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Sanjiban Choudhury

Publications and source records attributed to Sanjiban Choudhury.

At least 55 records · Page 3Linked to original sources

A Critique of Strictly Batch Imitation Learning

Recent work by Jarrett et al. attempts to frame the problem of offline imitation learning (IL) as one of learning a joint energy-based model, with the hope of out-performing standard behavioral cloning. We suggest that notational issues obscure how the psuedo-state visitation distribution the authors propose to optimize might be disconnected from the policy's $\textit{true}$ state visitation distribution. We further construct natural examples where the parameter coupling advocated by Jarrett et al. leads to inconsistent estimates of the expert's policy, unlike behavioral cloning.

cs.LG↗

Of Moments and Matching: A Game-Theoretic Framework for Closing the Imitation Gap

We provide a unifying view of a large family of previous imitation learning algorithms through the lens of moment matching. At its core, our classification scheme is based on whether the learner attempts to match (1) reward or (2) action-value moments of the expert's behavior, with each option leading to differing algorithmic approaches. By considering adversarially chosen divergences between learner and expert behavior, we are able to derive bounds on policy performance that apply for all algorithms in each of these classes, the first to our knowledge. We also introduce the notion of moment recoverability, implicit in many previous analyses of imitation learning, which allows us to cleanly delineate how well each algorithmic family is able to mitigate compounding errors. We derive three novel algorithm templates (AdVIL, AdRIL, and DAeQuIL) with strong guarantees, simple implementation, and competitive empirical performance.

cs.LG↗

Blending MPC & Value Function Approximation for Efficient Reinforcement Learning

Model-Predictive Control (MPC) is a powerful tool for controlling complex, real-world systems that uses a model to make predictions about future behavior. For each state encountered, MPC solves an online optimization problem to choose a control action that will minimize future cost. This is a surprisingly effective strategy, but real-time performance requirements warrant the use of simple models. If the model is not sufficiently accurate, then the resulting controller can be biased, limiting performance. We present a framework for improving on MPC with model-free reinforcement learning (RL). The key insight is to view MPC as constructing a series of local Q-function approximations. We show that by using a parameter $λ$, similar to the trace decay parameter in TD($λ$), we can systematically trade-off learned value estimates against the local Q-function approximations. We present a theoretical analysis that shows how error from inaccurate models in MPC and value function estimation in RL can be balanced. We further propose an algorithm that changes $λ$ over time to reduce the dependence on MPC as our estimates of the value function improve, and test the efficacy our approach on challenging high-dimensional manipulation tasks with biased models in simulation. We demonstrate that our approach can obtain performance comparable with MPC with access to true dynamics even under severe model bias and is more sample efficient as compared to model-free RL.

cs.LG↗

Guided Incremental Local Densification for Accelerated Sampling-based Motion Planning

Sampling-based motion planners rely on incremental densification to discover progressively shorter paths. After computing feasible path $ξ$ between start $x_s$ and goal $x_t$, the Informed Set (IS) prunes the configuration space $\mathcal{C}$ by conservatively eliminating points that cannot yield shorter paths. Densification via sampling from this Informed Set retains asymptotic optimality of sampling from the entire configuration space. For path length $c(ξ)$ and Euclidean heuristic $h$, $IS = \{ x | x \in \mathcal{C}, h(x_s, x) + h(x, x_t) \leq c(ξ) \}$. Relying on the heuristic can render the IS especially conservative in high dimensions or complex environments. Furthermore, the IS only shrinks when shorter paths are discovered. Thus, the computational effort from each iteration of densification and planning is wasted if it fails to yield a shorter path, despite improving the cost-to-come for vertices in the search tree. Our key insight is that even in such a failure, shorter paths to vertices in the search tree (rather than just the goal) can immediately improve the planner's sampling strategy. Guided Incremental Local Densification (GuILD) leverages this information to sample from Local Subsets of the IS. We show that GuILD significantly outperforms uniform sampling of the Informed Set in simulated $\mathbb{R}^2$, $SE(2)$ environments and manipulation tasks in $\mathbb{R}^7$.

