Agents
Learning Neuro-Symbolic Skills for Bilevel Planning
Silver, Tom, Athalye, Ashay, Tenenbaum, Joshua B., Lozano-Perez, Tomas, Kaelbling, Leslie Pack
Decision-making is challenging in robotics environments with continuous object-centric states, continuous actions, long horizons, and sparse feedback. Hierarchical approaches, such as task and motion planning (TAMP), address these challenges by decomposing decision-making into two or more levels of abstraction. In a setting where demonstrations and symbolic predicates are given, prior work has shown how to learn symbolic operators and neural samplers for TAMP with manually designed parameterized policies. Our main contribution is a method for learning parameterized polices in combination with operators and samplers. These components are packaged into modular neuro-symbolic skills and sequenced together with search-then-sample TAMP to solve new tasks. In experiments in four robotics domains, we show that our approach -- bilevel planning with neuro-symbolic skills -- can solve a wide range of tasks with varying initial states, goals, and objects, outperforming six baselines and ablations. Video: https://youtu.be/PbFZP8rPuGg Code: https://tinyurl.com/skill-learning
Inducing Equilibria via Incentives: Simultaneous Design-and-Play Ensures Global Convergence
Liu, Boyi, Li, Jiayang, Yang, Zhuoran, Wai, Hoi-To, Hong, Mingyi, Nie, Yu Marco, Wang, Zhaoran
To regulate a social system comprised of self-interested agents, economic incentives are often required to induce a desirable outcome. This incentive design problem naturally possesses a bilevel structure, in which a designer modifies the rewards of the agents with incentives while anticipating the response of the agents, who play a non-cooperative game that converges to an equilibrium. The existing bilevel optimization algorithms raise a dilemma when applied to this problem: anticipating how incentives affect the agents at equilibrium requires solving the equilibrium problem repeatedly, which is computationally inefficient; bypassing the time-consuming step of equilibrium-finding can reduce the computational cost, but may lead the designer to a sub-optimal solution. To address such a dilemma, we propose a method that tackles the designer's and agents' problems simultaneously in a single loop. Specifically, at each iteration, both the designer and the agents only move one step. Nevertheless, we allow the designer to gradually learn the overall influence of the incentives on the agents, which guarantees optimality after convergence. The convergence rate of the proposed scheme is also established for a broad class of games.
Zero-Order One-Point Estimate with Distributed Stochastic Gradient-Tracking Technique
Mhanna, Elissa, Assaad, Mohamad
In this work, we consider a distributed multi-agent stochastic optimization problem, where each agent holds a local objective function that is smooth and convex, and that is subject to a stochastic process. The goal is for all agents to collaborate to find a common solution that optimizes the sum of these local functions. With the practical assumption that agents can only obtain noisy numerical function queries at exactly one point at a time, we extend the distributed stochastic gradient-tracking method to the bandit setting where we don't have an estimate of the gradient, and we introduce a zero-order (ZO) one-point estimate (1P-DSGT). We analyze the convergence of this novel technique for smooth and convex objectives using stochastic approximation tools, and we prove that it converges almost surely to the optimum. We then study the convergence rate for when the objectives are additionally strongly convex. We obtain a rate of $O(\frac{1}{\sqrt{k}})$ after a sufficient number of iterations $k > K_2$ which is usually optimal for techniques utilizing one-point estimators. We also provide a regret bound of $O(\sqrt{k})$, which is exceptionally good compared to the aforementioned techniques. We further illustrate the usefulness of the proposed technique using numerical experiments.
A Multi-Agent Approach for Adaptive Finger Cooperation in Learning-based In-Hand Manipulation
Tao, Lingfeng, Zhang, Jiucai, Bowman, Michael, Zhang, Xiaoli
In-hand manipulation is challenging for a multi-finger robotic hand due to its high degrees of freedom and the complex interaction with the object. To enable in-hand manipulation, existing deep reinforcement learning based approaches mainly focus on training a single robot-structure-specific policy through the centralized learning mechanism, lacking adaptability to changes like robot malfunction. To solve this limitation, this work treats each finger as an individual agent and trains multiple agents to control their assigned fingers to complete the in-hand manipulation task cooperatively. We propose the Multi-Agent Global-Observation Critic and Local-Observation Actor (MAGCLA) method, where the critic can observe all agents' actions globally, and the actor only locally observes its neighbors' actions. Besides, conventional individual experience replay may cause unstable cooperation due to the asynchronous performance increment of each agent, which is critical for in-hand manipulation tasks. To solve this issue, we propose the Synchronized Hindsight Experience Replay (SHER) method to synchronize and efficiently reuse the replayed experience across all agents. The methods are evaluated in two in-hand manipulation tasks on the Shadow dexterous hand. The results show that SHER helps MAGCLA achieve comparable learning efficiency to a single policy, and the MAGCLA approach is more generalizable in different tasks. The trained policies have higher adaptability in the robot malfunction test compared to the baseline multi-agent and single-agent approaches.
Broad-persistent Advice for Interactive Reinforcement Learning Scenarios
Cruz, Francisco, Bignold, Adam, Nguyen, Hung Son, Dazeley, Richard, Vamplew, Peter
The use of interactive advice in reinforcement learning scenarios allows for speeding up the learning process for autonomous agents. Current interactive reinforcement learning research has been limited to real-time interactions that offer relevant user advice to the current state only. Moreover, the information provided by each interaction is not retained and instead discarded by the agent after a single use. In this paper, we present a method for retaining and reusing provided knowledge, allowing trainers to give general advice relevant to more than just the current state. Results obtained show that the use of broad-persistent advice substantially improves the performance of the agent while reducing the number of interactions required for the trainer.
