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 Reinforcement Learning


Maximising Coefficiency of Human-Robot Handovers through Reinforcement Learning

arXiv.org Artificial Intelligence

Handing objects to humans is an essential capability for collaborative robots. Previous research works on human-robot handovers focus on facilitating the performance of the human partner and possibly minimising the physical effort needed to grasp the object. However, altruistic robot behaviours may result in protracted and awkward robot motions, contributing to unpleasant sensations by the human partner and affecting perceived safety and social acceptance. This paper investigates whether transferring the cognitive science principle that "humans act coefficiently as a group" (i.e. simultaneously maximising the benefits of all agents involved) to human-robot cooperative tasks promotes a more seamless and natural interaction. Human-robot coefficiency is first modelled by identifying implicit indicators of human comfort and discomfort as well as calculating the robot energy consumption in performing the desired trajectory. We then present a reinforcement learning approach that uses the human-robot coefficiency score as reward to adapt and learn online the combination of robot interaction parameters that maximises such coefficiency. Results proved that by acting coefficiently the robot could meet the individual preferences of most subjects involved in the experiments, improve the human perceived comfort, and foster trust in the robotic partner.


Evolving Testing Scenario Generation Method and Intelligence Evaluation Framework for Automated Vehicles

arXiv.org Artificial Intelligence

Interaction between the background vehicles (BVs) and automated vehicles (AVs) in scenario-based testing plays a critical role in evaluating the intelligence of the AVs. Current testing scenarios typically employ predefined or scripted BVs, which inadequately reflect the complexity of human-like social behaviors in real-world driving scenarios, and also lack a systematic metric for evaluating the comprehensive intelligence of AVs. Therefore, this paper proposes an evolving scenario generation method that utilizes deep reinforcement learning (DRL) to create human-like BVs for testing and intelligence evaluation of AVs. Firstly, a class of driver models with human-like competitive, cooperative, and mutual driving motivations is designed. Then, utilizing an improved "level-k" training procedure, the three distinct driver models acquire game-based interactive driving policies. And these models are assigned to BVs for generating evolving scenarios in which all BVs can interact continuously and evolve diverse contents. Next, a framework including safety, driving efficiency, and interaction utility are presented to evaluate and quantify the intelligence performance of 3 systems under test (SUTs), indicating the effectiveness of the evolving scenario for intelligence testing. Finally, the complexity and fidelity of the proposed evolving testing scenario are validated. The results demonstrate that the proposed evolving scenario exhibits the highest level of complexity compared to other baseline scenarios and has more than 85% similarity to naturalistic driving data. This highlights the potential of the proposed method to facilitate the development and evaluation of high-level AVs in a realistic and challenging environment.


Diverse Projection Ensembles for Distributional Reinforcement Learning

arXiv.org Artificial Intelligence

In contrast to classical reinforcement learning, distributional reinforcement learning algorithms aim to learn the distribution of returns rather than their expected value. Since the nature of the return distribution is generally unknown a priori or arbitrarily complex, a common approach finds approximations within a set of representable, parametric distributions. Typically, this involves a projection of the unconstrained distribution onto the set of simplified distributions. We argue that this projection step entails a strong inductive bias when coupled with neural networks and gradient descent, thereby profoundly impacting the generalization behavior of learned models. In order to facilitate reliable uncertainty estimation through diversity, this work studies the combination of several different projections and representations in a distributional ensemble. We establish theoretical properties of such projection ensembles and derive an algorithm that uses ensemble disagreement, measured by the average $1$-Wasserstein distance, as a bonus for deep exploration. We evaluate our algorithm on the behavior suite benchmark and find that diverse projection ensembles lead to significant performance improvements over existing methods on a wide variety of tasks with the most pronounced gains in directed exploration problems.


Adversarial Constrained Bidding via Minimax Regret Optimization with Causality-Aware Reinforcement Learning

arXiv.org Artificial Intelligence

The proliferation of the Internet has led to the emergence of online advertising, driven by the mechanics of online auctions. In these repeated auctions, software agents participate on behalf of aggregated advertisers to optimize for their long-term utility. To fulfill the diverse demands, bidding strategies are employed to optimize advertising objectives subject to different spending constraints. Existing approaches on constrained bidding typically rely on i.i.d. train and test conditions, which contradicts the adversarial nature of online ad markets where different parties possess potentially conflicting objectives. In this regard, we explore the problem of constrained bidding in adversarial bidding environments, which assumes no knowledge about the adversarial factors. Instead of relying on the i.i.d. assumption, our insight is to align the train distribution of environments with the potential test distribution meanwhile minimizing policy regret. Based on this insight, we propose a practical Minimax Regret Optimization (MiRO) approach that interleaves between a teacher finding adversarial environments for tutoring and a learner meta-learning its policy over the given distribution of environments. In addition, we pioneer to incorporate expert demonstrations for learning bidding strategies. Through a causality-aware policy design, we improve upon MiRO by distilling knowledge from the experts. Extensive experiments on both industrial data and synthetic data show that our method, MiRO with Causality-aware reinforcement Learning (MiROCL), outperforms prior methods by over 30%.


High-speed Autonomous Racing using Trajectory-aided Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The classical method of autonomous racing uses real-time localisation to follow a precalculated optimal trajectory. In contrast, end-to-end deep reinforcement learning (DRL) can train agents to race using only raw LiDAR scans. While classical methods prioritise optimization for high-performance racing, DRL approaches have focused on low-performance contexts with little consideration of the speed profile. This work addresses the problem of using end-to-end DRL agents for high-speed autonomous racing. We present trajectory-aided learning (TAL) that trains DRL agents for high-performance racing by incorporating the optimal trajectory (racing line) into the learning formulation. Our method is evaluated using the TD3 algorithm on four maps in the open-source F1Tenth simulator. The results demonstrate that our method achieves a significantly higher lap completion rate at high speeds compared to the baseline. This is due to TAL training the agent to select a feasible speed profile of slowing down in the corners and roughly tracking the optimal trajectory.


