Goto

Collaborating Authors

 behavior descriptor


Vector Quantized-Elites: Unsupervised and Problem-Agnostic Quality-Diversity Optimization

arXiv.org Artificial Intelligence

Quality-Diversity algorithms have transformed optimization by prioritizing the discovery of diverse, high-performing solutions over a single optimal result. However, traditional Quality-Diversity methods, such as MAP-Elites, rely heavily on predefined behavior descriptors and complete prior knowledge of the task to define the behavior space grid, limiting their flexibility and applicability. In this work, we introduce Vector Quantized-Elites (VQ-Elites), a novel Quality-Diversity algorithm that autonomously constructs a structured behavior space grid using unsupervised learning, eliminating the need for prior task-specific knowledge. At the core of VQ-Elites is the integration of Vector Quantized Variational Autoencoders, which enables the dynamic learning of behavior descriptors and the generation of a structured, rather than unstructured, behavior space grid -- a significant advancement over existing unsupervised Quality-Diversity approaches. This design establishes VQ-Elites as a flexible, robust, and task-agnostic optimization framework. To further enhance the performance of unsupervised Quality-Diversity algorithms, we introduce behavior space bounding and cooperation mechanisms, which significantly improve convergence and performance, as well as the Effective Diversity Ratio and Coverage Diversity Score, two novel metrics that quantify the actual diversity in the unsupervised setting. We validate VQ-Elites on robotic arm pose-reaching, mobile robot space-covering, and MiniGrid exploration tasks. The results demonstrate its ability to efficiently generate diverse, high-quality solutions, emphasizing its adaptability, scalability, robustness to hyperparameters, and potential to extend Quality-Diversity optimization to complex, previously inaccessible domains.


Diversity from Human Feedback

arXiv.org Artificial Intelligence

Diversity plays a significant role in many problems, such as ensemble learning, reinforcement learning, and combinatorial optimization. How to define the diversity measure is a longstanding problem. Many methods rely on expert experience to define a proper behavior space and then obtain the diversity measure, which is, however, challenging in many scenarios. In this paper, we propose the problem of learning a behavior space from human feedback and present a general method called Diversity from Human Feedback (DivHF) to solve it. DivHF learns a behavior descriptor consistent with human preference by querying human feedback. The learned behavior descriptor can be combined with any distance measure to define a diversity measure. We demonstrate the effectiveness of DivHF by integrating it with the Quality-Diversity optimization algorithm MAP-Elites and conducting experiments on the QDax suite. The results show that DivHF learns a behavior space that aligns better with human requirements compared to direct data-driven approaches and leads to more diverse solutions under human preference. Our contributions include formulating the problem, proposing the DivHF method, and demonstrating its effectiveness through experiments.


Assessing Quality-Diversity Neuro-Evolution Algorithms Performance in Hard Exploration Problems

arXiv.org Artificial Intelligence

A fascinating aspect of nature lies in its ability to produce a collection of organisms that are all high-performing in their niche. Quality-Diversity (QD) methods are evolutionary algorithms inspired by this observation, that obtained great results in many applications, from wing design to robot adaptation. Recently, several works demonstrated that these methods could be applied to perform neuro-evolution to solve control problems in large search spaces. In such problems, diversity can be a target in itself. Diversity can also be a way to enhance exploration in tasks exhibiting deceptive reward signals. While the first aspect has been studied in depth in the QD community, the latter remains scarcer in the literature. Exploration is at the heart of several domains trying to solve control problems such as Reinforcement Learning and QD methods are promising candidates to overcome the challenges associated. Therefore, we believe that standardized benchmarks exhibiting control problems in high dimension with exploration difficulties are of interest to the QD community. In this paper, we highlight three candidate benchmarks and explain why they appear relevant for systematic evaluation of QD algorithms. We also provide open-source implementations in Jax allowing practitioners to run fast and numerous experiments on few compute resources.


