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Collaborating Authors

 Waytowich, Nicholas


Learning Your Way Without Map or Compass: Panoramic Target Driven Visual Navigation

arXiv.org Artificial Intelligence

Learning Y our Way Without Map or Compass: Panoramic T arget Driven Visual Navigation David Watkins-V alls,1, Jingxi Xu,1, Nicholas Waytowich 2 and Peter Allen 1 Abstract -- We present a robot navigation system that uses an imitation learning framework to successfully navigate in complex environments. Our framework takes a pre-built 3D scan of a real environment and trains an agent from pre-generated expert trajectories to navigate to any position given a panoramic view of the goal and the current visual input without relying on map, compass, odometry, GPS or relative position of the target at runtime. Our end-to-end trained agent uses RGB and depth (RGBD) information and can handle large environments (up to 1031 m 2) across multiple rooms (up to 40) and generalizes to unseen targets. We show that when compared to several baselines using deep reinforcement learning and RGBD SLAM, our method (1) requires fewer training examples and less training time, (2) reaches the goal location with higher accuracy, (3) produces better solutions with shorter paths for long-range navigation tasks, and (4) generalizes to unseen environments given an RGBD map of the environment. I NTRODUCTION The ability to navigate efficiently and accurately within an environment is fundamental to intelligent behavior and has been a focus of research in robotics for many years. Traditionally, robotic navigation is solved using model-based methods with an explicit focus on position inference and mapping, such as Simultaneous Localization and Mapping (SLAM) [1]. These models use path planning algorithms, such as Probabilistic Roadmaps (PRM) [2] and Rapidly Exploring Random Trees (RRT) [3], [4] to plan a collision-free path. These methods ignore the rich information from visual input and are highly sensitive to robot odometry and noise in sensor data. For example, a robot navigating through a room may lose track of its position due to the navigation software not properly modeling friction.


Improving Safety in Reinforcement Learning Using Model-Based Architectures and Human Intervention

arXiv.org Artificial Intelligence

Recent progress in AI and Reinforcement learning has shown great success in solving complex problems with high dimensional state spaces. However, most of these successes have been primarily in simulated environments where failure is of little or no consequence. Most real-world applications, however, require training solutions that are safe to operate as catastrophic failures are inadmissible especially when there is human interaction involved. Currently, Safe RL systems use human oversight during training and exploration in order to make sure the RL agent does not go into a catastrophic state. These methods require a large amount of human labor and it is very difficult to scale up. We present a hybrid method for reducing the human intervention time by combining model-based approaches and training a supervised learner to improve sample efficiency while also ensuring safety. We evaluate these methods on various grid-world environments using both standard and visual representations and show that our approach achieves better performance in terms of sample efficiency, number of catastrophic states reached as well as overall task performance compared to traditional model-free approaches


Deep TAMER: Interactive Agent Shaping in High-Dimensional State Spaces

AAAI Conferences

While recent advances in deep reinforcement learning have allowed autonomous learning agents to succeed at a variety of complex tasks, existing algorithms generally require a lot oftraining data. One way to increase the speed at which agent sare able to learn to perform tasks is by leveraging the input of human trainers. Although such input can take many forms, real-time, scalar-valued feedback is especially useful in situations where it proves difficult or impossible for humans to provide expert demonstrations. Previous approaches have shown the usefulness of human input provided in this fashion (e.g., the TAMER framework), but they have thus far not considered high-dimensional state spaces or employed the use of deep learning. In this paper, we do both: we propose DeepTAMER, an extension of the TAMER framework that leverages the representational power of deep neural networks inorder to learn complex tasks in just a short amount of time with a human trainer. We demonstrate Deep TAMER’s success by using it and just 15 minutes of human-provided feedback to train an agent that performs better than humans on the Atari game of Bowling - a task that has proven difficult for even state-of-the-art reinforcement learning methods.