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Sanjiban Choudhury

Publications and source records attributed to Sanjiban Choudhury.

At least 37 records · Page 2Linked to original sources

Learning to Move Like Professional Counter-Strike Players

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

cs.LG↗

Hybrid Inverse Reinforcement Learning

The inverse reinforcement learning approach to imitation learning is a double-edged sword. On the one hand, it can enable learning from a smaller number of expert demonstrations with more robustness to error compounding than behavioral cloning approaches. On the other hand, it requires that the learner repeatedly solve a computationally expensive reinforcement learning (RL) problem. Often, much of this computation is wasted searching over policies very dissimilar to the expert's. In this work, we propose using hybrid RL -- training on a mixture of online and expert data -- to curtail unnecessary exploration. Intuitively, the expert data focuses the learner on good states during training, which reduces the amount of exploration required to compute a strong policy. Notably, such an approach doesn't need the ability to reset the learner to arbitrary states in the environment, a requirement of prior work in efficient inverse RL. More formally, we derive a reduction from inverse RL to expert-competitive RL (rather than globally optimal RL) that allows us to dramatically reduce interaction during the inner policy search loop while maintaining the benefits of the IRL approach. This allows us to derive both model-free and model-based hybrid inverse RL algorithms with strong policy performance guarantees. Empirically, we find that our approaches are significantly more sample efficient than standard inverse RL and several other baselines on a suite of continuous control tasks.

cs.LG↗

InteRACT: Transformer Models for Human Intent Prediction Conditioned on Robot Actions

In collaborative human-robot manipulation, a robot must predict human intents and adapt its actions accordingly to smoothly execute tasks. However, the human's intent in turn depends on actions the robot takes, creating a chicken-or-egg problem. Prior methods ignore such inter-dependency and instead train marginal intent prediction models independent of robot actions. This is because training conditional models is hard given a lack of paired human-robot interaction datasets. Can we instead leverage large-scale human-human interaction data that is more easily accessible? Our key insight is to exploit a correspondence between human and robot actions that enables transfer learning from human-human to human-robot data. We propose a novel architecture, InteRACT, that pre-trains a conditional intent prediction model on large human-human datasets and fine-tunes on a small human-robot dataset. We evaluate on a set of real-world collaborative human-robot manipulation tasks and show that our conditional model improves over various marginal baselines. We also introduce new techniques to tele-operate a 7-DoF robot arm and collect a diverse range of human-robot collaborative manipulation data, which we open-source.

cs.RO↗

UNcommonsense Reasoning: Abductive Reasoning about Uncommon Situations

Language technologies that accurately model the dynamics of events must perform commonsense reasoning. Existing work evaluating commonsense reasoning focuses on making inferences about common, everyday situations. To instead investigate the ability to model unusual, unexpected, and unlikely situations, we explore the task of uncommonsense abductive reasoning. Given a piece of context with an unexpected outcome, this task requires reasoning abductively to generate an explanation that makes the unexpected outcome more likely in the context. To this end, we curate and release a new English language corpus called UNcommonsense. We characterize the performance differences between human explainers and the best-performing large language models, finding that model-enhanced human-written explanations achieve the highest quality by trading off between specificity and diversity. Finally, we experiment with several imitation learning algorithms to train open and accessible language models on this task. When compared with the vanilla supervised fine-tuning approach, these methods consistently reduce lose rates on both common and uncommonsense abductive reasoning judged by human evaluators.

cs.CL↗

The Virtues of Pessimism in Inverse Reinforcement Learning

Inverse Reinforcement Learning (IRL) is a powerful framework for learning complex behaviors from expert demonstrations. However, it traditionally requires repeatedly solving a computationally expensive reinforcement learning (RL) problem in its inner loop. It is desirable to reduce the exploration burden by leveraging expert demonstrations in the inner-loop RL. As an example, recent work resets the learner to expert states in order to inform the learner of high-reward expert states. However, such an approach is infeasible in the real world. In this work, we consider an alternative approach to speeding up the RL subroutine in IRL: \emph{pessimism}, i.e., staying close to the expert's data distribution, instantiated via the use of offline RL algorithms. We formalize a connection between offline RL and IRL, enabling us to use an arbitrary offline RL algorithm to improve the sample efficiency of IRL. We validate our theory experimentally by demonstrating a strong correlation between the efficacy of an offline RL algorithm and how well it works as part of an IRL procedure. By using a strong offline RL algorithm as part of an IRL procedure, we are able to find policies that match expert performance significantly more efficiently than the prior art.