Neuroevolution is a Competitive Alternative to Reinforcement Learning for Skill Discovery

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (RL) has emerged as a powerful paradigm for training neural policies to solve complex control tasks. However, these policies tend to be overfit to the exact specifications of the task and environment they were trained on, and thus do not perform well when conditions deviate slightly or when composed hierarchically to solve even more complex tasks. Recent work has shown that training a mixture of policies, as opposed to a single one, that are driven to explore different regions of the state-action space can address this shortcoming by generating a diverse set of behaviors, referred to as skills, that can be collectively used to great effect in adaptation tasks or for hierarchical planning. This is typically realized by including a diversity term - often derived from information theory - in the objective function optimized by RL. However these approaches often require careful hyperparameter tuning to be effective. In this work, we demonstrate that less widely-used neuroevolution methods, specifically Quality Diversity (QD), are a competitive alternative to information-theory-augmented RL for skill discovery. Through an extensive empirical evaluation comparing eight state-of-the-art algorithms (four flagship algorithms from each line of work) on the basis of (i) metrics directly evaluating the skills' diversity, (ii) the skills' performance on adaptation tasks, and (iii) the skills' performance when used as primitives for hierarchical planning; QD methods are found to provide equal, and sometimes improved, performance whilst being less sensitive to hyperparameters and more scalable. As no single method is found to provide near-optimal performance across all environments, there is a rich scope for further research which we support by proposing future directions and providing optimized open-source implementations.


Integrating LLMs and Decision Transformers for Language Grounded Generative Quality-Diversity

arXiv.org Artificial Intelligence

Quality-Diversity is a branch of stochastic optimization that is often applied to problems from the Reinforcement Learning and control domains in order to construct repertoires of well-performing policies/skills that exhibit diversity with respect to a behavior space. Such archives are usually composed of a finite number of reactive agents which are each associated to a unique behavior descriptor, and instantiating behavior descriptors outside of that coarsely discretized space is not straight-forward. While a few recent works suggest solutions to that issue, the trajectory that is generated is not easily customizable beyond the specification of a target behavior descriptor. We propose to jointly solve those problems in environments where semantic information about static scene elements is available by leveraging a Large Language Model to augment the repertoire with natural language descriptions of trajectories, and training a policy conditioned on those descriptions. Thus, our method allows a user to not only specify an arbitrary target behavior descriptor, but also provide the model with a high-level textual prompt to shape the generated trajectory. We also propose an LLM-based approach to evaluating the performance of such generative agents. Furthermore, we develop a benchmark based on simulated robot navigation in a 2d maze that we use for experimental validation.


Curiosity creates Diversity in Policy Search

arXiv.org Artificial Intelligence

When searching for policies, reward-sparse environments often lack sufficient information about which behaviors to improve upon or avoid. In such environments, the policy search process is bound to blindly search for reward-yielding transitions and no early reward can bias this search in one direction or another. A way to overcome this is to use intrinsic motivation in order to explore new transitions until a reward is found. In this work, we use a recently proposed definition of intrinsic motivation, Curiosity, in an evolutionary policy search method. We propose Curiosity-ES, an evolutionary strategy adapted to use Curiosity as a fitness metric. We compare Curiosity with Novelty, a commonly used diversity metric, and find that Curiosity can generate higher diversity over full episodes without the need for an explicit diversity criterion and lead to multiple policies which find reward.


Discovering and Exploiting Sparse Rewards in a Learned Behavior Space

arXiv.org Artificial Intelligence

Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.


From exploration to control: learning object manipulation skills through novelty search and local adaptation

arXiv.org Artificial Intelligence

Programming a robot to deal with open-ended tasks remains a challenge, in particular if the robot has to manipulate objects. Launching, grasping, pushing or any other object interaction can be simulated but the corresponding models are not reversible and the robot behavior thus cannot be directly deduced. These behaviors are hard to learn without a demonstration as the search space is large and the reward sparse. We propose a method to autonomously generate a diverse repertoire of simple object interaction behaviors in simulation. Our goal is to bootstrap a robot learning and development process with limited informations about what the robot has to achieve and how. This repertoire can be exploited to solve different tasks in reality thanks to a proposed adaptation method or could be used as a training set for data-hungry algorithms. The proposed approach relies on the definition of a goal space and generates a repertoire of trajectories to reach attainable goals, thus allowing the robot to control this goal space. The repertoire is built with an off-the-shelf simulation thanks to a quality diversity algorithm. The result is a set of solutions tested in simulation only. It may result in two different problems: (1) as the repertoire is discrete and finite, it may not contain the trajectory to deal with a given situation or (2) some trajectories may lead to a behavior in reality that differs from simulation because of a reality gap. We propose an approach to deal with both issues by using a local linearization between the motion parameters and the observed effects. Furthermore, we present an approach to update the existing solution repertoire with the tests done on the real robot. The approach has been validated on two different experiments on the Baxter robot: a ball launching and a joystick manipulation tasks.