Agents
ManiSkill: Learning-from-Demonstrations Benchmark for Generalizable Manipulation Skills
Mu, Tongzhou, Ling, Zhan, Xiang, Fanbo, Yang, Derek, Li, Xuanlin, Tao, Stone, Huang, Zhiao, Jia, Zhiwei, Su, Hao
Learning generalizable manipulation skills is central for robots to achieve task automation in environments with endless scene and object variations. However, existing robot learning environments are limited in both scale and diversity of 3D assets (especially of articulated objects), making it difficult to train and evaluate the generalization ability of agents over novel objects. In this work, we focus on object-level generalization and propose SAPIEN Manipulation Skill Benchmark (abbreviated as ManiSkill), a large-scale learning-from-demonstrations benchmark for articulated object manipulation with 3D visual input (point cloud and RGB-D image). ManiSkill supports object-level variations by utilizing a rich and diverse set of articulated objects, and each task is carefully designed for learning manipulations on a single category of objects. We equip ManiSkill with a large number of high-quality demonstrations to facilitate learning-from-demonstrations approaches and perform evaluations on baseline algorithms. We believe that ManiSkill can encourage the robot learning community to explore more on learning generalizable object manipulation skills.
Integrating Planning, Execution and Monitoring in the presence of Open World Novelties: Case Study of an Open World Monopoly Solver
Gopalakrishnan, Sriram, Soni, Utkarsh, Thai, Tung, Lymperopoulos, Panagiotis, Scheutz, Matthias, Kambhampati, Subbarao
The game of monopoly is an adversarial multi-agent domain where there is no fixed goal other than to be the last player solvent, There are useful subgoals like monopolizing sets of properties, and developing them. There is also a lot of randomness from dice rolls, card-draws, and adversaries' strategies. This unpredictability is made worse when unknown novelties are added during gameplay. Given these challenges, Monopoly was one of the test beds chosen for the DARPA-SAILON program which aims to create agents that can detect and accommodate novelties. To handle the game complexities, we developed an agent that eschews complete plans, and adapts it's policy online as the game evolves. In the most recent independent evaluation in the SAILON program, our agent was the best performing agent on most measures. We herein present our approach and results.
Computation and Communication Co-Design for Real-Time Monitoring and Control in Multi-Agent Systems
Tripathi, Vishrant, Ballotta, Luca, Carlone, Luca, Modiano, Eytan
We investigate the problem of co-designing computation and communication in a multi-agent system (e.g. a sensor network or a multi-robot team). We consider the realistic setting where each agent acquires sensor data and is capable of local processing before sending updates to a base station, which is in charge of making decisions or monitoring phenomena of interest in real time. Longer processing at an agent leads to more informative updates but also larger delays, giving rise to a delay-accuracy-tradeoff in choosing the right amount of local processing at each agent. We assume that the available communication resources are limited due to interference, bandwidth, and power constraints. Thus, a scheduling policy needs to be designed to suitably share the communication channel among the agents. To that end, we develop a general formulation to jointly optimize the local processing at the agents and the scheduling of transmissions. Our novel formulation leverages the notion of Age of Information to quantify the freshness of data and capture the delays caused by computation and communication. We develop efficient resource allocation algorithms using the Whittle index approach and demonstrate our proposed algorithms in two practical applications: multi-agent occupancy grid mapping in time-varying environments, and ride sharing in autonomous vehicle networks. Our experiments show that the proposed co-design approach leads to a substantial performance improvement (18-82% in our tests).
Learning Proxemic Behavior Using Reinforcement Learning with Cognitive Agents
Millán-Arias, Cristian, Fernandes, Bruno, Cruz, Francisco
Proxemics is a branch of non-verbal communication concerned with studying the spatial behavior of people and animals. This behavior is an essential part of the communication process due to delimit the acceptable distance to interact with another being. With increasing research on human-agent interaction, new alternatives are needed that allow optimal communication, avoiding agents feeling uncomfortable. Several works consider proxemic behavior with cognitive agents, where human-robot interaction techniques and machine learning are implemented. However, environments consider fixed personal space and that the agent previously knows it. In this work, we aim to study how agents behave in environments based on proxemic behavior, and propose a modified gridworld to that aim. This environment considers an issuer with proxemic behavior that provides a disagreement signal to the agent. Our results show that the learning agent can identify the proxemic space when the issuer gives feedback about agent performance.
Facebook Introduces New Platform For Building Robots
Facebook has introduced Droidlet, an open-source, modular, heterogeneous embodied agent architecture. The Droidlet platform can be used to build embodied agents using natural language processing, computer vision, and robotics. Now with Facebook Droidlet platform, researchers can build more intelligent real-world robots. In addition, it simplifies the integration of a wide range of state-of-the-art machine learning algorithms and robotics to facilitate rapid prototyping. A droid agent is considered to be made up of a collection of components, which are both heuristic and learned.