cs.LG↗

Accelerating Inverse Reinforcement Learning with Expert Bootstrapping

Existing inverse reinforcement learning methods (e.g. MaxEntIRL, $f$-IRL) search over candidate reward functions and solve a reinforcement learning problem in the inner loop. This creates a rather strange inversion where a harder problem, reinforcement learning, is in the inner loop of a presumably easier problem, imitation learning. In this work, we show that better utilization of expert demonstrations can reduce the need for hard exploration in the inner RL loop, hence accelerating learning. Specifically, we propose two simple recipes: (1) placing expert transitions into the replay buffer of the inner RL algorithm (e.g. Soft-Actor Critic) which directly informs the learner about high reward states instead of forcing the learner to discover them through extensive exploration, and (2) using expert actions in Q value bootstrapping in order to improve the target Q value estimates and more accurately describe high value expert states. Our methods show significant gains over a MaxEntIRL baseline on the benchmark MuJoCo suite of tasks, speeding up recovery to 70\% of deterministic expert performance by 2.13x on HalfCheetah-v2, 2.6x on Ant-v2, 18x on Hopper-v2, and 3.36x on Walker2d-v2.

cs.LG↗

Inverse Reinforcement Learning without Reinforcement Learning

Inverse Reinforcement Learning (IRL) is a powerful set of techniques for imitation learning that aims to learn a reward function that rationalizes expert demonstrations. Unfortunately, traditional IRL methods suffer from a computational weakness: they require repeatedly solving a hard reinforcement learning (RL) problem as a subroutine. This is counter-intuitive from the viewpoint of reductions: we have reduced the easier problem of imitation learning to repeatedly solving the harder problem of RL. Another thread of work has proved that access to the side-information of the distribution of states where a strong policy spends time can dramatically reduce the sample and computational complexities of solving an RL problem. In this work, we demonstrate for the first time a more informed imitation learning reduction where we utilize the state distribution of the expert to alleviate the global exploration component of the RL subroutine, providing an exponential speedup in theory. In practice, we find that we are able to significantly speed up the prior art on continuous control tasks.

cs.LG↗

MuSHR: A Low-Cost, Open-Source Robotic Racecar for Education and Research

We present MuSHR, the Multi-agent System for non-Holonomic Racing. MuSHR is a low-cost, open-source robotic racecar platform for education and research, developed by the Personal Robotics Lab in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. MuSHR aspires to contribute towards democratizing the field of robotics as a low-cost platform that can be built and deployed by following detailed, open documentation and do-it-yourself tutorials. A set of demos and lab assignments developed for the Mobile Robots course at the University of Washington provide guided, hands-on experience with the platform, and milestones for further development. MuSHR is a valuable asset for academic research labs, robotics instructors, and robotics enthusiasts.

cs.RO↗

ManiCast: Collaborative Manipulation with Cost-Aware Human Forecasting

Seamless human-robot manipulation in close proximity relies on accurate forecasts of human motion. While there has been significant progress in learning forecast models at scale, when applied to manipulation tasks, these models accrue high errors at critical transition points leading to degradation in downstream planning performance. Our key insight is that instead of predicting the most likely human motion, it is sufficient to produce forecasts that capture how future human motion would affect the cost of a robot's plan. We present ManiCast, a novel framework that learns cost-aware human forecasts and feeds them to a model predictive control planner to execute collaborative manipulation tasks. Our framework enables fluid, real-time interactions between a human and a 7-DoF robot arm across a number of real-world tasks such as reactive stirring, object handovers, and collaborative table setting. We evaluate both the motion forecasts and the end-to-end forecaster-planner system against a range of learned and heuristic baselines while additionally contributing new datasets. We release our code and datasets at https://portal-cornell.github.io/manicast/.

cs.RO↗

Demo2Code: From Summarizing Demonstrations to Synthesizing Code via Extended Chain-of-Thought

