Dragan, Anca D.
Teaching Robots to Span the Space of Functional Expressive Motion
Sripathy, Arjun, Bobu, Andreea, Li, Zhongyu, Sreenath, Koushil, Brown, Daniel S., Dragan, Anca D.
Our goal is to enable robots to perform functional tasks in emotive ways, be it in response to their users' emotional states, or expressive of their confidence levels. Prior work has proposed learning independent cost functions from user feedback for each target emotion, so that the robot may optimize it alongside task and environment specific objectives for any situation it encounters. However, this approach is inefficient when modeling multiple emotions and unable to generalize to new ones. In this work, we leverage the fact that emotions are not independent of each other: they are related through a latent space of Valence-Arousal-Dominance (VAD). Our key idea is to learn a model for how trajectories map onto VAD with user labels. Considering the distance between a trajectory's mapping and a target VAD allows this single model to represent cost functions for all emotions. As a result 1) all user feedback can contribute to learning about every emotion; 2) the robot can generate trajectories for any emotion in the space instead of only a few predefined ones; and 3) the robot can respond emotively to user-generated natural language by mapping it to a target VAD. We introduce a method that interactively learns to map trajectories to this latent space and test it in simulation and in a user study. In experiments, we use a simple vacuum robot as well as the Cassie biped.
Inducing Structure in Reward Learning by Learning Features
Bobu, Andreea, Wiggert, Marius, Tomlin, Claire, Dragan, Anca D.
In doing so, however, these approaches sacrifice the sample efficiency and generalizability that a well-specified feature Whether it's semi-autonomous driving (Sadigh et al. 2016), set offers. While using an expressive function approximator recommender systems (Ziebart et al. 2008), or household to extract features and learn their reward combination at once robots working in close proximity with people (Jain et al. seems advantageous, many such functions can induce policies 2015), reward learning can greatly benefit autonomous agents that explain the demonstrations. Hence, to disambiguate to generate behaviors that adapt to new situations or human between all these candidate functions, the robot requires a preferences. Under this framework, the robot uses the person's very large amount of (laborious to collect) data, and this data input to learn a reward function that describes how they prefer needs to be diverse enough to identify the true reward. For the task to be performed. For instance, in the scenario in Fig. example, the human in the household robot setting in Figure 1 1, the human wants the robot to keep the cup away from the might want to demonstrate keeping the cup away from the laptop to prevent spilling liquid over it; she may communicate laptop, but from a single demonstration the robot could find this preference to the robot by providing a demonstration of many other explanations for the person's behavior: perhaps the task or even by directly intervening during the robot's task they always happened to keep the cup upright or they really execution to correct it.
Assisted Robust Reward Design
He, Jerry Zhi-Yang, Dragan, Anca D.
Real-world robotic tasks require complex reward functions. When we define the problem the robot needs to solve, we pretend that a designer specifies this complex reward exactly, and it is set in stone from then on. In practice, however, reward design is an iterative process: the designer chooses a reward, eventually encounters an "edge-case" environment where the reward incentivizes the wrong behavior, revises the reward, and repeats. What would it mean to rethink robotics problems to formally account for this iterative nature of reward design? We propose that the robot not take the specified reward for granted, but rather have uncertainty about it, and account for the future design iterations as future evidence. We contribute an Assisted Reward Design method that speeds up the design process by anticipating and influencing this future evidence: rather than letting the designer eventually encounter failure cases and revise the reward then, the method actively exposes the designer to such environments during the development phase. We test this method in a simplified autonomous driving task and find that it more quickly improves the car's behavior in held-out environments by proposing environments that are "edge cases" for the current reward.
