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Christopher Amato

Publications and source records attributed to Christopher Amato.

At least 55 records · Page 3Linked to original sources

Expectigrad: Fast Stochastic Optimization with Robust Convergence Properties

Many popular adaptive gradient methods such as Adam and RMSProp rely on an exponential moving average (EMA) to normalize their stepsizes. While the EMA makes these methods highly responsive to new gradient information, recent research has shown that it also causes divergence on at least one convex optimization problem. We propose a novel method called Expectigrad, which adjusts stepsizes according to a per-component unweighted mean of all historical gradients and computes a bias-corrected momentum term jointly between the numerator and denominator. We prove that Expectigrad cannot diverge on every instance of the optimization problem known to cause Adam to diverge. We also establish a regret bound in the general stochastic nonconvex setting that suggests Expectigrad is less susceptible to gradient variance than existing methods are. Testing Expectigrad on several high-dimensional machine learning tasks, we find it often performs favorably to state-of-the-art methods with little hyperparameter tuning.

cs.LG↗

Investigating Alternatives to the Root Mean Square for Adaptive Gradient Methods

Adam is an adaptive gradient method that has experienced widespread adoption due to its fast and reliable training performance. Recent approaches have not offered significant improvement over Adam, often because they do not innovate upon one of its core features: normalization by the root mean square (RMS) of recent gradients. However, as noted by Kingma and Ba (2015), any number of $L^p$ normalizations are possible, with the RMS corresponding to the specific case of $p=2$. In our work, we theoretically and empirically characterize the influence of different $L^p$ norms on adaptive gradient methods for the first time. We show mathematically how the choice of $p$ influences the size of the steps taken, while leaving other desirable properties unaffected. We evaluate Adam with various $L^p$ norms on a suite of deep learning benchmarks, and find that $p > 2$ consistently leads to improved learning speed and final performance. The choices of $p=3$ or $p=6$ also match or outperform state-of-the-art methods in all of our experiments.

cs.LG↗

Hierarchical Robot Navigation in Novel Environments using Rough 2-D Maps

In robot navigation, generalizing quickly to unseen environments is essential. Hierarchical methods inspired by human navigation have been proposed, typically consisting of a high-level landmark proposer and a low-level controller. However, these methods either require precise high-level information to be given in advance or need to construct such guidance from extensive interaction with the environment. In this work, we propose an approach that leverages a rough 2-D map of the environment to navigate in novel environments without requiring further learning. In particular, we introduce a dynamic topological map that can be initialized from the rough 2-D map along with a high-level planning approach for proposing reachable 2-D map patches of the intermediate landmarks between the start and goal locations. To use proposed 2-D patches, we train a deep generative model to generate intermediate landmarks in observation space which are used as subgoals by low-level goal-conditioned reinforcement learning. Importantly, because the low-level controller is only trained with local behaviors (e.g. go across the intersection, turn left at a corner) on existing environments, this framework allows us to generalize to novel environments given only a rough 2-D map, without requiring further learning. Experimental results demonstrate the effectiveness of the proposed framework in both seen and novel environments.

cs.RO↗

Reconciling Rewards with Predictive State Representations

Predictive state representations (PSRs) are models of controlled non-Markov observation sequences which exhibit the same generative process governing POMDP observations without relying on an underlying latent state. In that respect, a PSR is indistinguishable from the corresponding POMDP. However, PSRs notoriously ignore the notion of rewards, which undermines the general utility of PSR models for control, planning, or reinforcement learning. Therefore, we describe a sufficient and necessary accuracy condition which determines whether a PSR is able to accurately model POMDP rewards, we show that rewards can be approximated even when the accuracy condition is not satisfied, and we find that a non-trivial number of POMDPs taken from a well-known third-party repository do not satisfy the accuracy condition. We propose reward-predictive state representations (R-PSRs), a generalization of PSRs which accurately models both observations and rewards, and develop value iteration for R-PSRs. We show that there is a mismatch between optimal POMDP policies and the optimal PSR policies derived from approximate rewards. On the other hand, optimal R-PSR policies perfectly match optimal POMDP policies, reconfirming R-PSRs as accurate state-less generative models of observations and rewards.

cs.AI↗

End-to-end grasping policies for human-in-the-loop robots via deep reinforcement learning

