4,525 research outputs found

    Multi-Agent Adversarial Inverse Reinforcement Learning

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    Reinforcement learning agents are prone to undesired behaviors due to reward mis-specification. Finding a set of reward functions to properly guide agent behaviors is particularly challenging in multi-agent scenarios. Inverse reinforcement learning provides a framework to automatically acquire suitable reward functions from expert demonstrations. Its extension to multi-agent settings, however, is difficult due to the more complex notions of rational behaviors. In this paper, we propose MA-AIRL, a new framework for multi-agent inverse reinforcement learning, which is effective and scalable for Markov games with high-dimensional state-action space and unknown dynamics. We derive our algorithm based on a new solution concept and maximum pseudolikelihood estimation within an adversarial reward learning framework. In the experiments, we demonstrate that MA-AIRL can recover reward functions that are highly correlated with ground truth ones, and significantly outperforms prior methods in terms of policy imitation.Comment: ICML 201

    Scalable Multi-Agent Inverse Reinforcement Learning via Actor-Attention-Critic

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    Multi-agent adversarial inverse reinforcement learning (MA-AIRL) is a recent approach that applies single-agent AIRL to multi-agent problems where we seek to recover both policies for our agents and reward functions that promote expert-like behavior. While MA-AIRL has promising results on cooperative and competitive tasks, it is sample-inefficient and has only been validated empirically for small numbers of agents -- its ability to scale to many agents remains an open question. We propose a multi-agent inverse RL algorithm that is more sample-efficient and scalable than previous works. Specifically, we employ multi-agent actor-attention-critic (MAAC) -- an off-policy multi-agent RL (MARL) method -- for the RL inner loop of the inverse RL procedure. In doing so, we are able to increase sample efficiency compared to state-of-the-art baselines, across both small- and large-scale tasks. Moreover, the RL agents trained on the rewards recovered by our method better match the experts than those trained on the rewards derived from the baselines. Finally, our method requires far fewer agent-environment interactions, particularly as the number of agents increases

    Discriminator-Actor-Critic: Addressing Sample Inefficiency and Reward Bias in Adversarial Imitation Learning

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    We identify two issues with the family of algorithms based on the Adversarial Imitation Learning framework. The first problem is implicit bias present in the reward functions used in these algorithms. While these biases might work well for some environments, they can also lead to sub-optimal behavior in others. Secondly, even though these algorithms can learn from few expert demonstrations, they require a prohibitively large number of interactions with the environment in order to imitate the expert for many real-world applications. In order to address these issues, we propose a new algorithm called Discriminator-Actor-Critic that uses off-policy Reinforcement Learning to reduce policy-environment interaction sample complexity by an average factor of 10. Furthermore, since our reward function is designed to be unbiased, we can apply our algorithm to many problems without making any task-specific adjustments

    Competitive Multi-agent Inverse Reinforcement Learning with Sub-optimal Demonstrations

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    This paper considers the problem of inverse reinforcement learning in zero-sum stochastic games when expert demonstrations are known to be not optimal. Compared to previous works that decouple agents in the game by assuming optimality in expert strategies, we introduce a new objective function that directly pits experts against Nash Equilibrium strategies, and we design an algorithm to solve for the reward function in the context of inverse reinforcement learning with deep neural networks as model approximations. In our setting the model and algorithm do not decouple by agent. In order to find Nash Equilibrium in large-scale games, we also propose an adversarial training algorithm for zero-sum stochastic games, and show the theoretical appeal of non-existence of local optima in its objective function. In our numerical experiments, we demonstrate that our Nash Equilibrium and inverse reinforcement learning algorithms address games that are not amenable to previous approaches using tabular representations. Moreover, with sub-optimal expert demonstrations our algorithms recover both reward functions and strategies with good quality.Comment: 31 pages, to be presented at ICML 201

    Active Perception in Adversarial Scenarios using Maximum Entropy Deep Reinforcement Learning

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    We pose an active perception problem where an autonomous agent actively interacts with a second agent with potentially adversarial behaviors. Given the uncertainty in the intent of the other agent, the objective is to collect further evidence to help discriminate potential threats. The main technical challenges are the partial observability of the agent intent, the adversary modeling, and the corresponding uncertainty modeling. Note that an adversary agent may act to mislead the autonomous agent by using a deceptive strategy that is learned from past experiences. We propose an approach that combines belief space planning, generative adversary modeling, and maximum entropy reinforcement learning to obtain a stochastic belief space policy. By accounting for various adversarial behaviors in the simulation framework and minimizing the predictability of the autonomous agent's action, the resulting policy is more robust to unmodeled adversarial strategies. This improved robustness is empirically shown against an adversary that adapts to and exploits the autonomous agent's policy when compared with a standard Chance-Constraint Partially Observable Markov Decision Process robust approach

