Agents
Emergence of Compositional Language with Deep Generational Transmission
Cogswell, Michael, Lu, Jiasen, Lee, Stefan, Parikh, Devi, Batra, Dhruv
Consider a collaborative task that requires communication. Two agents are placed in an environment and must create a language from scratch in order to coordinate. Recent work has been interested in what kinds of languages emerge when deep reinforcement learning agents are put in such a situation, and in particular in the factors that cause language to be compositional-i.e. meaning is expressed by combining words which themselves have meaning. Evolutionary linguists have also studied the emergence of compositional language for decades, and they find that in addition to structural priors like those already studied in deep learning, the dynamics of transmitting language from generation to generation contribute significantly to the emergence of compositionality. In this paper, we introduce these cultural evolutionary dynamics into language emergence by periodically replacing agents in a population to create a knowledge gap, implicitly inducing cultural transmission of language. We show that this implicit cultural transmission encourages the resulting languages to exhibit better compositional generalization and suggest how elements of cultural dynamics can be further integrated into populations of deep agents.
Exploring the Limitations of Behavior Cloning for Autonomous Driving
Codevilla, Felipe, Santana, Eder, Lรณpez, Antonio M., Gaidon, Adrien
Driving requires reacting to a wide variety of complex environment conditions and agent behaviors. Explicitly modeling each possible scenario is unrealistic. In contrast, imitation learning can, in theory, leverage data from large fleets of human-driven cars. Behavior cloning in particular has been successfully used to learn simple visuomotor policies end-to-end, but scaling to the full spectrum of driving behaviors remains an unsolved problem. In this paper, we propose a new benchmark to experimentally investigate the scalability and limitations of behavior cloning. We show that behavior cloning leads to state-of-the-art results, including in unseen environments, executing complex lateral and longitudinal maneuvers without these reactions being explicitly programmed. However, we confirm well-known limitations (due to dataset bias and overfitting), new generalization issues (due to dynamic objects and the lack of a causal model), and training instability requiring further research before behavior cloning can graduate to real-world driving. The code of the studied behavior cloning approaches can be found at https://github.com/felipecode/coiltraine .
PLOTS: Procedure Learning from Observations using Subtask Structure
Mu, Tong, Goel, Karan, Brunskill, Emma
In many cases an intelligent agent may want to learn how to mimic a single observed demonstrated trajectory. In this work we consider how to perform such procedural learning from observation, which could help to enable agents to better use the enormous set of video data on observation sequences. Our approach exploits the properties of this setting to incrementally build an open loop action plan that can yield the desired subsequence, and can be used in both Markov and partially observable Markov domains. In addition, procedures commonly involve repeated extended temporal action subsequences. Our method optimistically explores actions to leverage potential repeated structure in the procedure. In comparing to some state-of-the-art approaches we find that our explicit procedural learning from observation method is about 100 times faster than policy-gradient based approaches that learn a stochastic policy and is faster than model based approaches as well. We also find that performing optimistic action selection yields substantial speed ups when latent dynamical structure is present.
Explainability in Human-Agent Systems
Rosenfeld, Avi, Richardson, Ariella
This paper presents a taxonomy of explainability in Human-Agent Systems. We consider fundamental questions about the Why, Who, What, When and How of explainability. First, we define explainability, and its relationship to the related terms of interpretability, transparency, explicitness, and faithfulness. These definitions allow us to answer why explainability is needed in the system, whom it is geared to and what explanations can be generated to meet this need. We then consider when the user should be presented with this information. Last, we consider how objective and subjective measures can be used to evaluate the entire system. This last question is the most encompassing as it will need to evaluate all other issues regarding explainability.
A Survey on Traffic Signal Control Methods
Wei, Hua, Zheng, Guanjie, Gayah, Vikash, Li, Zhenhui
Traffic congestion is a growing problem that continues to plague urban areas with negative outcomes to both the traveling public and society as a whole. These negative outcomes will only grow over time as more people flock to urban areas. In 2014, traffic congestion costs Americans over $160 billion in lost productivity and wasted over 3.1 billion gallons of fuel [Economist 2014]. Traffic congestion was also attributed to over 56 billion pounds of harmful CO2 emissions in 2011 [Schrank et al. 2015]. In the European Union, the cost of traffic congestion was equivalent to 1% of the entire GDP [Schrank et al. 2012]. Mitigating congestion would have significant economic, environmental and societal benefits. Signalized intersections are one of the most prevalent bottleneck types in urban environments, and thus traffic signal control plays a vital role in urban traffic management.
