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Interactively shaping robot behaviour with unlabeled human instructions

arXiv.org Machine Learning

In this paper, we propose a framework that enables a human teacher to shape a robot behaviour by interactively providing it with unlabeled instructions. We ground the meaning of instruction signals in the task learning process, and use them simultaneously for guiding the latter. We implement our framework as a modular architecture, named TICS (Task-Instruction-Contingency-Shaping) that combines different information sources: a predefined reward function, human evaluative feedback and unlabeled instructions. This approach provides a novel perspective for robotic task learning that lies between Reinforcement Learning and Supervised Learning paradigms. We evaluate our framework both in simulation and with a real robot. The experimental results demonstrate the effectiveness of our framework in accelerating the task learning process and in reducing the amount of required teaching signals.


Learning to Schedule Communication in Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

Many real-world reinforcement learning tasks require multiple agents to make sequential decisions under the agents' interaction, where well-coordinated actions among the agents are crucial to achieve the target goal better at these tasks. One way to accelerate the coordination effect is to enable multiple agents to communicate with each other in a distributed manner and behave as a group. In this paper, we study a practical scenario when (i) the communication bandwidth is limited and (ii) the agents share the communication medium so that only a restricted number of agents are able to simultaneously use the medium, as in the state-of-the-art wireless networking standards. This calls for a certain form of communication scheduling. In that regard, we propose a multi-agent deep reinforcement learning framework, called SchedNet, in which agents learn how to schedule themselves, how to encode the messages, and how to select actions based on received messages. SchedNet is capable of deciding which agents should be entitled to broadcasting their (encoded) messages, by learning the importance of each agent's partially observed information. We evaluate SchedNet against multiple baselines under two different applications, namely, cooperative communication and navigation, and predator-prey. Our experiments show a non-negligible performance gap between SchedNet and other mechanisms such as the ones without communication and with vanilla scheduling methods, e.g., round robin, ranging from 32% to 43%.


Directed Formation Control of n Planar Agents with Distance and Area Constraints

arXiv.org Artificial Intelligence

In this paper, we take a first step towards generalizing a recently proposed method for dealing with the problem of convergence to incorrect equilibrium points of distance-based formation controllers. Specifically, we introduce a distance and area-based scheme for the formation control of $n$-agent systems in two dimensions using directed graphs and the single-integrator model. We show that under certain conditions on the edge lengths of the triangulated desired formation, the control ensures almost-global convergence to the correct formation.


Embodied Multimodal Multitask Learning

arXiv.org Machine Learning

Recent efforts on training visual navigation agents conditioned on language using deep reinforcement learning have been successful in learning policies for different multimodal tasks, such as semantic goal navigation and embodied question answering. In this paper, we propose a multitask model capable of jointly learning these multimodal tasks, and transferring knowledge of words and their grounding in visual objects across the tasks. The proposed model uses a novel Dual-Attention unit to disentangle the knowledge of words in the textual representations and visual concepts in the visual representations, and align them with each other. This disentangled task-invariant alignment of representations facilitates grounding and knowledge transfer across both tasks. We show that the proposed model outperforms a range of baselines on both tasks in simulated 3D environments. We also show that this disentanglement of representations makes our model modular, interpretable, and allows for transfer to instructions containing new words by leveraging object detectors.


Behind The AI of Horizon Zero Dawn (Part 1)

#artificialintelligence

AI and Games is a crowdfunded series about research and applications of artificial intelligence in video games. If you like my work please consider supporting the show over on Patreon for early-access and behind-the-scenes updates. Horizon Zero Dawn stands as one of the most critically acclaimed of Sony's roster of Playstation 4 exclusives. As the hunter Aloy, players venture across the post-apocalyptic landscapes of the future to uncover the mysteries of her past and how the world fell in the years before. Humanities fall from grace has led to the rise of'the machines' โ€“ robots of varying shapes and sizes that that now run free across the lands.


Facebook and Google built a framework to study how AI agents talk to each other

#artificialintelligence

The intricacies of evolutionary linguistics are myriad and underexplored, but new research involving artificial intelligence (AI) might unlock the door to new theories about how dialects develop among users. Their work isn't the first to investigate language with machine learning algorithms -- a paper published by Facebook researchers in June 2017 describes how two agents learned to "negotiate" with each other in chat messages. But they say that it's the first to use "latest-generation deep neural agents" capable of dealing with "rich perceptual input," and that it convincingly demonstrates that language can evolve from simple exchanges. The team deployed groups -- communities -- of agents equipped with the ability to communicate in a simulated environment, with complexities ranging from simple (a set of equations) to relatively complicated (a deep neural network). The "games" the agents were tasked with playing had several key properties: they were symmetric, enabling the agents to act as both "speakers" and "listeners"; they allowed the agents to communicate about something "external" to themselves, such as the sensory experience of something in their environment; and they took place in a world the agents could at least partially observe.


