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Stefanos Nikolaidis

Publications and source records attributed to Stefanos Nikolaidis.

At least 55 records · Page 3Linked to original sources

Arbitrarily Scalable Environment Generators via Neural Cellular Automata

We study the problem of generating arbitrarily large environments to improve the throughput of multi-robot systems. Prior work proposes Quality Diversity (QD) algorithms as an effective method for optimizing the environments of automated warehouses. However, these approaches optimize only relatively small environments, falling short when it comes to replicating real-world warehouse sizes. The challenge arises from the exponential increase in the search space as the environment size increases. Additionally, the previous methods have only been tested with up to 350 robots in simulations, while practical warehouses could host thousands of robots. In this paper, instead of optimizing environments, we propose to optimize Neural Cellular Automata (NCA) environment generators via QD algorithms. We train a collection of NCA generators with QD algorithms in small environments and then generate arbitrarily large environments from the generators at test time. We show that NCA environment generators maintain consistent, regularized patterns regardless of environment size, significantly enhancing the scalability of multi-robot systems in two different domains with up to 2,350 robots. Additionally, we demonstrate that our method scales a single-agent reinforcement learning policy to arbitrarily large environments with similar patterns. We include the source code at \url{https://github.com/lunjohnzhang/warehouse_env_gen_nca_public}.

cs.RO↗

BayRnTune: Adaptive Bayesian Domain Randomization via Strategic Fine-tuning

Domain randomization (DR), which entails training a policy with randomized dynamics, has proven to be a simple yet effective algorithm for reducing the gap between simulation and the real world. However, DR often requires careful tuning of randomization parameters. Methods like Bayesian Domain Randomization (Bayesian DR) and Active Domain Randomization (Adaptive DR) address this issue by automating parameter range selection using real-world experience. While effective, these algorithms often require long computation time, as a new policy is trained from scratch every iteration. In this work, we propose Adaptive Bayesian Domain Randomization via Strategic Fine-tuning (BayRnTune), which inherits the spirit of BayRn but aims to significantly accelerate the learning processes by fine-tuning from previously learned policy. This idea leads to a critical question: which previous policy should we use as a prior during fine-tuning? We investigated four different fine-tuning strategies and compared them against baseline algorithms in five simulated environments, ranging from simple benchmark tasks to more complex legged robot environments. Our analysis demonstrates that our method yields better rewards in the same amount of timesteps compared to vanilla domain randomization or Bayesian DR.

cs.RO↗

Multi-Robot Geometric Task-and-Motion Planning for Collaborative Manipulation Tasks

We address multi-robot geometric task-and-motion planning (MR-GTAMP) problems in synchronous, monotone setups. The goal of the MR-GTAMP problem is to move objects with multiple robots to goal regions in the presence of other movable objects. We focus on collaborative manipulation tasks where the robots have to adopt intelligent collaboration strategies to be successful and effective, i.e., decide which robot should move which objects to which positions, and perform collaborative actions, such as handovers. To endow robots with these collaboration capabilities, we propose to first collect occlusion and reachability information for each robot by calling motion-planning algorithms. We then propose a method that uses the collected information to build a graph structure which captures the precedence of the manipulations of different objects and supports the implementation of a mixed-integer program to guide the search for highly effective collaborative task-and-motion plans. The search process for collaborative task-and-motion plans is based on a Monte-Carlo Tree Search (MCTS) exploration strategy to achieve exploration-exploitation balance. We evaluate our framework in two challenging MR-GTAMP domains and show that it outperforms two state-of-the-art baselines with respect to the planning time, the resulting plan length and the number of objects moved. We also show that our framework can be applied to underground mining operations where a robotic arm needs to coordinate with an autonomous roof bolter. We demonstrate plan execution in two roof-bolting scenarios both in simulation and on robots.

cs.RO↗

Training Diverse High-Dimensional Controllers by Scaling Covariance Matrix Adaptation MAP-Annealing

Pre-training a diverse set of neural network controllers in simulation has enabled robots to adapt online to damage in robot locomotion tasks. However, finding diverse, high-performing controllers requires expensive network training and extensive tuning of a large number of hyperparameters. On the other hand, Covariance Matrix Adaptation MAP-Annealing (CMA-MAE), an evolution strategies (ES)-based quality diversity algorithm, does not have these limitations and has achieved state-of-the-art performance on standard QD benchmarks. However, CMA-MAE cannot scale to modern neural network controllers due to its quadratic complexity. We leverage efficient approximation methods in ES to propose three new CMA-MAE variants that scale to high dimensions. Our experiments show that the variants outperform ES-based baselines in benchmark robotic locomotion tasks, while being comparable with or exceeding state-of-the-art deep reinforcement learning-based quality diversity algorithms.

