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Garrett Warnell

Publications and source records attributed to Garrett Warnell.

53 records · Page 3Linked to original sources

Stochastic Grounded Action Transformation for Robot Learning in Simulation

Robot control policies learned in simulation do not often transfer well to the real world. Many existing solutions to this sim-to-real problem, such as the Grounded Action Transformation (GAT) algorithm, seek to correct for or ground these differences by matching the simulator to the real world. However, the efficacy of these approaches is limited if they do not explicitly account for stochasticity in the target environment. In this work, we analyze the problems associated with grounding a deterministic simulator in a stochastic real world environment, and we present examples where GAT fails to transfer a good policy due to stochastic transitions in the target domain. In response, we introduce the Stochastic Grounded Action Transformation(SGAT) algorithm,which models this stochasticity when grounding the simulator. We find experimentally for both simulated and physical target domains that SGAT can find policies that are robust to stochasticity in the target domain

cs.RO↗

RIDM: Reinforced Inverse Dynamics Modeling for Learning from a Single Observed Demonstration

Augmenting reinforcement learning with imitation learning is often hailed as a method by which to improve upon learning from scratch. However, most existing methods for integrating these two techniques are subject to several strong assumptions---chief among them that information about demonstrator actions is available. In this paper, we investigate the extent to which this assumption is necessary by introducing and evaluating reinforced inverse dynamics modeling (RIDM), a novel paradigm for combining imitation from observation (IfO) and reinforcement learning with no dependence on demonstrator action information. Moreover, RIDM requires only a single demonstration trajectory and is able to operate directly on raw (unaugmented) state features. We find experimentally that RIDM performs favorably compared to a baseline approach for several tasks in simulation as well as for tasks on a real UR5 robot arm. Experiment videos can be found at https://sites.google.com/view/ridm-reinforced-inverse-dynami.

cs.LG↗

APPLD: Adaptive Planner Parameter Learning from Demonstration

Existing autonomous robot navigation systems allow robots to move from one point to another in a collision-free manner. However, when facing new environments, these systems generally require re-tuning by expert roboticists with a good understanding of the inner workings of the navigation system. In contrast, even users who are unversed in the details of robot navigation algorithms can generate desirable navigation behavior in new environments via teleoperation. In this paper, we introduce APPLD, Adaptive Planner Parameter Learning from Demonstration, that allows existing navigation systems to be successfully applied to new complex environments, given only a human teleoperated demonstration of desirable navigation. APPLD is verified on two robots running different navigation systems in different environments. Experimental results show that APPLD can outperform navigation systems with the default and expert-tuned parameters, and even the human demonstrator themselves.

cs.RO↗

Policy Evaluation in Continuous MDPs with Efficient Kernelized Gradient Temporal Difference

We consider policy evaluation in infinite-horizon discounted Markov decision problems (MDPs) with infinite spaces. We reformulate this task a compositional stochastic program with a function-valued decision variable that belongs to a reproducing kernel Hilbert space (RKHS). We approach this problem via a new functional generalization of stochastic quasi-gradient methods operating in tandem with stochastic sparse subspace projections. The result is an extension of gradient temporal difference learning that yields nonlinearly parameterized value function estimates of the solution to the Bellman evaluation equation. Our main contribution is a memory-efficient non-parametric stochastic method guaranteed to converge exactly to the Bellman fixed point with probability $1$ with attenuating step-sizes. Further, with constant step-sizes, we obtain mean convergence to a neighborhood and that the value function estimates have finite complexity. In the Mountain Car domain, we observe faster convergence to lower Bellman error solutions than existing approaches with a fraction of the required memory.

math.OC↗

A Narration-based Reward Shaping Approach using Grounded Natural Language Commands

While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of reward sparsity. This is especially true for tasks such as training an agent to play StarCraft II, a real-time strategy game where reward is only given at the end of a game which is usually very long. While this problem can be addressed through reward shaping, such approaches typically require a human expert with specialized knowledge. Inspired by the vision of enabling reward shaping through the more-accessible paradigm of natural-language narration, we develop a technique that can provide the benefits of reward shaping using natural language commands. Our narration-guided RL agent projects sequences of natural-language commands into the same high-dimensional representation space as corresponding goal states. We show that we can get improved performance with our method compared to traditional reward-shaping approaches. Additionally, we demonstrate the ability of our method to generalize to unseen natural-language commands.

cs.AI↗

Imitation Learning from Video by Leveraging Proprioception

Classically, imitation learning algorithms have been developed for idealized situations, e.g., the demonstrations are often required to be collected in the exact same environment and usually include the demonstrator's actions. Recently, however, the research community has begun to address some of these shortcomings by offering algorithmic solutions that enable imitation learning from observation (IfO), e.g., learning to perform a task from visual demonstrations that may be in a different environment and do not include actions. Motivated by the fact that agents often also have access to their own internal states (i.e., proprioception), we propose and study an IfO algorithm that leverages this information in the policy learning process. The proposed architecture learns policies over proprioceptive state representations and compares the resulting trajectories visually to the demonstration data. We experimentally test the proposed technique on several MuJoCo domains and show that it outperforms other imitation from observation algorithms by a large margin.

