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 agent policy


On Evaluating Policies for Robust POMDPs

Neural Information Processing Systems

Robust partially observable Markov decision processes (RPOMDPs) model sequential decision-making problems under partial observability, where an agent must be robust against a range of dynamics. RPOMDPs can be viewed as a two-player game between an agent, who selects actions, and nature, who adversarially selects the dynamics. Evaluating an agent policy requires finding an adversarial nature policy, which is computationally challenging. In this paper, we advance the evaluation of agent policies for RPOMDPs in three ways. First, we discuss suitable benchmarks.


On Evaluating Policies for Robust POMDPs

Neural Information Processing Systems

Robust partially observable Markov decision processes (RPOMDPs) model sequential decision-making problems under partial observability, where an agent must be robust against a range of dynamics. RPOMDPs can be viewed as a two-player game between an agent, who selects actions, and nature, who adversarially selects the dynamics. Evaluating an agent policy requires finding an adversarial nature policy, which is computationally challenging. In this paper, we advance the evaluation of agent policies for RPOMDPs in three ways. First, we discuss suitable benchmarks.


Checklist

Neural Information Processing Systems

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Adaptable Agent Populations via a Generative Model of Policies

Neural Information Processing Systems

In the natural world, life has found innumerable ways to survive and often thrive. Between and even within species, each individual is in some manner unique, and this diversity lends adaptability and robustness to life. In this work, we aim to learn a space of diverse and high-reward policies in a given environment. To this end, we introduce a generative model of policies for reinforcement learning, which maps a low-dimensional latent space to an agent policy space. Our method enables learning an entire population of agent policies, without requiring the use of separate policy parameters. Just as real world populations can adapt and evolve via natural selection, our method is able to adapt to changes in our environment solely by selecting for policies in latent space. We test our generative model's capabilities in a variety of environments, including an open-ended grid-world and a two-player soccer environment. Code, visualizations, and additional experiments can be found at https://kennyderek.github.io/adap/.


Checklist

Neural Information Processing Systems

The checklist follows the references. Please do not modify the questions and only use the provided macros for your answers. Checklist section does not count towards the page limit. Do the main claims made in the abstract and introduction accurately reflect the paper's Did you describe the limitations of your work? Did you discuss any potential negative societal impacts of your work?



Hybrid Policy Optimization from Imperfect Demonstrations

Neural Information Processing Systems

Exploration is one of the main challenges in Reinforcement Learning (RL), especially in environments with sparse rewards. Learning from Demonstrations (LfD) is a promising approach to solving this problem by leveraging expert demonstrations. However, expert demonstrations of high quality are usually costly or even impossible to collect in real-world applications. In this work, we propose a novel RL algorithm called HYbrid Policy Optimization (HYPO), which uses a small number of imperfect demonstrations to accelerate an agent's online learning process. The key idea is to train an offline guider policy using imitation learning in order to instruct an online agent policy to explore efficiently. Through mutual update of the guider policy and the agent policy, the agent can leverage suboptimal demonstrations for efficient exploration while avoiding the conservative policy caused by imperfect demonstrations. Empirical results show that HYPO significantly outperforms several baselines in various challenging tasks, such as MuJoCo with sparse rewards, Google Research Football, and the AirSim drone simulation.


TransAM: Transformer-Based Agent Modeling for Multi-Agent Systems via Local Trajectory Encoding

arXiv.org Artificial Intelligence

Agent modeling is a critical component in developing effective policies within multi-agent systems, as it enables agents to form beliefs about the behaviors, intentions, and competencies of others. Many existing approaches assume access to other agents' episodic trajectories, a condition often unrealistic in real-world applications. Consequently, a practical agent modeling approach must learn a robust representation of the policies of the other agents based only on the local trajectory of the controlled agent. In this paper, we propose \texttt{TransAM}, a novel transformer-based agent modeling approach to encode local trajectories into an embedding space that effectively captures the policies of other agents. We evaluate the performance of the proposed method in cooperative, competitive, and mixed multi-agent environments. Extensive experimental results demonstrate that our approach generates strong policy representations, improves agent modeling, and leads to higher episodic returns.


Whenever, Wherever: Towards Orchestrating Crowd Simulations with Spatio-Temporal Spawn Dynamics

arXiv.org Artificial Intelligence

Realistic crowd simulations are essential for immersive virtual environments, relying on both individual behaviors (microscopic dynamics) and overall crowd patterns (macroscopic characteristics). While recent data-driven methods like deep reinforcement learning improve microscopic realism, they often overlook critical macroscopic features such as crowd density and flow, which are governed by spatio-temporal spawn dynamics, namely, when and where agents enter a scene. Traditional methods, like random spawn rates, stochastic processes, or fixed schedules, are not guaranteed to capture the underlying complexity or lack diversity and realism. To address this issue, we propose a novel approach called nTPP-GMM that models spatio-temporal spawn dynamics using Neural Temporal Point Processes (nTPPs) that are coupled with a spawn-conditional Gaussian Mixture Model (GMM) for agent spawn and goal positions. We evaluate our approach by orchestrating crowd simulations of three diverse real-world datasets with nTPP-GMM. Our experiments demonstrate the orchestration with nTPP-GMM leads to realistic simulations that reflect real-world crowd scenarios and allow crowd analysis.


Hybrid Policy Optimization from Imperfect Demonstrations

Neural Information Processing Systems

Exploration is one of the main challenges in Reinforcement Learning (RL), especially in environments with sparse rewards. Learning from Demonstrations (LfD) is a promising approach to solving this problem by leveraging expert demonstrations. However, expert demonstrations of high quality are usually costly or even impossible to collect in real-world applications. In this work, we propose a novel RL algorithm called HYbrid Policy Optimization (HYPO), which uses a small number of imperfect demonstrations to accelerate an agent's online learning process. The key idea is to train an offline guider policy using imitation learning in order to instruct an online agent policy to explore efficiently. Through mutual update of the guider policy and the agent policy, the agent can leverage suboptimal demonstrations for efficient exploration while avoiding the conservative policy caused by imperfect demonstrations.