Plotting

 Stone, Peter


Multistep Inverse Is Not All You Need

arXiv.org Artificial Intelligence

In real-world control settings, the observation space is often unnecessarily high-dimensional and subject to time-correlated noise. However, the controllable dynamics of the system are often far simpler than the dynamics of the raw observations. It is therefore desirable to learn an encoder to map the observation space to a simpler space of control-relevant variables. In this work, we consider the Ex-BMDP model, first proposed by Efroni et al. (2022), which formalizes control problems where observations can be factorized into an action-dependent latent state which evolves deterministically, and action-independent time-correlated noise. Lamb et al. (2022) proposes the "AC-State" method for learning an encoder to extract a complete action-dependent latent state representation from the observations in such problems. AC-State is a multistep-inverse method, in that it uses the encoding of the the first and last state in a path to predict the first action in the path. However, we identify cases where AC-State will fail to learn a correct latent representation of the agent-controllable factor of the state. We therefore propose a new algorithm, ACDF, which combines multistep-inverse prediction with a latent forward model. ACDF is guaranteed to correctly infer an action-dependent latent state encoder for a large class of Ex-BMDP models. We demonstrate the effectiveness of ACDF on tabular Ex-BMDPs through numerical simulations; as well as high-dimensional environments using neural-network-based encoders. Code is available at https://github.com/midi-lab/acdf.


Dexterous Legged Locomotion in Confined 3D Spaces with Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advances of locomotion controllers utilizing deep reinforcement learning (RL) have yielded impressive results in terms of achieving rapid and robust locomotion across challenging terrain, such as rugged rocks, non-rigid ground, and slippery surfaces. However, while these controllers primarily address challenges underneath the robot, relatively little research has investigated legged mobility through confined 3D spaces, such as narrow tunnels or irregular voids, which impose all-around constraints. The cyclic gait patterns resulted from existing RL-based methods to learn parameterized locomotion skills characterized by motion parameters, such as velocity and body height, may not be adequate to navigate robots through challenging confined 3D spaces, requiring both agile 3D obstacle avoidance and robust legged locomotion. Instead, we propose to learn locomotion skills end-to-end from goal-oriented navigation in confined 3D spaces. To address the inefficiency of tracking distant navigation goals, we introduce a hierarchical locomotion controller that combines a classical planner tasked with planning waypoints to reach a faraway global goal location, and an RL-based policy trained to follow these waypoints by generating low-level motion commands. This approach allows the policy to explore its own locomotion skills within the entire solution space and facilitates smooth transitions between local goals, enabling long-term navigation towards distant goals. In simulation, our hierarchical approach succeeds at navigating through demanding confined 3D environments, outperforming both pure end-to-end learning approaches and parameterized locomotion skills. We further demonstrate the successful real-world deployment of our simulation-trained controller on a real robot.


Sample Efficient Myopic Exploration Through Multitask Reinforcement Learning with Diverse Tasks

arXiv.org Machine Learning

Multitask Reinforcement Learning (MTRL) approaches have gained increasing attention for its wide applications in many important Reinforcement Learning (RL) tasks. However, while recent advancements in MTRL theory have focused on the improved statistical efficiency by assuming a shared structure across tasks, exploration--a crucial aspect of RL--has been largely overlooked. This paper addresses this gap by showing that when an agent is trained on a sufficiently diverse set of tasks, a generic policy-sharing algorithm with myopic exploration design like $\epsilon$-greedy that are inefficient in general can be sample-efficient for MTRL. To the best of our knowledge, this is the first theoretical demonstration of the "exploration benefits" of MTRL. It may also shed light on the enigmatic success of the wide applications of myopic exploration in practice. To validate the role of diversity, we conduct experiments on synthetic robotic control environments, where the diverse task set aligns with the task selection by automatic curriculum learning, which is empirically shown to improve sample-efficiency.


Building Minimal and Reusable Causal State Abstractions for Reinforcement Learning

arXiv.org Artificial Intelligence

Two desiderata of reinforcement learning (RL) algorithms are the ability to learn from relatively little experience and the ability to learn policies that generalize to a range of problem specifications. In factored state spaces, one approach towards achieving both goals is to learn state abstractions, which only keep the necessary variables for learning the tasks at hand. This paper introduces Causal Bisimulation Modeling (CBM), a method that learns the causal relationships in the dynamics and reward functions for each task to derive a minimal, task-specific abstraction. CBM leverages and improves implicit modeling to train a high-fidelity causal dynamics model that can be reused for all tasks in the same environment. Empirical validation on manipulation environments and Deepmind Control Suite reveals that CBM's learned implicit dynamics models identify the underlying causal relationships and state abstractions more accurately than explicit ones. Furthermore, the derived state abstractions allow a task learner to achieve near-oracle levels of sample efficiency and outperform baselines on all tasks.


t-DGR: A Trajectory-Based Deep Generative Replay Method for Continual Learning in Decision Making

arXiv.org Artificial Intelligence

Deep generative replay has emerged as a promising approach for continual learning in decision-making tasks. This approach addresses the problem of catastrophic forgetting by leveraging the generation of trajectories from previously encountered tasks to augment the current dataset. However, existing deep generative replay methods for continual learning rely on autoregressive models, which suffer from compounding errors in the generated trajectories. In this paper, we propose a simple, scalable, and non-autoregressive method for continual learning in decision-making tasks using a generative model that generates task samples conditioned on the trajectory timestep. We evaluate our method on Continual World benchmarks and find that our approach achieves state-of-the-art performance on the average success rate metric among continual learning methods. Code is available at https://github.com/WilliamYue37/t-DGR .


