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 imitation learning


Faithful Dynamic Imitation Learning from Human Intervention with Dynamic Regret Minimization

Neural Information Processing Systems

Human-in-the-loop (HIL) imitation learning enables agents to learn complex behaviors safely through real-time human intervention. However, existing methods struggle to efficiently leverage agent-generated data due to dynamically evolving trajectory distributions and imperfections caused by human intervention delays, often failing to faithfully imitate the human expert policy. In this work, we propose Faithful Dynamic Imitation Learning (FaithDaIL) to address these challenges. We formulate learning from human intervention as an online non-convex problem and employ dynamic regret minimization to adapt to the shifting data distribution and track high-quality policy trajectories. To ensure faithful imitation of human expert despite training on mixed agent and human data, we introduce an unbiased imitation objective and achieve it by weighting the behavior distribution relative to the human expert's as a proxy reward. Extensive experiments on MetaDrive and CARLA driving benchmarks demonstrate that FaithDaIL achieves state-ofthe-art performance in safety and task success with significantly reduced human intervention data compared to prior HIL baselines.


Blindfolded Experts Generalize Better: Insights from Robotic Manipulation and Videogames

Neural Information Processing Systems

Behavioral cloning is a simple yet effective technique for learning sequential decision-making from demonstrations. Recently, it has gained prominence as the core of foundation models for the physical world, where achieving generalization requires countless demonstrations of a multitude of tasks. Typically, a human expert with full information on the task demonstrates a (nearly) optimal behavior. In this paper, we propose to hide some of the task's information from the demonstrator. This "blindfolded" expert is compelled to employ nontrivial exploration to solve the task. We show that cloning the blindfolded expert generalizes better to unseen tasks than its fully-informed counterpart. We conduct experiments of real-world robot peg insertion tasks with (limited) human demonstrations, alongside videogames from the Procgen benchmark. Additionally, we support our findings with theoretical analysis, which confirms that the generalization error scales with p I/m, where I measures the amount of task information available to the demonstrator, and mis the number of demonstrated tasks. Both theory and practice indicate that cloning blindfolded experts generalizes better with fewer demonstrated tasks.


Flow World Benchmark for Flying on a Word Learning

Neural Information Processing Systems

Unmanned Aerial Vehicles (UAVs) are evolving into language-interactive platforms, enabling more intuitive forms of human-drone interaction. While prior works have primarily focused on high-level planning and long-horizon navigation, we shift attention to language-guided fine-grained trajectory control, where UAVs execute short-range, reactive flight behaviors in response to language instructions. We formalize this problem as the Flying-on-a-Word (Flow) task and introduce UAV imitation learning as an effective approach. In this framework, UAVs learn fine-grained control policies by mimicking eUAxpert pilotVtrajectoriesFlopaired withwatomic Fly around the tree ahead Land on the left side of carlanguage instructions. To support this paradigm, we present UAV-Flow, the firstreal-world benchmark for language-conditioned, fine-grained UAV control.


Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation Learning

Neural Information Processing Systems

This paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games. We show that a new quantity named the all policy deviation concentrability coefficient is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an ฮต-Nash equilibrium with O(ฮต 4)expert and oracle queries.


Interactive and Hybrid Imitation Learning: Provably Beating Behavior Cloning

Neural Information Processing Systems

Imitation learning (IL) is a paradigm for learning sequential decision-making policies from experts, leveraging offline demonstrations, interactive annotations, or both. Recent advances show that when annotation cost is tallied per trajectory, Behavior Cloning (BC)--which relies solely on offline demonstrations--cannot be improved in general, leaving limited conditions for interactive methods such as DAgger to help. We revisit this conclusion and prove that when the annotation cost is measured per state, algorithms using interactive annotations can provably outperform BC. Specifically: (1) we show that STAGGER, a one-sample-per-round variant of DAgger, provably beats BC under low-recovery-cost settings; (2) we initiate the study of hybrid IL where the agent learns from offline demonstrations and interactive annotations. We propose WARM-STAGGER whose learning guarantee is not much worse than using either data source alone.