Finite-Time Analysis of Minimax Q-Learning for Two-Player Zero-Sum Markov Games: Switching System Approach

arXiv.org Artificial Intelligence

The objective of this paper is to investigate the finite-time analysis of a Q-learning algorithm applied to two-player zero-sum Markov games. Specifically, we establish a finite-time analysis of both the minimax Q-learning algorithm and the corresponding value iteration method. To enhance the analysis of both value iteration and Q-learning, we employ the switching system model of minimax Q-learning and the associated value iteration. This approach provides further insights into minimax Q-learning and facilitates a more straightforward and insightful convergence analysis. We anticipate that the introduction of these additional insights has the potential to uncover novel connections and foster collaboration between concepts in the fields of control theory and reinforcement learning communities.


Improving the performance of Learned Controllers in Behavior Trees using Value Function Estimates at Switching Boundaries

arXiv.org Artificial Intelligence

Behavior trees represent a modular way to create an overall controller from a set of sub-controllers solving different sub-problems. These sub-controllers can be created in different ways, such as classical model based control or reinforcement learning (RL). If each sub-controller satisfies the preconditions of the next sub-controller, the overall controller will achieve the overall goal. However, even if all sub-controllers are locally optimal in achieving the preconditions of the next, with respect to some performance metric such as completion time, the overall controller might be far from optimal with respect to the same performance metric. In this paper we show how the performance of the overall controller can be improved if we use approximations of value functions to inform the design of a sub-controller of the needs of the next one. We also show how, under certain assumptions, this leads to a globally optimal controller when the process is executed on all sub-controllers. Finally, this result also holds when some of the sub-controllers are already given, i.e., if we are constrained to use some existing sub-controllers the overall controller will be globally optimal given this constraint.


Discovery of Optimal Quantum Error Correcting Codes via Reinforcement Learning

arXiv.org Artificial Intelligence

The recently introduced Quantum Lego framework provides a powerful method for generating complex quantum error correcting codes (QECCs) out of simple ones. We gamify this process and unlock a new avenue for code design and discovery using reinforcement learning (RL). One benefit of RL is that we can specify \textit{arbitrary} properties of the code to be optimized. We train on two such properties, maximizing the code distance, and minimizing the probability of logical error under biased Pauli noise. For the first, we show that the trained agent identifies ways to increase code distance beyond naive concatenation, saturating the linear programming bound for CSS codes on 13 qubits. With a learning objective to minimize the logical error probability under biased Pauli noise, we find the best known CSS code at this task for $\lesssim 20$ qubits. Compared to other (locally deformed) CSS codes, including Surface, XZZX, and 2D Color codes, our $[[17,1,3]]$ code construction actually has \textit{lower} adversarial distance, yet better protects the logical information, highlighting the importance of QECC desiderata. Lastly, we comment on how this RL framework can be used in conjunction with physical quantum devices to tailor a code without explicit characterization of the noise model.


Do the Rewards Justify the Means? Measuring Trade-Offs Between Rewards and Ethical Behavior in the MACHIAVELLI Benchmark

arXiv.org Artificial Intelligence

Artificial agents have traditionally been trained to maximize reward, which may incentivize power-seeking and deception, analogous to how next-token prediction in language models (LMs) may incentivize toxicity. So do agents naturally learn to be Machiavellian? And how do we measure these behaviors in general-purpose models such as GPT-4? Towards answering these questions, we introduce MACHIAVELLI, a benchmark of 134 Choose-Your-Own-Adventure games containing over half a million rich, diverse scenarios that center on social decision-making. Scenario labeling is automated with LMs, which are more performant than human annotators. We mathematize dozens of harmful behaviors and use our annotations to evaluate agents' tendencies to be power-seeking, cause disutility, and commit ethical violations. We observe some tension between maximizing reward and behaving ethically. To improve this trade-off, we investigate LM-based methods to steer agents' towards less harmful behaviors. Our results show that agents can both act competently and morally, so concrete progress can currently be made in machine ethics--designing agents that are Pareto improvements in both safety and capabilities.


An Investigation into Pre-Training Object-Centric Representations for Reinforcement Learning

arXiv.org Artificial Intelligence

Unsupervised object-centric representation (OCR) learning has recently drawn attention as a new paradigm of visual representation. This is because of its potential of being an effective pre-training technique for various downstream tasks in terms of sample efficiency, systematic generalization, and reasoning. Although image-based reinforcement learning (RL) is one of the most important and thus frequently mentioned such downstream tasks, the benefit in RL has surprisingly not been investigated systematically thus far. Instead, most of the evaluations have focused on rather indirect metrics such as segmentation quality and object property prediction accuracy. In this paper, we investigate the effectiveness of OCR pre-training for image-based reinforcement learning via empirical experiments. For systematic evaluation, we introduce a simple object-centric visual RL benchmark and conduct experiments to answer questions such as ``Does OCR pre-training improve performance on object-centric tasks?'' and ``Can OCR pre-training help with out-of-distribution generalization?''. Our results provide empirical evidence for valuable insights into the effectiveness of OCR pre-training for RL and the potential limitations of its use in certain scenarios. Additionally, this study also examines the critical aspects of incorporating OCR pre-training in RL, including performance in a visually complex environment and the appropriate pooling layer to aggregate the object representations.