Reinforcement Learning
Multimodal Shared Autonomy for Social Navigation Assistance of Telepresence Robots
Mbanisi, Kenechukwu C., Gennert, Michael A.
Mobile telepresence robots (MTRs) have become increasingly popular in the expanding world of remote work, providing new avenues for people to actively participate in activities at a distance. However, humans operating MTRs often have difficulty navigating in densely populated environments due to limited situation awareness and narrow field-of-view, which reduces user acceptance and satisfaction. Shared autonomy in navigation has been studied primarily in static environments or in situations where only one pedestrian interacts with the robot. We present a multimodal shared autonomy approach, leveraging visual and haptic guidance, to provide navigation assistance for remote operators in densely-populated environments. It uses a modified form of reciprocal velocity obstacles for generating safe control inputs while taking social proxemics constraints into account. Two different visual guidance designs, as well as haptic force rendering, were proposed to convey safe control input. We conducted a user study to compare the merits and limitations of multimodal navigation assistance to haptic or visual assistance alone on a shared navigation task. The study involved 15 participants operating a virtual telepresence robot in a virtual hall with moving pedestrians, using the different assistance modalities. We evaluated navigation performance, transparency and cooperation, as well as user preferences. Our results showed that participants preferred multimodal assistance with a visual guidance trajectory over haptic or visual modalities alone, although it had no impact on navigation performance. Additionally, we found that visual guidance trajectories conveyed a higher degree of understanding and cooperation than equivalent haptic cues in a navigation task.
A Unified Algorithm for Stochastic Path Problems
Dann, Christoph, Wei, Chen-Yu, Zimmert, Julian
We study reinforcement learning in stochastic path (SP) problems. The goal in these problems is to maximize the expected sum of rewards until the agent reaches a terminal state. We provide the first regret guarantees in this general problem by analyzing a simple optimistic algorithm. Our regret bound matches the best known results for the well-studied special case of stochastic shortest path (SSP) with all non-positive rewards. For SSP, we present an adaptation procedure for the case when the scale of rewards $B_\star$ is unknown. We show that there is no price for adaptation, and our regret bound matches that with a known $B_\star$. We also provide a scale adaptation procedure for the special case of stochastic longest paths (SLP) where all rewards are non-negative. However, unlike in SSP, we show through a lower bound that there is an unavoidable price for adaptation.
Sufficient Exploration for Convex Q-learning
Lu, Fan, Mehta, Prashant, Meyn, Sean, Neu, Gergely
Ever since the introduction of Watkins' Q-learning algorithm in the 1980s, the research community has searched for a general theory beyond the so-called tabular settings (in which the function class spans all possible functions of state and action). The natural extension of Q-learning to general function approximation setting seeks to solve what is known as a projected Bellman equation (PBE). There are few results available giving sufficient conditions for the existence of a solution, or convergence of the algorithm if a solution does exist [24, 17, 10]. Counterexamples show that conditions on the function class are required in general, even in a linear function approximation setting [1, 25, 6]. The GQ-algorithm of [14] is one success story, based on a relaxation of the PBE. Even if existence and stability of the algorithm were settled, we would still face the challenge of interpreting the output of a Q-learning algorithm based on the PBE criterion.
On the convergence of policy gradient methods to Nash equilibria in general stochastic games
Giannou, Angeliki, Lotidis, Kyriakos, Mertikopoulos, Panayotis, Vlatakis-Gkaragkounis, Emmanouil-Vasileios
Learning in stochastic games is a notoriously difficult problem because, in addition to each other's strategic decisions, the players must also contend with the fact that the game itself evolves over time, possibly in a very complicated manner. Because of this, the convergence properties of popular learning algorithms - like policy gradient and its variants - are poorly understood, except in specific classes of games (such as potential or two-player, zero-sum games). In view of this, we examine the long-run behavior of policy gradient methods with respect to Nash equilibrium policies that are second-order stationary (SOS) in a sense similar to the type of sufficiency conditions used in optimization. Our first result is that SOS policies are locally attracting with high probability, and we show that policy gradient trajectories with gradient estimates provided by the REINFORCE algorithm achieve an $\mathcal{O}(1/\sqrt{n})$ distance-squared convergence rate if the method's step-size is chosen appropriately. Subsequently, specializing to the class of deterministic Nash policies, we show that this rate can be improved dramatically and, in fact, policy gradient methods converge within a finite number of iterations in that case.
