Agents
RIDM: Reinforced Inverse Dynamics Modeling for Learning from a Single Observed Demonstration
Pavse, Brahma S., Torabi, Faraz, Hanna, Josiah P., Warnell, Garrett, Stone, Peter
Imitation learning has long been an approach to alleviate the tractability issues that arise in reinforcement learning. However, most literature makes several assumptions such as access to the expert's actions, availability of many expert demonstrations, and injection of task-specific domain knowledge into the learning process. We propose reinforced inverse dynamics modeling (RIDM), a method of combining reinforcement learning and imitation from observation (IfO) to perform imitation using a single expert demonstration, with no access to the expert's actions, and with little task-specific domain knowledge. Given only a single set of the expert's raw states, such as joint angles in a robot control task, at each time-step, we learn an inverse dynamics model to produce the necessary low-level actions, such as torques, to transition from one state to the next such that the reward from the environment is maximized. We demonstrate that RIDM outperforms other techniques when we apply the same constraints on the other methods on six domains of the MuJoCo simulator and for two different robot soccer tasks for two experts from the RoboCup 3D simulation league on the SimSpark simulator.
Novelty Messages Filtering for Multi Agent Privacy-preserving Planning
Gerevini, Alfonso E., Lipovetzky, Nir, Peli, Nico, Percassi, Francesco, Saetti, Alessandro, Serina, Ivan
In multi-agent planning, agents jointly compute a plan that achieves mutual goals, keeping certain information private to the individual agents. Agents' coordination is achieved through the transmission of messages. These messages can be a source of privacy leakage as they can permit a malicious agent to collect information about other agents' actions and search states. In this paper, we investigate the usage of novelty techniques in the context of (decentralised) multi-agent privacy-preserving planning, addressing the challenges related to the agents' privacy and performance. In particular, we show that the use of novelty based techniques can significantly reduce the number of messages transmitted among agents, better preserving their privacy and improving their performance. An experimental study analyses the effectiveness of our techniques and compares them with the state-of-the-art. Finally, we evaluate the robustness of our approach, considering different delays in the transmission of messages as they would occur in overloaded networks, due for example to massive attacks or critical situations.
Learning to Plan Hierarchically from Curriculum
Morere, Philippe, Ott, Lionel, Ramos, Fabio
We present a framework for learning to plan hierarchically in domains with unknown dynamics. We enhance planning performance by exploiting problem structure in several ways: (i) We simplify the search over plans by leveraging knowledge of skill objectives, (ii) Shorter plans are generated by enforcing aggressively hierarchical planning, (iii) We learn transition dynamics with sparse local models for better generalisation. Our framework decomposes transition dynamics into skill effects and success conditions, which allows fast planning by reasoning on effects, while learning conditions from interactions with the world. We propose a simple method for learning new abstract skills, using successful trajectories stemming from completing the goals of a curriculum. Learned skills are then refined to leverage other abstract skills and enhance subsequent planning. We show that both conditions and abstract skills can be learned simultaneously while planning, even in stochastic domains. Our method is validated in experiments of increasing complexity, with up to 2^100 states, showing superior planning to classic non-hierarchical planners or reinforcement learning methods. Applicability to real-world problems is demonstrated in a simulation-to-real transfer experiment on a robotic manipulator.
RLH Corporation Launches Artificial Intelligence Virtual Agent For Central Reservations Across Entire Brand Portfolio Red Lion Hotels Corporation
DENVER, June 17, 2019 (GLOBE NEWSWIRE) -- RLH Corporation (NYSE:RLH) announced today that they have successfully deployed an industry-first Artificial Intelligence Virtual Agent for Central Reservations to support all 1,400 system hotels. This announcement follows the successful completion of a three-month program pilot originally announced on April 24, 2019. "The results of our pilot have been very positive," said RLH Corporation Director of Telephony Optimization & Analytics, April Weatherly. "We're seeing travelers engage with the technology at a rate higher than we anticipated and are very pleased with the Virtual Agent's ability to resolve traveler questions autonomously, reducing the cost of non-revenue related calls." In concert with the systemwide rollout of the Virtual Agent, new features and capabilities have been deployed to further support travelers.
Open-sourcing AI Habitat, an advanced simulation platform for embodied AI research
From a robot asked to "grab my phone from the desk upstairs" to a device that helps its visually impaired wearer navigate an unfamiliar subway system, the next generation of AI-powered assistants will need to demonstrate a broad range of abilities. Many researchers believe the most effective way to develop these skills is to focus on embodied AI, which uses interactive environments to ground systems' training in the real world, rather than relying on static data sets. To accelerate progress in this space, we're sharing AI Habitat, a new simulation platform created by Facebook AI that's designed to train embodied agents (such as virtual robots) in photo-realistic 3D environments. Our goal in sharing AI Habitat is to provide the most universal simulator to date for embodied research, with an open, modular design that's both powerful and flexible enough to bring reproducibility and standardized benchmarks to this subfield. To illustrate the benefits of this new platform, we're also sharing Replica, a data set of hyperrealistic 3D reconstructions of a staged apartment, retail store, and other indoor spaces that were generated by a group of scientists within Facebook Reality Labs (FRL).
