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Collaborating Authors

 Waytowich, Nicholas


Scalable Interactive Machine Learning for Future Command and Control

arXiv.org Artificial Intelligence

Future warfare will require Command and Control (C2) personnel to make decisions at shrinking timescales in complex and potentially ill-defined situations. Given the need for robust decision-making processes and decision-support tools, integration of artificial and human intelligence holds the potential to revolutionize the C2 operations process to ensure adaptability and efficiency in rapidly changing operational environments. We propose to leverage recent promising breakthroughs in interactive machine learning, in which humans can cooperate with machine learning algorithms to guide machine learning algorithm behavior. This paper identifies several gaps in state-of-the-art science and technology that future work should address to extend these approaches to function in complex C2 contexts. In particular, we describe three research focus areas that together, aim to enable scalable interactive machine learning (SIML): 1) developing human-AI interaction algorithms to enable planning in complex, dynamic situations; 2) fostering resilient human-AI teams through optimizing roles, configurations, and trust; and 3) scaling algorithms and human-AI teams for flexibility across a range of potential contexts and situations.


COA-GPT: Generative Pre-trained Transformers for Accelerated Course of Action Development in Military Operations

arXiv.org Artificial Intelligence

The development of Courses of Action (COAs) in military operations is traditionally a time-consuming and intricate process. Addressing this challenge, this study introduces COA-GPT, a novel algorithm employing Large Language Models (LLMs) for rapid and efficient generation of valid COAs. COA-GPT incorporates military doctrine and domain expertise to LLMs through in-context learning, allowing commanders to input mission information - in both text and image formats - and receive strategically aligned COAs for review and approval. Uniquely, COA-GPT not only accelerates COA development, producing initial COAs within seconds, but also facilitates real-time refinement based on commander feedback. This work evaluates COA-GPT in a military-relevant scenario within a militarized version of the StarCraft II game, comparing its performance against state-of-the-art reinforcement learning algorithms. Our results demonstrate COA-GPT's superiority in generating strategically sound COAs more swiftly, with added benefits of enhanced adaptability and alignment with commander intentions. COA-GPT's capability to rapidly adapt and update COAs during missions presents a transformative potential for military planning, particularly in addressing planning discrepancies and capitalizing on emergent windows of opportunities.


DIP-RL: Demonstration-Inferred Preference Learning in Minecraft

arXiv.org Artificial Intelligence

In machine learning for sequential decision-making, an algorithmic agent learns to interact with an environment while receiving feedback in the form of a reward signal. However, in many unstructured real-world settings, such a reward signal is unknown and humans cannot reliably craft a reward signal that correctly captures desired behavior. To solve tasks in such unstructured and open-ended environments, we present Demonstration-Inferred Preference Reinforcement Learning (DIP-RL), an algorithm that leverages human demonstrations in three distinct ways, including training an autoencoder, seeding reinforcement learning (RL) training batches with demonstration data, and inferring preferences over behaviors to learn a reward function to guide RL. We evaluate DIP-RL in a tree-chopping task in Minecraft. Results suggest that the method can guide an RL agent to learn a reward function that reflects human preferences and that DIP-RL performs competitively relative to baselines. DIP-RL is inspired by our previous work on combining demonstrations and pairwise preferences in Minecraft, which was awarded a research prize at the 2022 NeurIPS MineRL BASALT competition, Learning from Human Feedback in Minecraft. Example trajectory rollouts of DIP-RL and baselines are located at https://sites.google.com/view/dip-rl.


Towards Solving Fuzzy Tasks with Human Feedback: A Retrospective of the MineRL BASALT 2022 Competition

arXiv.org Artificial Intelligence

To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.


Multiple View Performers for Shape Completion

arXiv.org Artificial Intelligence

We propose the Multiple View Performer (MVP) - a new architecture for 3D shape completion from a series of temporally sequential views. MVP accomplishes this task by using linear-attention Transformers called Performers. Our model allows the current observation of the scene to attend to the previous ones for more accurate infilling. The history of past observations is compressed via the compact associative memory approximating modern continuous Hopfield memory, but crucially of size independent from the history length. We compare our model with several baselines for shape completion over time, demonstrating the generalization gains that MVP provides. To the best of our knowledge, MVP is the first multiple view voxel reconstruction method that does not require registration of multiple depth views and the first causal Transformer based model for 3D shape completion.


