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 Kananaskis


Parallelizing Multi-objective A* Search

arXiv.org Artificial Intelligence

The Multi-objective Shortest Path (MOSP) problem is a classic network optimization problem that aims to find all Pareto-optimal paths between two points in a graph with multiple edge costs. Recent studies on multi-objective search with A* (MOA*) have demonstrated superior performance in solving difficult MOSP instances. This paper presents a novel search framework that allows efficient parallelization of MOA* with different objective orders. The framework incorporates a unique upper bounding strategy that helps the search reduce the problem's dimensionality to one in certain cases. Experimental results demonstrate that the proposed framework can enhance the performance of recent A*-based solutions, with the speed-up proportional to the problem dimension.


Select before Act: Spatially Decoupled Action Repetition for Continuous Control

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) has achieved remarkable success in various continuous control tasks, such as robot manipulation and locomotion. Different to mainstream RL which makes decisions at individual steps, recent studies have incorporated action repetition into RL, achieving enhanced action persistence with improved sample efficiency and superior performance. However, existing methods treat all action dimensions as a whole during repetition, ignoring variations among them. This constraint leads to inflexibility in decisions, which reduces policy agility with inferior effectiveness. In this work, we propose a novel repetition framework called SDAR, which implements Spatially Decoupled Action Repetition through performing closed-loop act-or-repeat selection for each action dimension individually. SDAR achieves more flexible repetition strategies, leading to an improved balance between action persistence and diversity. Compared to existing repetition frameworks, SDAR is more sample efficient with higher policy performance and reduced action fluctuation. Experiments are conducted on various continuous control scenarios, demonstrating the effectiveness of spatially decoupled repetition design proposed in this work.


Towards General-Purpose Model-Free Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning (RL) promises a framework for near-universal problem-solving. In practice however, RL algorithms are often tailored to specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms.


SiReRAG: Indexing Similar and Related Information for Multihop Reasoning

arXiv.org Artificial Intelligence

Indexing is an important step towards strong performance in retrieval-augmented generation (RAG) systems. However, existing methods organize data based on either semantic similarity (similarity) or related information (relatedness), but do not cover both perspectives comprehensively. Our analysis reveals that modeling only one perspective results in insufficient knowledge synthesis, leading to suboptimal performance on complex tasks requiring multihop reasoning. In this paper, we propose SiReRAG, a novel RAG indexing approach that explicitly considers both similar and related information. On the similarity side, we follow existing work and explore some variances to construct a similarity tree based on recursive summarization. On the relatedness side, SiReRAG extracts propositions and entities from texts, groups propositions via shared entities, and generates recursive summaries to construct a relatedness tree. We index and flatten both similarity and relatedness trees into a unified retrieval pool. Our experiments demonstrate that SiReRAG consistently outperforms state-of-the-art indexing methods on three multihop datasets (MuSiQue, 2WikiMultiHopQA, and HotpotQA), with an average 1.9% improvement in F1 scores. As a reasonably efficient solution, SiReRAG enhances existing reranking methods significantly, with up to 7.8% improvement in average F1 scores.


Approximate Equivariance in Reinforcement Learning

arXiv.org Artificial Intelligence

Equivariant neural networks have shown great success in reinforcement learning, improving sample efficiency and generalization when there is symmetry in the task. However, in many problems, only approximate symmetry is present, which makes imposing exact symmetry inappropriate. Recently, approximately equivariant networks have been proposed for supervised classification and modeling physical systems. In this work, we develop approximately equivariant algorithms in reinforcement learning (RL). We define approximately equivariant MDPs and theoretically characterize the effect of approximate equivariance on the optimal Q function. We propose novel RL architectures using relaxed group convolutions and experiment on several continuous control domains and stock trading with real financial data. Our results demonstrate that approximate equivariance matches prior work when exact symmetries are present, and outperforms them when domains exhibit approximate symmetry. As an added byproduct of these techniques, we observe increased robustness to noise at test time.


SkillMimicGen: Automated Demonstration Generation for Efficient Skill Learning and Deployment

arXiv.org Artificial Intelligence

Imitation learning from human demonstrations is an effective paradigm for robot manipulation, but acquiring large datasets is costly and resource-intensive, especially for long-horizon tasks. To address this issue, we propose SkillMimicGen (SkillGen), an automated system for generating demonstration datasets from a few human demos. SkillGen segments human demos into manipulation skills, adapts these skills to new contexts, and stitches them together through free-space transit and transfer motion. We also propose a Hybrid Skill Policy (HSP) framework for learning skill initiation, control, and termination components from SkillGen datasets, enabling skills to be sequenced using motion planning at test-time. We demonstrate that SkillGen greatly improves data generation and policy learning performance over a state-of-the-art data generation framework, resulting in the capability to produce data for large scene variations, including clutter, and agents that are on average 24% more successful. We demonstrate the efficacy of SkillGen by generating over 24K demonstrations across 18 task variants in simulation from just 60 human demonstrations, and training proficient, often near-perfect, HSP agents. Finally, we apply SkillGen to 3 real-world manipulation tasks and also demonstrate zero-shot sim-to-real transfer on a long-horizon assembly task. Videos, and more at https://skillgen.github.io.