    Randomized Adversarial Imitation Learning for Autonomous Driving

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    With the evolution of various advanced driver assistance system (ADAS) platforms, the design of autonomous driving system is becoming more complex and safety-critical. The autonomous driving system simultaneously activates multiple ADAS functions; and thus it is essential to coordinate various ADAS functions. This paper proposes a randomized adversarial imitation learning (RAIL) method that imitates the coordination of autonomous vehicle equipped with advanced sensors. The RAIL policies are trained through derivative-free optimization for the decision maker that coordinates the proper ADAS functions, e.g., smart cruise control and lane keeping system. Especially, the proposed method is also able to deal with the LIDAR data and makes decisions in complex multi-lane highways and multi-agent environments

    Synthesizing Programs for Images using Reinforced Adversarial Learning

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    Advances in deep generative networks have led to impressive results in recent years. Nevertheless, such models can often waste their capacity on the minutiae of datasets, presumably due to weak inductive biases in their decoders. This is where graphics engines may come in handy since they abstract away low-level details and represent images as high-level programs. Current methods that combine deep learning and renderers are limited by hand-crafted likelihood or distance functions, a need for large amounts of supervision, or difficulties in scaling their inference algorithms to richer datasets. To mitigate these issues, we present SPIRAL, an adversarially trained agent that generates a program which is executed by a graphics engine to interpret and sample images. The goal of this agent is to fool a discriminator network that distinguishes between real and rendered data, trained with a distributed reinforcement learning setup without any supervision. A surprising finding is that using the discriminator's output as a reward signal is the key to allow the agent to make meaningful progress at matching the desired output rendering. To the best of our knowledge, this is the first demonstration of an end-to-end, unsupervised and adversarial inverse graphics agent on challenging real world (MNIST, Omniglot, CelebA) and synthetic 3D datasets.Comment: 12 pages, 13 figure

    Exploring applications of deep reinforcement learning for real-world autonomous driving systems

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    Deep Reinforcement Learning (DRL) has become increasingly powerful in recent years, with notable achievements such as Deepmind's AlphaGo. It has been successfully deployed in commercial vehicles like Mobileye's path planning system. However, a vast majority of work on DRL is focused on toy examples in controlled synthetic car simulator environments such as TORCS and CARLA. In general, DRL is still at its infancy in terms of usability in real-world applications. Our goal in this paper is to encourage real-world deployment of DRL in various autonomous driving (AD) applications. We first provide an overview of the tasks in autonomous driving systems, reinforcement learning algorithms and applications of DRL to AD systems. We then discuss the challenges which must be addressed to enable further progress towards real-world deployment.Comment: Accepted for Oral Presentation at VISAPP 201

    Third-Person Imitation Learning

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    Reinforcement learning (RL) makes it possible to train agents capable of achieving sophisticated goals in complex and uncertain environments. A key difficulty in reinforcement learning is specifying a reward function for the agent to optimize. Traditionally, imitation learning in RL has been used to overcome this problem. Unfortunately, hitherto imitation learning methods tend to require that demonstrations are supplied in the first-person: the agent is provided with a sequence of states and a specification of the actions that it should have taken. While powerful, this kind of imitation learning is limited by the relatively hard problem of collecting first-person demonstrations. Humans address this problem by learning from third-person demonstrations: they observe other humans perform tasks, infer the task, and accomplish the same task themselves. In this paper, we present a method for unsupervised third-person imitation learning. Here third-person refers to training an agent to correctly achieve a simple goal in a simple environment when it is provided a demonstration of a teacher achieving the same goal but from a different viewpoint; and unsupervised refers to the fact that the agent receives only these third-person demonstrations, and is not provided a correspondence between teacher states and student states. Our methods primary insight is that recent advances from domain confusion can be utilized to yield domain agnostic features which are crucial during the training process. To validate our approach, we report successful experiments on learning from third-person demonstrations in a pointmass domain, a reacher domain, and inverted pendulum.Comment: Only changed the abstract to remove unneeded hyphen

    RAIL: Risk-Averse Imitation Learning

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    Imitation learning algorithms learn viable policies by imitating an expert's behavior when reward signals are not available. Generative Adversarial Imitation Learning (GAIL) is a state-of-the-art algorithm for learning policies when the expert's behavior is available as a fixed set of trajectories. We evaluate in terms of the expert's cost function and observe that the distribution of trajectory-costs is often more heavy-tailed for GAIL-agents than the expert at a number of benchmark continuous-control tasks. Thus, high-cost trajectories, corresponding to tail-end events of catastrophic failure, are more likely to be encountered by the GAIL-agents than the expert. This makes the reliability of GAIL-agents questionable when it comes to deployment in risk-sensitive applications like robotic surgery and autonomous driving. In this work, we aim to minimize the occurrence of tail-end events by minimizing tail risk within the GAIL framework. We quantify tail risk by the Conditional-Value-at-Risk (CVaR) of trajectories and develop the Risk-Averse Imitation Learning (RAIL) algorithm. We observe that the policies learned with RAIL show lower tail-end risk than those of vanilla GAIL. Thus the proposed RAIL algorithm appears as a potent alternative to GAIL for improved reliability in risk-sensitive applications.Comment: Accepted for presentation in Deep Reinforcement Learning Symposium at NIPS 201
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