Object-Oriented Dynamics Learning through Multi-Level Abstraction
Zhu, Guangxiang, Wang, Jianhao, Ren, Zhizhou, Zhang, Chongjie
Object-based approaches for learning action-conditioned dynamics has demonstrated promise for generalization and interpretability. However, existing approaches suffer from structural limitations and optimization difficulties for common environments with multiple dynamic objects. In this paper, we present a novel self-supervised learning framework, called Multi-level Abstraction Object-oriented Predictor (MAOP), which employs a three-level learning architecture that enables efficient object-based dynamics learning from raw visual observations. We also design a spatial-temporal relational reasoning mechanism for MAOP to support instance-level dynamics learning and handle partial observability. Our results show that MAOP significantly outperforms previous methods in terms of sample efficiency and generalization over novel environments for learning environment models. We also demonstrate that learned dynamics models enable efficient planning in unseen environments, comparable to true environment models. In addition, MAOP learns semantically and visually interpretable disentangled representations.
Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning
Debard, Quentin, Dibangoye, Jilles Steeve, Canu, Stรฉphane, Wolf, Christian
Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).
A Solution for Dynamic Spectrum Management in Mission-Critical UAV Networks
Shamsoshoara, Alireza, Khaledi, Mehrdad, Afghah, Fatemeh, Razi, Abolfazl, Ashdown, Jonathan, Turck, Kurt
In this paper, we study the problem of spectrum scarcity in a network of unmanned aerial vehicles (UAVs) during mission-critical applications such as disaster monitoring and public safety missions, where the pre-allocated spectrum is not sufficient to offer a high data transmission rate for real-time video-streaming. In such scenarios, the UAV network can lease part of the spectrum of a terrestrial licensed network in exchange for providing relaying service. In order to optimize the performance of the UAV network and prolong its lifetime, some of the UAVs will function as a relay for the primary network while the rest of the UAVs carry out their sensing tasks. Here, we propose a team reinforcement learning algorithm performed by the UAV's controller unit to determine the optimum allocation of sensing and relaying tasks among the UAVs as well as their relocation strategy at each time. We analyze the convergence of our algorithm and present simulation results to evaluate the system throughput in different scenarios.
Distributed Bandit Learning: How Much Communication is Needed to Achieve (Near) Optimal Regret
Wang, Yuanhao, Hu, Jiachen, Chen, Xiaoyu, Wang, Liwei
We study the communication complexity of distributed multi-armed bandits (MAB) and distributed linear bandits for regret minimization. We propose communication protocols that achieve near-optimal regret bounds and result in optimal speed-up under mild conditions. We measure the communication cost of protocols by the total number of communicated numbers. For multi-armed bandits, we give two protocols that require little communication cost, one is independent of the time horizon $ T $ and the other is independent of the number of arms $ K $. In particular, for a distributed $K$-armed bandit with $M$ agents, our protocols achieve near-optimal regret $O(\sqrt{MKT\log T})$ with $O\left(M\log T\right)$ and $O\left(MK\log M\right)$ communication cost respectively. We also propose two protocols for $d$-dimensional distributed linear bandits that achieve near-optimal regret with $O(M^{1.5}d^3)$ and $O\left((Md+d\log\log d)\log T\right)$ communication cost respectively. The communication cost can be independent of $T$, or almost linear in $d$.
Interaction-aware Decision Making with Adaptive Strategies under Merging Scenarios
Hu, Yeping, Nakhaei, Alireza, Tomizuka, Masayoshi, Fujimura, Kikuo
In order to drive safely and efficiently under merging scenarios, autonomous vehicles should be aware of their surroundings and make decisions by interacting with other road participants. Moreover, different strategies should be made when the autonomous vehicle is interacting with drivers having different level of cooperativeness. Whether the vehicle is on the merge-lane or main-lane will also influence the driving maneuvers since drivers will behave differently when they have the right-of-way than otherwise. Many traditional methods have been proposed to solve decision making problems under merging scenarios. However, these works either are incapable of modeling complicated interactions or require implementing hand-designed rules which cannot properly handle the uncertainties in real-world scenarios. In this paper, we proposed an interaction-aware decision making with adaptive strategies (IDAS) approach that can let the autonomous vehicle negotiate the road with other drivers by leveraging their cooperativeness under merging scenarios. A single policy is learned under the multi-agent reinforcement learning (MARL) setting via the curriculum learning strategy, which enables the agent to automatically infer other drivers' various behaviors and make decisions strategically. A masking mechanism is also proposed to prevent the agent from exploring states that violate common sense of human judgment and increase the learning efficiency. An exemplar merging scenario was used to implement and examine the proposed method.