Goto

Collaborating Authors

 Reinforcement Learning


Hierarchical Control for Cooperative Teams in Competitive Autonomous Racing

arXiv.org Artificial Intelligence

We investigate the problem of autonomous racing among teams of cooperative agents that are subject to realistic racing rules. Our work extends previous research on hierarchical control in head-to-head autonomous racing by considering a generalized version of the problem while maintaining the two-level hierarchical control structure. A high-level tactical planner constructs a discrete game that encodes the complex rules using simplified dynamics to produce a sequence of target waypoints. The low-level path planner uses these waypoints as a reference trajectory and computes high-resolution control inputs by solving a simplified formulation of a racing game with a simplified representation of the realistic racing rules. We explore two approaches for the low-level path planner: training a multi-agent reinforcement learning (MARL) policy and solving a linear-quadratic Nash game (LQNG) approximation. We evaluate our controllers on simple and complex tracks against three baselines: an end-to-end MARL controller, a MARL controller tracking a fixed racing line, and an LQNG controller tracking a fixed racing line. Quantitative results show our hierarchical methods outperform the baselines in terms of race wins, overall team performance, and compliance with the rules. Qualitatively, we observe the hierarchical controllers mimic actions performed by expert human drivers such as coordinated overtaking, defending against multiple opponents, and long-term planning for delayed advantages.


A Meta-Reinforcement Learning Algorithm for Causal Discovery

arXiv.org Artificial Intelligence

Causal discovery is a major task with the utmost importance for machine learning since causal structures can enable models to go beyond pure correlation-based inference and significantly boost their performance. However, finding causal structures from data poses a significant challenge both in computational effort and accuracy, let alone its impossibility without interventions in general. In this paper, we develop a meta-reinforcement learning algorithm that performs causal discovery by learning to perform interventions such that it can construct an explicit causal graph. Apart from being useful for possible downstream applications, the estimated causal graph also provides an explanation for the data-generating process. In this article, we show that our algorithm estimates a good graph compared to the SOTA approaches, even in environments whose underlying causal structure is previously unseen. Further, we make an ablation study that shows how learning interventions contribute to the overall performance of our approach. We conclude that interventions indeed help boost the performance, efficiently yielding an accurate estimate of the causal structure of a possibly unseen environment.


PMIC: Improving Multi-Agent Reinforcement Learning with Progressive Mutual Information Collaboration

arXiv.org Artificial Intelligence

Learning to collaborate is critical in Multi-Agent Reinforcement Learning (MARL). Previous works promote collaboration by maximizing the correlation of agents' behaviors, which is typically characterized by Mutual Information (MI) in different forms. However, we reveal sub-optimal collaborative behaviors also emerge with strong correlations, and simply maximizing the MI can, surprisingly, hinder the learning towards better collaboration. To address this issue, we propose a novel MARL framework, called Progressive Mutual Information Collaboration (PMIC), for more effective MI-driven collaboration. PMIC uses a new collaboration criterion measured by the MI between global states and joint actions. Based on this criterion, the key idea of PMIC is maximizing the MI associated with superior collaborative behaviors and minimizing the MI associated with inferior ones. The two MI objectives play complementary roles by facilitating better collaborations while avoiding falling into sub-optimal ones. Experiments on a wide range of MARL benchmarks show the superior performance of PMIC compared with other algorithms.


Learning Low-Frequency Motion Control for Robust and Dynamic Robot Locomotion

arXiv.org Artificial Intelligence

Robotic locomotion is often approached with the goal of maximizing robustness and reactivity by increasing motion control frequency. We challenge this intuitive notion by demonstrating robust and dynamic locomotion with a learned motion controller executing at as low as 8 Hz on a real ANYmal C quadruped. The robot is able to robustly and repeatably achieve a high heading velocity of 1.5 m/s, traverse uneven terrain, and resist unexpected external perturbations. We further present a comparative analysis of deep reinforcement learning (RL) based motion control policies trained and executed at frequencies ranging from 5 Hz to 200 Hz. We show that low-frequency policies are less sensitive to actuation latencies and variations in system dynamics. This is to the extent that a successful sim-to-real transfer can be performed even without any dynamics randomization or actuation modeling. We support this claim through a set of rigorous empirical evaluations. Moreover, to assist reproducibility, we provide the training and deployment code along with an extended analysis at https://ori-drs.github.io/lfmc/.


Reinforcement Learning for Adaptive Mesh Refinement

arXiv.org Artificial Intelligence

Large-scale finite element simulations of complex physical systems governed by partial differential equations (PDE) crucially depend on adaptive mesh refinement (AMR) to allocate computational budget to regions where higher resolution is required. Existing scalable AMR methods make heuristic refinement decisions based on instantaneous error estimation and thus do not aim for long-term optimality over an entire simulation. We propose a novel formulation of AMR as a Markov decision process and apply deep reinforcement learning (RL) to train refinement policies directly from simulation. AMR poses a new problem for RL as both the state dimension and available action set changes at every step, which we solve by proposing new policy architectures with differing generality and inductive bias. The model sizes of these policy architectures are independent of the mesh size and hence can be deployed on larger simulations than those used at train time. We demonstrate in comprehensive experiments on static function estimation and time-dependent equations that RL policies can be trained on problems without using ground truth solutions, are competitive with a widely-used error estimator, and generalize to larger, more complex, and unseen test problems.