Policy Gradient Bayesian Robust Optimization for Imitation Learning
Javed, Zaynah, Brown, Daniel S., Sharma, Satvik, Zhu, Jerry, Balakrishna, Ashwin, Petrik, Marek, Dragan, Anca D., Goldberg, Ken
The difficulty in specifying rewards for many real-world problems has led to an increased focus on learning rewards from human feedback, such as demonstrations. However, there are often many different reward functions that explain the human feedback, leaving agents with uncertainty over what the true reward function is. While most policy optimization approaches handle this uncertainty by optimizing for expected performance, many applications demand risk-averse behavior. We derive a novel policy gradient-style robust optimization approach, PG-BROIL, that optimizes a soft-robust objective that balances expected performance and risk. To the best of our knowledge, PG-BROIL is the first policy optimization algorithm robust to a distribution of reward hypotheses which can scale to continuous MDPs. Results suggest that PG-BROIL can produce a family of behaviors ranging from risk-neutral to risk-averse and outperforms state-of-the-art imitation learning algorithms when learning from ambiguous demonstrations by hedging against uncertainty, rather than seeking to uniquely identify the demonstrator's reward function.
Preference learning along multiple criteria: A game-theoretic perspective
Bhatia, Kush, Pananjady, Ashwin, Bartlett, Peter L., Dragan, Anca D., Wainwright, Martin J.
The literature on ranking from ordinal data is vast, and there are several ways to aggregate overall preferences from pairwise comparisons between objects. In particular, it is well known that any Nash equilibrium of the zero sum game induced by the preference matrix defines a natural solution concept (winning distribution over objects) known as a von Neumann winner. Many real-world problems, however, are inevitably multi-criteria, with different pairwise preferences governing the different criteria. In this work, we generalize the notion of a von Neumann winner to the multi-criteria setting by taking inspiration from Blackwell's approachability. Our framework allows for non-linear aggregation of preferences across criteria, and generalizes the linearization-based approach from multi-objective optimization. From a theoretical standpoint, we show that the Blackwell winner of a multi-criteria problem instance can be computed as the solution to a convex optimization problem. Furthermore, given random samples of pairwise comparisons, we show that a simple plug-in estimator achieves near-optimal minimax sample complexity. Finally, we showcase the practical utility of our framework in a user study on autonomous driving, where we find that the Blackwell winner outperforms the von Neumann winner for the overall preferences.
Agnostic learning with unknown utilities
Bhatia, Kush, Bartlett, Peter L., Dragan, Anca D., Steinhardt, Jacob
Traditional learning approaches for classification implicitly assume that each mistake has the same cost. In many real-world problems though, the utility of a decision depends on the underlying context $x$ and decision $y$. However, directly incorporating these utilities into the learning objective is often infeasible since these can be quite complex and difficult for humans to specify. We formally study this as agnostic learning with unknown utilities: given a dataset $S = \{x_1, \ldots, x_n\}$ where each data point $x_i \sim \mathcal{D}$, the objective of the learner is to output a function $f$ in some class of decision functions $\mathcal{F}$ with small excess risk. This risk measures the performance of the output predictor $f$ with respect to the best predictor in the class $\mathcal{F}$ on the unknown underlying utility $u^*$. This utility $u^*$ is not assumed to have any specific structure. This raises an interesting question whether learning is even possible in our setup, given that obtaining a generalizable estimate of utility $u^*$ might not be possible from finitely many samples. Surprisingly, we show that estimating the utilities of only the sampled points~$S$ suffices to learn a decision function which generalizes well. We study mechanisms for eliciting information which allow a learner to estimate the utilities $u^*$ on the set $S$. We introduce a family of elicitation mechanisms by generalizing comparisons, called the $k$-comparison oracle, which enables the learner to ask for comparisons across $k$ different inputs $x$ at once. We show that the excess risk in our agnostic learning framework decreases at a rate of $O\left(\frac{1}{k} \right)$. This result brings out an interesting accuracy-elicitation trade-off -- as the order $k$ of the oracle increases, the comparative queries become harder to elicit from humans but allow for more accurate learning.
Dynamically Switching Human Prediction Models for Efficient Planning
Sripathy, Arjun, Bobu, Andreea, Brown, Daniel S., Dragan, Anca D.