cs.LG↗

Recent Advances in Imitation Learning from Observation

Imitation learning is the process by which one agent tries to learn how to perform a certain task using information generated by another, often more-expert agent performing that same task. Conventionally, the imitator has access to both state and action information generated by an expert performing the task (e.g., the expert may provide a kinesthetic demonstration of object placement using a robotic arm). However, requiring the action information prevents imitation learning from a large number of existing valuable learning resources such as online videos of humans performing tasks. To overcome this issue, the specific problem of imitation from observation (IfO) has recently garnered a great deal of attention, in which the imitator only has access to the state information (e.g., video frames) generated by the expert. In this paper, we provide a literature review of methods developed for IfO, and then point out some open research problems and potential future work.

cs.RO↗

Generative Adversarial Imitation from Observation

Imitation from observation (IfO) is the problem of learning directly from state-only demonstrations without having access to the demonstrator's actions. The lack of action information both distinguishes IfO from most of the literature in imitation learning, and also sets it apart as a method that may enable agents to learn from a large set of previously inapplicable resources such as internet videos. In this paper, we propose both a general framework for IfO approaches and also a new IfO approach based on generative adversarial networks called generative adversarial imitation from observation (GAIfO). We conduct experiments in two different settings: (1) when demonstrations consist of low-dimensional, manually-defined state features, and (2) when demonstrations consist of high-dimensional, raw visual data. We demonstrate that our approach performs comparably to classical imitation learning approaches (which have access to the demonstrator's actions) and significantly outperforms existing imitation from observation methods in high-dimensional simulation environments.

cs.LG↗

Sample-efficient Adversarial Imitation Learning from Observation

Imitation from observation is the framework of learning tasks by observing demonstrated state-only trajectories. Recently, adversarial approaches have achieved significant performance improvements over other methods for imitating complex behaviors. However, these adversarial imitation algorithms often require many demonstration examples and learning iterations to produce a policy that is successful at imitating a demonstrator's behavior. This high sample complexity often prohibits these algorithms from being deployed on physical robots. In this paper, we propose an algorithm that addresses the sample inefficiency problem by utilizing ideas from trajectory centric reinforcement learning algorithms. We test our algorithm and conduct experiments using an imitation task on a physical robot arm and its simulated version in Gazebo and will show the improvement in learning rate and efficiency.

cs.LG↗

Deterministic Implementations for Reproducibility in Deep Reinforcement Learning

While deep reinforcement learning (DRL) has led to numerous successes in recent years, reproducing these successes can be extremely challenging. One reproducibility challenge particularly relevant to DRL is nondeterminism in the training process, which can substantially affect the results. Motivated by this challenge, we study the positive impacts of deterministic implementations in eliminating nondeterminism in training. To do so, we consider the particular case of the deep Q-learning algorithm, for which we produce a deterministic implementation by identifying and controlling all sources of nondeterminism in the training process. One by one, we then allow individual sources of nondeterminism to affect our otherwise deterministic implementation, and measure the impact of each source on the variance in performance. We find that individual sources of nondeterminism can substantially impact the performance of agent, illustrating the benefits of deterministic implementations. In addition, we also discuss the important role of deterministic implementations in achieving exact replicability of results.

cs.AI↗

Grounding Natural Language Commands to StarCraft II Game States for Narration-Guided Reinforcement Learning

While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of {\em reward sparsity}. This is especially true for tasks such as training an agent to play StarCraft II, a real-time strategy game where reward is only given at the end of a game which is usually very long. While this problem can be addressed through reward shaping, such approaches typically require a human expert with specialized knowledge. Inspired by the vision of enabling reward shaping through the more-accessible paradigm of natural-language narration, we investigate to what extent we can contextualize these narrations by grounding them to the goal-specific states. We present a mutual-embedding model using a multi-input deep-neural network that projects a sequence of natural language commands into the same high-dimensional representation space as corresponding goal states. We show that using this model we can learn an embedding space with separable and distinct clusters that accurately maps natural-language commands to corresponding game states . We also discuss how this model can allow for the use of narrations as a robust form of reward shaping to improve RL performance and efficiency.

