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Matthew E. Taylor

Publications and source records attributed to Matthew E. Taylor.

At least 37 records · Page 2Linked to original sources

Investigating the Benefits of Nonlinear Action Maps in Data-Driven Teleoperation

As robots become more common for both able-bodied individuals and those living with a disability, it is increasingly important that lay people be able to drive multi-degree-of-freedom platforms with low-dimensional controllers. One approach is to use state-conditioned action mapping methods to learn mappings between low-dimensional controllers and high DOF manipulators -- prior research suggests these mappings can simplify the teleoperation experience for users. Recent works suggest that neural networks predicting a local linear function are superior to the typical end-to-end multi-layer perceptrons because they allow users to more easily undo actions, providing more control over the system. However, local linear models assume actions exist on a linear subspace and may not capture nuanced actions in training data. We observe that the benefit of these mappings is being an odd function concerning user actions, and propose end-to-end nonlinear action maps which achieve this property. Unfortunately, our experiments show that such modifications offer minimal advantages over previous solutions. We find that nonlinear odd functions behave linearly for most of the control space, suggesting architecture structure improvements are not the primary factor in data-driven teleoperation. Our results suggest other avenues, such as data augmentation techniques and analysis of human behavior, are necessary for action maps to become practical in real-world applications, such as in assistive robotics to improve the quality of life of people living with w disability.

cs.RO↗

CANDERE-COACH: Reinforcement Learning from Noisy Feedback

In recent times, Reinforcement learning (RL) has been widely applied to many challenging tasks. However, in order to perform well, it requires access to a good reward function which is often sparse or manually engineered with scope for error. Introducing human prior knowledge is often seen as a possible solution to the above-mentioned problem, such as imitation learning, learning from preference, and inverse reinforcement learning. Learning from feedback is another framework that enables an RL agent to learn from binary evaluative signals describing the teacher's (positive or negative) evaluation of the agent's action. However, these methods often make the assumption that evaluative teacher feedback is perfect, which is a restrictive assumption. In practice, such feedback can be noisy due to limited teacher expertise or other exacerbating factors like cognitive load, availability, distraction, etc. In this work, we propose the CANDERE-COACH algorithm, which is capable of learning from noisy feedback by a nonoptimal teacher. We propose a noise-filtering mechanism to de-noise online feedback data, thereby enabling the RL agent to successfully learn with up to 40% of the teacher feedback being incorrect. Experiments on three common domains demonstrate the effectiveness of the proposed approach.

cs.LG↗

ODGR: Online Dynamic Goal Recognition

Traditionally, Reinforcement Learning (RL) problems are aimed at optimization of the behavior of an agent. This paper proposes a novel take on RL, which is used to learn the policy of another agent, to allow real-time recognition of that agent's goals. Goal Recognition (GR) has traditionally been framed as a planning problem where one must recognize an agent's objectives based on its observed actions. Recent approaches have shown how reinforcement learning can be used as part of the GR pipeline, but are limited to recognizing predefined goals and lack scalability in domains with a large goal space. This paper formulates a novel problem, "Online Dynamic Goal Recognition" (ODGR), as a first step to address these limitations. Contributions include introducing the concept of dynamic goals into the standard GR problem definition, revisiting common approaches by reformulating them using ODGR, and demonstrating the feasibility of solving ODGR in a navigation domain using transfer learning. These novel formulations open the door for future extensions of existing transfer learning-based GR methods, which will be robust to changing and expansive real-time environments.

cs.AI↗

A Novel Framework for Automated Warehouse Layout Generation

Optimizing warehouse layouts is crucial due to its significant impact on efficiency and productivity. We present an AI-driven framework for automated warehouse layout generation. This framework employs constrained beam search to derive optimal layouts within given spatial parameters, adhering to all functional requirements. The feasibility of the generated layouts is verified based on criteria such as item accessibility, required minimum clearances, and aisle connectivity. A scoring function is then used to evaluate the feasible layouts considering the number of storage locations, access points, and accessibility costs. We demonstrate our method's ability to produce feasible, optimal layouts for a variety of warehouse dimensions and shapes, diverse door placements, and interconnections. This approach, currently being prepared for deployment, will enable human designers to rapidly explore and confirm options, facilitating the selection of the most appropriate layout for their use-case.

