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Anca Dragan

Publications and source records attributed to Anca Dragan.

65 records · Page 4Linked to original sources

On the Utility of Model Learning in HRI

Fundamental to robotics is the debate between model-based and model-free learning: should the robot build an explicit model of the world, or learn a policy directly? In the context of HRI, part of the world to be modeled is the human. One option is for the robot to treat the human as a black box and learn a policy for how they act directly. But it can also model the human as an agent, and rely on a "theory of mind" to guide or bias the learning (grey box). We contribute a characterization of the performance of these methods for an autonomous driving task under the optimistic case of having an ideal theory of mind, as well as under different scenarios in which the assumptions behind the robot's theory of mind for the human are wrong, as they inevitably will be in practice.

cs.RO↗

On the Utility of Learning about Humans for Human-AI Coordination

While we would like agents that can coordinate with humans, current algorithms such as self-play and population-based training create agents that can coordinate with themselves. Agents that assume their partner to be optimal or similar to them can converge to coordination protocols that fail to understand and be understood by humans. To demonstrate this, we introduce a simple environment that requires challenging coordination, based on the popular game Overcooked, and learn a simple model that mimics human play. We evaluate the performance of agents trained via self-play and population-based training. These agents perform very well when paired with themselves, but when paired with our human model, they are significantly worse than agents designed to play with the human model. An experiment with a planning algorithm yields the same conclusion, though only when the human-aware planner is given the exact human model that it is playing with. A user study with real humans shows this pattern as well, though less strongly. Qualitatively, we find that the gains come from having the agent adapt to the human's gameplay. Given this result, we suggest several approaches for designing agents that learn about humans in order to better coordinate with them. Code is available at https://github.com/HumanCompatibleAI/overcooked_ai.

cs.LG↗

Learning a Prior over Intent via Meta-Inverse Reinforcement Learning

A significant challenge for the practical application of reinforcement learning in the real world is the need to specify an oracle reward function that correctly defines a task. Inverse reinforcement learning (IRL) seeks to avoid this challenge by instead inferring a reward function from expert behavior. While appealing, it can be impractically expensive to collect datasets of demonstrations that cover the variation common in the real world (e.g. opening any type of door). Thus in practice, IRL must commonly be performed with only a limited set of demonstrations where it can be exceedingly difficult to unambiguously recover a reward function. In this work, we exploit the insight that demonstrations from other tasks can be used to constrain the set of possible reward functions by learning a "prior" that is specifically optimized for the ability to infer expressive reward functions from limited numbers of demonstrations. We demonstrate that our method can efficiently recover rewards from images for novel tasks and provide intuition as to how our approach is analogous to learning a prior.

cs.LG↗

Preferences Implicit in the State of the World

Reinforcement learning (RL) agents optimize only the features specified in a reward function and are indifferent to anything left out inadvertently. This means that we must not only specify what to do, but also the much larger space of what not to do. It is easy to forget these preferences, since these preferences are already satisfied in our environment. This motivates our key insight: when a robot is deployed in an environment that humans act in, the state of the environment is already optimized for what humans want. We can therefore use this implicit preference information from the state to fill in the blanks. We develop an algorithm based on Maximum Causal Entropy IRL and use it to evaluate the idea in a suite of proof-of-concept environments designed to show its properties. We find that information from the initial state can be used to infer both side effects that should be avoided as well as preferences for how the environment should be organized. Our code can be found at https://github.com/HumanCompatibleAI/rlsp.

cs.LG↗

The Assistive Multi-Armed Bandit

Learning preferences implicit in the choices humans make is a well studied problem in both economics and computer science. However, most work makes the assumption that humans are acting (noisily) optimally with respect to their preferences. Such approaches can fail when people are themselves learning about what they want. In this work, we introduce the assistive multi-armed bandit, where a robot assists a human playing a bandit task to maximize cumulative reward. In this problem, the human does not know the reward function but can learn it through the rewards received from arm pulls; the robot only observes which arms the human pulls but not the reward associated with each pull. We offer sufficient and necessary conditions for successfully assisting the human in this framework. Surprisingly, better human performance in isolation does not necessarily lead to better performance when assisted by the robot: a human policy can do better by effectively communicating its observed rewards to the robot. We conduct proof-of-concept experiments that support these results. We see this work as contributing towards a theory behind algorithms for human-robot interaction.

cs.LG↗

Translating Neuralese

Several approaches have recently been proposed for learning decentralized deep multiagent policies that coordinate via a differentiable communication channel. While these policies are effective for many tasks, interpretation of their induced communication strategies has remained a challenge. Here we propose to interpret agents' messages by translating them. Unlike in typical machine translation problems, we have no parallel data to learn from. Instead we develop a translation model based on the insight that agent messages and natural language strings mean the same thing if they induce the same belief about the world in a listener. We present theoretical guarantees and empirical evidence that our approach preserves both the semantics and pragmatics of messages by ensuring that players communicating through a translation layer do not suffer a substantial loss in reward relative to players with a common language.

