Relative Behavioral Attributes: Filling the Gap between Symbolic Goal Specification and Reward Learning from Human Preferences

Guan, Lin, Valmeekam, Karthik, Kambhampati, Subbarao

arXiv.org Artificial Intelligence 

Lee et al. (2020) utilize relative-attribute information in robot skill learning, but their GAN-based formulation is restricted to static visual attributes and is not applicable to temporally-extended concepts. This paper adopts a similar setup to works that learn diverse skills or motion styles from largescale offline behavior datasets or demonstrations (Lee & Popović, 2010; Wang et al., 2017; Zhou & Dragan, 2018; Peng et al., 2018b; Luo et al., 2020; Chebotar et al., 2021; Peng et al., 2021). These works emphasize on modeling a variety of reusable motor skills by learning a low-level controller conditioned on skill latent codes. Since the latent codes are inscrutable to humans, for each new task, the user must specify the desirable agent behavior by constructing an engineered symbolic reward and use it to train a separate high-level policy that controls the low-level controller. Our methods are complemented by existing diverse-skill learning methods because skill priors (i.e., pre-trained low-level controllers) allow us to optimize the behavioral reward more efficiently. More recently, there have been works in diffusion-based text-to-motion animation generation (Tevet et al., 2022; Guo et al., 2022). They are similar to this work in the sense that we both allow humans to control the agent behavior through explicit concepts. However, they do not support fine-grained control over the strength of individual behavioral attributes, and their works are not applicable to physics-based character control.

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