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From Rolling Over to Walking: Enabling Humanoid Robots to Develop Complex Motor Skills

arXiv.org Artificial Intelligence

This paper presents an innovative method for humanoid robots to acquire a comprehensive set of motor skills through reinforcement learning. The approach utilizes an achievement-triggered multi-path reward function rooted in developmental robotics principles, facilitating the robot to learn gross motor skills typically mastered by human infants within a single training phase. The proposed method outperforms standard reinforcement learning techniques in success rates and learning speed within a simulation environment. By leveraging the principles of self-discovery and exploration integral to infant learning, this method holds the potential to significantly advance humanoid robot motor skill acquisition.


Interpreting Neural Policies with Disentangled Tree Representations

arXiv.org Machine Learning

This lack of transparency, often referred to as the "black box" problem, makes it hard to interpret the workings of learning-based robot control systems. Understanding why a particular decision was made or predicting how the system will behave in future scenarios remains a challenge, yet critical for physical deployments. Through the lens of representation learning, we assume that neural networks capture a set of processes that exist in the data distribution; for robots, they manifest learned skills, behaviors, or strategies, which are critical to understand the decision-making of a policy. However, while these factors of variation [1] (e.g., color or shape representations) are actively studied in unsupervised learning for disentangled representation, in robot learning, they are less well-defined and pose unique challenges due to the intertwined correspondence of neural activities with emergent behaviors unknown a priori. In the present study, we aim to (i) provide a useful definition of factors of variation for policy learning, and (ii) explore how to uncover dynamics and factors of variation quantitatively as a measure of interpretability in compact neural networks for closed-loop end-to-end control applica-7th Conference on Robot Learning (CoRL 2023), Atlanta, USA.


A simple learning agent interacting with an agent-based market model

arXiv.org Artificial Intelligence

We consider the learning dynamics of a single reinforcement learning optimal execution trading agent when it interacts with an event driven agent-based financial market model. Trading takes place asynchronously through a matching engine in event time. The optimal execution agent is considered at different levels of initial order-sizes and differently sized state spaces. The resulting impact on the agent-based model and market are considered using a calibration approach that explores changes in the empirical stylised facts and price impact curves. Convergence, volume trajectory and action trace plots are used to visualise the learning dynamics. Here the smaller state space agents had the number of states they visited converge much faster than the larger state space agents, and they were able to start learning to trade intuitively using the spread and volume states. We find that the moments of the model are robust to the impact of the learning agents except for the Hurst exponent, which was lowered by the introduction of strategic order-splitting. The introduction of the learning agent preserves the shape of the price impact curves but can reduce the trade-sign auto-correlations when their trading volumes increase.


An Intelligent Social Learning-based Optimization Strategy for Black-box Robotic Control with Reinforcement Learning

arXiv.org Artificial Intelligence

Implementing intelligent control of robots is a difficult task, especially when dealing with complex black-box systems, because of the lack of visibility and understanding of how these robots work internally. This paper proposes an Intelligent Social Learning (ISL) algorithm to enable intelligent control of black-box robotic systems. Inspired by mutual learning among individuals in human social groups, ISL includes learning, imitation, and self-study styles. Individuals in the learning style use the Levy flight search strategy to learn from the best performer and form the closest relationships. In the imitation style, individuals mimic the best performer with a second-level rapport by employing a random perturbation strategy. In the self-study style, individuals learn independently using a normal distribution sampling method while maintaining a distant relationship with the best performer. Individuals in the population are regarded as autonomous intelligent agents in each style. Neural networks perform strategic actions in three styles to interact with the environment and the robot and iteratively optimize the network policy. Overall, ISL builds on the principles of intelligent optimization, incorporating ideas from reinforcement learning, and possesses strong search capabilities, fast computation speed, fewer hyperparameters, and insensitivity to sparse rewards. The proposed ISL algorithm is compared with four state-of-the-art methods on six continuous control benchmark cases in MuJoCo to verify its effectiveness and advantages. Furthermore, ISL is adopted in the simulation and experimental grasping tasks of the UR3 robot for validations, and satisfactory solutions are yielded.


NashFormer: Leveraging Local Nash Equilibria for Semantically Diverse Trajectory Prediction

arXiv.org Artificial Intelligence

Interactions between road agents present a significant challenge in trajectory prediction, especially in cases involving multiple agents. Because existing diversity-aware predictors do not account for the interactive nature of multi-agent predictions, they may miss these important interaction outcomes. In this paper, we propose NashFormer, a framework for trajectory prediction that leverages game-theoretic inverse reinforcement learning to improve coverage of multi-modal predictions. We use a training-time game-theoretic analysis as an auxiliary loss resulting in improved coverage and accuracy without presuming a taxonomy of actions for the agents. We demonstrate our approach on the interactive split of the Waymo Open Motion Dataset, including four subsets involving scenarios with high interaction complexity. Experiment results show that our predictor produces accurate predictions while covering $33\%$ more potential interactions versus a baseline model.