cs.CL↗

DART: Noise Injection for Robust Imitation Learning

One approach to Imitation Learning is Behavior Cloning, in which a robot observes a supervisor and infers a control policy. A known problem with this "off-policy" approach is that the robot's errors compound when drifting away from the supervisor's demonstrations. On-policy, techniques alleviate this by iteratively collecting corrective actions for the current robot policy. However, these techniques can be tedious for human supervisors, add significant computation burden, and may visit dangerous states during training. We propose an off-policy approach that injects noise into the supervisor's policy while demonstrating. This forces the supervisor to demonstrate how to recover from errors. We propose a new algorithm, DART (Disturbances for Augmenting Robot Trajectories), that collects demonstrations with injected noise, and optimizes the noise level to approximate the error of the robot's trained policy during data collection. We compare DART with DAgger and Behavior Cloning in two domains: in simulation with an algorithmic supervisor on the MuJoCo tasks (Walker, Humanoid, Hopper, Half-Cheetah) and in physical experiments with human supervisors training a Toyota HSR robot to perform grasping in clutter. For high dimensional tasks like Humanoid, DART can be up to $3x$ faster in computation time and only decreases the supervisor's cumulative reward by $5\%$ during training, whereas DAgger executes policies that have $80\%$ less cumulative reward than the supervisor. On the grasping in clutter task, DART obtains on average a $62\%$ performance increase over Behavior Cloning.

cs.LG↗

The Off-Switch Game

It is clear that one of the primary tools we can use to mitigate the potential risk from a misbehaving AI system is the ability to turn the system off. As the capabilities of AI systems improve, it is important to ensure that such systems do not adopt subgoals that prevent a human from switching them off. This is a challenge because many formulations of rational agents create strong incentives for self-preservation. This is not caused by a built-in instinct, but because a rational agent will maximize expected utility and cannot achieve whatever objective it has been given if it is dead. Our goal is to study the incentives an agent has to allow itself to be switched off. We analyze a simple game between a human H and a robot R, where H can press R's off switch but R can disable the off switch. A traditional agent takes its reward function for granted: we show that such agents have an incentive to disable the off switch, except in the special case where H is perfectly rational. Our key insight is that for R to want to preserve its off switch, it needs to be uncertain about the utility associated with the outcome, and to treat H's actions as important observations about that utility. (R also has no incentive to switch itself off in this setting.) We conclude that giving machines an appropriate level of uncertainty about their objectives leads to safer designs, and we argue that this setting is a useful generalization of the classical AI paradigm of rational agents.

cs.AI↗

Should Robots be Obedient?

Intuitively, obedience -- following the order that a human gives -- seems like a good property for a robot to have. But, we humans are not perfect and we may give orders that are not best aligned to our preferences. We show that when a human is not perfectly rational then a robot that tries to infer and act according to the human's underlying preferences can always perform better than a robot that simply follows the human's literal order. Thus, there is a tradeoff between the obedience of a robot and the value it can attain for its owner. We investigate how this tradeoff is impacted by the way the robot infers the human's preferences, showing that some methods err more on the side of obedience than others. We then analyze how performance degrades when the robot has a misspecified model of the features that the human cares about or the level of rationality of the human. Finally, we study how robots can start detecting such model misspecification. Overall, our work suggests that there might be a middle ground in which robots intelligently decide when to obey human orders, but err on the side of obedience.

cs.AI↗

Comparing Human-Centric and Robot-Centric Sampling for Robot Deep Learning from Demonstrations

Motivated by recent advances in Deep Learning for robot control, this paper considers two learning algorithms in terms of how they acquire demonstrations. "Human-Centric" (HC) sampling is the standard supervised learning algorithm, where a human supervisor demonstrates the task by teleoperating the robot to provide trajectories consisting of state-control pairs. "Robot-Centric" (RC) sampling is an increasingly popular alternative used in algorithms such as DAgger, where a human supervisor observes the robot executing a learned policy and provides corrective control labels for each state visited. RC sampling can be challenging for human supervisors and prone to mislabeling. RC sampling can also induce error in policy performance because it repeatedly visits areas of the state space that are harder to learn. Although policies learned with RC sampling can be superior to HC sampling for standard learning models such as linear SVMs, policies learned with HC sampling may be comparable with highly-expressive learning models such as deep learning and hyper-parametric decision trees, which have little model error. We compare HC and RC using a grid world and a physical robot singulation task, where in the latter the input is a binary image of a connected set of objects on a planar worksurface and the policy generates a motion of the gripper to separate one object from the rest. We observe in simulation that for linear SVMs, policies learned with RC outperformed those learned with HC but that with deep models this advantage disappears. We also find that with RC, the corrective control labels provided by humans can be highly inconsistent. We prove there exists a class of examples where in the limit, HC is guaranteed to converge to an optimal policy while RC may fail to converge.

cs.RO↗

Functional Gradient Motion Planning in Reproducing Kernel Hilbert Spaces

We introduce a functional gradient descent trajectory optimization algorithm for robot motion planning in Reproducing Kernel Hilbert Spaces (RKHSs). Functional gradient algorithms are a popular choice for motion planning in complex many-degree-of-freedom robots, since they (in theory) work by directly optimizing within a space of continuous trajectories to avoid obstacles while maintaining geometric properties such as smoothness. However, in practice, functional gradient algorithms typically commit to a fixed, finite parameterization of trajectories, often as a list of waypoints. Such a parameterization can lose much of the benefit of reasoning in a continuous trajectory space: e.g., it can require taking an inconveniently small step size and large number of iterations to maintain smoothness. Our work generalizes functional gradient trajectory optimization by formulating it as minimization of a cost functional in an RKHS. This generalization lets us represent trajectories as linear combinations of kernel functions, without any need for waypoints. As a result, we are able to take larger steps and achieve a locally optimal trajectory in just a few iterations. Depending on the selection of kernel, we can directly optimize in spaces of trajectories that are inherently smooth in velocity, jerk, curvature, etc., and that have a low-dimensional, adaptively chosen parameterization. Our experiments illustrate the effectiveness of the planner for different kernels, including Gaussian RBFs, Laplacian RBFs, and B-splines, as compared to the standard discretized waypoint representation.

cs.RO↗