Interactive Differentiable Simulation
Heiden, Eric, Millard, David, Zhang, Hejia, Sukhatme, Gaurav S.
Intelligent agents need a physical understanding of the world to predict the impact of their actions in the future. While learning-based models of the environment dynamics have contributed to significant improvements in sample efficiency compared to model-free reinforcement learning algorithms, they typically fail to generalize to system states beyond the training data, while often grounding their predictions on non-interpretable latent variables. We introduce Interactive Differentiable Simulation (IDS), a differentiable physics engine, that allows for efficient, accurate inference of physical properties of rigid-body systems. Integrated into deep learning architectures, our model is able to accomplish system identification using visual input, leading to an interpretable model of the world whose parameters have physical meaning. We present experiments showing automatic task-based robot design and parameter estimation for nonlinear dynamical systems by automatically calculating gradients in IDS. When integrated into an adaptive model-predictive control algorithm, our approach exhibits orders of magnitude improvements in sample efficiency over model-free reinforcement learning algorithms on challenging nonlinear control domains.
Evolutionary Reinforcement Learning for Sample-Efficient Multiagent Coordination
Khadka, Shauharda, Majumdar, Somdeb, Tumer, Kagan
A key challenge for Multiagent RL (Reinforcement Learning) is the design of agent-specific, local rewards that are aligned with sparse global objectives. In this paper, we introduce MERL (Multiagent Evolutionary RL), a hybrid algorithm that does not require an explicit alignment between local and global objectives. MERL uses fast, policy-gradient based learning for each agent by utilizing their dense local rewards. Concurrently, an evolutionary algorithm is used to recruit agents into a team by directly optimizing the sparser global objective. We explore problems that require coupling (a minimum number of agents required to coordinate for success), where the degree of coupling is not known to the agents. We demonstrate that MERL's integrated approach is more sample-efficient and retains performance better with increasing coupling orders compared to MADDPG, the state-of-the-art policy-gradient algorithm for multiagent coordination.
PACMAN: A Planner-Actor-Critic Architecture for Human-Centered Planning and Learning
Lyu, Daoming, Yang, Fangkai, Liu, Bo, Gustafson, Steven
Conventional reinforcement learning (RL) allows an agent to learn policies via environmental rewards only, with a long and slow learning curve at the beginning stage. On the contrary, human learning is usually much faster because prior and general knowledge and multiple information resources are utilized. In this paper, we propose a \textbf{P}lanner-\textbf{A}ctor-\textbf{C}ritic architecture for hu\textbf{MAN}-centered planning and learning (\textbf{PACMAN}), where an agent uses its prior, high-level, deterministic symbolic knowledge to plan for goal-directed actions, while integrates Actor-Critic algorithm of RL to fine-tune its behaviors towards both environmental rewards and human feedback. This is the first unified framework where knowledge-based planning, RL, and human teaching jointly contribute to the policy learning of an agent. Our experiments demonstrate that PACMAN leads to a significant jump start at the early stage of learning, converges rapidly and with small variance, and is robust to inconsistent, infrequent and misleading feedback.
Automatic Algorithm Selection In Multi-agent Pathfinding
Sigurdson, Devon, Bulitko, Vadim, Koenig, Sven, Hernandez, Carlos, Yeoh, William
In a multi-agent pathfinding (MAPF) problem, agents need to navigate from their start to their goal locations without colliding into each other. There are various MAPF algorithms, including Windowed Hierarchical Cooperative A*, Flow Annotated Replanning, and Bounded Multi-Agent A*. It is often the case that there is no a single algorithm that dominates all MAPF instances. Therefore, in this paper, we investigate the use of deep learning to automatically select the best MAPF algorithm from a portfolio of algorithms for a given MAPF problem instance. Empirical results show that our automatic algorithm selection approach, which uses an off-the-shelf convolutional neural network, is able to outperform any individual MAPF algorithm in our portfolio.
SQIL: Imitation Learning via Regularized Behavioral Cloning
Reddy, Siddharth, Dragan, Anca D., Levine, Sergey
Learning to imitate expert behavior given action demonstrations containing high-dimensional, continuous observations and unknown dynamics is a difficult problem in robotic control. Simple approaches based on behavioral cloning (BC) suffer from state distribution shift, while more complex methods that generalize to out-of-distribution states can be difficult to use, since they typically involve adversarial optimization. We propose an alternative that combines the simplicity of BC with the robustness of adversarial imitation learning. The key insight is that under the maximum entropy model of expert behavior, BC corresponds to fitting a soft Q function that maximizes the likelihood of observed actions. This perspective suggests a way to regularize BC so that it generalizes to out-of-distribution states: combine the standard maximum-likelihood objective with a penalty on the soft Bellman error of the soft Q function. We show that this penalty term gives the agent an incentive to take actions that lead it back to demonstrated states when it encounters new states. Experiments show that our method outperforms BC and GAIL on a variety of image-based and low-dimensional environments in Box2D, Atari, and MuJoCo.