REMS: Middleware for Robotics Education and Development
This paper introduces REMS, a robotics middleware and control framework that is designed to introduce the Zen of Python to robotics and to improve robotics education and development flow. Although existing middleware can serve hardware abstraction and modularity, setting up environments and learning middleware-specific syntax and procedures are less viable in education. They can curb opportunities to understand robotics concepts, theories, and algorithms. Robotics is a field of integration; students and developers from various backgrounds will be involved in programming. Establishing Pythonic and object-oriented robotic framework in a natural way can enhance modular and abstracted programming for better readability, reusability, and simplicity, but also supports useful and practical skills generally in coding. REMS is to be a valuable robot educational medium not just as a tool and to be a platform from one robot to multi-agent across hardware, simulation, and analytical model implementations.
Deep Surrogate Assisted Generation of Environments
Bhatt, Varun, Tjanaka, Bryon, Fontaine, Matthew C., Nikolaidis, Stefanos
Recent progress in reinforcement learning (RL) has started producing generally capable agents that can solve a distribution of complex environments. These agents are typically tested on fixed, human-authored environments. On the other hand, quality diversity (QD) optimization has been proven to be an effective component of environment generation algorithms, which can generate collections of high-quality environments that are diverse in the resulting agent behaviors. However, these algorithms require potentially expensive simulations of agents on newly generated environments. We propose Deep Surrogate Assisted Generation of Environments (DSAGE), a sample-efficient QD environment generation algorithm that maintains a deep surrogate model for predicting agent behaviors in new environments. Results in two benchmark domains show that DSAGE significantly outperforms existing QD environment generation algorithms in discovering collections of environments that elicit diverse behaviors of a state-of-the-art RL agent and a planning agent. Our source code and videos are available at https://dsagepaper.github.io/.
Don't Copy the Teacher: Data and Model Challenges in Embodied Dialogue
Min, So Yeon, Zhu, Hao, Salakhutdinov, Ruslan, Bisk, Yonatan
Embodied dialogue instruction following requires an agent to complete a complex sequence of tasks from a natural language exchange. The recent introduction of benchmarks (Padmakumar et al., 2022) raises the question of how best to train and evaluate models for this multi-turn, multi-agent, long-horizon task. This paper contributes to that conversation, by arguing that imitation learning (IL) and related low-level metrics are actually misleading and do not align with the goals of embodied dialogue research and may hinder progress. We provide empirical comparisons of metrics, analysis of three models, and make suggestions for how the field might best progress. First, we observe that models trained with IL take spurious actions during evaluation. Second, we find that existing models fail to ground query utterances, which are essential for task completion. Third, we argue evaluation should focus on higher-level semantic goals.
Efficient Policy Generation in Multi-Agent Systems via Hypergraph Neural Network
Zhang, Bin, Bai, Yunpeng, Xu, Zhiwei, Li, Dapeng, Fan, Guoliang
The application of deep reinforcement learning in multi-agent systems introduces extra challenges. In a scenario with numerous agents, one of the most important concerns currently being addressed is how to develop sufficient collaboration between diverse agents. To address this problem, we consider the form of agent interaction based on neighborhood and propose a multi-agent reinforcement learning (MARL) algorithm based on the actor-critic method, which can adaptively construct the hypergraph structure representing the agent interaction and further implement effective information extraction and representation learning through hypergraph convolution networks, leading to effective cooperation. Based on different hypergraph generation methods, we present two variants: Actor Hypergraph Convolutional Critic Network (HGAC) and Actor Attention Hypergraph Critic Network (ATT-HGAC). Experiments with different settings demonstrate the advantages of our approach over other existing methods.
Towards Human-Level Bimanual Dexterous Manipulation with Reinforcement Learning
Chen, Yuanpei, Wu, Tianhao, Wang, Shengjie, Feng, Xidong, Jiang, Jiechuang, McAleer, Stephen Marcus, Geng, Yiran, Dong, Hao, Lu, Zongqing, Zhu, Song-Chun, Yang, Yaodong
Achieving human-level dexterity is an important open problem in robotics. However, tasks of dexterous hand manipulation, even at the baby level, are challenging to solve through reinforcement learning (RL). The difficulty lies in the high degrees of freedom and the required cooperation among heterogeneous agents (e.g., joints of fingers). In this study, we propose the Bimanual Dexterous Hands Benchmark (Bi-DexHands), a simulator that involves two dexterous hands with tens of bimanual manipulation tasks and thousands of target objects. Specifically, tasks in Bi-DexHands are designed to match different levels of human motor skills according to cognitive science literature. We built Bi-DexHands in the Issac Gym; this enables highly efficient RL training, reaching 30,000+ FPS by only one single NVIDIA RTX 3090. We provide a comprehensive benchmark for popular RL algorithms under different settings; this includes Single-agent/Multi-agent RL, Offline RL, Multi-task RL, and Meta RL. Our results show that the PPO type of on-policy algorithms can master simple manipulation tasks that are equivalent up to 48-month human babies (e.g., catching a flying object, opening a bottle), while multi-agent RL can further help to master manipulations that require skilled bimanual cooperation (e.g., lifting a pot, stacking blocks). Despite the success on each single task, when it comes to acquiring multiple manipulation skills, existing RL algorithms fail to work in most of the multi-task and the few-shot learning settings, which calls for more substantial development from the RL community.