Agents
ULN: Towards Underspecified Vision-and-Language Navigation
Feng, Weixi, Fu, Tsu-Jui, Lu, Yujie, Wang, William Yang
Vision-and-Language Navigation (VLN) is a task to guide an embodied agent moving to a target position using language instructions. Despite the significant performance improvement, the wide use of fine-grained instructions fails to characterize more practical linguistic variations in reality. To fill in this gap, we introduce a new setting, namely Underspecified vision-and-Language Navigation (ULN), and associated evaluation datasets. ULN evaluates agents using multi-level underspecified instructions instead of purely fine-grained or coarse-grained, which is a more realistic and general setting. As a primary step toward ULN, we propose a VLN framework that consists of a classification module, a navigation agent, and an Exploitation-to-Exploration (E2E) module. Specifically, we propose to learn Granularity Specific Sub-networks (GSS) for the agent to ground multi-level instructions with minimal additional parameters. Then, our E2E module estimates grounding uncertainty and conducts multi-step lookahead exploration to improve the success rate further. Experimental results show that existing VLN models are still brittle to multi-level language underspecification. Our framework is more robust and outperforms the baselines on ULN by ~10% relative success rate across all levels.
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.
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.
Robust Planning for Human-Robot Joint Tasks with Explicit Reasoning on Human Mental State
Favier, Anthony, Shekhar, Shashank, Alami, Rachid
We consider the human-aware task planning problem where a human-robot team is given a shared task with a known objective to achieve. Recent approaches tackle it by modeling it as a team of independent, rational agents, where the robot plans for both agents' (shared) tasks. However, the robot knows that humans cannot be administered like artificial agents, so it emulates and predicts the human's decisions, actions, and reactions. Based on earlier approaches, we describe a novel approach to solve such problems, which models and uses execution-time observability conventions. Abstractly, this modeling is based on situation assessment, which helps our approach capture the evolution of individual agents' beliefs and anticipate belief divergences that arise in practice. It decides if and when belief alignment is needed and achieves it with communication. These changes improve the solver's performance: (a) communication is effectively used, and (b) robust for more realistic and challenging problems.
Learning Control Admissibility Models with Graph Neural Networks for Multi-Agent Navigation
Yu, Chenning, Yu, Hongzhan, Gao, Sicun
Deep reinforcement learning in continuous domains focuses on learning control policies that map states to distributions over actions that ideally concentrate on the optimal choices in each step. In multi-agent navigation problems, the optimal actions depend heavily on the agents' density. Their interaction patterns grow exponentially with respect to such density, making it hard for learning-based methods to generalize. We propose to switch the learning objectives from predicting the optimal actions to predicting sets of admissible actions, which we call control admissibility models (CAMs), such that they can be easily composed and used for online inference for an arbitrary number of agents. We design CAMs using graph neural networks and develop training methods that optimize the CAMs in the standard model-free setting, with the additional benefit of eliminating the need for reward engineering typically required to balance collision avoidance and goal-reaching requirements. We evaluate the proposed approach in multi-agent navigation environments. We show that the CAM models can be trained in environments with only a few agents and be easily composed for deployment in dense environments with hundreds of agents, achieving better performance than state-of-the-art methods.
Rethinking Trajectory Prediction via "Team Game"
Wei, Zikai, Zhu, Xinge, Dai, Bo, Lin, Dahua
To accurately predict trajectories in multi-agent settings, e.g. team games, it is important to effectively model the interactions among agents. Whereas a number of methods have been developed for this purpose, existing methods implicitly model these interactions as part of the deep net architecture. However, in the real world, interactions often exist at multiple levels, e.g. individuals may form groups, where interactions among groups and those among the individuals in the same group often follow significantly different patterns. In this paper, we present a novel formulation for multi-agent trajectory prediction, which explicitly introduces the concept of interactive group consensus via an interactive hierarchical latent space. This formulation allows group-level and individual-level interactions to be captured jointly, thus substantially improving the capability of modeling complex dynamics. On two multi-agent settings, i.e. team sports and pedestrians, the proposed framework consistently achieves superior performance compared to existing methods.
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.
Multi-Agent Automated Machine Learning
Wang, Zhaozhi, Su, Kefan, Zhang, Jian, Jia, Huizhu, Ye, Qixiang, Xie, Xiaodong, Lu, Zongqing
In this paper, we propose multi-agent automated machine learning (MA2ML) with the aim to effectively handle joint optimization of modules in automated machine learning (AutoML). MA2ML takes each machine learning module, such as data augmentation (AUG), neural architecture search (NAS), or hyper-parameters (HPO), as an agent and the final performance as the reward, to formulate a multi-agent reinforcement learning problem. MA2ML explicitly assigns credit to each agent according to its marginal contribution to enhance cooperation among modules, and incorporates off-policy learning to improve search efficiency. Theoretically, MA2ML guarantees monotonic improvement of joint optimization. Extensive experiments show that MA2ML yields the state-of-the-art top-1 accuracy on ImageNet under constraints of computational cost, e.g., $79.7\%/80.5\%$ with FLOPs fewer than 600M/800M. Extensive ablation studies verify the benefits of credit assignment and off-policy learning of MA2ML.
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.
Sample-Efficient Reinforcement Learning of Partially Observable Markov Games
Liu, Qinghua, Szepesvári, 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.