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Roy Fox

Publications and source records attributed to Roy Fox.

At least 37 records · Page 2Linked to original sources

Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games

In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in each iteration. Instead of adding only deterministic best responses to the opponent's least exploitable population mixture, SP-PSRO also learns an approximately optimal stochastic policy and adds it to the population as well. As a result, SP-PSRO empirically tends to converge much faster than APSRO and in many games converges in just a few iterations.

cs.GT↗

Learning to Query Internet Text for Informing Reinforcement Learning Agents

Generalization to out of distribution tasks in reinforcement learning is a challenging problem. One successful approach improves generalization by conditioning policies on task or environment descriptions that provide information about the current transition or reward functions. Previously, these descriptions were often expressed as generated or crowd sourced text. In this work, we begin to tackle the problem of extracting useful information from natural language found in the wild (e.g. internet forums, documentation, and wikis). These natural, pre-existing sources are especially challenging, noisy, and large and present novel challenges compared to previous approaches. We propose to address these challenges by training reinforcement learning agents to learn to query these sources as a human would, and we experiment with how and when an agent should query. To address the \textit{how}, we demonstrate that pretrained QA models perform well at executing zero-shot queries in our target domain. Using information retrieved by a QA model, we train an agent to learn \textit{when} it should execute queries. We show that our method correctly learns to execute queries to maximize reward in a reinforcement learning setting.

cs.LG↗

XDO: A Double Oracle Algorithm for Extensive-Form Games

Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations an order of magnitude smaller than PSRO. Experiments on a modified Leduc poker game and Oshi-Zumo show that tabular XDO achieves a lower exploitability than CFR with the same amount of computation. We also find that NXDO outperforms PSRO and NFSP on a sequential multidimensional continuous-action game. NXDO is the first deep RL method that can find an approximate Nash equilibrium in high-dimensional continuous-action sequential games. Experiment code is available at https://github.com/indylab/nxdo.

cs.GT↗

Anytime PSRO for Two-Player Zero-Sum Games

Policy space response oracles (PSRO) is a multi-agent reinforcement learning algorithm that has achieved state-of-the-art performance in very large two-player zero-sum games. PSRO is based on the tabular double oracle (DO) method, an algorithm that is guaranteed to converge to a Nash equilibrium, but may increase exploitability from one iteration to the next. We propose anytime double oracle (ADO), a tabular double oracle algorithm for 2-player zero-sum games that is guaranteed to converge to a Nash equilibrium while decreasing exploitability from one iteration to the next. Unlike DO, in which the restricted distribution is based on the restricted game formed by each player's strategy sets, ADO finds the restricted distribution for each player that minimizes its exploitability against any policy in the full, unrestricted game. We also propose a method of finding this restricted distribution via a no-regret algorithm updated against best responses, called RM-BR DO. Finally, we propose anytime PSRO (APSRO), a version of ADO that calculates best responses via reinforcement learning. In experiments on Leduc poker and random normal form games, we show that our methods achieve far lower exploitability than DO and PSRO and decrease exploitability monotonically.

cs.GT↗

Target Entropy Annealing for Discrete Soft Actor-Critic

Soft Actor-Critic (SAC) is considered the state-of-the-art algorithm in continuous action space settings. It uses the maximum entropy framework for efficiency and stability, and applies a heuristic temperature Lagrange term to tune the temperature $α$, which determines how "soft" the policy should be. It is counter-intuitive that empirical evidence shows SAC does not perform well in discrete domains. In this paper we investigate the possible explanations for this phenomenon and propose Target Entropy Scheduled SAC (TES-SAC), an annealing method for the target entropy parameter applied on SAC. Target entropy is a constant in the temperature Lagrange term and represents the target policy entropy in discrete SAC. We compare our method on Atari 2600 games with different constant target entropy SAC, and analyze on how our scheduling affects SAC.

cs.LG↗

Count-Based Temperature Scheduling for Maximum Entropy Reinforcement Learning

Maximum Entropy Reinforcement Learning (MaxEnt RL) algorithms such as Soft Q-Learning (SQL) and Soft Actor-Critic trade off reward and policy entropy, which has the potential to improve training stability and robustness. Most MaxEnt RL methods, however, use a constant tradeoff coefficient (temperature), contrary to the intuition that the temperature should be high early in training to avoid overfitting to noisy value estimates and decrease later in training as we increasingly trust high value estimates to truly lead to good rewards. Moreover, our confidence in value estimates is state-dependent, increasing every time we use more evidence to update an estimate. In this paper, we present a simple state-based temperature scheduling approach, and instantiate it for SQL as Count-Based Soft Q-Learning (CBSQL). We evaluate our approach on a toy domain as well as in several Atari 2600 domains and show promising results.

