute SSEs. We first prove that any LF-GSSG admits a lossless reduction to a Markov decision process (MDP) over credible sets. We further establish that synthesising an optimal memoryless deterministic leader policy is NP-hard, motivating the development of ε-optimal DP algorithms with provable guarantees on leader exploitability. Experiments on standard mixed-motive benchmarks-including security games, resource allocation, and adversarial planning-demonstrate empirical gains in leader value and runtime scalability over state-of-the-art methods.
4.3GTOct 25, 2021
HSVI for zs-POSGs using Concavity, Convexity and Lipschitz PropertiesAurélien Delage, Olivier Buffet, Jilles Dibangoye
Dynamic programming and heuristic search are at the core of state-of-the-art solvers for sequential decision-making problems. In partially observable or collaborative settings (\eg, POMDPs and Dec-POMDPs), this requires introducing an appropriate statistic that induces a fully observable problem as well as bounding (convex) approximators of the optimal value function. This approach has succeeded in some subclasses of 2-player zero-sum partially observable stochastic games (zs-POSGs) as well, but failed in the general case despite known concavity and convexity properties, which only led to heuristic algorithms with poor convergence guarantees. We overcome this issue, leveraging on these properties to derive bounding approximators and efficient update and selection operators, before deriving a prototypical solver inspired by HSVI that provably converges to an $ε$-optimal solution in finite time, and which we empirically evaluate. This opens the door to a novel family of promising approaches complementing those relying on linear programming or iterative methods.
16.8LGJul 10, 2020
Learning to plan with uncertain topological mapsEdward Beeching, Jilles Dibangoye, Olivier Simonin et al.
We train an agent to navigate in 3D environments using a hierarchical strategy including a high-level graph based planner and a local policy. Our main contribution is a data driven learning based approach for planning under uncertainty in topological maps, requiring an estimate of shortest paths in valued graphs with a probabilistic structure. Whereas classical symbolic algorithms achieve optimal results on noise-less topologies, or optimal results in a probabilistic sense on graphs with probabilistic structure, we aim to show that machine learning can overcome missing information in the graph by taking into account rich high-dimensional node features, for instance visual information available at each location of the map. Compared to purely learned neural white box algorithms, we structure our neural model with an inductive bias for dynamic programming based shortest path algorithms, and we show that a particular parameterization of our neural model corresponds to the Bellman-Ford algorithm. By performing an empirical analysis of our method in simulated photo-realistic 3D environments, we demonstrate that the inclusion of visual features in the learned neural planner outperforms classical symbolic solutions for graph based planning.
7.1AIJun 29, 2020
On Bellman's Optimality Principle for zs-POSGsOlivier Buffet, Jilles Dibangoye, Aurélien Delage et al.
Many non-trivial sequential decision-making problems are efficiently solved by relying on Bellman's optimality principle, i.e., exploiting the fact that sub-problems are nested recursively within the original problem. Here we show how it can apply to (infinite horizon) 2-player zero-sum partially observable stochastic games (zs-POSGs) by (i) taking a central planner's viewpoint, which can only reason on a sufficient statistic called occupancy state, and (ii) turning such problems into zero-sum occupancy Markov games (zs-OMGs). Then, exploiting the Lipschitz-continuity of the value function in occupancy space, one can derive a version of the HSVI algorithm (Heuristic Search Value Iteration) that provably finds an $ε$-Nash equilibrium in finite time.
15.3LGJan 24, 2020
EgoMap: Projective mapping and structured egocentric memory for Deep RLEdward Beeching, Christian Wolf, Jilles Dibangoye et al.
