93 research outputs found

    Joint Goal and Strategy Inference across Heterogeneous Demonstrators via Reward Network Distillation

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    Reinforcement learning (RL) has achieved tremendous success as a general framework for learning how to make decisions. However, this success relies on the interactive hand-tuning of a reward function by RL experts. On the other hand, inverse reinforcement learning (IRL) seeks to learn a reward function from readily-obtained human demonstrations. Yet, IRL suffers from two major limitations: 1) reward ambiguity - there are an infinite number of possible reward functions that could explain an expert's demonstration and 2) heterogeneity - human experts adopt varying strategies and preferences, which makes learning from multiple demonstrators difficult due to the common assumption that demonstrators seeks to maximize the same reward. In this work, we propose a method to jointly infer a task goal and humans' strategic preferences via network distillation. This approach enables us to distill a robust task reward (addressing reward ambiguity) and to model each strategy's objective (handling heterogeneity). We demonstrate our algorithm can better recover task reward and strategy rewards and imitate the strategies in two simulated tasks and a real-world table tennis task.Comment: In Proceedings of the 2020 ACM/IEEE In-ternational Conference on Human-Robot Interaction (HRI '20), March 23 to 26, 2020, Cambridge, United Kingdom.ACM, New York, NY, USA, 10 page

    Robot Learning from Heterogeneous Demonstration

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    Learning from Demonstration (LfD) has become a ubiquitous and user-friendly technique to teach a robot how to perform a task (e.g., playing Ping Pong) without the need to use a traditional programming language (e.g., C++). As these systems are increasingly being placed in the hands of everyday users, researchers are faced with the reality that end-users are a heterogeneous population with varying levels of skills and experiences. This heterogeneity violates almost universal assumptions in LfD algorithms that demonstrations given by users are near-optimal and uniform in how the task is accomplished. In this thesis, I present algorithms to tackle two specific types of heterogeneity: heterogeneous strategy and heterogeneous performance. First, I present Multi-Strategy Reward Distillation (MSRD), which tackles the problem of learning from users who have adopted heterogeneous strategies. MSRD extracts separate task reward and strategy reward, which represents task specification and demonstrator's strategic preference, respectively. We are able to extract the task reward that has 0.998 and 0.943 correlation with ground-truth reward on two simulated robotic tasks and successfully deploy it on a real-robot table-tennis task. Second, I develop two algorithms to address the problem of learning from suboptimal demonstration: SSRR and OP-AIRL. SSRR is a novel mechanism to regress over noisy demonstrations to infer an idealized reward function. OP-AIRL is a mechanism to learn a policy that more effectively teases out ambiguity from sub-optimal demonstrations. By combining SSRR with OP-AIRL, we are able to achieve a 688% and a 254% improvement over state-of-the-art on two simulated robot tasks.M.S

    Fast Lifelong Adaptive Inverse Reinforcement Learning from Demonstrations

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    Learning from Demonstration (LfD) approaches empower end-users to teach robots novel tasks via demonstrations of the desired behaviors, democratizing access to robotics. However, current LfD frameworks are not capable of fast adaptation to heterogeneous human demonstrations nor the large-scale deployment in ubiquitous robotics applications. In this paper, we propose a novel LfD framework, Fast Lifelong Adaptive Inverse Reinforcement learning (FLAIR). Our approach (1) leverages learned strategies to construct policy mixtures for fast adaptation to new demonstrations, allowing for quick end-user personalization, (2) distills common knowledge across demonstrations, achieving accurate task inference; and (3) expands its model only when needed in lifelong deployments, maintaining a concise set of prototypical strategies that can approximate all behaviors via policy mixtures. We empirically validate that FLAIR achieves adaptability (i.e., the robot adapts to heterogeneous, user-specific task preferences), efficiency (i.e., the robot achieves sample-efficient adaptation), and scalability (i.e., the model grows sublinearly with the number of demonstrations while maintaining high performance). FLAIR surpasses benchmarks across three control tasks with an average 57% improvement in policy returns and an average 78% fewer episodes required for demonstration modeling using policy mixtures. Finally, we demonstrate the success of FLAIR in a table tennis task and find users rate FLAIR as having higher task (p<.05) and personalization (p<.05) performance

    Robotic Table Tennis: A Case Study into a High Speed Learning System

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    We present a deep-dive into a real-world robotic learning system that, in previous work, was shown to be capable of hundreds of table tennis rallies with a human and has the ability to precisely return the ball to desired targets. This system puts together a highly optimized perception subsystem, a high-speed low-latency robot controller, a simulation paradigm that can prevent damage in the real world and also train policies for zero-shot transfer, and automated real world environment resets that enable autonomous training and evaluation on physical robots. We complement a complete system description, including numerous design decisions that are typically not widely disseminated, with a collection of studies that clarify the importance of mitigating various sources of latency, accounting for training and deployment distribution shifts, robustness of the perception system, sensitivity to policy hyper-parameters, and choice of action space. A video demonstrating the components of the system and details of experimental results can be found at https://youtu.be/uFcnWjB42I0.Comment: Published and presented at Robotics: Science and Systems (RSS2023

    On the Combination of Game-Theoretic Learning and Multi Model Adaptive Filters

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    This paper casts coordination of a team of robots within the framework of game theoretic learning algorithms. In particular a novel variant of fictitious play is proposed, by considering multi-model adaptive filters as a method to estimate other players’ strategies. The proposed algorithm can be used as a coordination mechanism between players when they should take decisions under uncertainty. Each player chooses an action after taking into account the actions of the other players and also the uncertainty. Uncertainty can occur either in terms of noisy observations or various types of other players. In addition, in contrast to other game-theoretic and heuristic algorithms for distributed optimisation, it is not necessary to find the optimal parameters a priori. Various parameter values can be used initially as inputs to different models. Therefore, the resulting decisions will be aggregate results of all the parameter values. Simulations are used to test the performance of the proposed methodology against other game-theoretic learning algorithms.</p

    Towards Interoperable Research Infrastructures for Environmental and Earth Sciences

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    This open access book summarises the latest developments on data management in the EU H2020 ENVRIplus project, which brought together more than 20 environmental and Earth science research infrastructures into a single community. It provides readers with a systematic overview of the common challenges faced by research infrastructures and how a ‘reference model guided’ engineering approach can be used to achieve greater interoperability among such infrastructures in the environmental and earth sciences. The 20 contributions in this book are structured in 5 parts on the design, development, deployment, operation and use of research infrastructures. Part one provides an overview of the state of the art of research infrastructure and relevant e-Infrastructure technologies, part two discusses the reference model guided engineering approach, the third part presents the software and tools developed for common data management challenges, the fourth part demonstrates the software via several use cases, and the last part discusses the sustainability and future directions
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