cs.LG↗

Temporal-Difference Value Estimation via Uncertainty-Guided Soft Updates

Temporal-Difference (TD) learning methods, such as Q-Learning, have proven effective at learning a policy to perform control tasks. One issue with methods like Q-Learning is that the value update introduces bias when predicting the TD target of a unfamiliar state. Estimation noise becomes a bias after the max operator in the policy improvement step, and carries over to value estimations of other states, causing Q-Learning to overestimate the Q value. Algorithms like Soft Q-Learning (SQL) introduce the notion of a soft-greedy policy, which reduces the estimation bias via soft updates in early stages of training. However, the inverse temperature $β$ that controls the softness of an update is usually set by a hand-designed heuristic, which can be inaccurate at capturing the uncertainty in the target estimate. Under the belief that $β$ is closely related to the (state dependent) model uncertainty, Entropy Regularized Q-Learning (EQL) further introduces a principled scheduling of $β$ by maintaining a collection of the model parameters that characterizes model uncertainty. In this paper, we present Unbiased Soft Q-Learning (UQL), which extends the work of EQL from two action, finite state spaces to multi-action, infinite state space Markov Decision Processes. We also provide a principled numerical scheduling of $β$, extended from SQL and using model uncertainty, during the optimization process. We show the theoretical guarantees and the effectiveness of this update method in experiments on several discrete control environments.

cs.LG↗

Independent Natural Policy Gradient Always Converges in Markov Potential Games

Multi-agent reinforcement learning has been successfully applied to fully-cooperative and fully-competitive environments, but little is currently known about mixed cooperative/competitive environments. In this paper, we focus on a particular class of multi-agent mixed cooperative/competitive stochastic games called Markov Potential Games (MPGs), which include cooperative games as a special case. Recent results have shown that independent policy gradient converges in MPGs but it was not known whether Independent Natural Policy Gradient converges in MPGs as well. We prove that Independent Natural Policy Gradient always converges in the last iterate using constant learning rates. The proof deviates from the existing approaches and the main challenge lies in the fact that Markov Potential Games do not have unique optimal values (as single-agent settings exhibit) so different initializations can lead to different limit point values. We complement our theoretical results with experiments that indicate that Natural Policy Gradient outperforms Policy Gradient in routing games and congestion games.

cs.LG↗

Modular Framework for Visuomotor Language Grounding

Natural language instruction following tasks serve as a valuable test-bed for grounded language and robotics research. However, data collection for these tasks is expensive and end-to-end approaches suffer from data inefficiency. We propose the structuring of language, acting, and visual tasks into separate modules that can be trained independently. Using a Language, Action, and Vision (LAV) framework removes the dependence of action and vision modules on instruction following datasets, making them more efficient to train. We also present a preliminary evaluation of LAV on the ALFRED task for visual and interactive instruction following.

cs.AI↗

Improving Social Welfare While Preserving Autonomy via a Pareto Mediator

Machine learning algorithms often make decisions on behalf of agents with varied and sometimes conflicting interests. In domains where agents can choose to take their own action or delegate their action to a central mediator, an open question is how mediators should take actions on behalf of delegating agents. The main existing approach uses delegating agents to punish non-delegating agents in an attempt to get all agents to delegate, which tends to be costly for all. We introduce a Pareto Mediator which aims to improve outcomes for delegating agents without making any of them worse off. Our experiments in random normal form games, a restaurant recommendation game, and a reinforcement learning sequential social dilemma show that the Pareto Mediator greatly increases social welfare. Also, even when the Pareto Mediator is based on an incorrect model of agent utility, performance gracefully degrades to the pre-intervention level, due to the individual autonomy preserved by the voluntary mediator.

cs.GT↗

Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games

Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable general method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of $10^{50}$. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots. Experiment code is available athttps://github.com/JBLanier/pipeline-psro.