Mobile Manipulation Leveraging Multiple Views

arXiv.org Artificial Intelligence

While both navigation and manipulation are challenging topics in isolation, many tasks require the ability to both navigate and manipulate in concert. To this end, we propose a mobile manipulation system that leverages novel navigation and shape completion methods to manipulate an object with a mobile robot. Our system utilizes uncertainty in the initial estimation of a manipulation target to calculate a predicted next-best-view. Without the need of localization, the robot then uses the predicted panoramic view at the next-best-view location to navigate to the desired location, capture a second view of the object, create a new model that predicts the shape of object more accurately than a single image alone, and uses this model for grasp planning. We show that the system is highly effective for mobile manipulation tasks through simulation experiments using real world data, as well as ablations on each component of our system.


Combining Learning from Human Feedback and Knowledge Engineering to Solve Hierarchical Tasks in Minecraft

arXiv.org Artificial Intelligence

Real-world tasks of interest are generally poorly defined by human-readable descriptions and have no pre-defined reward signals unless it is defined by a human designer. Conversely, data-driven algorithms are often designed to solve a specific, narrowly defined, task with performance metrics that drives the agent's learning. In this work, we present the solution that won first place and was awarded the most human-like agent in the 2021 NeurIPS Competition MineRL BASALT Challenge: Learning from Human Feedback in Minecraft, which challenged participants to use human data to solve four tasks defined only by a natural language description and no reward function. Our approach uses the available human demonstration data to train an imitation learning policy for navigation and additional human feedback to train an image classifier. These modules, together with an estimated odometry map, are then combined into a state-machine designed based on human knowledge of the tasks that breaks them down in a natural hierarchy and controls which macro behavior the learning agent should follow at any instant. We compare this hybrid intelligence approach to both end-to-end machine learning and pure engineered solutions, which are then judged by human evaluators.


Interactive Hierarchical Guidance using Language

arXiv.org Artificial Intelligence

Reinforcement learning has been successful in many tasks ranging from robotic control, games, energy management etc. In complex real world environments with sparse rewards and long task horizons, sample efficiency is still a major challenge. Most complex tasks can be easily decomposed into high-level planning and low level control. Therefore, it is important to enable agents to leverage the hierarchical structure and decompose bigger tasks into multiple smaller sub-tasks. We introduce an approach where we use language to specify sub-tasks and a high-level planner issues language commands to a low level controller. The low-level controller executes the sub-tasks based on the language commands. Our experiments show that this method is able to solve complex long horizon planning tasks with limited human supervision. Using language has added benefit of interpretability and ability for expert humans to take over the high-level planning task and provide language commands if necessary.


A Narration-based Reward Shaping Approach using Grounded Natural Language Commands

arXiv.org Artificial Intelligence

While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of reward sparsity. This is especially true for tasks such as training an agent to play StarCraft II, a real-time strategy game where reward is only given at the end of a game which is usually very long. While this problem can be addressed through reward shaping, such approaches typically require a human expert with specialized knowledge. Inspired by the vision of enabling reward shaping through the more-accessible paradigm of natural-language narration, we develop a technique that can provide the benefits of reward shaping using natural language commands. Our narration-guided RL agent projects sequences of natural-language commands into the same high-dimensional representation space as corresponding goal states. We show that we can get improved performance with our method compared to traditional reward-shaping approaches. Additionally, we demonstrate the ability of our method to generalize to unseen natural-language commands.


Learning from Observations Using a Single Video Demonstration and Human Feedback

arXiv.org Machine Learning

In this paper, we present a method for learning from video demonstrations by using human feedback to construct a mapping between the standard representation of the agent and the visual representation of the demonstration. In this way, we leverage the advantages of both these representations, i.e., we learn the policy using standard state representations, but are able to specify the expected behavior using video demonstration. We train an autonomous agent using a single video demonstration and use human feedback (using numerical similarity rating) to map the standard representation to the visual representation with a neural network. We show the effectiveness of our method by teaching a hopper agent in the MuJoCo to perform a backflip using a single video demonstration generated in MuJoCo as well as from a real-world YouTube video of a person performing a backflip. Additionally, we show that our method can transfer to new tasks, such as hopping, with very little human feedback.