cs.RO↗

Learning Online from Corrective Feedback: A Meta-Algorithm for Robotics

A key challenge in Imitation Learning (IL) is that optimal state actions demonstrations are difficult for the teacher to provide. For example in robotics, providing kinesthetic demonstrations on a robotic manipulator requires the teacher to control multiple degrees of freedom at once. The difficulty of requiring optimal state action demonstrations limits the space of problems where the teacher can provide quality feedback. As an alternative to state action demonstrations, the teacher can provide corrective feedback such as their preferences or rewards. Prior work has created algorithms designed to learn from specific types of noisy feedback, but across teachers and tasks different forms of feedback may be required. Instead we propose that in order to learn from a diversity of scenarios we need to learn from a variety of feedback. To learn from a variety of feedback we make the following insight: the teacher's cost function is latent and we can model a stream of feedback as a stream of loss functions. We then use any online learning algorithm to minimize the sum of these losses. With this insight we can learn from a diversity of feedback that is weakly correlated with the teacher's true cost function. We unify prior work into a general corrective feedback meta-algorithm and show that regardless of feedback we can obtain the same regret bounds. We demonstrate our approach by learning to perform a household navigation task on a robotic racecar platform. Our results show that our approach can learn quickly from a variety of noisy feedback.

cs.RO↗

Feedback in Imitation Learning: The Three Regimes of Covariate Shift

Imitation learning practitioners have often noted that conditioning policies on previous actions leads to a dramatic divergence between "held out" error and performance of the learner in situ. Interactive approaches can provably address this divergence but require repeated querying of a demonstrator. Recent work identifies this divergence as stemming from a "causal confound" in predicting the current action, and seek to ablate causal aspects of current state using tools from causal inference. In this work, we argue instead that this divergence is simply another manifestation of covariate shift, exacerbated particularly by settings of feedback between decisions and input features. The learner often comes to rely on features that are strongly predictive of decisions, but are subject to strong covariate shift. Our work demonstrates a broad class of problems where this shift can be mitigated, both theoretically and practically, by taking advantage of a simulator but without any further querying of expert demonstration. We analyze existing benchmarks used to test imitation learning approaches and find that these benchmarks are realizable and simple and thus insufficient for capturing the harder regimes of error compounding seen in real-world decision making problems. We find, in a surprising contrast with previous literature, but consistent with our theory, that naive behavioral cloning provides excellent results. We detail the need for new standardized benchmarks that capture the phenomena seen in robotics problems.

cs.LG↗

Imitation Learning as $f$-Divergence Minimization

We address the problem of imitation learning with multi-modal demonstrations. Instead of attempting to learn all modes, we argue that in many tasks it is sufficient to imitate any one of them. We show that the state-of-the-art methods such as GAIL and behavior cloning, due to their choice of loss function, often incorrectly interpolate between such modes. Our key insight is to minimize the right divergence between the learner and the expert state-action distributions, namely the reverse KL divergence or I-projection. We propose a general imitation learning framework for estimating and minimizing any f-Divergence. By plugging in different divergences, we are able to recover existing algorithms such as Behavior Cloning (Kullback-Leibler), GAIL (Jensen Shannon) and Dagger (Total Variation). Empirical results show that our approximate I-projection technique is able to imitate multi-modal behaviors more reliably than GAIL and behavior cloning.

cs.LG↗

Posterior Sampling for Anytime Motion Planning on Graphs with Expensive-to-Evaluate Edges

Collision checking is a computational bottleneck in motion planning, requiring lazy algorithms that explicitly reason about when to perform this computation. Optimism in the face of collision uncertainty minimizes the number of checks before finding the shortest path. However, this may take a prohibitively long time to compute, with no other feasible paths discovered during this period. For many real-time applications, we instead demand strong anytime performance, defined as minimizing the cumulative lengths of the feasible paths yielded over time. We introduce Posterior Sampling for Motion Planning (PSMP), an anytime lazy motion planning algorithm that leverages learned posteriors on edge collisions to quickly discover an initial feasible path and progressively yield shorter paths. PSMP obtains an expected regret bound of $\tilde{O}(\sqrt{\mathcal{S} \mathcal{A} T})$ and outperforms comparative baselines on a set of 2D and 7D planning problems.

cs.RO↗

Bayesian Residual Policy Optimization: Scalable Bayesian Reinforcement Learning with Clairvoyant Experts

Informed and robust decision making in the face of uncertainty is critical for robots that perform physical tasks alongside people. We formulate this as Bayesian Reinforcement Learning over latent Markov Decision Processes (MDPs). While Bayes-optimality is theoretically the gold standard, existing algorithms do not scale well to continuous state and action spaces. Our proposal builds on the following insight: in the absence of uncertainty, each latent MDP is easier to solve. We first obtain an ensemble of experts, one for each latent MDP, and fuse their advice to compute a baseline policy. Next, we train a Bayesian residual policy to improve upon the ensemble's recommendation and learn to reduce uncertainty. Our algorithm, Bayesian Residual Policy Optimization (BRPO), imports the scalability of policy gradient methods and task-specific expert skills. BRPO significantly improves the ensemble of experts and drastically outperforms existing adaptive RL methods.