PerfectDou: Dominating DouDizhu with Perfect Information Distillation
Yang, Guan, Liu, Minghuan, Hong, Weijun, Zhang, Weinan, Fang, Fei, Zeng, Guangjun, Lin, Yue
As a challenging multi-player card game, DouDizhu has recently drawn much attention for analyzing competition and collaboration in imperfect-information games. In this paper, we propose PerfectDou, a state-of-the-art DouDizhu AI system that dominates the game, in an actor-critic framework with a proposed technique named perfect information distillation. In detail, we adopt a perfect-training-imperfect-execution framework that allows the agents to utilize the global information to guide the training of the policies as if it is a perfect information game and the trained policies can be used to play the imperfect information game during the actual gameplay. To this end, we characterize card and game features for DouDizhu to represent the perfect and imperfect information. To train our system, we adopt proximal policy optimization with generalized advantage estimation in a parallel training paradigm. In experiments we show how and why PerfectDou beats all existing AI programs, and achieves state-of-the-art performance.
PTDE: Personalized Training with Distillated Execution for Multi-Agent Reinforcement Learning
Chen, Yiqun, Mao, Hangyu, Zhang, Tianle, Wu, Shiguang, Zhang, Bin, Hao, Jianye, Li, Dong, Wang, Bin, Chang, Hongxing
Centralized Training with Decentralized Execution (CTDE) has been a very popular paradigm for multi-agent reinforcement learning. One of its main features is making full use of the global information to learn a better joint $Q$-function or centralized critic. In this paper, we in turn explore how to leverage the global information to directly learn a better individual $Q$-function or individual actor. We find that applying the same global information to all agents indiscriminately is not enough for good performance, and thus propose to specify the global information for each agent to obtain agent-specific global information for better performance. Furthermore, we distill such agent-specific global information into the agent's local information, which is used during decentralized execution without too much performance degradation. We call this new paradigm Personalized Training with Distillated Execution (PTDE). PTDE can be easily combined with many state-of-the-art algorithms to further improve their performance, which is verified in both SMAC and Google Research Football scenarios.
You Only Live Once: Single-Life Reinforcement Learning
Chen, Annie S., Sharma, Archit, Levine, Sergey, Finn, Chelsea
Reinforcement learning algorithms are typically designed to learn a performant policy that can repeatedly and autonomously complete a task, usually starting from scratch. However, in many real-world situations, the goal might not be to learn a policy that can do the task repeatedly, but simply to perform a new task successfully once in a single trial. For example, imagine a disaster relief robot tasked with retrieving an item from a fallen building, where it cannot get direct supervision from humans. It must retrieve this object within one test-time trial, and must do so while tackling unknown obstacles, though it may leverage knowledge it has of the building before the disaster. We formalize this problem setting, which we call single-life reinforcement learning (SLRL), where an agent must complete a task within a single episode without interventions, utilizing its prior experience while contending with some form of novelty. SLRL provides a natural setting to study the challenge of autonomously adapting to unfamiliar situations, and we find that algorithms designed for standard episodic reinforcement learning often struggle to recover from out-of-distribution states in this setting. Motivated by this observation, we propose an algorithm, $Q$-weighted adversarial learning (QWALE), which employs a distribution matching strategy that leverages the agent's prior experience as guidance in novel situations. Our experiments on several single-life continuous control problems indicate that methods based on our distribution matching formulation are 20-60% more successful because they can more quickly recover from novel states.