The Hanabi Challenge: A New Frontier for AI Research

arXiv.org Machine Learning

From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay and imperfect information in a two to five player setting. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques capable of imbuing artificial agents with such theory of mind will not only be crucial for their success in Hanabi, but also in broader collaborative efforts, and especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.


Bayesian active learning for optimization and uncertainty quantification in protein docking

arXiv.org Machine Learning

Motivation: Ab initio protein docking represents a major challenge for optimizing a noisy and costly "black box"-like function in a high-dimensional space. Despite progress in this field, there is no docking method available for rigorous uncertainty quantification (UQ) of its solution quality (e.g. interface RMSD or iRMSD). Results: We introduce a novel algorithm, Bayesian Active Learning (BAL), for optimization and UQ of such black-box functions and flexible protein docking. BAL directly models the posterior distribution of the global optimum (or native structures for protein docking) with active sampling and posterior estimation iteratively feeding each other. Furthermore, we use complex normal modes to represent a homogeneous Euclidean conformation space suitable for high-dimension optimization and construct funnel-like energy models for encounter complexes. Over a protein docking benchmark set and a CAPRI set including homology docking, we establish that BAL significantly improve against both starting points by rigid docking and refinements by particle swarm optimization, providing for one third targets a top-3 near-native prediction. BAL also generates tight confidence intervals with half range around 25% of iRMSD and confidence level at 85%. Its estimated probability of a prediction being native or not achieves binary classification AUROC at 0.93 and AUPRC over 0.60 (compared to 0.14 by chance); and also found to help ranking predictions. To the best of our knowledge, this study represents the first uncertainty quantification solution for protein docking, with theoretical rigor and comprehensive assessment. Source codes are available at https://github.com/Shen-Lab/BAL.


An Optimization Framework for Task Sequencing in Curriculum Learning

arXiv.org Machine Learning

Abstract--Curriculum learning is gaining popularity in (deep) reinforcement learning. It can alleviate the burden on data collection and provide better exploration policies through transfer and generalization from less complex tasks. Current methods for automatic task sequencing for curriculum learning in reinforcement learning provided initial heuristic solutions, with little to no guarantee on their quality. We introduce an optimization framework for task sequencing composed of the problem definition, several candidate performance metrics for optimization, and three benchmark algorithms. We experimentally show that the two most commonly used baselines (learning with no curriculum, and with a random curriculum) perform worse than a simple greedy algorithm. Furthermore, we show theoretically and demonstrate experimentally that the three proposed algorithms provide increasing solution quality at moderately increasing computational complexity, and show that they constitute better baselines for curriculum learning in reinforcement learning. Reinforcement Learning (RL) has recently been successfully applied to a number of tasks whose complexity would have appeared overwhelming only a few years ago [1], [2]. In such large and complex environments, classical exploration strategies designed for Markov Decision Processes (MDPs), aiming at visiting every state the most efficiently, are inadequate. One approach actively investigated is the use of transfer learning [3] to generalize from previous similar tasks, and more recently the application of transfer learning to sequences of tasks of increasing complexity forming a curriculum . Curriculum Learning is often employed in (Deep) RL [4], [5] to let the agent progress more quickly towards better behaviors, but curricula are mostly designed by hand. Curriculum learning has the potential to greatly increase the quality of the behavior discovered by the agent. However, at the moment, creating an appropriate curriculum requires significant human intuition.


Learning Independently-Obtainable Reward Functions

arXiv.org Machine Learning

We present a novel method for learning a set of disentangled reward functions that sum to the original environment reward and are constrained to be independently obtainable. We define independent obtainability in terms of value functions with respect to obtaining one learned reward while pursuing another learned reward. Empirically, we illustrate that our method can learn meaningful reward decompositions in a variety of domains and that these decompositions exhibit some form of generalization performance when the environment's reward is modified. Theoretically, we derive results about the effect of maximizing our method's objective on the resulting reward functions and their corresponding optimal policies.