cs.RO↗

Autonomous Aerial Cinematography In Unstructured Environments With Learned Artistic Decision-Making

Aerial cinematography is revolutionizing industries that require live and dynamic camera viewpoints such as entertainment, sports, and security. However, safely piloting a drone while filming a moving target in the presence of obstacles is immensely taxing, often requiring multiple expert human operators. Hence, there is demand for an autonomous cinematographer that can reason about both geometry and scene context in real-time. Existing approaches do not address all aspects of this problem; they either require high-precision motion-capture systems or GPS tags to localize targets, rely on prior maps of the environment, plan for short time horizons, or only follow artistic guidelines specified before flight. In this work, we address the problem in its entirety and propose a complete system for real-time aerial cinematography that for the first time combines: (1) vision-based target estimation; (2) 3D signed-distance mapping for occlusion estimation; (3) efficient trajectory optimization for long time-horizon camera motion; and (4) learning-based artistic shot selection. We extensively evaluate our system both in simulation and in field experiments by filming dynamic targets moving through unstructured environments. Our results indicate that our system can operate reliably in the real world without restrictive assumptions. We also provide in-depth analysis and discussions for each module, with the hope that our design tradeoffs can generalize to other related applications. Videos of the complete system can be found at: https://youtu.be/ookhHnqmlaU.

cs.RO↗

Towards a Robust Aerial Cinematography Platform: Localizing and Tracking Moving Targets in Unstructured Environments

The use of drones for aerial cinematography has revolutionized several applications and industries that require live and dynamic camera viewpoints such as entertainment, sports, and security. However, safely controlling a drone while filming a moving target usually requires multiple expert human operators; hence the need for an autonomous cinematographer. Current approaches have severe real-life limitations such as requiring fully scripted scenes, high-precision motion-capture systems or GPS tags to localize targets, and prior maps of the environment to avoid obstacles and plan for occlusion. In this work, we overcome such limitations and propose a complete system for aerial cinematography that combines: (1) a vision-based algorithm for target localization; (2) a real-time incremental 3D signed-distance map algorithm for occlusion and safety computation; and (3) a real-time camera motion planner that optimizes smoothness, collisions, occlusions and artistic guidelines. We evaluate robustness and real-time performance in series of field experiments and simulations by tracking dynamic targets moving through unknown, unstructured environments. Finally, we verify that despite removing previous limitations, our system achieves state-of-the-art performance. Videos of the system in action can be seen at https://youtu.be/ZE9MnCVmumc

cs.RO↗

Generalized Lazy Search for Robot Motion Planning: Interleaving Search and Edge Evaluation via Event-based Toggles

Lazy search algorithms can efficiently solve problems where edge evaluation is the bottleneck in computation, as is the case for robotic motion planning. The optimal algorithm in this class, LazySP, lazily restricts edge evaluation to only the shortest path. Doing so comes at the expense of search effort, i.e., LazySP must recompute the search tree every time an edge is found to be invalid. This becomes prohibitively expensive when dealing with large graphs or highly cluttered environments. Our key insight is the need to balance both edge evaluation and search effort to minimize the total planning time. Our contribution is two-fold. First, we propose a framework, Generalized Lazy Search (GLS), that seamlessly toggles between search and evaluation to prevent wasted efforts. We show that for a choice of toggle, GLS is provably more efficient than LazySP. Second, we leverage prior experience of edge probabilities to derive GLS policies that minimize expected planning time. We show that GLS equipped with such priors significantly outperforms competitive baselines for many simulated environments in R2, SE(2) and 7-DoF manipulation.

cs.RO↗

LEGO: Leveraging Experience in Roadmap Generation for Sampling-Based Planning

We consider the problem of leveraging prior experience to generate roadmaps in sampling-based motion planning. A desirable roadmap is one that is sparse, allowing for fast search, with nodes spread out at key locations such that a low-cost feasible path exists. An increasingly popular approach is to learn a distribution of nodes that would produce such a roadmap. State-of-the-art is to train a conditional variational auto-encoder (CVAE) on the prior dataset with the shortest paths as target input. While this is quite effective on many problems, we show it can fail in the face of complex obstacle configurations or mismatch between training and testing. We present an algorithm LEGO that addresses these issues by training the CVAE with target samples that satisfy two important criteria. Firstly, these samples belong only to bottleneck regions along near-optimal paths that are otherwise difficult-to-sample with a uniform sampler. Secondly, these samples are spread out across diverse regions to maximize the likelihood of a feasible path existing. We formally define these properties and prove performance guarantees for LEGO. We extensively evaluate LEGO on a range of planning problems, including robot arm planning, and report significant gains over heuristics as well as learned baselines.