Tasks involving localization, memorization and planning in partially observable 3D environments are an ongoing challenge in Deep Reinforcement Learning. We present EgoMap, a spatially structured neural memory architecture. EgoMap augments a deep reinforcement learning agent's performance in 3D environments on challenging tasks with multi-step objectives. The EgoMap architecture incorporates several inductive biases including a differentiable inverse projection of CNN feature vectors onto a top-down spatially structured map. The map is updated with ego-motion measurements through a differentiable affine transform. We show this architecture outperforms both standard recurrent agents and state of the art agents with structured memory. We demonstrate that incorporating these inductive biases into an agent's architecture allows for stable training with reward alone, circumventing the expense of acquiring and labelling expert trajectories. A detailed ablation study demonstrates the impact of key aspects of the architecture and through extensive qualitative analysis, we show how the agent exploits its structured internal memory to achieve higher performance.
4.8LGApr 16, 2019
Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement LearningQuentin Debard, Jilles Steeve Dibangoye, Stéphane Canu et al.
Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).
Deep Reinforcement Learning on a Budget: 3D Control and Reasoning Without a SupercomputerEdward Beeching, Christian Wolf, Jilles Dibangoye et al.
An important goal of research in Deep Reinforcement Learning in mobile robotics is to train agents capable of solving complex tasks, which require a high level of scene understanding and reasoning from an egocentric perspective. When trained from simulations, optimal environments should satisfy a currently unobtainable combination of high-fidelity photographic observations, massive amounts of different environment configurations and fast simulation speeds. In this paper we argue that research on training agents capable of complex reasoning can be simplified by decoupling from the requirement of high fidelity photographic observations. We present a suite of tasks requiring complex reasoning and exploration in continuous, partially observable 3D environments. The objective is to provide challenging scenarios and a robust baseline agent architecture that can be trained on mid-range consumer hardware in under 24h. Our scenarios combine two key advantages: (i) they are based on a simple but highly efficient 3D environment (ViZDoom) which allows high speed simulation (12000fps); (ii) the scenarios provide the user with a range of difficulty settings, in order to identify the limitations of current state of the art algorithms and network architectures. We aim to increase accessibility to the field of Deep-RL by providing baselines for challenging scenarios where new ideas can be iterated on quickly. We argue that the community should be able to address challenging problems in reasoning of mobile agents without the need for a large compute infrastructure.
3.5ROJan 29, 2019
Multi-UAV Visual Coverage of Partially Known 3D Surfaces: Voronoi-based Initialization to Improve Local OptimizersAlessandro Renzaglia, Jilles Dibangoye, Vincent Le Doze et al.
In this paper we study the problem of steering a team of Unmanned Aerial Vehicles (UAVs) toward a static configuration which maximizes the visibility of a 3D environment. The UAVs are assumed to be equipped with visual sensors constrained by a maximum sensing range and the prior knowledge on the environment is considered to be very sparse. To solve this problem on-line, derivative-free measurement-based optimization algorithms can be adopted, even though they are strongly limited by local optimality. To overcome this limitation, we propose to exploit the partial initial knowledge on the environment to find suitable initial configurations from which the agents start the local optimization. In particular, a constrained centroidal Voronoi tessellation on a coarse approximation of the surface to cover is proposed. The behavior of the agent is so based on a two-step optimization approach, where a stochastic optimization algorithm based on the on-line acquired information follows the geometrical-based initialization. The algorithm performance is evaluated in simulation and in particular the improvement on the solution brought by the Voronoi tessellation with respect to different initializations is analyzed.
7.5AIOct 16, 2012
Scaling Up Decentralized MDPs Through Heuristic SearchJilles S. Dibangoye, Christopher Amato, Arnoud Doniec
Decentralized partially observable Markov decision processes (Dec-POMDPs) are rich models for cooperative decision-making under uncertainty, but are often intractable to solve optimally (NEXP-complete). The transition and observation independent Dec-MDP is a general subclass that has been shown to have complexity in NP, but optimal algorithms for this subclass are still inefficient in practice. In this paper, we first provide an updated proof that an optimal policy does not depend on the histories of the agents, but only the local observations. We then present a new algorithm based on heuristic search that is able to expand search nodes by using constraint optimization. We show experimental results comparing our approach with the state-of-the-art DecMDP and Dec-POMDP solvers. These results show a reduction in computation time and an increase in scalability by multiple orders of magnitude in a number of benchmarks.