observation history
Kinaema: a recurrent sequence model for memory and pose in motion
One key aspect of spatially aware robots is the ability to find their bearings, ie. to correctly situate themselves or previously seen spaces. In this work, we focus on this particular scenario of continuous robotics operations, where information observed before an actual episode start is exploited to optimize efficiency. We introduce a new model, Kinaema and agent, capable of integrating a stream of visual observations while moving in a potentially large scene, and upon request, processing a query image and predicting the relative position of the shown space with respect to its current position. Our model does not explicitly store an observation history, therefore does not have hard constraints on context length. It maintains an implicit latent memory, which is updated by a transformer in a recurrent way, compressing the history of sensor readings into a compact representation. We evaluate the impact of this model in a new downstream task we call Mem-Nav, targeting continuous robotics operations. We show that our large-capacity recurrent model maintains a useful representation of the scene, navigates to goals observed before the actual episode start, and is computationally efficient, in particular compared to classical transformers with attention over an observation history.
Fighting Copycat Agents in Behavioral Cloning from Observation Histories
Imitation learning trains policies to map from input observations to the actions that an expert would choose. In this setting, distribution shift frequently exacerbates the effect of misattributing expert actions to nuisance correlates among the observed variables. We observe that a common instance of this causal confusion occurs in partially observed settings when expert actions are strongly correlated over time: the imitator learns to cheat by predicting the expert's previous action, rather than the next action. To combat this copycat problem, we propose an adversarial approach to learn a feature representation that removes excess information about the previous expert action nuisance correlate, while retaining the information necessary to predict the next action. In our experiments, our approach improves performance significantly across a variety of partially observed imitation learning tasks.
Regularized Behavior Cloning for Blocking the Leakage of Past Action Information
For partially observable environments, imitation learning with observation histories (ILOH) assumes that control-relevant information is sufficiently captured in the observation histories for imitating the expert actions. In the offline setting wherethe agent is required to learn to imitate without interaction with the environment, behavior cloning (BC) has been shown to be a simple yet effective method for imitation learning. However, when the information about the actions executed in the past timesteps leaks into the observation histories, ILOH via BC often ends up imitating its own past actions. In this paper, we address this catastrophic failure by proposing a principled regularization for BC, which we name Past Action Leakage Regularization (PALR). The main idea behind our approach is to leverage the classical notion of conditional independence to mitigate the leakage. We compare different instances of our framework with natural choices of conditional independence metric and its estimator. The result of our comparison advocates the use of a particular kernel-based estimator for the conditional independence metric. We conduct an extensive set of experiments on benchmark datasets in order to assess the effectiveness of our regularization method. The experimental results show that our method significantly outperforms prior related approaches, highlighting its potential to successfully imitate expert actions when the past action information leaks into the observation histories.
Online Competitive Information Gathering for Partially Observable Trajectory Games
Krusniak, Mel, Xu, Hang, Palermo, Parker, Laine, Forrest
Game-theoretic agents must make plans that optimally gather information about their opponents. These problems are modeled by partially observable stochastic games (POSGs), but planning in fully continuous POSGs is intractable without heavy offline computation or assumptions on the order of belief maintained by each player. We formulate a finite history/horizon refinement of POSGs which admits competitive information gathering behavior in trajectory space, and through a series of approximations, we present an online method for computing rational trajectory plans in these games which leverages particle-based estimations of the joint state space and performs stochastic gradient play. We also provide the necessary adjustments required to deploy this method on individual agents. The method is tested in continuous pursuit-evasion and warehouse-pickup scenarios (alongside extensions to $N > 2$ players and to more complex environments with visual and physical obstacles), demonstrating evidence of active information gathering and outperforming passive competitors.