cs.RO↗

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.

cs.RO↗

Bayesian Policy Optimization for Model Uncertainty

Addressing uncertainty is critical for autonomous systems to robustly adapt to the real world. We formulate the problem of model uncertainty as a continuous Bayes-Adaptive Markov Decision Process (BAMDP), where an agent maintains a posterior distribution over latent model parameters given a history of observations and maximizes its expected long-term reward with respect to this belief distribution. Our algorithm, Bayesian Policy Optimization, builds on recent policy optimization algorithms to learn a universal policy that navigates the exploration-exploitation trade-off to maximize the Bayesian value function. To address challenges from discretizing the continuous latent parameter space, we propose a new policy network architecture that encodes the belief distribution independently from the observable state. Our method significantly outperforms algorithms that address model uncertainty without explicitly reasoning about belief distributions and is competitive with state-of-the-art Partially Observable Markov Decision Process solvers.

cs.RO↗

Bayes-CPACE: PAC Optimal Exploration in Continuous Space Bayes-Adaptive Markov Decision Processes

We present the first PAC optimal algorithm for Bayes-Adaptive Markov Decision Processes (BAMDPs) in continuous state and action spaces, to the best of our knowledge. The BAMDP framework elegantly addresses model uncertainty by incorporating Bayesian belief updates into long-term expected return. However, computing an exact optimal Bayesian policy is intractable. Our key insight is to compute a near-optimal value function by covering the continuous state-belief-action space with a finite set of representative samples and exploiting the Lipschitz continuity of the value function. We prove the near-optimality of our algorithm and analyze a number of schemes that boost the algorithm's efficiency. Finally, we empirically validate our approach on a number of discrete and continuous BAMDPs and show that the learned policy has consistently competitive performance against baseline approaches.

cs.LG↗

Autonomous drone cinematographer: Using artistic principles to create smooth, safe, occlusion-free trajectories for aerial filming

Autonomous aerial cinematography has the potential to enable automatic capture of aesthetically pleasing videos without requiring human intervention, empowering individuals with the capability of high-end film studios. Current approaches either only handle off-line trajectory generation, or offer strategies that reason over short time horizons and simplistic representations for obstacles, which result in jerky movement and low real-life applicability. In this work we develop a method for aerial filming that is able to trade off shot smoothness, occlusion, and cinematography guidelines in a principled manner, even under noisy actor predictions. We present a novel algorithm for real-time covariant gradient descent that we use to efficiently find the desired trajectories by optimizing a set of cost functions. Experimental results show that our approach creates attractive shots, avoiding obstacles and occlusion 65 times over 1.25 hours of flight time, re-planning at 5 Hz with a 10 s time horizon. We robustly film human actors, cars and bicycles performing different motion among obstacles, using various shot types.

cs.RO↗

Hindsight is Only 50/50: Unsuitability of MDP based Approximate POMDP Solvers for Multi-resolution Information Gathering

Partially Observable Markov Decision Processes (POMDPs) offer an elegant framework to model sequential decision making in uncertain environments. Solving POMDPs online is an active area of research and given the size of real-world problems approximate solvers are used. Recently, a few approaches have been suggested for solving POMDPs by using MDP solvers in conjunction with imitation learning. MDP based POMDP solvers work well for some cases, while catastrophically failing for others. The main failure point of such solvers is the lack of motivation for MDP solvers to gain information, since under their assumption the environment is either already known as much as it can be or the uncertainty will disappear after the next step. However for solving POMDP problems gaining information can lead to efficient solutions. In this paper we derive a set of conditions where MDP based POMDP solvers are provably sub-optimal. We then use the well-known tiger problem to demonstrate such sub-optimality. We show that multi-resolution, budgeted information gathering cannot be addressed using MDP based POMDP solvers. The contribution of the paper helps identify the properties of a POMDP problem for which the use of MDP based POMDP solvers is inappropriate, enabling better design choices.

cs.AI↗