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Nicholas Waytowich

Publications and source records attributed to Nicholas Waytowich.

28 records · Page 2Linked to original sources

Automatic Goal Generation using Dynamical Distance Learning

Reinforcement Learning (RL) agents can learn to solve complex sequential decision making tasks by interacting with the environment. However, sample efficiency remains a major challenge. In the field of multi-goal RL, where agents are required to reach multiple goals to solve complex tasks, improving sample efficiency can be especially challenging. On the other hand, humans or other biological agents learn such tasks in a much more strategic way, following a curriculum where tasks are sampled with increasing difficulty level in order to make gradual and efficient learning progress. In this work, we propose a method for automatic goal generation using a dynamical distance function (DDF) in a self-supervised fashion. DDF is a function which predicts the dynamical distance between any two states within a markov decision process (MDP). With this, we generate a curriculum of goals at the appropriate difficulty level to facilitate efficient learning throughout the training process. We evaluate this approach on several goal-conditioned robotic manipulation and navigation tasks, and show improvements in sample efficiency over a baseline method which only uses random goal sampling.

cs.AI↗

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↗

Interactive Hierarchical Guidance using Language

Reinforcement learning has been successful in many tasks ranging from robotic control, games, energy management etc. In complex real world environments with sparse rewards and long task horizons, sample efficiency is still a major challenge. Most complex tasks can be easily decomposed into high-level planning and low level control. Therefore, it is important to enable agents to leverage the hierarchical structure and decompose bigger tasks into multiple smaller sub-tasks. We introduce an approach where we use language to specify sub-tasks and a high-level planner issues language commands to a low level controller. The low-level controller executes the sub-tasks based on the language commands. Our experiments show that this method is able to solve complex long horizon planning tasks with limited human supervision. Using language has added benefit of interpretability and ability for expert humans to take over the high-level planning task and provide language commands if necessary.

cs.AI↗

Learning Your Way Without Map or Compass: Panoramic Target Driven Visual Navigation

We present a robot navigation system that uses an imitation learning framework to successfully navigate in complex environments. Our framework takes a pre-built 3D scan of a real environment and trains an agent from pre-generated expert trajectories to navigate to any position given a panoramic view of the goal and the current visual input without relying on map, compass, odometry, or relative position of the target at runtime. Our end-to-end trained agent uses RGB and depth (RGBD) information and can handle large environments (up to $1031m^2$) across multiple rooms (up to $40$) and generalizes to unseen targets. We show that when compared to several baselines our method (1) requires fewer training examples and less training time, (2) reaches the goal location with higher accuracy, and (3) produces better solutions with shorter paths for long-range navigation tasks.

cs.RO↗

Inferring and Learning Multi-Robot Policies by Observing an Expert

We present a technique for learning how to solve a multi-robot mission that requires interaction with an external environment by observing an expert system executing the same mission. We define the expert system as a team of robots equipped with a library of controllers, each designed to solve a specific task, supervised by an expert policy that appropriately selects controllers based on the states of robots and environment. The objective is for an un-trained team of robots (i.e., imitator system) equipped with the same library of controllers, but agnostic to the expert policy, to execute the mission, with performances comparable to those of the expert system. From un-annotated observations of the expert system, a multi-hypothesis filtering technique is used to estimate individual controllers executed by the expert policy. Then, the history of estimated controllers and environmental states is used to train a neural network policy for the imitator system. Considering a perimeter protection scenario on a team of differential-drive robots, we show that the learned policy endows the imitator system with performances comparable to those of the expert system.

cs.RO↗

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↗

Learning from Observations Using a Single Video Demonstration and Human Feedback

In this paper, we present a method for learning from video demonstrations by using human feedback to construct a mapping between the standard representation of the agent and the visual representation of the demonstration. In this way, we leverage the advantages of both these representations, i.e., we learn the policy using standard state representations, but are able to specify the expected behavior using video demonstration. We train an autonomous agent using a single video demonstration and use human feedback (using numerical similarity rating) to map the standard representation to the visual representation with a neural network. We show the effectiveness of our method by teaching a hopper agent in the MuJoCo to perform a backflip using a single video demonstration generated in MuJoCo as well as from a real-world YouTube video of a person performing a backflip. Additionally, we show that our method can transfer to new tasks, such as hopping, with very little human feedback.

cs.LG↗

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↗

Improving Safety in Reinforcement Learning Using Model-Based Architectures and Human Intervention

Recent progress in AI and Reinforcement learning has shown great success in solving complex problems with high dimensional state spaces. However, most of these successes have been primarily in simulated environments where failure is of little or no consequence. Most real-world applications, however, require training solutions that are safe to operate as catastrophic failures are inadmissible especially when there is human interaction involved. Currently, Safe RL systems use human oversight during training and exploration in order to make sure the RL agent does not go into a catastrophic state. These methods require a large amount of human labor and it is very difficult to scale up. We present a hybrid method for reducing the human intervention time by combining model-based approaches and training a supervised learner to improve sample efficiency while also ensuring safety. We evaluate these methods on various grid-world environments using both standard and visual representations and show that our approach achieves better performance in terms of sample efficiency, number of catastrophic states reached as well as overall task performance compared to traditional model-free approaches

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↗