cs.GT↗

Hierarchical Variational Imitation Learning of Control Programs

Autonomous agents can learn by imitating teacher demonstrations of the intended behavior. Hierarchical control policies are ubiquitously useful for such learning, having the potential to break down structured tasks into simpler sub-tasks, thereby improving data efficiency and generalization. In this paper, we propose a variational inference method for imitation learning of a control policy represented by parametrized hierarchical procedures (PHP), a program-like structure in which procedures can invoke sub-procedures to perform sub-tasks. Our method discovers the hierarchical structure in a dataset of observation-action traces of teacher demonstrations, by learning an approximate posterior distribution over the latent sequence of procedure calls and terminations. Samples from this learned distribution then guide the training of the hierarchical control policy. We identify and demonstrate a novel benefit of variational inference in the context of hierarchical imitation learning: in decomposing the policy into simpler procedures, inference can leverage acausal information that is unused by other methods. Training PHP with variational inference outperforms LSTM baselines in terms of data efficiency and generalization, requiring less than half as much data to achieve a 24% error rate in executing the bubble sort algorithm, and to achieve no error in executing Karel programs.

cs.LG↗

Generalizing Robot Imitation Learning with Invariant Hidden Semi-Markov Models

Generalizing manipulation skills to new situations requires extracting invariant patterns from demonstrations. For example, the robot needs to understand the demonstrations at a higher level while being invariant to the appearance of the objects, geometric aspects of objects such as its position, size, orientation and viewpoint of the observer in the demonstrations. In this paper, we propose an algorithm that learns a joint probability density function of the demonstrations with invariant formulations of hidden semi-Markov models to extract invariant segments (also termed as sub-goals or options), and smoothly follow the generated sequence of states with a linear quadratic tracking controller. The algorithm takes as input the demonstrations with respect to different coordinate systems describing virtual landmarks or objects of interest with a task-parameterized formulation, and adapt the segments according to the environmental changes in a systematic manner. We present variants of this algorithm in latent space with low-rank covariance decompositions, semi-tied covariances, and non-parametric online estimation of model parameters under small variance asymptotics; yielding considerably low sample and model complexity for acquiring new manipulation skills. The algorithm allows a Baxter robot to learn a pick-and-place task while avoiding a movable obstacle based on only 4 kinesthetic demonstrations.

cs.RO↗

Constraint Estimation and Derivative-Free Recovery for Robot Learning from Demonstrations

Learning from human demonstrations can facilitate automation but is risky because the execution of the learned policy might lead to collisions and other failures. Adding explicit constraints to avoid unsafe states is generally not possible when the state representations are complex. Furthermore, enforcing these constraints during execution of the learned policy can be challenging in environments where dynamics are difficult to model such as push mechanics in grasping. In this paper, we propose Derivative-Free Recovery (DFR), a two-phase method for generating robust policies from demonstrations in robotic manipulation tasks where the system comes to rest at each time step. In the first phase, we use support estimation of supervisor demonstrations and treat the support as implicit constraints on states. We also propose a time-varying modification for sequential tasks. In the second phase, we use this support estimate to derive a switching policy that employs the learned policy in the interior of the support and switches to a recovery policy to steer the robot away from the boundary of the support if it drifts too close. We present additional conditions, which linearly bound the difference in state at each time step by the magnitude of control, allowing us to prove that the robot will not violate the constraints using the recovery policy. A simulated pushing task in MuJoCo suggests that DFR can reduce collisions by 83\%. On a physical line tracking task using a da Vinci Surgical Robot and a moving Stewart platform, DFR reduced collisions by 84\%.

cs.RO↗

RLlib: Abstractions for Distributed Reinforcement Learning

Reinforcement learning (RL) algorithms involve the deep nesting of highly irregular computation patterns, each of which typically exhibits opportunities for distributed computation. We argue for distributing RL components in a composable way by adapting algorithms for top-down hierarchical control, thereby encapsulating parallelism and resource requirements within short-running compute tasks. We demonstrate the benefits of this principle through RLlib: a library that provides scalable software primitives for RL. These primitives enable a broad range of algorithms to be implemented with high performance, scalability, and substantial code reuse. RLlib is available at https://rllib.io/.

cs.AI↗

Fast and Reliable Autonomous Surgical Debridement with Cable-Driven Robots Using a Two-Phase Calibration Procedure