cs.MM↗

Behavioral Cloning from Observation

Humans often learn how to perform tasks via imitation: they observe others perform a task, and then very quickly infer the appropriate actions to take based on their observations. While extending this paradigm to autonomous agents is a well-studied problem in general, there are two particular aspects that have largely been overlooked: (1) that the learning is done from observation only (i.e., without explicit action information), and (2) that the learning is typically done very quickly. In this work, we propose a two-phase, autonomous imitation learning technique called behavioral cloning from observation (BCO), that aims to provide improved performance with respect to both of these aspects. First, we allow the agent to acquire experience in a self-supervised fashion. This experience is used to develop a model which is then utilized to learn a particular task by observing an expert perform that task without the knowledge of the specific actions taken. We experimentally compare BCO to imitation learning methods, including the state-of-the-art, generative adversarial imitation learning (GAIL) technique, and we show comparable task performance in several different simulation domains while exhibiting increased learning speed after expert trajectories become available.

cs.AI↗

Deep TAMER: Interactive Agent Shaping in High-Dimensional State Spaces

While recent advances in deep reinforcement learning have allowed autonomous learning agents to succeed at a variety of complex tasks, existing algorithms generally require a lot of training data. One way to increase the speed at which agents are able to learn to perform tasks is by leveraging the input of human trainers. Although such input can take many forms, real-time, scalar-valued feedback is especially useful in situations where it proves difficult or impossible for humans to provide expert demonstrations. Previous approaches have shown the usefulness of human input provided in this fashion (e.g., the TAMER framework), but they have thus far not considered high-dimensional state spaces or employed the use of deep learning. In this paper, we do both: we propose Deep TAMER, an extension of the TAMER framework that leverages the representational power of deep neural networks in order to learn complex tasks in just a short amount of time with a human trainer. We demonstrate Deep TAMER's success by using it and just 15 minutes of human-provided feedback to train an agent that performs better than humans on the Atari game of Bowling - a task that has proven difficult for even state-of-the-art reinforcement learning methods.

cs.AI↗

Parsimonious Online Learning with Kernels via Sparse Projections in Function Space

Despite their attractiveness, popular perception is that techniques for nonparametric function approximation do not scale to streaming data due to an intractable growth in the amount of storage they require. To solve this problem in a memory-affordable way, we propose an online technique based on functional stochastic gradient descent in tandem with supervised sparsification based on greedy function subspace projections. The method, called parsimonious online learning with kernels (POLK), provides a controllable tradeoff? between its solution accuracy and the amount of memory it requires. We derive conditions under which the generated function sequence converges almost surely to the optimal function, and we establish that the memory requirement remains finite. We evaluate POLK for kernel multi-class logistic regression and kernel hinge-loss classification on three canonical data sets: a synthetic Gaussian mixture model, the MNIST hand-written digits, and the Brodatz texture database. On all three tasks, we observe a favorable tradeoff of objective function evaluation, classification performance, and complexity of the nonparametric regressor extracted the proposed method.

stat.ML↗

Semantics for UGV Registration in GPS-denied Environments

Localization in a global map is critical to success in many autonomous robot missions. This is particularly challenging for multi-robot operations in unknown and adverse environments. Here, we are concerned with providing a small unmanned ground vehicle (UGV) the ability to localize itself within a 2.5D aerial map generated from imagery captured by a low-flying unmanned aerial vehicle (UAV). We consider the scenario where GPS is unavailable and appearance-based scene changes may have occurred between the UAV's flight and the start of the UGV's mission. We present a GPS-free solution to this localization problem that is robust to appearance shifts by exploiting high-level, semantic representations of image and depth data. Using data gathered at an urban test site, we empirically demonstrate that our technique yields results within five meters of a GPS-based approach.

cs.RO↗

Decentralized Dynamic Discriminative Dictionary Learning

We consider discriminative dictionary learning in a distributed online setting, where a network of agents aims to learn a common set of dictionary elements of a feature space and model parameters while sequentially receiving observations. We formulate this problem as a distributed stochastic program with a non-convex objective and present a block variant of the Arrow-Hurwicz saddle point algorithm to solve it. Using Lagrange multipliers to penalize the discrepancy between them, only neighboring nodes exchange model information. We show that decisions made with this saddle point algorithm asymptotically achieve a first-order stationarity condition on average.

stat.ML↗

Adaptive-Rate Compressive Sensing Using Side Information

We provide two novel adaptive-rate compressive sensing (CS) strategies for sparse, time-varying signals using side information. Our first method utilizes extra cross-validation measurements, and the second one exploits extra low-resolution measurements. Unlike the majority of current CS techniques, we do not assume that we know an upper bound on the number of significant coefficients that comprise the images in the video sequence. Instead, we use the side information to predict the number of significant coefficients in the signal at the next time instant. For each image in the video sequence, our techniques specify a fixed number of spatially-multiplexed CS measurements to acquire, and adjust this quantity from image to image. Our strategies are developed in the specific context of background subtraction for surveillance video, and we experimentally validate the proposed methods on real video sequences.

cs.CV↗