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Woojun Kim

Publications and source records attributed to Woojun Kim.

27 records · Page 2Linked to original sources

ShapeGrasp: Zero-Shot Task-Oriented Grasping with Large Language Models through Geometric Decomposition

Task-oriented grasping of unfamiliar objects is a necessary skill for robots in dynamic in-home environments. Inspired by the human capability to grasp such objects through intuition about their shape and structure, we present a novel zero-shot task-oriented grasping method leveraging a geometric decomposition of the target object into simple, convex shapes that we represent in a graph structure, including geometric attributes and spatial relationships. Our approach employs minimal essential information - the object's name and the intended task - to facilitate zero-shot task-oriented grasping. We utilize the commonsense reasoning capabilities of large language models to dynamically assign semantic meaning to each decomposed part and subsequently reason over the utility of each part for the intended task. Through extensive experiments on a real-world robotics platform, we demonstrate that our grasping approach's decomposition and reasoning pipeline is capable of selecting the correct part in 92% of the cases and successfully grasping the object in 82% of the tasks we evaluate. Additional videos, experiments, code, and data are available on our project website: https://shapegrasp.github.io/.

cs.RO↗

Domain Adaptive Imitation Learning with Visual Observation

In this paper, we consider domain-adaptive imitation learning with visual observation, where an agent in a target domain learns to perform a task by observing expert demonstrations in a source domain. Domain adaptive imitation learning arises in practical scenarios where a robot, receiving visual sensory data, needs to mimic movements by visually observing other robots from different angles or observing robots of different shapes. To overcome the domain shift in cross-domain imitation learning with visual observation, we propose a novel framework for extracting domain-independent behavioral features from input observations that can be used to train the learner, based on dual feature extraction and image reconstruction. Empirical results demonstrate that our approach outperforms previous algorithms for imitation learning from visual observation with domain shift.

cs.LG↗

Sample-Efficient and Safe Deep Reinforcement Learning via Reset Deep Ensemble Agents

Deep reinforcement learning (RL) has achieved remarkable success in solving complex tasks through its integration with deep neural networks (DNNs) as function approximators. However, the reliance on DNNs has introduced a new challenge called primacy bias, whereby these function approximators tend to prioritize early experiences, leading to overfitting. To mitigate this primacy bias, a reset method has been proposed, which performs periodic resets of a portion or the entirety of a deep RL agent while preserving the replay buffer. However, the use of the reset method can result in performance collapses after executing the reset, which can be detrimental from the perspective of safe RL and regret minimization. In this paper, we propose a new reset-based method that leverages deep ensemble learning to address the limitations of the vanilla reset method and enhance sample efficiency. The proposed method is evaluated through various experiments including those in the domain of safe RL. Numerical results show its effectiveness in high sample efficiency and safety considerations.

cs.LG↗

Parameter Sharing with Network Pruning for Scalable Multi-Agent Deep Reinforcement Learning

Handling the problem of scalability is one of the essential issues for multi-agent reinforcement learning (MARL) algorithms to be applied to real-world problems typically involving massively many agents. For this, parameter sharing across multiple agents has widely been used since it reduces the training time by decreasing the number of parameters and increasing the sample efficiency. However, using the same parameters across agents limits the representational capacity of the joint policy and consequently, the performance can be degraded in multi-agent tasks that require different behaviors for different agents. In this paper, we propose a simple method that adopts structured pruning for a deep neural network to increase the representational capacity of the joint policy without introducing additional parameters. We evaluate the proposed method on several benchmark tasks, and numerical results show that the proposed method significantly outperforms other parameter-sharing methods.

cs.MA↗

A Variational Approach to Mutual Information-Based Coordination for Multi-Agent Reinforcement Learning