Language instructions and demonstrations are two natural ways for users to teach robots personalized tasks. Recent progress in Large Language Models (LLMs) has shown impressive performance in translating language instructions into code for robotic tasks. However, translating demonstrations into task code continues to be a challenge due to the length and complexity of both demonstrations and code, making learning a direct mapping intractable. This paper presents Demo2Code, a novel framework that generates robot task code from demonstrations via an extended chain-of-thought and defines a common latent specification to connect the two. Our framework employs a robust two-stage process: (1) a recursive summarization technique that condenses demonstrations into concise specifications, and (2) a code synthesis approach that expands each function recursively from the generated specifications. We conduct extensive evaluation on various robot task benchmarks, including a novel game benchmark Robotouille, designed to simulate diverse cooking tasks in a kitchen environment. The project's website is available at https://portal-cornell.github.io/demo2code/

cs.RO↗

A Game-Theoretic Framework for Joint Forecasting and Planning

Planning safe robot motions in the presence of humans requires reliable forecasts of future human motion. However, simply predicting the most likely motion from prior interactions does not guarantee safety. Such forecasts fail to model the long tail of possible events, which are rarely observed in limited datasets. On the other hand, planning for worst-case motions leads to overtly conservative behavior and a "frozen robot". Instead, we aim to learn forecasts that predict counterfactuals that humans guard against. We propose a novel game-theoretic framework for joint planning and forecasting with the payoff being the performance of the planner against the demonstrator, and present practical algorithms to train models in an end-to-end fashion. We demonstrate that our proposed algorithm results in safer plans in a crowd navigation simulator and real-world datasets of pedestrian motion. We release our code at https://github.com/portal-cornell/Game-Theoretic-Forecasting-Planning.

cs.AI↗

Learning Shared Safety Constraints from Multi-task Demonstrations

Regardless of the particular task we want them to perform in an environment, there are often shared safety constraints we want our agents to respect. For example, regardless of whether it is making a sandwich or clearing the table, a kitchen robot should not break a plate. Manually specifying such a constraint can be both time-consuming and error-prone. We show how to learn constraints from expert demonstrations of safe task completion by extending inverse reinforcement learning (IRL) techniques to the space of constraints. Intuitively, we learn constraints that forbid highly rewarding behavior that the expert could have taken but chose not to. Unfortunately, the constraint learning problem is rather ill-posed and typically leads to overly conservative constraints that forbid all behavior that the expert did not take. We counter this by leveraging diverse demonstrations that naturally occur in multi-task settings to learn a tighter set of constraints. We validate our method with simulation experiments on high-dimensional continuous control tasks.

cs.LG↗

The Virtues of Laziness in Model-based RL: A Unified Objective and Algorithms

We propose a novel approach to addressing two fundamental challenges in Model-based Reinforcement Learning (MBRL): the computational expense of repeatedly finding a good policy in the learned model, and the objective mismatch between model fitting and policy computation. Our "lazy" method leverages a novel unified objective, Performance Difference via Advantage in Model, to capture the performance difference between the learned policy and expert policy under the true dynamics. This objective demonstrates that optimizing the expected policy advantage in the learned model under an exploration distribution is sufficient for policy computation, resulting in a significant boost in computational efficiency compared to traditional planning methods. Additionally, the unified objective uses a value moment matching term for model fitting, which is aligned with the model's usage during policy computation. We present two no-regret algorithms to optimize the proposed objective, and demonstrate their statistical and computational gains compared to existing MBRL methods through simulated benchmarks.

