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Collision Avoidance in Pedestrian-Rich Environments with Deep Reinforcement Learning
Everett, Michael, Chen, Yu Fan, How, Jonathan P.
Collision avoidance algorithms are essential for safe and efficient robot operation among pedestrians. This work proposes using deep reinforcement (RL) learning as a framework to model the complex interactions and cooperation with nearby, decision-making agents (e.g., pedestrians, other robots). Existing RL-based works assume homogeneity of agent policies, use specific motion models over short timescales, or lack a mechanism to consider measurements taken with a large number (possibly varying) of nearby agents. Therefore, this work develops an algorithm that learns collision avoidance among a variety of types of non-communicating, dynamic agents without assuming they follow any particular behavior rules. It extends our previous work by introducing a strategy using Long Short-Term Memory (LSTM) that enables the algorithm to use observations of an arbitrary number of other agents, instead of a small, fixed number of neighbors. The proposed algorithm is shown to outperform a classical collision avoidance algorithm, another deep RL-based algorithm, and scales with the number of agents better (fewer collisions, shorter time to goal) than our previously published learning-based approach. Analysis of the LSTM provides insights into how observations of nearby agents affect the hidden state and quantifies the performance impact of various agent ordering heuristics. The learned policy generalizes to several applications beyond the training scenarios: formation control (arrangement into letters), an implementation on a fleet of four multirotors, and an implementation on a fully autonomous robotic vehicle capable of traveling at human walking speed among pedestrians.
Task-Motion Planning for Navigation in Belief Space
Thomas, Antony, Mastrogiovanni, Fulvio, Baglietto, Marco
Task-Motion Planning for Navigation in Belief Space Antony Thomas, Fulvio Mastrogiovanni, and Marco Baglietto Abstract We present an integrated Task-Motion Planning (TMP) framework for navigation in large-scale environment. Autonomous robots operating in real world complex scenarios require planning in the discrete (task) space and the continuous (motion) space. In knowledge intensive domains, on the one hand, a robot has to reason at the highest-level, for example the regions to navigate to; on the other hand, the feasibility of the respective navigation tasks have to be checked at the execution level. This presents a need for motion-planning-aware task planners. We discuss a probabilistically complete approach that leverages this task-motion interaction for navigating in indoor domains, returning a plan that is optimal at the task-level. Furthermore, our framework is intended for motion planning under motion and sensing uncertainty, which is formally known as belief space planning. The underlying methodology is validated with a simulated office environment in Gazebo. In addition, we discuss the limitations and provide suggestions for improvements and future work. 1 Introduction Autonomous robots operating in complex real world scenarios require different levels of planning to execute their tasks. High-level (task) planning helps break down a given set of tasks into a sequence of sub-tasks. Actual execution of each of these sub-tasks would require low-level control actions to generate appropriate robot motions. In fact, the dependency between logical and geometrical aspects is pervasive in both task planning and execution.
HRL4IN: Hierarchical Reinforcement Learning for Interactive Navigation with Mobile Manipulators
Li, Chengshu, Xia, Fei, Martin-Martin, Roberto, Savarese, Silvio
Most common navigation tasks in human environments require auxiliary arm interactions, e.g. opening doors, pressing buttons and pushing obstacles away. This type of navigation tasks, which we call Interactive Navigation, requires the use of mobile manipulators: mobile bases with manipulation capabilities. Interactive Navigation tasks are usually long-horizon and composed of heterogeneous phases of pure navigation, pure manipulation, and their combination. Using the wrong part of the embodiment is inefficient and hinders progress. We propose HRL4IN, a novel Hierarchical RL architecture for Interactive Navigation tasks. HRL4IN exploits the exploration benefits of HRL over flat RL for long-horizon tasks thanks to temporally extended commitments towards subgoals. Different from other HRL solutions, HRL4IN handles the heterogeneous nature of the Interactive Navigation task by creating subgoals in different spaces in different phases of the task. Moreover, HRL4IN selects different parts of the embodiment to use for each phase, improving energy efficiency. We evaluate HRL4IN against flat PPO and HAC, a state-of-the-art HRL algorithm, on Interactive Navigation in two environments - a 2D grid-world environment and a 3D environment with physics simulation. We show that HRL4IN significantly outperforms its baselines in terms of task performance and energy efficiency. More information is available at https://sites.google.com/view/hrl4in.
