Agent Decision-Making With Episodic Future Behavior Prediction

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Solution Overview

Problem

In multi-agent scenarios, existing reinforcement learning techniques fail to consider future behaviors of surrounding agents, leading to potential safety issues and suboptimal reward acquisition.

Innovation Solution

A decision-making method and apparatus that collect and analyze observation and behavior information of surrounding agents using maximum likelihood and gradient descent methods to predict their future behaviors, allowing the main agent to determine optimal actions considering future environment information.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If reinforcement learning determines behavior based on single time point information, then decision-making speed is improved, but safety deteriorates due to ignoring future behaviors of surrounding agents

Engineering Contradiction:
Improvedecision-making speedVSAvoidsafety
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The system performs preliminary actions by predicting future behaviors of surrounding agents before making decisions. The behavior prediction module forecasts future states of surrounding agents, and this predicted information is incorporated into the current decision-making process, allowing the main agent to anticipate and prepare for future situations rather than reacting to past events alone.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If reinforcement learning considers future behavior prediction of surrounding agents, then safety is improved, but computational complexity increases

Engineering Contradiction:
ImprovesafetyVSAvoidcomputational complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system segments the complex decision-making process into distinct functional modules: observation information collection module, behavior prediction module, and decision-making module. Each module handles a specific aspect of the problem independently, which simplifies the overall computational complexity while maintaining safety through comprehensive future behavior consideration.

Inventive Principle:
Principle #1Segmentation

3Productivity

If deep reinforcement learning is applied to multi-agent situations, then reward acquisition is improved, but the need for complex behavioral prediction increases device complexity

Engineering Contradiction:
Improvereward acquisitionVSAvoidbehavioral prediction complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system extracts and focuses on predicting only the behaviors of surrounding agents that are relevant to the main agent's decision-making. The behavior prediction module selectively forecasts future states of surrounding agents based on their observed patterns and character coefficients, rather than attempting to model all possible interactions in the multi-agent system, thereby reducing computational complexity while maintaining reward acquisition capability.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS20230406350A1Apparatus and method for decision-making of agent using episodic future thinking mechanism
Publication Date: 2023.12.21 FOUND OF SOONGSIL UNIV IND COOP
  • US20230406350A1 patent drawing
  • US20230406350A1 patent drawing
  • US20230406350A1 patent drawing

AI summary

The present disclosure relates to an apparatus and a method for deciding a behavior of an agent, and more particularly, to an apparatus and a method for deciding a behavior of a single agent using an episodic future thinking mechanism. The decision-making method according to an exemplary embodiment of the present disclosure includes collecting observation information and behavior information of a surrounding agent, by a first information collecting unit; inferring a character coefficient of a surrounding agent using data of the first information collecting unit, by a character inferring unit, collecting observation information of a main agent and the surrounding agent at a first time point, by a second information collecting unit; predicting a behavior of the surrounding agent based on the observation information and the character coefficient of the surrounding agent, by a behavior predicting unit, inferring expected observation information of the environment state and the surrounding agent at a second time point corresponding to the behavior prediction result of the surrounding agent, by a state inferring unit; and deciding a behavior of the main agent at the first time point based on the expected observation information of the environment state and the surrounding agent at a second time point, by a decision-making unit.