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Derrik E. Asher

Publications and source records attributed to Derrik E. Asher.

14 recordsLinked to original sources

Direct Preference Optimization for Primitive-Enabled Hierarchical RL: A Bilevel Approach

Hierarchical reinforcement learning (HRL) enables agents to solve complex, long-horizon tasks by decomposing them into manageable sub-tasks. However, HRL methods face two fundamental challenges: (i) non-stationarity caused by the evolving lower-level policy during training, which destabilizes higher-level learning, and (ii) the generation of infeasible subgoals that lower-level policies cannot achieve. To address these challenges, we introduce DIPPER, a novel HRL framework that formulates goal-conditioned HRL as a bi-level optimization problem and leverages direct preference optimization (DPO) to train the higher-level policy. By learning from stationary preference comparisons over subgoal sequences rather than rewards that depend on the evolving lower-level policy, DIPPER mitigates the impact of non-stationarity on hierarchical learning. To address infeasible subgoals, DIPPER incorporates lower-level value function regularization that encourages the higher-level policy to propose achievable subgoals. We also introduce two novel metrics to quantitatively verify that DIPPER mitigates non-stationarity and infeasible subgoal generation issues in HRL. We perform empirical evaluations on challenging robotic navigation and manipulation benchmarks and show that DIPPER achieves upto 40% improvements over state-of-the-art baselines, demonstrating that preference-based methods can effectively alleviate persistent challenges in hierarchical

cs.LG↗

Multi-Agent Synchronization Tasks

In multi-agent reinforcement learning (MARL), coordination plays a crucial role in enhancing agents' performance beyond what they could achieve through cooperation alone. The interdependence of agents' actions, coupled with the need for communication, leads to a domain where effective coordination is crucial. In this paper, we introduce and define $\textit{Multi-Agent Synchronization Tasks}$ (MSTs), a novel subset of multi-agent tasks. We describe one MST, that we call $\textit{Synchronized Predator-Prey}$, offering a detailed description that will serve as the basis for evaluating a selection of recent state-of-the-art (SOTA) MARL algorithms explicitly designed to address coordination challenges through the use of communication strategies. Furthermore, we present empirical evidence that reveals the limitations of the algorithms assessed to solve MSTs, demonstrating their inability to scale effectively beyond 2-agent coordination tasks in scenarios where communication is a requisite component. Finally, the results raise questions about the applicability of recent SOTA approaches for complex coordination tasks (i.e. MSTs) and prompt further exploration into the underlying causes of their limitations in this context.

cs.MA↗

CoverNav: Cover Following Navigation Planning in Unstructured Outdoor Environment with Deep Reinforcement Learning

Autonomous navigation in offroad environments has been extensively studied in the robotics field. However, navigation in covert situations where an autonomous vehicle needs to remain hidden from outside observers remains an underexplored area. In this paper, we propose a novel Deep Reinforcement Learning (DRL) based algorithm, called CoverNav, for identifying covert and navigable trajectories with minimal cost in offroad terrains and jungle environments in the presence of observers. CoverNav focuses on unmanned ground vehicles seeking shelters and taking covers while safely navigating to a predefined destination. Our proposed DRL method computes a local cost map that helps distinguish which path will grant the maximal covertness while maintaining a low cost trajectory using an elevation map generated from 3D point cloud data, the robot's pose, and directed goal information. CoverNav helps robot agents to learn the low elevation terrain using a reward function while penalizing it proportionately when it experiences high elevation. If an observer is spotted, CoverNav enables the robot to select natural obstacles (e.g., rocks, houses, disabled vehicles, trees, etc.) and use them as shelters to hide behind. We evaluate CoverNav using the Unity simulation environment and show that it guarantees dynamically feasible velocities in the terrain when fed with an elevation map generated by another DRL based navigation algorithm. Additionally, we evaluate CoverNav's effectiveness in achieving a maximum goal distance of 12 meters and its success rate in different elevation scenarios with and without cover objects. We observe competitive performance comparable to state of the art (SOTA) methods without compromising accuracy.