Artificial Intelligence-Driven Customized Manufacturing Factory: Key Technologies, Applications, and Challenges
Wan, Jiafu, Li, Xiaomin, Dai, Hong-Ning, Kusiak, Andrew, Martínez-García, Miguel, Li, Di
The traditional production paradigm of large batch production does not offer flexibility towards satisfying the requirements of individual customers. A new generation of smart factories is expected to support new multi-variety and small-batch customized production modes. For that, Artificial Intelligence (AI) is enabling higher value-added manufacturing by accelerating the integration of manufacturing and information communication technologies, including computing, communication, and control. The characteristics of a customized smart factory are to include self-perception, operations optimization, dynamic reconfiguration, and intelligent decision-making. The AI technologies will allow manufacturing systems to perceive the environment, adapt to the external needs, and extract the process knowledge, including business models, such as intelligent production, networked collaboration, and extended service models. This paper focuses on the implementation of AI in customized manufacturing (CM). The architecture of an AI-driven customized smart factory is presented. Details of intelligent manufacturing devices, intelligent information interaction, and construction of a flexible manufacturing line are showcased. The state-of-the-art AI technologies of potential use in CM, i.e., machine learning, multi-agent systems, Internet of Things, big data, and cloud-edge computing are surveyed. The AI-enabled technologies in a customized smart factory are validated with a case study of customized packaging. The experimental results have demonstrated that the AI-assisted CM offers the possibility of higher production flexibility and efficiency. Challenges and solutions related to AI in CM are also discussed.
The surprising effectiveness of PPO in cooperative multi-agent games
Recent years have demonstrated the potential of deep multi-agent reinforcement learning (MARL) to train groups of AI agents that can collaborate to solve complex tasks – for instance, AlphaStar achieved professional-level performance in the Starcraft II video game, and OpenAI Five defeated the world champion in Dota2. These successes, however, were powered by huge swaths of computational resources; tens of thousands of CPUs, hundreds of GPUs, and even TPUs were used to collect and train on a large volume of data. This has motivated the academic MARL community to develop MARL methods which train more efficiently. DeepMind's AlphaStar attained professional level performance in StarCraft II, but required enormous amounts of computational power to train. Research in developing more efficient and effective MARL algorithms has focused on off-policy methods – which store and re-use data for multiple policy updates – rather than on-policy algorithms, which use newly collected training data before each update to the agents' policies.
BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments
Srivastava, Sanjana, Li, Chengshu, Lingelbach, Michael, Martín-Martín, Roberto, Xia, Fei, Vainio, Kent, Lian, Zheng, Gokmen, Cem, Buch, Shyamal, Liu, C. Karen, Savarese, Silvio, Gweon, Hyowon, Wu, Jiajun, Fei-Fei, Li
Embodied AI refers to the study and development of artificial agents that can perceive, reason, and interact with the environment with the capabilities and limitations of a physical body. Recently, significant progress has been made in developing solutions to embodied AI problems such as (visual) navigation [1-5], interactive Q&A [6-10], instruction following [11-15], and manipulation [16-22]. To calibrate the progress, several lines of pioneering efforts have been made towards benchmarking embodied AI in simulated environments, including Rearrangement [23, 24], TDW Transport Challenge [25], VirtualHome [26], ALFRED [11], Interactive Gibson Benchmark [27], MetaWorld [28], and RLBench [29], among others [30-32]). These efforts are inspiring, but their activities represent only a fraction of challenges that humans face in their daily lives. To develop artificial agents that can eventually perform and assist with everyday activities with human-level robustness and flexibility, we need a comprehensive benchmark with activities that are more realistic, diverse, and complex. But this is easier said than done. There are three major challenges that have prevented existing benchmarks to accommodate more realistic, diverse, and complex activities: - Definition: Identifying and defining meaningful activities for benchmarking; - Realization: Developing simulated environments that realistically support such activities; - Evaluation: Defining success and objective metrics for evaluating performance.
Semantic Tracklets: An Object-Centric Representation for Visual Multi-Agent Reinforcement Learning
Liu, Iou-Jen, Ren, Zhongzheng, Yeh, Raymond A., Schwing, Alexander G.
Solving complex real-world tasks, e.g., autonomous fleet control, often involves a coordinated team of multiple agents which learn strategies from visual inputs via reinforcement learning. Many existing multi-agent reinforcement learning (MARL) algorithms however don't scale to environments where agents operate on visual inputs. To address this issue, algorithmically, recent works have focused on non-stationarity and exploration. In contrast, we study whether scalability can also be achieved via a disentangled representation. For this, we explicitly construct an object-centric intermediate representation to characterize the states of an environment, which we refer to as `semantic tracklets.' We evaluate `semantic tracklets' on the visual multi-agent particle environment (VMPE) and on the challenging visual multi-agent GFootball environment. `Semantic tracklets' consistently outperform baselines on VMPE, and achieve a +2.4 higher score difference than baselines on GFootball. Notably, this method is the first to successfully learn a strategy for five players in the GFootball environment using only visual data.
Temporally Abstract Partial Models
Khetarpal, Khimya, Ahmed, Zafarali, Comanici, Gheorghe, Precup, Doina
Humans and animals have the ability to reason and make predictions about different courses of action at many time scales. In reinforcement learning, option models (Sutton, Precup \& Singh, 1999; Precup, 2000) provide the framework for this kind of temporally abstract prediction and reasoning. Natural intelligent agents are also able to focus their attention on courses of action that are relevant or feasible in a given situation, sometimes termed affordable actions. In this paper, we define a notion of affordances for options, and develop temporally abstract partial option models, that take into account the fact that an option might be affordable only in certain situations. We analyze the trade-offs between estimation and approximation error in planning and learning when using such models, and identify some interesting special cases. Additionally, we demonstrate empirically the potential impact of partial option models on the efficiency of planning.