cs.AI↗

Video Occupancy Models

We introduce a new family of video prediction models designed to support downstream control tasks. We call these models Video Occupancy models (VOCs). VOCs operate in a compact latent space, thus avoiding the need to make predictions about individual pixels. Unlike prior latent-space world models, VOCs directly predict the discounted distribution of future states in a single step, thus avoiding the need for multistep roll-outs. We show that both properties are beneficial when building predictive models of video for use in downstream control. Code is available at \href{https://github.com/manantomar/video-occupancy-models}{\texttt{github.com/manantomar/video-occupancy-models}}.

cs.CV↗

FPGA Divide-and-Conquer Placement using Deep Reinforcement Learning

This paper introduces the problem of learning to place logic blocks in Field-Programmable Gate Arrays (FPGAs) and a learning-based method. In contrast to previous search-based placement algorithms, we instead employ Reinforcement Learning (RL) with the goal of minimizing wirelength. In addition to our preliminary learning results, we also evaluated a novel decomposition to address the nature of large search space when placing many blocks on a chipboard. Empirical experiments evaluate the effectiveness of the learning and decomposition paradigms on FPGA placement tasks.

cs.AR↗

Monitored Markov Decision Processes

In reinforcement learning (RL), an agent learns to perform a task by interacting with an environment and receiving feedback (a numerical reward) for its actions. However, the assumption that rewards are always observable is often not applicable in real-world problems. For example, the agent may need to ask a human to supervise its actions or activate a monitoring system to receive feedback. There may even be a period of time before rewards become observable, or a period of time after which rewards are no longer given. In other words, there are cases where the environment generates rewards in response to the agent's actions but the agent cannot observe them. In this paper, we formalize a novel but general RL framework - Monitored MDPs - where the agent cannot always observe rewards. We discuss the theoretical and practical consequences of this setting, show challenges raised even in toy environments, and propose algorithms to begin to tackle this novel setting. This paper introduces a powerful new formalism that encompasses both new and existing problems and lays the foundation for future research.

cs.LG↗

GLIDE-RL: Grounded Language Instruction through DEmonstration in RL

One of the final frontiers in the development of complex human - AI collaborative systems is the ability of AI agents to comprehend the natural language and perform tasks accordingly. However, training efficient Reinforcement Learning (RL) agents grounded in natural language has been a long-standing challenge due to the complexity and ambiguity of the language and sparsity of the rewards, among other factors. Several advances in reinforcement learning, curriculum learning, continual learning, language models have independently contributed to effective training of grounded agents in various environments. Leveraging these developments, we present a novel algorithm, Grounded Language Instruction through DEmonstration in RL (GLIDE-RL) that introduces a teacher-instructor-student curriculum learning framework for training an RL agent capable of following natural language instructions that can generalize to previously unseen language instructions. In this multi-agent framework, the teacher and the student agents learn simultaneously based on the student's current skill level. We further demonstrate the necessity for training the student agent with not just one, but multiple teacher agents. Experiments on a complex sparse reward environment validates the effectiveness of our proposed approach.

cs.CL↗

LaFFi: Leveraging Hybrid Natural Language Feedback for Fine-tuning Language Models

Fine-tuning Large Language Models (LLMs) adapts a trained model to specific downstream tasks, significantly improving task-specific performance. Supervised Fine-Tuning (SFT) is a common approach, where an LLM is trained to produce desired answers. However, LLMs trained with SFT sometimes make simple mistakes and result in hallucinations on reasoning tasks such as question-answering. Without external feedback, it is difficult for SFT to learn a good mapping between the question and the desired answer, especially with a small dataset. This paper introduces an alternative to SFT called Natural Language Feedback for Finetuning LLMs (LaFFi). LaFFi has LLMs directly predict the feedback they will receive from an annotator. We find that requiring such reflection can significantly improve the accuracy in in-domain question-answering tasks, providing a promising direction for the application of natural language feedback in the realm of SFT LLMs. Additional ablation studies show that the portion of human-annotated data in the annotated datasets affects the fine-tuning performance.

cs.LG↗

MaDi: Learning to Mask Distractions for Generalization in Visual Deep Reinforcement Learning