cs.RO↗

Emergent Behaviors in Multi-Agent Target Acquisition

Only limited studies and superficial evaluations are available on agents' behaviors and roles within a Multi-Agent System (MAS). We simulate a MAS using Reinforcement Learning (RL) in a pursuit-evasion (a.k.a predator-prey pursuit) game, which shares task goals with target acquisition, and we create different adversarial scenarios by replacing RL-trained pursuers' policies with two distinct (non-RL) analytical strategies. Using heatmaps of agents' positions (state-space variable) over time, we are able to categorize an RL-trained evader's behaviors. The novelty of our approach entails the creation of an influential feature set that reveals underlying data regularities, which allow us to classify an agent's behavior. This classification may aid in catching the (enemy) targets by enabling us to identify and predict their behaviors, and when extended to pursuers, this approach towards identifying teammates' behavior may allow agents to coordinate more effectively.

cs.AI↗

Learning to Guide Multiple Heterogeneous Actors from a Single Human Demonstration via Automatic Curriculum Learning in StarCraft II

Traditionally, learning from human demonstrations via direct behavior cloning can lead to high-performance policies given that the algorithm has access to large amounts of high-quality data covering the most likely scenarios to be encountered when the agent is operating. However, in real-world scenarios, expert data is limited and it is desired to train an agent that learns a behavior policy general enough to handle situations that were not demonstrated by the human expert. Another alternative is to learn these policies with no supervision via deep reinforcement learning, however, these algorithms require a large amount of computing time to perform well on complex tasks with high-dimensional state and action spaces, such as those found in StarCraft II. Automatic curriculum learning is a recent mechanism comprised of techniques designed to speed up deep reinforcement learning by adjusting the difficulty of the current task to be solved according to the agent's current capabilities. Designing a proper curriculum, however, can be challenging for sufficiently complex tasks, and thus we leverage human demonstrations as a way to guide agent exploration during training. In this work, we aim to train deep reinforcement learning agents that can command multiple heterogeneous actors where starting positions and overall difficulty of the task are controlled by an automatically-generated curriculum from a single human demonstration. Our results show that an agent trained via automated curriculum learning can outperform state-of-the-art deep reinforcement learning baselines and match the performance of the human expert in a simulated command and control task in StarCraft II modeled over a real military scenario.

cs.LG↗

Strategic Maneuver and Disruption with Reinforcement Learning Approaches for Multi-Agent Coordination

Reinforcement learning (RL) approaches can illuminate emergent behaviors that facilitate coordination across teams of agents as part of a multi-agent system (MAS), which can provide windows of opportunity in various military tasks. Technologically advancing adversaries pose substantial risks to a friendly nation's interests and resources. Superior resources alone are not enough to defeat adversaries in modern complex environments because adversaries create standoff in multiple domains against predictable military doctrine-based maneuvers. Therefore, as part of a defense strategy, friendly forces must use strategic maneuvers and disruption to gain superiority in complex multi-faceted domains such as multi-domain operations (MDO). One promising avenue for implementing strategic maneuver and disruption to gain superiority over adversaries is through coordination of MAS in future military operations. In this paper, we present overviews of prominent works in the RL domain with their strengths and weaknesses for overcoming the challenges associated with performing autonomous strategic maneuver and disruption in military contexts.

cs.MA↗

On games and simulators as a platform for development of artificial intelligence for command and control

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

cs.LG↗

Survey of Recent Multi-Agent Reinforcement Learning Algorithms Utilizing Centralized Training

Much work has been dedicated to the exploration of Multi-Agent Reinforcement Learning (MARL) paradigms implementing a centralized learning with decentralized execution (CLDE) approach to achieve human-like collaboration in cooperative tasks. Here, we discuss variations of centralized training and describe a recent survey of algorithmic approaches. The goal is to explore how different implementations of information sharing mechanism in centralized learning may give rise to distinct group coordinated behaviors in multi-agent systems performing cooperative tasks.

cs.MA↗

On Memory Mechanism in Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) extends (single-agent) reinforcement learning (RL) by introducing additional agents and (potentially) partial observability of the environment. Consequently, algorithms for solving MARL problems incorporate various extensions beyond traditional RL methods, such as a learned communication protocol between cooperative agents that enables exchange of private information or adaptive modeling of opponents in competitive settings. One popular algorithmic construct is a memory mechanism such that an agent's decisions can depend not only upon the current state but also upon the history of observed states and actions. In this paper, we study how a memory mechanism can be useful in environments with different properties, such as observability, internality and presence of a communication channel. Using both prior work and new experiments, we show that a memory mechanism is helpful when learning agents need to model other agents and/or when communication is constrained in some way; however we must to be cautious of agents achieving effective memoryfulness through other means.

