Search arXiv⌕ Search

arXiv subjects

Peter Stone

Publications and source records attributed to Peter Stone.

At least 73 records · Page 4Linked to original sources

Learning a Fast Mixing Exogenous Block MDP using a Single Trajectory

In order to train agents that can quickly adapt to new objectives or reward functions, efficient unsupervised representation learning in sequential decision-making environments can be important. Frameworks such as the Exogenous Block Markov Decision Process (Ex-BMDP) have been proposed to formalize this representation-learning problem (Efroni et al., 2022b). In the Ex-BMDP framework, the agent's high-dimensional observations of the environment have two latent factors: a controllable factor, which evolves deterministically within a small state space according to the agent's actions, and an exogenous factor, which represents time-correlated noise, and can be highly complex. The goal of the representation learning problem is to learn an encoder that maps from observations into the controllable latent space, as well as the dynamics of this space. Efroni et al. (2022b) has shown that this is possible with a sample complexity that depends only on the size of the controllable latent space, and not on the size of the noise factor. However, this prior work has focused on the episodic setting, where the controllable latent state resets to a specific start state after a finite horizon. By contrast, if the agent can only interact with the environment in a single continuous trajectory, prior works have not established sample-complexity bounds. We propose STEEL, the first provably sample-efficient algorithm for learning the controllable dynamics of an Ex-BMDP from a single trajectory, in the function approximation setting. STEEL has a sample complexity that depends only on the sizes of the controllable latent space and the encoder function class, and (at worst linearly) on the mixing time of the exogenous noise factor. We prove that STEEL is correct and sample-efficient, and demonstrate STEEL on two toy problems. Code is available at: https://github.com/midi-lab/steel.

cs.LG↗

Proto Successor Measure: Representing the Behavior Space of an RL Agent

Having explored an environment, intelligent agents should be able to transfer their knowledge to most downstream tasks within that environment without additional interactions. Referred to as "zero-shot learning", this ability remains elusive for general-purpose reinforcement learning algorithms. While recent works have attempted to produce zero-shot RL agents, they make assumptions about the nature of the tasks or the structure of the MDP. We present Proto Successor Measure: the basis set for all possible behaviors of a Reinforcement Learning Agent in a dynamical system. We prove that any possible behavior (represented using visitation distributions) can be represented using an affine combination of these policy-independent basis functions. Given a reward function at test time, we simply need to find the right set of linear weights to combine these bases corresponding to the optimal policy. We derive a practical algorithm to learn these basis functions using reward-free interaction data from the environment and show that our approach can produce the optimal policy at test time for any given reward function without additional environmental interactions. Project page: https://agarwalsiddhant10.github.io/projects/psm.html.

cs.LG↗

Reinforcement Learning Within the Classical Robotics Stack: A Case Study in Robot Soccer

Robot decision-making in partially observable, real-time, dynamic, and multi-agent environments remains a difficult and unsolved challenge. Model-free reinforcement learning (RL) is a promising approach to learning decision-making in such domains, however, end-to-end RL in complex environments is often intractable. To address this challenge in the RoboCup Standard Platform League (SPL) domain, we developed a novel architecture integrating RL within a classical robotics stack, while employing a multi-fidelity sim2real approach and decomposing behavior into learned sub-behaviors with heuristic selection. Our architecture led to victory in the 2024 RoboCup SPL Challenge Shield Division. In this work, we fully describe our system's architecture and empirically analyze key design decisions that contributed to its success. Our approach demonstrates how RL-based behaviors can be integrated into complete robot behavior architectures.

cs.RO↗

Deadlock-free, Safe, and Decentralized Multi-Robot Navigation in Social Mini-Games via Discrete-Time Control Barrier Functions