State-of-the-art human-in-the-loop robot grasping is hugely suffered by Electromyography (EMG) inference robustness issues. As a workaround, researchers have been looking into integrating EMG with other signals, often in an ad hoc manner. In this paper, we are presenting a method for end-to-end training of a policy for human-in-the-loop robot grasping on real reaching trajectories. For this purpose we use Reinforcement Learning (RL) and Imitation Learning (IL) in DEXTRON (DEXTerity enviRONment), a stochastic simulation environment with real human trajectories that are augmented and selected using a Monte Carlo (MC) simulation method. We also offer a success model which once trained on the expert policy data and the RL policy roll-out transitions, can provide transparency to how the deep policy works and when it is probably going to fail.

cs.RO↗

Decentralized Reinforcement Learning for Multi-Target Search and Detection by a Team of Drones

Targets search and detection encompasses a variety of decision problems such as coverage, surveillance, search, observing and pursuit-evasion along with others. In this paper we develop a multi-agent deep reinforcement learning (MADRL) method to coordinate a group of aerial vehicles (drones) for the purpose of locating a set of static targets in an unknown area. To that end, we have designed a realistic drone simulator that replicates the dynamics and perturbations of a real experiment, including statistical inferences taken from experimental data for its modeling. Our reinforcement learning method, which utilized this simulator for training, was able to find near-optimal policies for the drones. In contrast to other state-of-the-art MADRL methods, our method is fully decentralized during both learning and execution, can handle high-dimensional and continuous observation spaces, and does not require tuning of additional hyperparameters.

cs.RO↗

Stratified Experience Replay: Correcting Multiplicity Bias in Off-Policy Reinforcement Learning

Deep Reinforcement Learning (RL) methods rely on experience replay to approximate the minibatched supervised learning setting; however, unlike supervised learning where access to lots of training data is crucial to generalization, replay-based deep RL appears to struggle in the presence of extraneous data. Recent works have shown that the performance of Deep Q-Network (DQN) degrades when its replay memory becomes too large. This suggests that outdated experiences somehow impact the performance of deep RL, which should not be the case for off-policy methods like DQN. Consequently, we re-examine the motivation for sampling uniformly over a replay memory, and find that it may be flawed when using function approximation. We show that -- despite conventional wisdom -- sampling from the uniform distribution does not yield uncorrelated training samples and therefore biases gradients during training. Our theory prescribes a special non-uniform distribution to cancel this effect, and we propose a stratified sampling scheme to efficiently implement it.

cs.LG↗

Safe Multi-Agent Reinforcement Learning via Shielding

Multi-agent reinforcement learning (MARL) has been increasingly used in a wide range of safety-critical applications, which require guaranteed safety (e.g., no unsafe states are ever visited) during the learning process.Unfortunately, current MARL methods do not have safety guarantees. Therefore, we present two shielding approaches for safe MARL. In centralized shielding, we synthesize a single shield to monitor all agents' joint actions and correct any unsafe action if necessary. In factored shielding, we synthesize multiple shields based on a factorization of the joint state space observed by all agents; the set of shields monitors agents concurrently and each shield is only responsible for a subset of agents at each step.Experimental results show that both approaches can guarantee the safety of agents during learning without compromising the quality of learned policies; moreover, factored shielding is more scalable in the number of agents than centralized shielding.

cs.LG↗

Likelihood Quantile Networks for Coordinating Multi-Agent Reinforcement Learning

When multiple agents learn in a decentralized manner, the environment appears non-stationary from the perspective of an individual agent due to the exploration and learning of the other agents. Recently proposed deep multi-agent reinforcement learning methods have tried to mitigate this non-stationarity by attempting to determine which samples are from other agent exploration or suboptimality and take them less into account during learning. Based on the same philosophy, this paper introduces a decentralized quantile estimator, which aims to improve performance by distinguishing non-stationary samples based on the likelihood of returns. In particular, each agent considers the likelihood that other agent exploration and policy changes are occurring, essentially utilizing the agent's own estimations to weigh the learning rate that should be applied towards the given samples. We introduce a formal method of calculating differences of our return distribution representations and methods for utilizing it to guide updates. We also explore the effect of risk-seeking strategies for adjusting learning over time and propose adaptive risk distortion functions which guides risk sensitivity. Our experiments, on traditional benchmarks and new domains, show our methods are more stable, sample efficient and more likely to converge to a joint optimal policy than previous methods.

cs.LG↗

Learning Multi-Robot Decentralized Macro-Action-Based Policies via a Centralized Q-Net

