Goto

Collaborating Authors

 Reinforcement Learning


Pathak

AAAI Conferences

In this paper, we focus on learning intelligent agents through model-free reinforcement learning. Rather than arguing that reinforcement learning is the right abstraction for attaining intelligent behavior, we consider the issue of finding useful abstractions to represent the agent and the environment when verification is in order. Indeed, verifying that the agent's behavior complies to some stated safety property -- an "Asimovian" perspective -- only adds to the challenge that abstracting intelligence represents per se. In the paper, we show an example application about verification of abstractions in model-free learning, and we argue about potential (more) useful abstractions in the same context.


Gordon

AAAI Conferences

Engagement is a key factor in every social interaction, be it between humans or humans and robots. Many studies were aimed at designing robot behavior in order to sustain human engagement. Infants and children, however, learn how to engage their caregivers to receive more attention.We used a social robot platform, DragonBot, that learned which of its social behaviors retained human engagement. This was achieved by implementing a reinforcement learning algorithm, wherein the reward is the proximity and number of people near the robot. The experiment was run in the World Science Festival in New York, where hundreds of people interacted with the robot. After more than two continuous hours of interaction, the robot learned by itself that making a sad face was the most rewarding expression. Further analysis showed that after a sad face, people's engagement rose for thirty seconds. In other words, the robot learned by itself in two hours that almost no-one leaves a sad DragonBot.


Abeyruwan

AAAI Conferences

We combined a spoken dialog system that we developed to deliver brief health interventions with the fully autonomous humanoid robot (NAO). The dialog system is based on a framework facilitating Markov decision processes (MDP). It is optimized using reinforcement learning (RL) algorithms with data we collected from real user interactions. The system begins to learn optimal dialog strategies for initiative selection and for the type of confirmations that it uses during theinteraction. The health intervention, delivered by a 3D character instead of the NAO, has already been evaluated, with positive results in terms of task completion, ease of use, and future intention to use the system. The current spoken dialog system for the humanoid robot is a novelty and exists so far as a proof ofconcept.


Zhan

AAAI Conferences

This paper proposes an online transfer framework to capture the interaction among agents and shows that current transfer learning in reinforcement learning is a special case of online transfer. Furthermore, this paper re-characterizes existing agents-teaching-agents methods as online transfer and analyze one such teaching method in three ways. First, the convergence of Q-learning and Sarsa with tabular representation with a finite budget is proven. Second, the convergence of Q-learning and Sarsa with linear function approximation is established. Third, the we show the asymptotic performance cannot be hurt through teaching. Additionally, all theoretical results are empirically validated.


Hershkowitz

AAAI Conferences

Massive state spaces are ubiquitous throughout planning and reinforcement learning (RL) domains: agents involved in furniture assembly, cooking automation and backgammon must grapple with problem formalisms that are much too expansive to solve by conventional tabular approaches. However, modern tabular planning and RL techniques bypass this difficulty by using propositional functions to transfer knowledge across states -- both within and across problem instances -- to solve for near optimal behaviors in very large state spaces. Here we present a means by which useful propositional functions can be inferred from observations of transition dynamics. Our approach is based upon distilling salient relational values between pairs of objects. We then use these learned propositional functions to free the RL algorithm deterministic object-oriented RMAX (DOORMAX) of its dependence on expert-provided propositional functions. We also empirically demonstrate high correspondence between these learned propositional functions and expert-provided propositional functions. Our novel DOORMAX algorithm performs at a level near that of classic DOORMAX.


Hausknecht

AAAI Conferences

Deep Reinforcement Learning has yielded proficient controllers for complex tasks. However, these controllers have limited memory and rely on being able to perceive the complete game screen at each decision point. To address these shortcomings, this article investigates the effects of adding recurrency to a Deep Q-Network (DQN) by replacing the first post-convolutional fully-connected layer with a recurrent LSTM. The resulting Deep Recurrent Q-Network (DRQN), although capable of seeing only a single frame at each timestep, successfully integrates information through time and replicates DQN's performance on standard Atari games and partially observed equivalents featuring flickering game screens. Additionally, when trained with partial observations and evaluated with incrementally more complete observations, DRQN's performance scales as a function of observability. Conversely, when trained with full observations and evaluated with partial observations, DRQN's performance degrades less than DQN's. Thus, given the same length of history, recurrency is a viable alternative to stacking a history of frames in the DQN's input layer and while recurrency confers no systematic advantage when learning to play the game, the recurrent net can better adapt at evaluation time if the quality of observations changes.


Curran

AAAI Conferences

Although we would like our robots to have completely autonomous behavior, this is often not possible. Some parts of a task might be hard to automate, perhaps due to hard-to-interpret sensor information, or a complex environment. In this case, using shared autonomy or teleoperation is preferable to an error-prone autonomous approach. However, the question of which parts of a task to allocate to the human, and which to the robot can often be tricky. In this work, we introduce A3P, a risk-aware task-level reinforcement learning algorithm. A3P represents a task-level state machine as a POMDP. In this paper, we introduce A3P, a risk-aware algorithm that discovers when to hand off subtasks to a human assistant. A3P models the task as a Partially Observably Markov Decision Process (POMDP) and explicitly represents failures as additional state-action pairs. Based on the model, the algorithm allows the user to allocate subtasks the robot or the human in such a way as to manage the worst-case performance time for the overall task.


Junges

AAAI Conferences

Many robotics applications and scenarios that involve interaction with humans are safety or performance critical. A natural path to assessing such notions is to include a cognitive model describing typical human behaviors into a larger modeling context. In this work, we set out to investigate a combination of such a model with formal verification. We present a general and flexible framework utilizing methods from probabilistic model checking and discuss current pitfalls. We start from information about typical behavior, obtained from generalizing specific scenarios by the usage of inverse reinforcement learning.


Tan

AAAI Conferences

In this paper, we propose to use an adaptive control method as the basis of a reinforcement learning algorithm for robotic imitation learning. In the learning stage, robots use adaptive control method-based reinforcement learning algorithm to learn the parameters of dynamical systems. In the generation stage, robots use the learned dynamic system parameters and the pre-defined controller to drive the configuration states of the robot to move along desired state trajectories. One simu-lation experiment and one practical experiment on a robot are carried out to validate the effectiveness of our algorithm. The experimental results validate that the learning of the system parameters converges very fast and the learning results can improve the system performance of generating similar motion trajectories.


Loftin

AAAI Conferences

Inverse reinforcement learning algorithms recover an unknown reward function for a Markov decision process, based on observations of user behaviors that optimize this reward function. Here we consider the complementary problem of learning the unknown transition dynamics of an MDP based on such observations. We describe the behavior-aware modeling (BAM) algorithm, which learns models of transition dynamics from user generated state-action trajectories. BAM makes assumptions about how users select their actions that are similar to those used in inverse reinforcement learning, and searches for a model that maximizes the probability of the observed actions. The BAM algorithm is based on policy gradient algorithms, essentially reversing the roles of the policy and transition distribution in those algorithms. As a result, BAM is highly flexible, and can be applied to continuous state spaces using a wide variety of model representations. In this preliminary work, we discuss why the model learning problem is interesting, describe algorithms to solve this problem, and discuss directions for future work.