cs.LG↗

Minimax Optimal Online Imitation Learning via Replay Estimation

Online imitation learning is the problem of how best to mimic expert demonstrations, given access to the environment or an accurate simulator. Prior work has shown that in the infinite sample regime, exact moment matching achieves value equivalence to the expert policy. However, in the finite sample regime, even if one has no optimization error, empirical variance can lead to a performance gap that scales with $H^2 / N$ for behavioral cloning and $H / \sqrt{N}$ for online moment matching, where $H$ is the horizon and $N$ is the size of the expert dataset. We introduce the technique of replay estimation to reduce this empirical variance: by repeatedly executing cached expert actions in a stochastic simulator, we compute a smoother expert visitation distribution estimate to match. In the presence of general function approximation, we prove a meta theorem reducing the performance gap of our approach to the parameter estimation error for offline classification (i.e. learning the expert policy). In the tabular setting or with linear function approximation, our meta theorem shows that the performance gap incurred by our approach achieves the optimal $\widetilde{O} \left( \min({H^{3/2}} / {N}, {H} / {\sqrt{N}} \right)$ dependency, under significantly weaker assumptions compared to prior work. We implement multiple instantiations of our approach on several continuous control tasks and find that we are able to significantly improve policy performance across a variety of dataset sizes.

cs.LG↗

Sequence Model Imitation Learning with Unobserved Contexts

We consider imitation learning problems where the learner's ability to mimic the expert increases throughout the course of an episode as more information is revealed. One example of this is when the expert has access to privileged information: while the learner might not be able to accurately reproduce expert behavior early on in an episode, by considering the entire history of states and actions, they might be able to eventually identify the hidden context and act as the expert would. We prove that on-policy imitation learning algorithms (with or without access to a queryable expert) are better equipped to handle these sorts of asymptotically realizable problems than off-policy methods. This is because on-policy algorithms provably learn to recover from their initially suboptimal actions, while off-policy methods treat their suboptimal past actions as though they came from the expert. This often manifests as a latching behavior: a naive repetition of past actions. We conduct experiments in a toy bandit domain that show that there exist sharp phase transitions of whether off-policy approaches are able to match expert performance asymptotically, in contrast to the uniformly good performance of on-policy approaches. We demonstrate that on several continuous control tasks, on-policy approaches are able to use history to identify the context while off-policy approaches actually perform worse when given access to history.

cs.LG↗

Game-Theoretic Algorithms for Conditional Moment Matching

A variety of problems in econometrics and machine learning, including instrumental variable regression and Bellman residual minimization, can be formulated as satisfying a set of conditional moment restrictions (CMR). We derive a general, game-theoretic strategy for satisfying CMR that scales to nonlinear problems, is amenable to gradient-based optimization, and is able to account for finite sample uncertainty. We recover the approaches of Dikkala et al. and Dai et al. as special cases of our general framework before detailing various extensions and how to efficiently solve the game defined by CMR.

cs.GT↗

Causal Imitation Learning under Temporally Correlated Noise

We develop algorithms for imitation learning from policy data that was corrupted by temporally correlated noise in expert actions. When noise affects multiple timesteps of recorded data, it can manifest as spurious correlations between states and actions that a learner might latch on to, leading to poor policy performance. To break up these spurious correlations, we apply modern variants of the instrumental variable regression (IVR) technique of econometrics, enabling us to recover the underlying policy without requiring access to an interactive expert. In particular, we present two techniques, one of a generative-modeling flavor (DoubIL) that can utilize access to a simulator, and one of a game-theoretic flavor (ResiduIL) that can be run entirely offline. We find both of our algorithms compare favorably to behavioral cloning on simulated control tasks.

cs.LG↗

Leveraging Experience in Lazy Search

Lazy graph search algorithms are efficient at solving motion planning problems where edge evaluation is the computational bottleneck. These algorithms work by lazily computing the shortest potentially feasible path, evaluating edges along that path, and repeating until a feasible path is found. The order in which edges are selected is critical to minimizing the total number of edge evaluations: a good edge selector chooses edges that are not only likely to be invalid, but also eliminates future paths from consideration. We wish to learn such a selector by leveraging prior experience. We formulate this problem as a Markov Decision Process (MDP) on the state of the search problem. While solving this large MDP is generally intractable, we show that we can compute oracular selectors that can solve the MDP during training. With access to such oracles, we use imitation learning to find effective policies. If new search problems are sufficiently similar to problems solved during training, the learned policy will choose a good edge evaluation ordering and solve the motion planning problem quickly. We evaluate our algorithms on a wide range of 2D and 7D problems and show that the learned selector outperforms baseline commonly used heuristics. We further provide a novel theoretical analysis of lazy search in a Bayesian framework as well as regret guarantees on our imitation learning based approach to motion planning.

cs.RO↗