In many real-world multi-robot tasks, high-quality solutions often require a team of robots to perform asynchronous actions under decentralized control. Decentralized multi-agent reinforcement learning methods have difficulty learning decentralized policies because of the environment appearing to be non-stationary due to other agents also learning at the same time. In this paper, we address this challenge by proposing a macro-action-based decentralized multi-agent double deep recurrent Q-net (MacDec-MADDRQN) which trains each decentralized Q-net using a centralized Q-net for action selection. A generalized version of MacDec-MADDRQN with two separate training environments, called Parallel-MacDec-MADDRQN, is also presented to leverage either centralized or decentralized exploration. The advantages and the practical nature of our methods are demonstrated by achieving near-centralized results in simulation and having real robots accomplish a warehouse tool delivery task in an efficient way.

cs.RO↗

Reconciling $λ$-Returns with Experience Replay

Modern deep reinforcement learning methods have departed from the incremental learning required for eligibility traces, rendering the implementation of the $λ$-return difficult in this context. In particular, off-policy methods that utilize experience replay remain problematic because their random sampling of minibatches is not conducive to the efficient calculation of $λ$-returns. Yet replay-based methods are often the most sample efficient, and incorporating $λ$-returns into them is a viable way to achieve new state-of-the-art performance. Towards this, we propose the first method to enable practical use of $λ$-returns in arbitrary replay-based methods without relying on other forms of decorrelation such as asynchronous gradient updates. By promoting short sequences of past transitions into a small cache within the replay memory, adjacent $λ$-returns can be efficiently precomputed by sharing Q-values. Computation is not wasted on experiences that are never sampled, and stored $λ$-returns behave as stable temporal-difference (TD) targets that replace the target network. Additionally, our method grants the unique ability to observe TD errors prior to sampling; for the first time, transitions can be prioritized by their true significance rather than by a proxy to it. Furthermore, we propose the novel use of the TD error to dynamically select $λ$-values that facilitate faster learning. We show that these innovations can enhance the performance of DQN when playing Atari 2600 games, even under partial observability. While our work specifically focuses on $λ$-returns, these ideas are applicable to any multi-step return estimator.

cs.LG↗

Active Goal Recognition

To coordinate with other systems, agents must be able to determine what the systems are currently doing and predict what they will be doing in the future---plan and goal recognition. There are many methods for plan and goal recognition, but they assume a passive observer that continually monitors the target system. Real-world domains, where information gathering has a cost (e.g., moving a camera or a robot, or time taken away from another task), will often require a more active observer. We propose to combine goal recognition with other observer tasks in order to obtain \emph{active goal recognition} (AGR). We discuss this problem and provide a model and preliminary experimental results for one form of this composite problem. As expected, the results show that optimal behavior in AGR problems balance information gathering with other actions (e.g., task completion) such as to achieve all tasks jointly and efficiently. We hope that our formulation opens the door for extensive further research on this interesting and realistic problem.

cs.AI↗

Bayesian Reinforcement Learning in Factored POMDPs

Bayesian approaches provide a principled solution to the exploration-exploitation trade-off in Reinforcement Learning. Typical approaches, however, either assume a fully observable environment or scale poorly. This work introduces the Factored Bayes-Adaptive POMDP model, a framework that is able to exploit the underlying structure while learning the dynamics in partially observable systems. We also present a belief tracking method to approximate the joint posterior over state and model variables, and an adaptation of the Monte-Carlo Tree Search solution method, which together are capable of solving the underlying problem near-optimally. Our method is able to learn efficiently given a known factorization or also learn the factorization and the model parameters at the same time. We demonstrate that this approach is able to outperform current methods and tackle problems that were previously infeasible.

cs.AI↗

Learning to Teach in Cooperative Multiagent Reinforcement Learning

Collective human knowledge has clearly benefited from the fact that innovations by individuals are taught to others through communication. Similar to human social groups, agents in distributed learning systems would likely benefit from communication to share knowledge and teach skills. The problem of teaching to improve agent learning has been investigated by prior works, but these approaches make assumptions that prevent application of teaching to general multiagent problems, or require domain expertise for problems they can apply to. This learning to teach problem has inherent complexities related to measuring long-term impacts of teaching that compound the standard multiagent coordination challenges. In contrast to existing works, this paper presents the first general framework and algorithm for intelligent agents to learn to teach in a multiagent environment. Our algorithm, Learning to Coordinate and Teach Reinforcement (LeCTR), addresses peer-to-peer teaching in cooperative multiagent reinforcement learning. Each agent in our approach learns both when and what to advise, then uses the received advice to improve local learning. Importantly, these roles are not fixed; these agents learn to assume the role of student and/or teacher at the appropriate moments, requesting and providing advice in order to improve teamwide performance and learning. Empirical comparisons against state-of-the-art teaching methods show that our teaching agents not only learn significantly faster, but also learn to coordinate in tasks where existing methods fail.