Semantics-Empowered Communication: A Tutorial-cum-Survey

arXiv.org Artificial Intelligence

Along with the springing up of the semantics-empowered communication (SemCom) research, it is now witnessing an unprecedentedly growing interest towards a wide range of aspects (e.g., theories, applications, metrics and implementations) in both academia and industry. In this work, we primarily aim to provide a comprehensive survey on both the background and research taxonomy, as well as a detailed technical tutorial. Specifically, we start by reviewing the literature and answering the "what" and "why" questions in semantic transmissions. Afterwards, we present the ecosystems of SemCom, including history, theories, metrics, datasets and toolkits, on top of which the taxonomy for research directions is presented. Furthermore, we propose to categorize the critical enabling techniques by explicit and implicit reasoning-based methods, and elaborate on how they evolve and contribute to modern content & channel semantics-empowered communications. Besides reviewing and summarizing the latest efforts in SemCom, we discuss the relations with other communication levels (e.g., conventional communications) from a holistic and unified viewpoint. Subsequently, in order to facilitate future developments and industrial applications, we also highlight advanced practical techniques for boosting semantic accuracy, robustness, and large-scale scalability, just to mention a few. Finally, we discuss the technical challenges that shed light on future research opportunities.


Optimal Cooperative Multiplayer Learning Bandits with Noisy Rewards and No Communication

arXiv.org Machine Learning

We consider a cooperative multiplayer bandit learning problem where the players are only allowed to agree on a strategy beforehand, but cannot communicate during the learning process. In this problem, each player simultaneously selects an action. Based on the actions selected by all players, the team of players receives a reward. The actions of all the players are commonly observed. However, each player receives a noisy version of the reward which cannot be shared with other players. Since players receive potentially different rewards, there is an asymmetry in the information used to select their actions. In this paper, we provide an algorithm based on upper and lower confidence bounds that the players can use to select their optimal actions despite the asymmetry in the reward information. We show that this algorithm can achieve logarithmic $O(\frac{\log T}{\Delta_{\bm{a}}})$ (gap-dependent) regret as well as $O(\sqrt{T\log T})$ (gap-independent) regret. This is asymptotically optimal in $T$. We also show that it performs empirically better than the current state of the art algorithm for this environment.


Preference-conditioned Pixel-based AI Agent For Game Testing

arXiv.org Artificial Intelligence

The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games.


Multi-Agent Reinforcement Learning for the Low-Level Control of a Quadrotor UAV

arXiv.org Artificial Intelligence

This paper presents multi-agent reinforcement learning frameworks for the low-level control of a quadrotor UAV. While single-agent reinforcement learning has been successfully applied to quadrotors, training a single monolithic network is often data-intensive and time-consuming. To address this, we decompose the quadrotor dynamics into the translational dynamics and the yawing dynamics, and assign a reinforcement learning agent to each part for efficient training and performance improvements. The proposed multi-agent framework for quadrotor low-level control that leverages the underlying structures of the quadrotor dynamics is a unique contribution. Further, we introduce regularization terms to mitigate steady-state errors and to avoid aggressive control inputs. Through benchmark studies with sim-to-sim transfer, it is illustrated that the proposed multi-agent reinforcement learning substantially improves the convergence rate of the training and the stability of the controlled dynamics.


State2Explanation: Concept-Based Explanations to Benefit Agent Learning and User Understanding

arXiv.org Artificial Intelligence

As more non-AI experts use complex AI systems for daily tasks, there has been an increasing effort to develop methods that produce explanations of AI decision making that are understandable by non-AI experts. Towards this effort, leveraging higher-level concepts and producing concept-based explanations have become a popular method. Most concept-based explanations have been developed for classification techniques, and we posit that the few existing methods for sequential decision making are limited in scope. In this work, we first contribute a desiderata for defining "concepts" in sequential decision making settings. Additionally, inspired by the Protégé Effect which states explaining knowledge often reinforces one's self-learning, we explore how concept-based explanations of an RL agent's decision making can in turn improve the agent's learning rate, as well as improve end-user understanding of the agent's decision making. To this end, we contribute a unified framework, State2Explanation (S2E), that involves learning a joint embedding model between state-action pairs and concept-based explanations, and leveraging such learned model to both (1) inform reward shaping during an agent's training, and (2) provide explanations to end-users at deployment for improved task performance. Our experimental validations, in Connect 4 and Lunar Lander, demonstrate the success of S2E in providing a dual-benefit, successfully informing reward shaping and improving agent learning rate, as well as significantly improving end user task performance at deployment time.