Sample-Efficient Reinforcement Learning of Partially Observable Markov Games
Liu, Qinghua, Szepesvรกri, Csaba, Jin, Chi
This paper considers the challenging tasks of Multi-Agent Reinforcement Learning (MARL) under partial observability, where each agent only sees her own individual observations and actions that reveal incomplete information about the underlying state of system. This paper studies these tasks under the general model of multiplayer general-sum Partially Observable Markov Games (POMGs), which is significantly larger than the standard model of Imperfect Information Extensive-Form Games (IIEFGs). We identify a rich subclass of POMGs -- weakly revealing POMGs -- in which sample-efficient learning is tractable. In the self-play setting, we prove that a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to find approximate Nash equilibria, correlated equilibria, as well as coarse correlated equilibria of weakly revealing POMGs, in a polynomial number of samples when the number of agents is small. In the setting of playing against adversarial opponents, we show that a variant of our optimistic MLE algorithm is capable of achieving sublinear regret when being compared against the optimal maximin policies. To our best knowledge, this work provides the first line of sample-efficient results for learning POMGs.
Factored Adaptation for Non-Stationary Reinforcement Learning
Feng, Fan, Huang, Biwei, Zhang, Kun, Magliacane, Sara
Dealing with non-stationarity in environments (e.g., in the transition dynamics) and objectives (e.g., in the reward functions) is a challenging problem that is crucial in real-world applications of reinforcement learning (RL). While most current approaches model the changes as a single shared embedding vector, we leverage insights from the recent causality literature to model non-stationarity in terms of individual latent change factors, and causal graphs across different environments. In particular, we propose Factored Adaptation for Non-Stationary RL (FANS-RL), a factored adaption approach that learns jointly both the causal structure in terms of a factored MDP, and a factored representation of the individual time-varying change factors. We prove that under standard assumptions, we can completely recover the causal graph representing the factored transition and reward function, as well as a partial structure between the individual change factors and the state components. Through our general framework, we can consider general non-stationary scenarios with different function types and changing frequency, including changes across episodes and within episodes. Experimental results demonstrate that FANS-RL outperforms existing approaches in terms of return, compactness of the latent state representation, and robustness to varying degrees of non-stationarity.
Know Thyself: Transferable Visual Control Policies Through Robot-Awareness
Hu, Edward S., Huang, Kun, Rybkin, Oleh, Jayaraman, Dinesh
Training visual control policies from scratch on a new robot typically requires generating large amounts of robot-specific data. How might we leverage data previously collected on another robot to reduce or even completely remove this need for robot-specific data? We propose a "robot-aware control" paradigm that achieves this by exploiting readily available knowledge about the robot. This also enables us to set up visual planning costs that separately consider the robot agent and the world. Our experiments on tabletop manipulation tasks with simulated and real robots demonstrate that these plug-in improvements dramatically boost the transferability of visual model-based RL policies, even permitting zero-shot transfer of visual manipulation skills onto new robots. Raw visual observations provide a versatile, high-bandwidth, and low-cost information stream for robot control policies. However, despite the huge strides in machine learning for computer vision tasks in the last decade, extracting actionable information from images remains challenging. As a result, even simple robotic tasks such as vision-based planar object pushing commonly require data collected over many hours of robot interaction to learn effective policies. This data collection cost would be amortized if the learned policies could transfer reliably and easily to new target robots. For example, a hospital adding a new robot to its robot fleet could simply plug in their existing policies and start using it immediately. Going further, other hospitals looking to automate the same tasks could purchase a robot of their choice and download the same policy models. However, such transferable policies are difficult to achieve in practice. Even when the task setting, such as the hospital, remains unchanged, the changed visual appearance of the robot itself leads to out-of-distribution inputs for visual policies pre-trained on other robots. This issue particularly affects manipulation tasks: manipulation involves operating in intimate proximity with the environment, and any cameras set up to observe the environment cannot avoid also observing the robot. There is a way out of this bind: most robots are capable of highly precise proprioception and kinesthesis to sense body poses and movements through internal sensors.