cs.MA↗

Opinion Formation Threshold Estimates from Different Combinations of Social Media Data-Types

Passive consumption of a quantifiable amount of social media information related to a topic can cause individuals to form opinions. If a substantial amount of these individuals are motivated to take action from their recently established opinions, a movement or public opinion shift can be induced independent of the information's veracity. Given that social media is ubiquitous in modern society, it is imperative that we understand the threshold at which social media data results in opinion formation. The present study estimates population opinion formation thresholds by querying 2222 participants about the number of various social media data-types (i.e., images, videos, and/or messages) that they would need to passively consume to form opinions. Opinion formation is assessed across three dimensions, 1) data-type(s), 2) context, and 3) source. This work provides a theoretical basis for estimating the amount of data needed to influence a population through social media information.

cs.SI↗

Coordination-driven learning in multi-agent problem spaces

We discuss the role of coordination as a direct learning objective in multi-agent reinforcement learning (MARL) domains. To this end, we present a novel means of quantifying coordination in multi-agent systems, and discuss the implications of using such a measure to optimize coordinated agent policies. This concept has important implications for adversary-aware RL, which we take to be a sub-domain of multi-agent learning.

cs.MA↗

Measuring collaborative emergent behavior in multi-agent reinforcement learning

Multi-agent reinforcement learning (RL) has important implications for the future of human-agent teaming. We show that improved performance with multi-agent RL is not a guarantee of the collaborative behavior thought to be important for solving multi-agent tasks. To address this, we present a novel approach for quantitatively assessing collaboration in continuous spatial tasks with multi-agent RL. Such a metric is useful for measuring collaboration between computational agents and may serve as a training signal for collaboration in future RL paradigms involving humans.

cs.MA↗

Adapting the Predator-Prey Game Theoretic Environment to Army Tactical Edge Scenarios with Computational Multiagent Systems

The historical origins of the game theoretic predator-prey pursuit problem can be traced back to Benda, et al., 1985 [1]. Their work adapted the predator-prey ecology problem into a pursuit environment which focused on the dynamics of cooperative behavior between predator agents. Modifications to the predator-prey ecology problem [2] have been implemented to understand how variations to predator [3] and prey [3-5] attributes, including communication [6], can modify dynamic interactions between entities that emerge within that environment [7-9]. Furthermore, the predator-prey pursuit environment has become a testbed for simulation experiments with computational multiagent systems [10-12]. This article extends the theoretical contributions of previous work by providing 1) additional variations to predator and prey attributes for simulated multiagent systems in the pursuit problem, and 2) military-relevant predator-prey environments simulating highly dynamic, tactical edge scenarios that Soldiers might encounter on future battlefields. Through this exploration of simulated tactical edge scenarios with computational multiagent systems, Soldiers will have a greater chance to achieve overmatch on the battlefields of tomorrow.

cs.MA↗

Using the Value of Information (VoI) Metric to Improve Sensemaking

Sensemaking is the cognitive process of extracting information, creating schemata from knowledge, making decisions from those schemata, and inferring conclusions. Human analysts are essential to exploring and quantifying this process, but they are limited by their inability to process the volume, variety, velocity, and veracity of data. Visualization tools are essential for helping this human-computer interaction. For example, analytical tools that use graphical linknode visualization can help sift through vast amounts of information. However, assisting the analyst in making connections with visual tools can be challenging if the information is not presented in an intuitive manner. Experimentally, it has been shown that analysts increase the number of hypotheses formed if they use visual analytic capabilities. Exploring multiple perspectives could increase the diversity of those hypotheses, potentially minimizing cognitive biases. In this paper, we discuss preliminary research results that indicate an improvement in sensemaking over the traditional link-node visualization tools by incorporating an annotation enhancement that differentiates links connecting nodes. This enhancement assists by providing a visual cue, which represents the perceived value of reported information. We conclude that this improved sensemaking occurs because of the removal of the limitations of mentally consolidating, weighing, and highlighting data. This study aims to investigate whether line thickness can be used as a valid representation of VoI.

cs.HC↗