Predicting In-game Actions From the Language of NBA Players
Oved, Nadav, Feder, Amir, Reichart, Roi
Sports competitions are widely researched in computer and social science, with the goal of understanding how players act under uncertainty. While there is an abundance of computational work on player metrics prediction based on past performance, very few attempts to incorporate out-of-game signals have been made. Specifically, it was previously unclear whether linguistic signals gathered from players' interviews can add information which does not appear in performance metrics. To bridge that gap, we define text classification tasks of predicting deviations from mean in NBA players' in-game actions, which are associated with strategic choices, player behavior and risk, using their choice of language prior to the game. We collected a dataset of transcripts from key NBA players' pre-game interviews and their in-game performance metrics, totaling in 5,226 interview-metric pairs. We design neural models for players' action prediction based on increasingly more complex aspects of the language signals in their open-ended interviews. Our models can make their predictions based on the textual signal alone, or on a combination with signals from past-performance metrics. Our text-based models outperform strong baselines trained on performance metrics only, demonstrating the importance of language usage for action prediction. Moreover, the models that employ both textual input and past-performance metrics produced the best results. Finally, as neural networks are notoriously difficult to interpret, we propose a method for gaining further insight into what our models have learned. Particularly, we present an LDA-based analysis, where we interpret model predictions in terms of correlated topics. We find that our best performing textual model is most associated with topics that are intuitively related to each prediction task and that better models yield higher correlation with more informative topics.
How robots in a large group make decisions as a whole? From biological inspiration to the design of distributed algorithms
Nature provides us with abundant examples of how large numbers of individuals can make decisions without the coordination of a central authority. Social insects, birds, fishes, and many other living collectives, rely on simple interaction mechanisms to do so. They individually gather information from the environment; small bits of a much larger picture that are then shared locally among the members of the collective and processed together to output a commonly agreed choice. Throughout evolution, Nature found solutions to collective decision-making problems that are intriguing to engineers for their robustness to malfunctioning or lost individuals, their flexibility in face of dynamic environments, and their ability to scale with large numbers of members. In the last decades, whereas biologists amassed large amounts of experimental evidence, engineers took inspiration from these and other examples to design distributed algorithms that, while maintaining the same properties of their natural counterparts, come with guarantees on their performance in the form of predictive mathematical models. In this paper, we review the fundamental processes that lead to a collective decision. We discuss examples of collective decisions in biological systems and show how similar processes can be engineered to design artificial ones. During this journey, we review a framework to design distributed decision-making algorithms that are modular, can be instantiated and extended in different ways, and are supported by a suit of predictive mathematical models.
Diversifying Topic-Coherent Response Generation for Natural Multi-turn Conversations
Hu, Fei, Liu, Wei, Mian, Ajmal Saeed, Li, Li
Although response generation (RG) diversification for single-turn dialogs has been well developed, it is less investigated for natural multi-turn conversations. Besides, past work focused on diversifying responses without considering topic coherence to the context, producing uninformative replies. In this paper, we propose the Topic-coherent Hierarchical Recurrent Encoder-Decoder model (THRED) to diversify the generated responses without deviating the contextual topics for multi-turn conversations. In overall, we build a sequence-to-sequence net (Seq2Seq) to model multi-turn conversations. And then we resort to the latent Variable Hierarchical Recurrent Encoder-Decoder model (VHRED) to learn global contextual distribution of dialogs. Besides, we construct a dense topic matrix which implies word-level correlations of the conversation corpora. The topic matrix is used to learn local topic distribution of the contextual utterances. By incorporating both the global contextual distribution and the local topic distribution, THRED produces both diversified and topic-coherent replies. In addition, we propose an explicit metric (\emph{TopicDiv}) to measure the topic divergence between the post and generated response, and we also propose an overall metric combining the diversification metric (\emph{Distinct}) and \emph{TopicDiv}. We evaluate our model comparing with three baselines (Seq2Seq, HRED and VHRED) on two real-world corpora, respectively, and demonstrate its outstanding performance in both diversification and topic coherence.