Automating precision subtasks such as debridement (removing dead or diseased tissue fragments) with Robotic Surgical Assistants (RSAs) such as the da Vinci Research Kit (dVRK) is challenging due to inherent non-linearities in cable-driven systems. We propose and evaluate a novel two-phase coarse-to-fine calibration method. In Phase I (coarse), we place a red calibration marker on the end effector and let it randomly move through a set of open-loop trajectories to obtain a large sample set of camera pixels and internal robot end-effector configurations. This coarse data is then used to train a Deep Neural Network (DNN) to learn the coarse transformation bias. In Phase II (fine), the bias from Phase I is applied to move the end-effector toward a small set of specific target points on a printed sheet. For each target, a human operator manually adjusts the end-effector position by direct contact (not through teleoperation) and the residual compensation bias is recorded. This fine data is then used to train a Random Forest (RF) to learn the fine transformation bias. Subsequent experiments suggest that without calibration, position errors average 4.55mm. Phase I can reduce average error to 2.14mm and the combination of Phase I and Phase II can reduces average error to 1.08mm. We apply these results to debridement of raisins and pumpkin seeds as fragment phantoms. Using an endoscopic stereo camera with standard edge detection, experiments with 120 trials achieved average success rates of 94.5%, exceeding prior results with much larger fragments (89.4%) and achieving a speedup of 2.1x, decreasing time per fragment from 15.8 seconds to 7.3 seconds. Source code, data, and videos are available at https://sites.google.com/view/calib-icra/.

cs.RO↗

DDCO: Discovery of Deep Continuous Options for Robot Learning from Demonstrations

An option is a short-term skill consisting of a control policy for a specified region of the state space, and a termination condition recognizing leaving that region. In prior work, we proposed an algorithm called Deep Discovery of Options (DDO) to discover options to accelerate reinforcement learning in Atari games. This paper studies an extension to robot imitation learning, called Discovery of Deep Continuous Options (DDCO), where low-level continuous control skills parametrized by deep neural networks are learned from demonstrations. We extend DDO with: (1) a hybrid categorical-continuous distribution model to parametrize high-level policies that can invoke discrete options as well continuous control actions, and (2) a cross-validation method that relaxes DDO's requirement that users specify the number of options to be discovered. We evaluate DDCO in simulation of a 3-link robot in the vertical plane pushing a block with friction and gravity, and in two physical experiments on the da Vinci surgical robot, needle insertion where a needle is grasped and inserted into a silicone tissue phantom, and needle bin picking where needles and pins are grasped from a pile and categorized into bins. In the 3-link arm simulation, results suggest that DDCO can take 3x fewer demonstrations to achieve the same reward compared to a baseline imitation learning approach. In the needle insertion task, DDCO was successful 8/10 times compared to the next most accurate imitation learning baseline 6/10. In the surgical bin picking task, the learned policy successfully grasps a single object in 66 out of 99 attempted grasps, and in all but one case successfully recovered from failed grasps by retrying a second time.

cs.RO↗

DART: Noise Injection for Robust Imitation Learning

One approach to Imitation Learning is Behavior Cloning, in which a robot observes a supervisor and infers a control policy. A known problem with this "off-policy" approach is that the robot's errors compound when drifting away from the supervisor's demonstrations. On-policy, techniques alleviate this by iteratively collecting corrective actions for the current robot policy. However, these techniques can be tedious for human supervisors, add significant computation burden, and may visit dangerous states during training. We propose an off-policy approach that injects noise into the supervisor's policy while demonstrating. This forces the supervisor to demonstrate how to recover from errors. We propose a new algorithm, DART (Disturbances for Augmenting Robot Trajectories), that collects demonstrations with injected noise, and optimizes the noise level to approximate the error of the robot's trained policy during data collection. We compare DART with DAgger and Behavior Cloning in two domains: in simulation with an algorithmic supervisor on the MuJoCo tasks (Walker, Humanoid, Hopper, Half-Cheetah) and in physical experiments with human supervisors training a Toyota HSR robot to perform grasping in clutter. For high dimensional tasks like Humanoid, DART can be up to $3x$ faster in computation time and only decreases the supervisor's cumulative reward by $5\%$ during training, whereas DAgger executes policies that have $80\%$ less cumulative reward than the supervisor. On the grasping in clutter task, DART obtains on average a $62\%$ performance increase over Behavior Cloning.

cs.LG↗