The visual world provides an abundance of information, but many input pixels received by agents often contain distracting stimuli. Autonomous agents need the ability to distinguish useful information from task-irrelevant perceptions, enabling them to generalize to unseen environments with new distractions. Existing works approach this problem using data augmentation or large auxiliary networks with additional loss functions. We introduce MaDi, a novel algorithm that learns to mask distractions by the reward signal only. In MaDi, the conventional actor-critic structure of deep reinforcement learning agents is complemented by a small third sibling, the Masker. This lightweight neural network generates a mask to determine what the actor and critic will receive, such that they can focus on learning the task. The masks are created dynamically, depending on the current input. We run experiments on the DeepMind Control Generalization Benchmark, the Distracting Control Suite, and a real UR5 Robotic Arm. Our algorithm improves the agent's focus with useful masks, while its efficient Masker network only adds 0.2% more parameters to the original structure, in contrast to previous work. MaDi consistently achieves generalization results better than or competitive to state-of-the-art methods.

cs.LG↗

Maximum Reward Formulation In Reinforcement Learning

Reinforcement learning (RL) algorithms typically deal with maximizing the expected cumulative return (discounted or undiscounted, finite or infinite horizon). However, several crucial applications in the real world, such as drug discovery, do not fit within this framework because an RL agent only needs to identify states (molecules) that achieve the highest reward within a trajectory and does not need to optimize for the expected cumulative return. In this work, we formulate an objective function to maximize the expected maximum reward along a trajectory, derive a novel functional form of the Bellman equation, introduce the corresponding Bellman operators, and provide a proof of convergence. Using this formulation, we achieve state-of-the-art results on the task of molecule generation that mimics a real-world drug discovery pipeline.

cs.LG↗

Curriculum Learning for Cooperation in Multi-Agent Reinforcement Learning

While there has been significant progress in curriculum learning and continuous learning for training agents to generalize across a wide variety of environments in the context of single-agent reinforcement learning, it is unclear if these algorithms would still be valid in a multi-agent setting. In a competitive setting, a learning agent can be trained by making it compete with a curriculum of increasingly skilled opponents. However, a general intelligent agent should also be able to learn to act around other agents and cooperate with them to achieve common goals. When cooperating with other agents, the learning agent must (a) learn how to perform the task (or subtask), and (b) increase the overall team reward. In this paper, we aim to answer the question of what kind of cooperative teammate, and a curriculum of teammates should a learning agent be trained with to achieve these two objectives. Our results on the game Overcooked show that a pre-trained teammate who is less skilled is the best teammate for overall team reward but the worst for the learning of the agent. Moreover, somewhat surprisingly, a curriculum of teammates with decreasing skill levels performs better than other types of curricula.

cs.AI↗

Human-Machine Teaming for UAVs: An Experimentation Platform

Full automation is often not achievable or desirable in critical systems with high-stakes decisions. Instead, human-AI teams can achieve better results. To research, develop, evaluate, and validate algorithms suited for such teaming, lightweight experimentation platforms that enable interactions between humans and multiple AI agents are necessary. However, there are limited examples of such platforms for defense environments. To address this gap, we present the Cogment human-machine teaming experimentation platform, which implements human-machine teaming (HMT) use cases that features heterogeneous multi-agent systems and can involve learning AI agents, static AI agents, and humans. It is built on the Cogment platform and has been used for academic research, including work presented at the ALA workshop at AAMAS this year [1]. With this platform, we hope to facilitate further research on human-machine teaming in critical systems and defense environments.

cs.AI↗

Ignorance is Bliss: Robust Control via Information Gating

Informational parsimony provides a useful inductive bias for learning representations that achieve better generalization by being robust to noise and spurious correlations. We propose \textit{information gating} as a way to learn parsimonious representations that identify the minimal information required for a task. When gating information, we can learn to reveal as little information as possible so that a task remains solvable, or hide as little information as possible so that a task becomes unsolvable. We gate information using a differentiable parameterization of the signal-to-noise ratio, which can be applied to arbitrary values in a network, e.g., erasing pixels at the input layer or activations in some intermediate layer. When gating at the input layer, our models learn which visual cues matter for a given task. When gating intermediate layers, our models learn which activations are needed for subsequent stages of computation. We call our approach \textit{InfoGating}. We apply InfoGating to various objectives such as multi-step forward and inverse dynamics models, Q-learning, and behavior cloning, highlighting how InfoGating can naturally help in discarding information not relevant for control. Results show that learning to identify and use minimal information can improve generalization in downstream tasks. Policies based on InfoGating are considerably more robust to irrelevant visual features, leading to improved pretraining and finetuning of RL models.