Minimum Coverage Sets for Training Robust Ad Hoc Teamwork Agents

arXiv.org Artificial Intelligence

Robustly cooperating with unseen agents and human partners presents significant challenges due to the diverse cooperative conventions these partners may adopt. Existing Ad Hoc Teamwork (AHT) methods address this challenge by training an agent with a population of diverse teammate policies obtained through maximizing specific diversity metrics. However, prior heuristic-based diversity metrics do not always maximize the agent's robustness in all cooperative problems. In this work, we first propose that maximizing an AHT agent's robustness requires it to emulate policies in the minimum coverage set (MCS), the set of best-response policies to any partner policies in the environment. We then introduce the L-BRDiv algorithm that generates a set of teammate policies that, when used for AHT training, encourage agents to emulate policies from the MCS. L-BRDiv works by solving a constrained optimization problem to jointly train teammate policies for AHT training and approximating AHT agent policies that are members of the MCS. We empirically demonstrate that L-BRDiv produces more robust AHT agents than state-of-the-art methods in a broader range of two-player cooperative problems without the need for extensive hyperparameter tuning for its objectives. Our study shows that L-BRDiv outperforms the baseline methods by prioritizing discovering distinct members of the MCS instead of repeatedly finding redundant policies.


Latent Skill Discovery for Chain-of-Thought Reasoning

arXiv.org Artificial Intelligence

Recent advances in Large Language Models (LLMs) have led to an emergent ability of chain-of-thought (CoT) prompting, a prompt reasoning strategy that adds intermediate rationale steps between questions and answers to construct prompts. Conditioned on these prompts, LLMs can effectively learn in context to generate rationales that lead to more accurate answers than when answering the same question directly. To design LLM prompts, one important setting, called demonstration selection, considers selecting demonstrations from an example bank. Existing methods use various heuristics for this selection, but for CoT prompting, which involves unique rationales, it is essential to base the selection upon the intrinsic skills that CoT rationales need, for instance, the skills of addition or subtraction for math word problems. To address this requirement, we introduce a novel approach named Reasoning Skill Discovery (RSD) that use unsupervised learning to create a latent space representation of rationales, called a reasoning skill. Simultaneously, RSD learns a reasoning policy to determine the required reasoning skill for a given question. This can then guide the selection of examples that demonstrate the required reasoning skills. Our approach offers several desirable properties: it is (1) theoretically grounded, (2) sample-efficient, requiring no LLM inference or manual prompt design, and (3) LLM-agnostic. Empirically, RSD outperforms existing methods by up to 6% in terms of the answer accuracy across multiple reasoning tasks.


ICRA Roboethics Challenge 2023: Intelligent Disobedience in an Elderly Care Home

arXiv.org Artificial Intelligence

With the projected surge in the elderly population, service robots offer a promising avenue to enhance their well-being in elderly care homes. Such robots will encounter complex scenarios which will require them to perform decisions with ethical consequences. In this report, we propose to leverage the Intelligent Disobedience framework in order to give the robot the ability to perform a deliberation process over decisions with potential ethical implications. We list the issues that this framework can assist with, define it formally in the context of the specific elderly care home scenario, and delineate the requirements for implementing an intelligently disobeying robot. We conclude this report with some critical analysis and suggestions for future work.


Exploring the Cost of Interruptions in Human-Robot Teaming

arXiv.org Artificial Intelligence

Productive and efficient human-robot teaming is a highly desirable ability in service robots, yet there is a fundamental trade-off that a robot needs to consider in such tasks. On the one hand, gaining information from communication with teammates can help individual planning. On the other hand, such communication comes at the cost of distracting teammates from efficiently completing their goals, which can also harm the overall team performance. In this study, we quantify the cost of interruptions in terms of degradation of human task performance, as a robot interrupts its teammate to gain information about their task. Interruptions are varied in timing, content, and proximity. The results show that people find the interrupting robot significantly less helpful. However, the human teammate's performance in a secondary task deteriorates only slightly when interrupted. These results imply that while interruptions can objectively have a low cost, an uninformed implementation can cause these interruptions to be perceived as distracting. These research outcomes can be leveraged in numerous applications where collaborative robots must be aware of the costs and gains of interruptive communication, including logistics and service robots.


FAMO: Fast Adaptive Multitask Optimization

arXiv.org Artificial Intelligence

One of the grand enduring goals of AI is to create generalist agents that can learn multiple different tasks from diverse data via multitask learning (MTL). However, in practice, applying gradient descent (GD) on the average loss across all tasks may yield poor multitask performance due to severe under-optimization of certain tasks. Previous approaches that manipulate task gradients for a more balanced loss decrease require storing and computing all task gradients ($\mathcal{O}(k)$ space and time where $k$ is the number of tasks), limiting their use in large-scale scenarios. In this work, we introduce Fast Adaptive Multitask Optimization FAMO, a dynamic weighting method that decreases task losses in a balanced way using $\mathcal{O}(1)$ space and time. We conduct an extensive set of experiments covering multi-task supervised and reinforcement learning problems. Our results indicate that FAMO achieves comparable or superior performance to state-of-the-art gradient manipulation techniques while offering significant improvements in space and computational efficiency. Code is available at \url{https://github.com/Cranial-XIX/FAMO}.