As environments involving both robots and humans become increasingly common, so does the need to account for people during planning. To plan effectively, robots must be able to respond to and sometimes influence what humans do. This requires a human model which predicts future human actions. A simple model may assume the human will continue what they did previously; a more complex one might predict that the human will act optimally, disregarding the robot; whereas an even more complex one might capture the robot's ability to influence the human. These models make different trade-offs between computational time and performance of the resulting robot plan. Using only one model of the human either wastes computational resources or is unable to handle critical situations. In this work, we give the robot access to a suite of human models and enable it to assess the performance-computation trade-off online. By estimating how an alternate model could improve human prediction and how that may translate to performance gain, the robot can dynamically switch human models whenever the additional computation is justified. Our experiments in a driving simulator showcase how the robot can achieve performance comparable to always using the best human model, but with greatly reduced computation.
Analyzing Human Models that Adapt Online
Bajcsy, Andrea, Siththaranjan, Anand, Tomlin, Claire J., Dragan, Anca D.
Predictive human models often need to adapt their parameters online from human data. This raises previously ignored safety-related questions for robots relying on these models such as what the model could learn online and how quickly could it learn it. For instance, when will the robot have a confident estimate in a nearby human's goal? Or, what parameter initializations guarantee that the robot can learn the human's preferences in a finite number of observations? To answer such analysis questions, our key idea is to model the robot's learning algorithm as a dynamical system where the state is the current model parameter estimate and the control is the human data the robot observes. This enables us to leverage tools from reachability analysis and optimal control to compute the set of hypotheses the robot could learn in finite time, as well as the worst and best-case time it takes to learn them. We demonstrate the utility of our analysis tool in four human-robot domains, including autonomous driving and indoor navigation.
On complementing end-to-end human motion predictors with planning
Sun, Liting, Jia, Xiaogang, Dragan, Anca D.
High capacity end-to-end approaches for human motion prediction have the ability to represent subtle nuances in human behavior, but struggle with robustness to out of distribution inputs and tail events. Planning-based prediction, on the other hand, can reliably output decent-but-not-great predictions: it is much more stable in the face of distribution shift, but it has high inductive bias, missing important aspects that drive human decisions, and ignoring cognitive biases that make human behavior suboptimal. In this work, we analyze one family of approaches that strive to get the best of both worlds: use the end-to-end predictor on common cases, but do not rely on it for tail events / out-of-distribution inputs -- switch to the planning-based predictor there. We contribute an analysis of different approaches for detecting when to make this switch, using an autonomous driving domain. We find that promising approaches based on ensembling or generative modeling of the training distribution might not be reliable, but that there very simple methods which can perform surprisingly well -- including training a classifier to pick up on tell-tale issues in predicted trajectories.
Assisted Perception: Optimizing Observations to Communicate State
Reddy, Siddharth, Levine, Sergey, Dragan, Anca D.
We aim to help users estimate the state of the world in tasks like robotic teleoperation and navigation with visual impairments, where users may have systematic biases that lead to suboptimal behavior: they might struggle to process observations from multiple sensors simultaneously, receive delayed observations, or overestimate distances to obstacles. While we cannot directly change the user's internal beliefs or their internal state estimation process, our insight is that we can still assist them by modifying the user's observations. Instead of showing the user their true observations, we synthesize new observations that lead to more accurate internal state estimates when processed by the user. We refer to this method as assistive state estimation (ASE): an automated assistant uses the true observations to infer the state of the world, then generates a modified observation for the user to consume (e.g., through an augmented reality interface), and optimizes the modification to induce the user's new beliefs to match the assistant's current beliefs. We evaluate ASE in a user study with 12 participants who each perform four tasks: two tasks with known user biases -- bandwidth-limited image classification and a driving video game with observation delay -- and two with unknown biases that our method has to learn -- guided 2D navigation and a lunar lander teleoperation video game. A different assistance strategy emerges in each domain, such as quickly revealing informative pixels to speed up image classification, using a dynamics model to undo observation delay in driving, identifying nearby landmarks for navigation, and exaggerating a visual indicator of tilt in the lander game. The results show that ASE substantially improves the task performance of users with bandwidth constraints, observation delay, and other unknown biases.