Reinforcement Learning for Block Decomposition of CAD Models

arXiv.org Artificial Intelligence

We present a novel AI-assisted method for decomposing (segmenting) planar CAD (computer-aided design) models into well shaped rectangular blocks as a proof-of-principle of a general decomposition method applicable to complex 2D and 3D CAD models. The decomposed blocks are required for generating good quality meshes (tilings of quadrilaterals or hexahedra) suitable for numerical simulations of physical systems governed by conservation laws. The problem of hexahedral mesh generation of general CAD models has vexed researchers for over 3 decades and analysts often spend more than 50% of the design-analysis cycle time decomposing complex models into simpler parts meshable by existing techniques. Our method uses reinforcement learning to train an agent to perform a series of optimal cuts on the CAD model that result in a good quality block decomposition. We show that the agent quickly learns an effective strategy for picking the location and direction of the cuts and maximizing its rewards as opposed to making random cuts. This paper is the first successful demonstration of an agent autonomously learning how to perform this block decomposition task effectively thereby holding the promise of a viable method to automate this challenging process.


Intrinsic fluctuations of reinforcement learning promote cooperation

arXiv.org Artificial Intelligence

In this work, we ask for and answer what makes classical temporal-difference reinforcement learning with epsilon-greedy strategies cooperative. Cooperating in social dilemma situations is vital for animals, humans, and machines. While evolutionary theory revealed a range of mechanisms promoting cooperation, the conditions under which agents learn to cooperate are contested. Here, we demonstrate which and how individual elements of the multi-agent learning setting lead to cooperation. We use the iterated Prisoner's dilemma with one-period memory as a testbed. Each of the two learning agents learns a strategy that conditions the following action choices on both agents' action choices of the last round. We find that next to a high caring for future rewards, a low exploration rate, and a small learning rate, it is primarily intrinsic stochastic fluctuations of the reinforcement learning process which double the final rate of cooperation to up to 80%. Thus, inherent noise is not a necessary evil of the iterative learning process. It is a critical asset for the learning of cooperation. However, we also point out the trade-off between a high likelihood of cooperative behavior and achieving this in a reasonable amount of time. Our findings are relevant for purposefully designing cooperative algorithms and regulating undesired collusive effects.


A Reinforcement Learning Framework for Online Speaker Diarization

arXiv.org Artificial Intelligence

Speaker diarization is a crucial task in many real-world applications, such as meeting transcription, call center monitoring, and broadcast news processing. The goal of speaker diarization is to partition an audio or video stream into homogeneous segments, each corresponding to a single speaker, without any prior knowledge of the speakers' identities [1, 2]. This task has traditionally been addressed using unsupervised clustering methods [3, 4, 5], but recent advances in deep learning have led to the development of more powerful embedding-based approaches [6, 7, 5]. Despite the recent progress, speaker diarization remains a challenging problem, particularly in real-time and online scenarios where new speakers may enter or leave the conversation at any time. In such cases, pre-trained models may not be sufficient, and the system must be able to adapt to new speakers on the fly [8, 9, 10]. As in the successful applications to other speech and language tasks [11], the reinforcement learning (RL) has emerged as a promising approach for developing next-generation speaker diarization systems that can learn online and adapt to changing circumstances. In this paper, we propose a novel RL framework for online speaker diarization that does not require prior registration or pretraining. Our approach combines embedding extraction, clustering, and resegmentation into a single online decision-making problem, where the agent receives feedback in the form of rewards or penalties for each segmentation decision. We demonstrate the effectiveness of our approach using a Q-learning-based diarization agent on a desktop app, and discuss practical considerations for implementing and deploying RL-based speaker diarization systems.


Deep Reinforcement Learning Based on Local GNN for Goal-conditioned Deformable Object Rearranging

arXiv.org Artificial Intelligence

Object rearranging is one of the most common deformable manipulation tasks, where the robot needs to rearrange a deformable object into a goal configuration. Previous studies focus on designing an expert system for each specific task by model-based or data-driven approaches and the application scenarios are therefore limited. Some research has been attempting to design a general framework to obtain more advanced manipulation capabilities for deformable rearranging tasks, with lots of progress achieved in simulation. However, transferring from simulation to reality is difficult due to the limitation of the end-to-end CNN architecture. To address these challenges, we design a local GNN (Graph Neural Network) based learning method, which utilizes two representation graphs to encode keypoints detected from images. Self-attention is applied for graph updating and cross-attention is applied for generating manipulation actions. Extensive experiments have been conducted to demonstrate that our framework is effective in multiple 1-D (rope, rope ring) and 2-D (cloth) rearranging tasks in simulation and can be easily transferred to a real robot by fine-tuning a keypoint detector.


History Compression via Language Models in Reinforcement Learning

arXiv.org Artificial Intelligence

In a partially observable Markov decision process (POMDP), an agent typically uses a representation of the past to approximate the underlying MDP. We propose to utilize a frozen Pretrained Language Transformer (PLT) for history representation and compression to improve sample efficiency. To avoid training of the Transformer, we introduce FrozenHopfield, which automatically associates observations with pretrained token embeddings. To form these associations, a modern Hopfield network stores these token embeddings, which are retrieved by queries that are obtained by a random but fixed projection of observations. Our new method, HELM, enables actor-critic network architectures that contain a pretrained language Transformer for history representation as a memory module. Since a representation of the past need not be learned, HELM is much more sample efficient than competitors. On Minigrid and Procgen environments HELM achieves new state-of-the-art results. Our code is available at https://github.com/ml-jku/helm.