We present an approach to ensure safe and deadlock-free navigation for decentralized multi-robot systems operating in constrained environments, including doorways and intersections. Although many solutions have been proposed that ensure safety and resolve deadlocks, optimally preventing deadlocks in a minimally invasive and decentralized fashion remains an open problem. We first formalize the objective as a non-cooperative, non-communicative, partially observable multi-robot navigation problem in constrained spaces with multiple conflicting agents, which we term as social mini-games. Formally, we solve a discrete-time optimal receding horizon control problem leveraging control barrier functions for safe long-horizon planning. Our approach to ensuring liveness rests on the insight that \textit{there exists barrier certificates that allow each robot to preemptively perturb their state in a minimally-invasive fashion onto liveness sets i.e. states where robots are deadlock-free}. We evaluate our approach in simulation as well on physical robots using F$1/10$ robots, a Clearpath Jackal, as well as a Boston Dynamics Spot in a doorway, hallway, and corridor intersection scenario. Compared to both fully decentralized and centralized approaches with and without deadlock resolution capabilities, we demonstrate that our approach results in safer, more efficient, and smoother navigation, based on a comprehensive set of metrics including success rate, collision rate, stop time, change in velocity, path deviation, time-to-goal, and flow rate.

cs.RO↗

The Essentials of AI for Life and Society: An AI Literacy Course for the University Community

We describe the development of a one-credit course to promote AI literacy at The University of Texas at Austin. In response to a call for the rapid deployment of class to serve a broad audience in Fall of 2023, we designed a 14-week seminar-style course that incorporated an interdisciplinary group of speakers who lectured on topics ranging from the fundamentals of AI to societal concerns including disinformation and employment. University students, faculty, and staff, and even community members outside of the University, were invited to enroll in this online offering: The Essentials of AI for Life and Society. We collected feedback from course participants through weekly reflections and a final survey. Satisfyingly, we found that attendees reported gains in their AI literacy. We sought critical feedback through quantitative and qualitative analysis, which uncovered challenges in designing a course for this general audience. We utilized the course feedback to design a three-credit version of the course that is being offered in Fall of 2024. The lessons we learned and our plans for this new iteration may serve as a guide to instructors designing AI courses for a broad audience.

cs.AI↗

Learning Memory Mechanisms for Decision Making through Demonstrations

In Partially Observable Markov Decision Processes, integrating an agent's history into memory poses a significant challenge for decision-making. Traditional imitation learning, relying on observation-action pairs for expert demonstrations, fails to capture the expert's memory mechanisms used in decision-making. To capture memory processes as demonstrations, we introduce the concept of memory dependency pairs $(p, q)$ indicating that events at time $p$ are recalled for decision-making at time $q$. We introduce AttentionTuner to leverage memory dependency pairs in Transformers and find significant improvements across several tasks compared to standard Transformers when evaluated on Memory Gym and the Long-term Memory Benchmark. Code is available at https://github.com/WilliamYue37/AttentionTuner.

cs.LG↗

SkiLD: Unsupervised Skill Discovery Guided by Factor Interactions

Unsupervised skill discovery carries the promise that an intelligent agent can learn reusable skills through autonomous, reward-free environment interaction. Existing unsupervised skill discovery methods learn skills by encouraging distinguishable behaviors that cover diverse states. However, in complex environments with many state factors (e.g., household environments with many objects), learning skills that cover all possible states is impossible, and naively encouraging state diversity often leads to simple skills that are not ideal for solving downstream tasks. This work introduces Skill Discovery from Local Dependencies (Skild), which leverages state factorization as a natural inductive bias to guide the skill learning process. The key intuition guiding Skild is that skills that induce diverse interactions between state factors are often more valuable for solving downstream tasks. To this end, Skild develops a novel skill learning objective that explicitly encourages the mastering of skills that effectively induce different interactions within an environment. We evaluate Skild in several domains with challenging, long-horizon sparse reward tasks including a realistic simulated household robot domain, where Skild successfully learns skills with clear semantic meaning and shows superior performance compared to existing unsupervised reinforcement learning methods that only maximize state coverage.

cs.LG↗

Learning to Look: Seeking Information for Decision Making via Policy Factorization