A Probabilistic Model for Skill Acquisition with Switching Latent Feedback Controllers

arXiv.org Artificial Intelligence

Manipulation tasks often consist of subtasks, each representing a distinct skill. Mastering these skills is essential for robots, as it enhances their autonomy, efficiency, adaptability, and ability to work in their environment. Learning from demonstrations allows robots to rapidly acquire new skills without starting from scratch, with demonstrations typically sequencing skills to achieve tasks. Behaviour cloning approaches to learning from demonstration commonly rely on mixture density network output heads to predict robot actions. In this work, we first reinterpret the mixture density network as a library of feedback controllers (or skills) conditioned on latent states. This arises from the observation that a one-layer linear network is functionally equivalent to a classical feedback controller, with network weights corresponding to controller gains. We use this insight to derive a probabilistic graphical model that combines these elements, describing the skill acquisition process as segmentation in a latent space, where each skill policy functions as a feedback control law in this latent space. Our approach significantly improves not only task success rate, but also robustness to observation noise when trained with human demonstrations. Our physical robot experiments further show that the induced robustness improves model deployment on robots.


Unsupervised Skill Discovery for Robotic Manipulation through Automatic Task Generation

arXiv.org Artificial Intelligence

Learning skills that interact with objects is of major importance for robotic manipulation. These skills can indeed serve as an efficient prior for solving various manipulation tasks. We propose a novel Skill Learning approach that discovers composable behaviors by solving a large and diverse number of autonomously generated tasks. Our method learns skills allowing the robot to consistently and robustly interact with objects in its environment. The discovered behaviors are embedded in primitives which can be composed with Hierarchical Reinforcement Learning to solve unseen manipulation tasks. In particular, we leverage Asymmetric Self-Play to discover behaviors and Multiplicative Compositional Policies to embed them. We compare our method to Skill Learning baselines and find that our skills are more interactive. Furthermore, the learned skills can be used to solve a set of unseen manipulation tasks, in simulation as well as on a real robotic platform.


MaxMI: A Maximal Mutual Information Criterion for Manipulation Concept Discovery

arXiv.org Artificial Intelligence

We aim to discover manipulation concepts embedded in the unannotated demonstrations, which are recognized as key physical states. The discovered concepts can facilitate training manipulation policies and promote generalization. Current methods relying on multimodal foundation models for deriving key states usually lack accuracy and semantic consistency due to limited multimodal robot data. In contrast, we introduce an information-theoretic criterion to characterize the regularities that signify a set of physical states. We also develop a framework that trains a concept discovery network using this criterion, thus bypassing the dependence on human semantics and alleviating costly human labeling. The proposed criterion is based on the observation that key states, which deserve to be conceptualized, often admit more physical constraints than non-key states. This phenomenon can be formalized as maximizing the mutual information between the putative key state and its preceding state, i.e., Maximal Mutual Information (MaxMI). By employing MaxMI, the trained key state localization network can accurately identify states of sufficient physical significance, exhibiting reasonable semantic compatibility with human perception. Furthermore, the proposed framework produces key states that lead to concept-guided manipulation policies with higher success rates and better generalization in various robotic tasks compared to the baselines, verifying the effectiveness of the proposed criterion.


External Model Motivated Agents: Reinforcement Learning for Enhanced Environment Sampling

arXiv.org Artificial Intelligence

Unlike reinforcement learning (RL) agents, humans remain capable multitaskers in changing environments. In spite of only experiencing the world through their own observations and interactions, people know how to balance focusing on tasks with learning about how changes may affect their understanding of the world. This is possible by choosing to solve tasks in ways that are interesting and generally informative beyond just the current task. Motivated by this, we propose an agent influence framework for RL agents to improve the adaptation efficiency of external models in changing environments without any changes to the agent's rewards. Our formulation is composed of two self-contained modules: interest fields and behavior shaping via interest fields. We implement an uncertainty-based interest field algorithm as well as a skill-sampling-based behavior-shaping algorithm to use in testing this framework. Our results show that our method outperforms the baselines in terms of external model adaptation on metrics that measure both efficiency and performance.