cs.MA↗

Learning in POMDPs with Monte Carlo Tree Search

The POMDP is a powerful framework for reasoning under outcome and information uncertainty, but constructing an accurate POMDP model is difficult. Bayes-Adaptive Partially Observable Markov Decision Processes (BA-POMDPs) extend POMDPs to allow the model to be learned during execution. BA-POMDPs are a Bayesian RL approach that, in principle, allows for an optimal trade-off between exploitation and exploration. Unfortunately, BA-POMDPs are currently impractical to solve for any non-trivial domain. In this paper, we extend the Monte-Carlo Tree Search method POMCP to BA-POMDPs and show that the resulting method, which we call BA-POMCP, is able to tackle problems that previous solution methods have been unable to solve. Additionally, we introduce several techniques that exploit the BA-POMDP structure to improve the efficiency of BA-POMCP along with proof of their convergence.

cs.AI↗

Near-Optimal Adversarial Policy Switching for Decentralized Asynchronous Multi-Agent Systems

A key challenge in multi-robot and multi-agent systems is generating solutions that are robust to other self-interested or even adversarial parties who actively try to prevent the agents from achieving their goals. The practicality of existing works addressing this challenge is limited to only small-scale synchronous decision-making scenarios or a single agent planning its best response against a single adversary with fixed, procedurally characterized strategies. In contrast this paper considers a more realistic class of problems where a team of asynchronous agents with limited observation and communication capabilities need to compete against multiple strategic adversaries with changing strategies. This problem necessitates agents that can coordinate to detect changes in adversary strategies and plan the best response accordingly. Our approach first optimizes a set of stratagems that represent these best responses. These optimized stratagems are then integrated into a unified policy that can detect and respond when the adversaries change their strategies. The near-optimality of the proposed framework is established theoretically as well as demonstrated empirically in simulation and hardware.

cs.AI↗

Learning for Multi-robot Cooperation in Partially Observable Stochastic Environments with Macro-actions

This paper presents a data-driven approach for multi-robot coordination in partially-observable domains based on Decentralized Partially Observable Markov Decision Processes (Dec-POMDPs) and macro-actions (MAs). Dec-POMDPs provide a general framework for cooperative sequential decision making under uncertainty and MAs allow temporally extended and asynchronous action execution. To date, most methods assume the underlying Dec-POMDP model is known a priori or a full simulator is available during planning time. Previous methods which aim to address these issues suffer from local optimality and sensitivity to initial conditions. Additionally, few hardware demonstrations involving a large team of heterogeneous robots and with long planning horizons exist. This work addresses these gaps by proposing an iterative sampling based Expectation-Maximization algorithm (iSEM) to learn polices using only trajectory data containing observations, MAs, and rewards. Our experiments show the algorithm is able to achieve better solution quality than the state-of-the-art learning-based methods. We implement two variants of multi-robot Search and Rescue (SAR) domains (with and without obstacles) on hardware to demonstrate the learned policies can effectively control a team of distributed robots to cooperate in a partially observable stochastic environment.

cs.MA↗

Deep Decentralized Multi-task Multi-Agent Reinforcement Learning under Partial Observability

Many real-world tasks involve multiple agents with partial observability and limited communication. Learning is challenging in these settings due to local viewpoints of agents, which perceive the world as non-stationary due to concurrently-exploring teammates. Approaches that learn specialized policies for individual tasks face problems when applied to the real world: not only do agents have to learn and store distinct policies for each task, but in practice identities of tasks are often non-observable, making these approaches inapplicable. This paper formalizes and addresses the problem of multi-task multi-agent reinforcement learning under partial observability. We introduce a decentralized single-task learning approach that is robust to concurrent interactions of teammates, and present an approach for distilling single-task policies into a unified policy that performs well across multiple related tasks, without explicit provision of task identity.

cs.LG↗