Simple Strategies in Multi-Objective MDPs (Technical Report)
Delgrange, Florent, Katoen, Joost-Pieter, Quatmann, Tim, Randour, Mickael
We consider the verification of multiple expected reward objectives at once on Markov decision processes (MDPs). This enables a trade-off analysis among multiple objectives by obtaining the Pareto front. We focus on strategies that are easy to employ and implement. That is, strategies that are pure (no randomization) and have bounded memory. We show that checking whether a point is achievable by a pure stationary strategy is NP-complete, even for two objectives, and we provide an MILP encoding to solve the corresponding problem. The bounded memory case can be reduced to the stationary one by a product construction. Experimental results using \Storm and Gurobi show the feasibility of our algorithms.
Taxonomy of Real Faults in Deep Learning Systems
Jahangirova, Gunel, Humbatova, Nargiz, Bavota, Gabriele, Riccio, Vincenzo, Stocco, Andrea, Tonella, Paolo
The growing application of deep neural networks in safety-critical domains makes the analysis of faults that occur in such systems of enormous importance. In this paper we introduce a large taxonomy of faults in deep learning (DL) systems. We have manually analysed 1059 artefacts gathered from GitHub commits and issues of projects that use the most popular DL frameworks (TensorFlow, Keras and PyTorch) and from related Stack Overflow posts. Structured interviews with 20 researchers and practitioners describing the problems they have encountered in their experience have enriched our taxonomy with a variety of additional faults that did not emerge from the other two sources. Our final taxonomy was validated with a survey involving an additional set of 21 developers, confirming that almost all fault categories (13/15) were experienced by at least 50% of the survey participants.
Learning Hierarchical Control for Robust In-Hand Manipulation
Li, Tingguang, Srinivasan, Krishnan, Meng, Max Qing-Hu, Yuan, Wenzhen, Bohg, Jeannette
Tingguang Li 1, 2, Krishnan Srinivasan 2, Max Qing-Hu Meng 1, Wenzhen Y uan 3 and Jeannette Bohg 2 Abstract -- Robotic in-hand manipulation has been a longstanding challenge due to the complexity of modelling hand and object in contact and of coordinating finger motion for complex manipulation sequences. T o address these challenges, the majority of prior work has either focused on model-based, low-level controllers or on model-free deep reinforcement learning that each have their own limitations. We propose a hierarchical method that relies on traditional, model-based controllers on the low-level and learned policies on the mid-level. The low-level controllers can robustly execute different manipulation primitives (reposing, sliding, flipping). We extensively evaluate our approach in simulation with a 3-fingered hand that controls three degrees of freedom of elongated objects. We show that our approach can move objects between almost all the possible poses in the workspace while keeping them firmly grasped. We also show that our approach is robust to inaccuracies in the object models and to observation noise. Finally, we show how our approach generalizes to objects of other shapes. I NTRODUCTION Dexterous Manipulation refers to the ability of changing the pose of an object to any other pose within the workspace of a hand [1-3]. In this paper, we are particularly concerned with the ability of in-hand manipulation where the object is continuously moved within the hand without dropping. This ability is used frequently in human manipulation e.g. when grasping a tool and readjusting it within the hand, when inspecting an object, when assembling objects or when adjusting an unstable grasp. Y et, in-hand manipulation remains a longstanding challenge in robotics despite the availability of multi-fingered dexterous hands such as [4-6].
The Task Analysis Cell Assembly Perspective
An entirely novel synthesis combines the applied cognitive psychology of a task analytic approach with a neural cell assembly perspective that models both brain and mind function during task perf ormance; similar cell assemblies could be implemented as an artificially intelligent neural network. A simplified cell assembly model is introduced and this leads to several new representational formats that, in combination, are demonstrated as suitable f or analysing tasks. The advantages of using neural models are exposed and compared with previous research that has used symbolic artificial intelligence production systems, which make no attempt to model neurophysiology. For cognitive scientists, the app roach provides an easy and practical introduction to thinking about brains, minds and artificial intelligence in terms of cell assemblies. In the future, subsequent developments have t he potential to lead to a new, general t heory of psychology and neurophysiology, supported by cell assembly based artificial intelligences.