Multi-Agent Imitation by Learning and Sampling from Factorized Soft Q-Function

Neural Information Processing Systems

Learning from multi-agent expert demonstrations, known as Multi-Agent Imitation Learning (MAIL), provides a promising approach to sequential decision-making. However, existing MAIL methods including Behavior Cloning (BC) and Adversarial Imitation Learning (AIL) face significant challenges: BC suffers from the compounding error issue, while the very nature of adversarial optimization makes AIL prone to instability. In this work, we propose Multi-Agent imitation by learning and sampling from FactorIzed Soft Q-function (MAFIS), a novel method that addresses these limitations for both online and offline MAIL settings. Built upon the single-agent IQ-Learn framework, MAFIS introduces the value decomposition network to factorize the imitation objective at agent level, thus enabling scalable training for multi-agent systems. Moreover, we observe that the soft Q-function implicitly defines the optimal policy as an energy-based model, from which we can sample actions via stochastic gradient Langevin dynamics. This allows us to estimate the gradient of the factorized optimization objective for continuous control tasks, avoiding the adversarial optimization between the soft Q-function and the policy required by prior work. By doing so, we obtain a tractable and non-adversarial objective for both discrete and continuous multi-agent control. Experiments on common benchmarks including the discrete control tasks StarCraft Multi-Agent Challenge v2 (SMACv2), Gold Miner, and Multi Particle Environments (MPE), as well as the continuous control task Multi-Agent MuJoCo (MaMuJoCo), demonstrate that MAFIS achieves superior performance compared with baselines. Our code is available at https://github.com/LAMDA-RL/MAFIS.


Multi-Agent Imitation by Learning and Sampling from Factorized Soft Q-Function

Neural Information Processing Systems

Learning from multi-agent expert demonstrations, known as Multi-Agent Imitation Learning (MAIL), provides a promising approach to sequential decision-making. However, existing MAIL methods including Behavior Cloning (BC) and Adversarial Imitation Learning (AIL) face significant challenges: BC suffers from the compounding error issue, while the very nature of adversarial optimization makes AIL prone to instability. In this work, we propose \textbf{M}ulti-\textbf{A}gent imitation by learning and sampling from \textbf{F}actor\textbf{I}zed \textbf{S}oft Q-function (MAFIS), a novel method that addresses these limitations for both online and offline MAIL settings. Built upon the single-agent IQ-Learn framework, MAFIS introduces the value decomposition network to factorize the imitation objective at agent level, thus enabling scalable training for multi-agent systems. Moreover, we observe that the soft Q-function implicitly defines the optimal policy as an energy-based model, from which we can sample actions via stochastic gradient Langevin dynamics. This allows us to estimate the gradient of the factorized optimization objective for continuous control tasks, avoiding the adversarial optimization between the soft Q-function and the policy required by prior work. By doing so, we obtain a tractable and \emph{non-adversarial} objective for both discrete and continuous multi-agent control. Experiments on common benchmarks including the discrete control tasks StarCraft Multi-Agent Challenge v2 (SMACv2), Gold Miner, and Multi Particle Environments (MPE), as well as the continuous control task Multi-Agent MuJoCo (MaMuJoCo), demonstrate that MAFIS achieves superior performance compared with baselines. Our code is available at https://github.com/LAMDA-RL/MAFIS.




Imitation with Neural Density Models

Neural Information Processing Systems

We propose a new framework for Imitation Learning (IL) via density estimation of the expert's occupancy measure followed by Maximum Occupancy Entropy Reinforcement Learning (RL) using the density as a reward. Our approach maximizes a non-adversarial model-free RL objective that provably lower bounds reverse Kullback-Leibler divergence between occupancy measures of the expert and imitator. We present a practical IL algorithm, Neural Density Imitation (NDI), which obtains state-of-the-art demonstration efficiency on benchmark control tasks.