cs.LG↗

Can You Improve My Code? Optimizing Programs with Local Search

This paper introduces a local search method for improving an existing program with respect to a measurable objective. Program Optimization with Locally Improving Search (POLIS) exploits the structure of a program, defined by its lines. POLIS improves a single line of the program while keeping the remaining lines fixed, using existing brute-force synthesis algorithms, and continues iterating until it is unable to improve the program's performance. POLIS was evaluated with a 27-person user study, where participants wrote programs attempting to maximize the score of two single-agent games: Lunar Lander and Highway. POLIS was able to substantially improve the participants' programs with respect to the game scores. A proof-of-concept demonstration on existing Stack Overflow code measures applicability in real-world problems. These results suggest that POLIS could be used as a helpful programming assistant for programming problems with measurable objectives.

cs.SE↗

Learning from Multiple Independent Advisors in Multi-agent Reinforcement Learning

Multi-agent reinforcement learning typically suffers from the problem of sample inefficiency, where learning suitable policies involves the use of many data samples. Learning from external demonstrators is a possible solution that mitigates this problem. However, most prior approaches in this area assume the presence of a single demonstrator. Leveraging multiple knowledge sources (i.e., advisors) with expertise in distinct aspects of the environment could substantially speed up learning in complex environments. This paper considers the problem of simultaneously learning from multiple independent advisors in multi-agent reinforcement learning. The approach leverages a two-level Q-learning architecture, and extends this framework from single-agent to multi-agent settings. We provide principled algorithms that incorporate a set of advisors by both evaluating the advisors at each state and subsequently using the advisors to guide action selection. We also provide theoretical convergence and sample complexity guarantees. Experimentally, we validate our approach in three different test-beds and show that our algorithms give better performances than baselines, can effectively integrate the combined expertise of different advisors, and learn to ignore bad advice.

cs.LG↗

Multi-Agent Advisor Q-Learning

In the last decade, there have been significant advances in multi-agent reinforcement learning (MARL) but there are still numerous challenges, such as high sample complexity and slow convergence to stable policies, that need to be overcome before wide-spread deployment is possible. However, many real-world environments already, in practice, deploy sub-optimal or heuristic approaches for generating policies. An interesting question that arises is how to best use such approaches as advisors to help improve reinforcement learning in multi-agent domains. In this paper, we provide a principled framework for incorporating action recommendations from online sub-optimal advisors in multi-agent settings. We describe the problem of ADvising Multiple Intelligent Reinforcement Agents (ADMIRAL) in nonrestrictive general-sum stochastic game environments and present two novel Q-learning based algorithms: ADMIRAL - Decision Making (ADMIRAL-DM) and ADMIRAL - Advisor Evaluation (ADMIRAL-AE), which allow us to improve learning by appropriately incorporating advice from an advisor (ADMIRAL-DM), and evaluate the effectiveness of an advisor (ADMIRAL-AE). We analyze the algorithms theoretically and provide fixed-point guarantees regarding their learning in general-sum stochastic games. Furthermore, extensive experiments illustrate that these algorithms: can be used in a variety of environments, have performances that compare favourably to other related baselines, can scale to large state-action spaces, and are robust to poor advice from advisors.

cs.AI↗

PMIC: Improving Multi-Agent Reinforcement Learning with Progressive Mutual Information Collaboration

Learning to collaborate is critical in Multi-Agent Reinforcement Learning (MARL). Previous works promote collaboration by maximizing the correlation of agents' behaviors, which is typically characterized by Mutual Information (MI) in different forms. However, we reveal sub-optimal collaborative behaviors also emerge with strong correlations, and simply maximizing the MI can, surprisingly, hinder the learning towards better collaboration. To address this issue, we propose a novel MARL framework, called Progressive Mutual Information Collaboration (PMIC), for more effective MI-driven collaboration. PMIC uses a new collaboration criterion measured by the MI between global states and joint actions. Based on this criterion, the key idea of PMIC is maximizing the MI associated with superior collaborative behaviors and minimizing the MI associated with inferior ones. The two MI objectives play complementary roles by facilitating better collaborations while avoiding falling into sub-optimal ones. Experiments on a wide range of MARL benchmarks show the superior performance of PMIC compared with other algorithms.

cs.MA↗