cs.RO↗

Multi-Robot Coordination and Layout Design for Automated Warehousing

With the rapid progress in Multi-Agent Path Finding (MAPF), researchers have studied how MAPF algorithms can be deployed to coordinate hundreds of robots in large automated warehouses. While most works try to improve the throughput of such warehouses by developing better MAPF algorithms, we focus on improving the throughput by optimizing the warehouse layout. We show that, even with state-of-the-art MAPF algorithms, commonly used human-designed layouts can lead to congestion for warehouses with large numbers of robots and thus have limited scalability. We extend existing automatic scenario generation methods to optimize warehouse layouts. Results show that our optimized warehouse layouts (1) reduce traffic congestion and thus improve throughput, (2) improve the scalability of the automated warehouses by doubling the number of robots in some cases, and (3) are capable of generating layouts with user-specified diversity measures. We include the source code at: https://github.com/lunjohnzhang/warehouse_env_gen_public

cs.RO↗

Covariance Matrix Adaptation MAP-Annealing

Single-objective optimization algorithms search for the single highest-quality solution with respect to an objective. Quality diversity (QD) optimization algorithms, such as Covariance Matrix Adaptation MAP-Elites (CMA-ME), search for a collection of solutions that are both high-quality with respect to an objective and diverse with respect to specified measure functions. However, CMA-ME suffers from three major limitations highlighted by the QD community: prematurely abandoning the objective in favor of exploration, struggling to explore flat objectives, and having poor performance for low-resolution archives. We propose a new quality diversity algorithm, Covariance Matrix Adaptation MAP-Annealing (CMA-MAE), that addresses all three limitations. We provide theoretical justifications for the new algorithm with respect to each limitation. Our theory informs our experiments, which support the theory and show that CMA-MAE achieves state-of-the-art performance and robustness.

cs.LG↗

PATO: Policy Assisted TeleOperation for Scalable Robot Data Collection

Large-scale data is an essential component of machine learning as demonstrated in recent advances in natural language processing and computer vision research. However, collecting large-scale robotic data is much more expensive and slower as each operator can control only a single robot at a time. To make this costly data collection process efficient and scalable, we propose Policy Assisted TeleOperation (PATO), a system which automates part of the demonstration collection process using a learned assistive policy. PATO autonomously executes repetitive behaviors in data collection and asks for human input only when it is uncertain about which subtask or behavior to execute. We conduct teleoperation user studies both with a real robot and a simulated robot fleet and demonstrate that our assisted teleoperation system reduces human operators' mental load while improving data collection efficiency. Further, it enables a single operator to control multiple robots in parallel, which is a first step towards scalable robotic data collection. For code and video results, see https://clvrai.com/pato

cs.RO↗

pyribs: A Bare-Bones Python Library for Quality Diversity Optimization

Recent years have seen a rise in the popularity of quality diversity (QD) optimization, a branch of optimization that seeks to find a collection of diverse, high-performing solutions to a given problem. To grow further, we believe the QD community faces two challenges: developing a framework to represent the field's growing array of algorithms, and implementing that framework in software that supports a range of researchers and practitioners. To address these challenges, we have developed pyribs, a library built on a highly modular conceptual QD framework. By replacing components in the conceptual framework, and hence in pyribs, users can compose algorithms from across the QD literature; equally important, they can identify unexplored algorithm variations. Furthermore, pyribs makes this framework simple, flexible, and accessible, with a user-friendly API supported by extensive documentation and tutorials. This paper overviews the creation of pyribs, focusing on the conceptual framework that it implements and the design principles that have guided the library's development.

cs.NE↗

Learning Performance Graphs from Demonstrations via Task-Based Evaluations

In the learning from demonstration (LfD) paradigm, understanding and evaluating the demonstrated behaviors plays a critical role in extracting control policies for robots. Without this knowledge, a robot may infer incorrect reward functions that lead to undesirable or unsafe control policies. Recent work has proposed an LfD framework where a user provides a set of formal task specifications to guide LfD, to address the challenge of reward shaping. However, in this framework, specifications are manually ordered in a performance graph (a partial order that specifies relative importance between the specifications). The main contribution of this paper is an algorithm to learn the performance graph directly from the user-provided demonstrations, and show that the reward functions generated using the learned performance graph generate similar policies to those from manually specified performance graphs. We perform a user study that shows that priorities specified by users on behaviors in a simulated highway driving domain match the automatically inferred performance graph. This establishes that we can accurately evaluate user demonstrations with respect to task specifications without expert criteria.