Many robot manipulation tasks require active or interactive exploration behavior in order to be performed successfully. Such tasks are ubiquitous in embodied domains, where agents must actively search for the information necessary for each stage of a task, e.g., moving the head of the robot to find information relevant to manipulation, or in multi-robot domains, where one scout robot may search for the information that another robot needs to make informed decisions. We identify these tasks with a new type of problem, factorized Contextual Markov Decision Processes, and propose DISaM, a dual-policy solution composed of an information-seeking policy that explores the environment to find the relevant contextual information and an information-receiving policy that exploits the context to achieve the manipulation goal. This factorization allows us to train both policies separately, using the information-receiving one to provide reward to train the information-seeking policy. At test time, the dual agent balances exploration and exploitation based on the uncertainty the manipulation policy has on what the next best action is. We demonstrate the capabilities of our dual policy solution in five manipulation tasks that require information-seeking behaviors, both in simulation and in the real-world, where DISaM significantly outperforms existing methods. More information at https://robin-lab.cs.utexas.edu/learning2look/.

cs.RO↗

Effort Allocation for Deadline-Aware Task and Motion Planning: A Metareasoning Approach

In robot planning, tasks can often be achieved through multiple options, each consisting of several actions. This work specifically addresses deadline constraints in task and motion planning, aiming to find a plan that can be executed within the deadline despite uncertain planning and execution times. We propose an effort allocation problem, formulated as a Markov decision process (MDP), to find such a plan by leveraging metareasoning perspectives to allocate computational resources among the given options. We formally prove the NP-hardness of the problem by reducing it from the knapsack problem. Both a model-based approach, where transition models are learned from past experience, and a model-free approach, which overcomes the unavailability of prior data acquisition through reinforcement learning, are explored. For the model-based approach, we investigate Monte Carlo tree search (MCTS) to approximately solve the proposed MDP and further design heuristic schemes to tackle NP-hardness, leading to the approximate yet efficient algorithm called DP_Rerun. In experiments, DP_Rerun demonstrates promising performance comparable to MCTS while requiring negligible computation time.

cs.RO↗

N-Agent Ad Hoc Teamwork

Current approaches to learning cooperative multi-agent behaviors assume relatively restrictive settings. In standard fully cooperative multi-agent reinforcement learning, the learning algorithm controls $\textit{all}$ agents in the scenario, while in ad hoc teamwork, the learning algorithm usually assumes control over only a $\textit{single}$ agent in the scenario. However, many cooperative settings in the real world are much less restrictive. For example, in an autonomous driving scenario, a company might train its cars with the same learning algorithm, yet once on the road, these cars must cooperate with cars from another company. Towards expanding the class of scenarios that cooperative learning methods may optimally address, we introduce $N$-agent ad hoc teamwork (NAHT), where a set of autonomous agents must interact and cooperate with dynamically varying numbers and types of teammates. This paper formalizes the problem, and proposes the Policy Optimization with Agent Modelling (POAM) algorithm. POAM is a policy gradient, multi-agent reinforcement learning approach to the NAHT problem, that enables adaptation to diverse teammate behaviors by learning representations of teammate behaviors. Empirical evaluation on tasks from the multi-agent particle environment and StarCraft II shows that POAM improves cooperative task returns compared to baseline approaches, and enables out-of-distribution generalization to unseen teammates.

cs.AI↗

Longhorn: State Space Models are Amortized Online Learners

Modern large language models are built on sequence modeling via next-token prediction. While the Transformer remains the dominant architecture for sequence modeling, its quadratic decoding complexity in sequence length poses a major limitation. State-space models (SSMs) present a competitive alternative, offering linear decoding efficiency while maintaining parallelism during training. However, most existing SSMs rely on linear recurrence designs that appear somewhat ad hoc. In this work, we explore SSM design through the lens of online learning, conceptualizing SSMs as meta-modules for specific online learning problems. This approach links SSM design to formulating precise online learning objectives, with state transition rules derived from solving these objectives. Based on this insight, we introduce a novel deep SSM architecture, Longhorn, whose update resembles the closed-form solution for solving the online associative recall problem. Our experimental results show that Longhorn outperforms state-of-the-art SSMs, including the Mamba model, on standard sequence modeling benchmarks, language modeling, and vision tasks. Specifically, Longhorn achieves a 1.8x improvement in sample efficiency compared to Mamba, and can extrapolate over contexts that are up to 16x longer during inference.

cs.LG↗

Fine-Grained Gradient Restriction: A Simple Approach for Mitigating Catastrophic Forgetting