In this paper, we propose a new mutual information framework for multi-agent reinforcement learning to enable multiple agents to learn coordinated behaviors by regularizing the accumulated return with the simultaneous mutual information between multi-agent actions. By introducing a latent variable to induce nonzero mutual information between multi-agent actions and applying a variational bound, we derive a tractable lower bound on the considered MMI-regularized objective function. The derived tractable objective can be interpreted as maximum entropy reinforcement learning combined with uncertainty reduction of other agents actions. Applying policy iteration to maximize the derived lower bound, we propose a practical algorithm named variational maximum mutual information multi-agent actor-critic, which follows centralized learning with decentralized execution. We evaluated VM3-AC for several games requiring coordination, and numerical results show that VM3-AC outperforms other MARL algorithms in multi-agent tasks requiring high-quality coordination.

cs.MA↗

MASER: Multi-Agent Reinforcement Learning with Subgoals Generated from Experience Replay Buffer

In this paper, we consider cooperative multi-agent reinforcement learning (MARL) with sparse reward. To tackle this problem, we propose a novel method named MASER: MARL with subgoals generated from experience replay buffer. Under the widely-used assumption of centralized training with decentralized execution and consistent Q-value decomposition for MARL, MASER automatically generates proper subgoals for multiple agents from the experience replay buffer by considering both individual Q-value and total Q-value. Then, MASER designs individual intrinsic reward for each agent based on actionable representation relevant to Q-learning so that the agents reach their subgoals while maximizing the joint action value. Numerical results show that MASER significantly outperforms StarCraft II micromanagement benchmark compared to other state-of-the-art MARL algorithms.

cs.LG↗

Cross-Domain Imitation Learning with a Dual Structure

In this paper, we consider cross-domain imitation learning (CDIL) in which an agent in a target domain learns a policy to perform well in the target domain by observing expert demonstrations in a source domain without accessing any reward function. In order to overcome the domain difference for imitation learning, we propose a dual-structured learning method. The proposed learning method extracts two feature vectors from each input observation such that one vector contains domain information and the other vector contains policy expertness information, and then enhances feature vectors by synthesizing new feature vectors containing both target-domain and policy expertness information. The proposed CDIL method is tested on several MuJoCo tasks where the domain difference is determined by image angles or colors. Numerical results show that the proposed method shows superior performance in CDIL to other existing algorithms and achieves almost the same performance as imitation learning without domain difference.

cs.LG↗

A Maximum Mutual Information Framework for Multi-Agent Reinforcement Learning

In this paper, we propose a maximum mutual information (MMI) framework for multi-agent reinforcement learning (MARL) to enable multiple agents to learn coordinated behaviors by regularizing the accumulated return with the mutual information between actions. By introducing a latent variable to induce nonzero mutual information between actions and applying a variational bound, we derive a tractable lower bound on the considered MMI-regularized objective function. Applying policy iteration to maximize the derived lower bound, we propose a practical algorithm named variational maximum mutual information multi-agent actor-critic (VM3-AC), which follows centralized learning with decentralized execution (CTDE). We evaluated VM3-AC for several games requiring coordination, and numerical results show that VM3-AC outperforms MADDPG and other MARL algorithms in multi-agent tasks requiring coordination.

cs.MA↗

Message-Dropout: An Efficient Training Method for Multi-Agent Deep Reinforcement Learning

In this paper, we propose a new learning technique named message-dropout to improve the performance for multi-agent deep reinforcement learning under two application scenarios: 1) classical multi-agent reinforcement learning with direct message communication among agents and 2) centralized training with decentralized execution. In the first application scenario of multi-agent systems in which direct message communication among agents is allowed, the message-dropout technique drops out the received messages from other agents in a block-wise manner with a certain probability in the training phase and compensates for this effect by multiplying the weights of the dropped-out block units with a correction probability. The applied message-dropout technique effectively handles the increased input dimension in multi-agent reinforcement learning with communication and makes learning robust against communication errors in the execution phase. In the second application scenario of centralized training with decentralized execution, we particularly consider the application of the proposed message-dropout to Multi-Agent Deep Deterministic Policy Gradient (MADDPG), which uses a centralized critic to train a decentralized actor for each agent. We evaluate the proposed message-dropout technique for several games, and numerical results show that the proposed message-dropout technique with proper dropout rate improves the reinforcement learning performance significantly in terms of the training speed and the steady-state performance in the execution phase.

cs.LG↗