cs.RO↗

Deep Surrogate Assisted Generation of Environments

Recent progress in reinforcement learning (RL) has started producing generally capable agents that can solve a distribution of complex environments. These agents are typically tested on fixed, human-authored environments. On the other hand, quality diversity (QD) optimization has been proven to be an effective component of environment generation algorithms, which can generate collections of high-quality environments that are diverse in the resulting agent behaviors. However, these algorithms require potentially expensive simulations of agents on newly generated environments. We propose Deep Surrogate Assisted Generation of Environments (DSAGE), a sample-efficient QD environment generation algorithm that maintains a deep surrogate model for predicting agent behaviors in new environments. Results in two benchmark domains show that DSAGE significantly outperforms existing QD environment generation algorithms in discovering collections of environments that elicit diverse behaviors of a state-of-the-art RL agent and a planning agent. Our source code and videos are available at https://dsagepaper.github.io/.

cs.AI↗

Zero-Shot Imitating Collaborative Manipulation Plans from YouTube Cooking Videos

People often watch videos on the web to learn how to cook new recipes, assemble furniture or repair a computer. We wish to enable robots with the very same capability. This is challenging; there is a large variation in manipulation actions and some videos even involve multiple persons, who collaborate by sharing and exchanging objects and tools. Furthermore, the learned representations need to be general enough to be transferable to robotic systems. On the other hand, previous work has shown that the space of human manipulation actions has a linguistic, hierarchical structure that relates actions to manipulated objects and tools. Building upon this theory of language for action, we propose a system for understanding and executing demonstrated action sequences from full-length, real-world cooking videos on the web. The system takes as input a new, previously unseen cooking video annotated with object labels and bounding boxes, and outputs a collaborative manipulation action plan for one or more robotic arms. We demonstrate performance of the system in a standardized dataset of 100 YouTube cooking videos, as well as in six full-length Youtube videos that include collaborative actions between two participants. We compare our system with a baseline system that consists of a state-of-the-art action detection baseline and show our system achieves higher action detection accuracy. We additionally propose an open-source platform for executing the learned plans in a simulation environment as well as with an actual robotic arm.

cs.RO↗

A MIP-Based Approach for Multi-Robot Geometric Task-and-Motion Planning

We address multi-robot geometric task-and-motion planning (MR-GTAMP) problems in synchronous, monotone setups. The goal of the MR-GTAMP problem is to move objects with multiple robots to goal regions in the presence of other movable objects. To perform the tasks successfully and effectively, the robots have to adopt intelligent collaboration strategies, i.e., decide which robot should move which objects to which positions, and perform collaborative actions, such as handovers. To endow robots with these collaboration capabilities, we propose to first collect occlusion and reachability information for each robot as well as information about whether two robots can perform a handover action by calling motion-planning algorithms. We then propose a method that uses the collected information to build a graph structure which captures the precedence of the manipulations of different objects and supports the implementation of a mixed-integer program to guide the search for highly effective collaborative task-and-motion plans. The search process for collaborative task-and-motion plans is based on a Monte-Carlo Tree Search (MCTS) exploration strategy to achieve exploration-exploitation balance. We evaluate our framework in two challenging GTAMP domains and show that it can generate high-quality task-and-motion plans with respect to the planning time, the resulting plan length and the number of objects moved compared to two state-of-the-art baselines.

cs.RO↗

Human Decision Makings on Curriculum Reinforcement Learning with Difficulty Adjustment

Human-centered AI considers human experiences with AI performance. While abundant research has been helping AI achieve superhuman performance either by fully automatic or weak supervision learning, fewer endeavors are experimenting with how AI can tailor to humans' preferred skill level given fine-grained input. In this work, we guide the curriculum reinforcement learning results towards a preferred performance level that is neither too hard nor too easy via learning from the human decision process. To achieve this, we developed a portable, interactive platform that enables the user to interact with agents online via manipulating the task difficulty, observing performance, and providing curriculum feedback. Our system is highly parallelizable, making it possible for a human to train large-scale reinforcement learning applications that require millions of samples without a server. The result demonstrates the effectiveness of an interactive curriculum for reinforcement learning involving human-in-the-loop. It shows reinforcement learning performance can successfully adjust in sync with the human desired difficulty level. We believe this research will open new doors for achieving flow and personalized adaptive difficulties.

cs.AI↗

Towards Transferring Human Preferences from Canonical to Actual Assembly Tasks

To assist human users according to their individual preference in assembly tasks, robots typically require user demonstrations in the given task. However, providing demonstrations in actual assembly tasks can be tedious and time-consuming. Our thesis is that we can learn user preferences in assembly tasks from demonstrations in a representative canonical task. Inspired by previous work in economy of human movement, we propose to represent user preferences as a linear function of abstract task-agnostic features, such as movement and physical and mental effort required by the user. For each user, we learn their preference from demonstrations in a canonical task and use the learned preference to anticipate their actions in the actual assembly task without any user demonstrations in the actual task. We evaluate our proposed method in a model-airplane assembly study and show that preferences can be effectively transferred from canonical to actual assembly tasks, enabling robots to anticipate user actions.

cs.RO↗

Generating Diverse Indoor Furniture Arrangements

We present a method for generating arrangements of indoor furniture from human-designed furniture layout data. Our method creates arrangements that target specified diversity, such as the total price of all furniture in the room and the number of pieces placed. To generate realistic furniture arrangement, we train a generative adversarial network (GAN) on human-designed layouts. To target specific diversity in the arrangements, we optimize the latent space of the GAN via a quality diversity algorithm to generate a diverse arrangement collection. Experiments show our approach discovers a set of arrangements that are similar to human-designed layouts but varies in price and number of furniture pieces.

cs.LG↗

Deep Surrogate Assisted MAP-Elites for Automated Hearthstone Deckbuilding

We study the problem of efficiently generating high-quality and diverse content in games. Previous work on automated deckbuilding in Hearthstone shows that the quality diversity algorithm MAP-Elites can generate a collection of high-performing decks with diverse strategic gameplay. However, MAP-Elites requires a large number of expensive evaluations to discover a diverse collection of decks. We propose assisting MAP-Elites with a deep surrogate model trained online to predict game outcomes with respect to candidate decks. MAP-Elites discovers a diverse dataset to improve the surrogate model accuracy, while the surrogate model helps guide MAP-Elites towards promising new content. In a Hearthstone deckbuilding case study, we show that our approach improves the sample efficiency of MAP-Elites and outperforms a model trained offline with random decks, as well as a linear surrogate model baseline, setting a new state-of-the-art for quality diversity approaches in automated Hearthstone deckbuilding. We include the source code for all the experiments at: https://github.com/icaros-usc/EvoStone2.

cs.NE↗

Approximating Gradients for Differentiable Quality Diversity in Reinforcement Learning

Consider the problem of training robustly capable agents. One approach is to generate a diverse collection of agent polices. Training can then be viewed as a quality diversity (QD) optimization problem, where we search for a collection of performant policies that are diverse with respect to quantified behavior. Recent work shows that differentiable quality diversity (DQD) algorithms greatly accelerate QD optimization when exact gradients are available. However, agent policies typically assume that the environment is not differentiable. To apply DQD algorithms to training agent policies, we must approximate gradients for performance and behavior. We propose two variants of the current state-of-the-art DQD algorithm that compute gradients via approximation methods common in reinforcement learning (RL). We evaluate our approach on four simulated locomotion tasks. One variant achieves results comparable to the current state-of-the-art in combining QD and RL, while the other performs comparably in two locomotion tasks. These results provide insight into the limitations of current DQD algorithms in domains where gradients must be approximated. Source code is available at https://github.com/icaros-usc/dqd-rl

cs.LG↗

Illuminating Diverse Neural Cellular Automata for Level Generation

We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to generating a collection of NCA level generators. By framing the problem as a QD problem, our approach can train diverse level generators, whose output levels vary based on aesthetic or functional criteria. To efficiently generate NCAs, we train generators via Covariance Matrix Adaptation MAP-Elites (CMA-ME), a quality diversity algorithm which specializes in continuous search spaces. We apply our new method to generate level generators for several 2D tile-based games: a maze game, Sokoban, and Zelda. Our results show that CMA-ME can generate small NCAs that are diverse yet capable, often satisfying complex solvability criteria for deterministic agents. We compare against a Compositional Pattern-Producing Network (CPPN) baseline trained to produce diverse collections of generators and show that the NCA representation yields a better exploration of level-space.

cs.NE↗