A fundamental challenge in continual learning is to balance the trade-off between learning new tasks and remembering the previously acquired knowledge. Gradient Episodic Memory (GEM) achieves this balance by utilizing a subset of past training samples to restrict the update direction of the model parameters. In this work, we start by analyzing an often overlooked hyper-parameter in GEM, the memory strength, which boosts the empirical performance by further constraining the update direction. We show that memory strength is effective mainly because it improves GEM's generalization ability and therefore leads to a more favorable trade-off. By this finding, we propose two approaches that more flexibly constrain the update direction. Our methods are able to achieve uniformly better Pareto Frontiers of remembering old and learning new knowledge than using memory strength. We further propose a computationally efficient method to approximately solve the optimization problem with more constraints.

cs.LG↗

FLaRe: Achieving Masterful and Adaptive Robot Policies with Large-Scale Reinforcement Learning Fine-Tuning

In recent years, the Robotics field has initiated several efforts toward building generalist robot policies through large-scale multi-task Behavior Cloning. However, direct deployments of these policies have led to unsatisfactory performance, where the policy struggles with unseen states and tasks. How can we break through the performance plateau of these models and elevate their capabilities to new heights? In this paper, we propose FLaRe, a large-scale Reinforcement Learning fine-tuning framework that integrates robust pre-trained representations, large-scale training, and gradient stabilization techniques. Our method aligns pre-trained policies towards task completion, achieving state-of-the-art (SoTA) performance both on previously demonstrated and on entirely novel tasks and embodiments. Specifically, on a set of long-horizon mobile manipulation tasks, FLaRe achieves an average success rate of 79.5% in unseen environments, with absolute improvements of +23.6% in simulation and +30.7% on real robots over prior SoTA methods. By utilizing only sparse rewards, our approach can enable generalizing to new capabilities beyond the pretraining data with minimal human effort. Moreover, we demonstrate rapid adaptation to new embodiments and behaviors with less than a day of fine-tuning. Videos can be found on the project website at https://robot-flare.github.io/

cs.RO↗

Grounded Curriculum Learning

The high cost of real-world data for robotics Reinforcement Learning (RL) leads to the wide usage of simulators. Despite extensive work on building better dynamics models for simulators to match with the real world, there is another, often-overlooked mismatch between simulations and the real world, namely the distribution of available training tasks. Such a mismatch is further exacerbated by existing curriculum learning techniques, which automatically vary the simulation task distribution without considering its relevance to the real world. Considering these challenges, we posit that curriculum learning for robotics RL needs to be grounded in real-world task distributions. To this end, we propose Grounded Curriculum Learning (GCL), which aligns the simulated task distribution in the curriculum with the real world, as well as explicitly considers what tasks have been given to the robot and how the robot has performed in the past. We validate GCL using the BARN dataset on complex navigation tasks, achieving a 6.8% and 6.5% higher success rate compared to a state-of-the-art CL method and a curriculum designed by human experts, respectively. These results show that GCL can enhance learning efficiency and navigation performance by grounding the simulation task distribution in the real world within an adaptive curriculum.

cs.RO↗

Deep Reinforcement Learning for Robotics: A Survey of Real-World Successes

Reinforcement learning (RL), particularly its combination with deep neural networks referred to as deep RL (DRL), has shown tremendous promise across a wide range of applications, suggesting its potential for enabling the development of sophisticated robotic behaviors. Robotics problems, however, pose fundamental difficulties for the application of RL, stemming from the complexity and cost of interacting with the physical world. This article provides a modern survey of DRL for robotics, with a particular focus on evaluating the real-world successes achieved with DRL in realizing several key robotic competencies. Our analysis aims to identify the key factors underlying those exciting successes, reveal underexplored areas, and provide an overall characterization of the status of DRL in robotics. We highlight several important avenues for future work, emphasizing the need for stable and sample-efficient real-world RL paradigms, holistic approaches for discovering and integrating various competencies to tackle complex long-horizon, open-world tasks, and principled development and evaluation procedures. This survey is designed to offer insights for both RL practitioners and roboticists toward harnessing RL's power to create generally capable real-world robotic systems.

cs.RO↗

Multistep Inverse Is Not All You Need

In real-world control settings, the observation space is often unnecessarily high-dimensional and subject to time-correlated noise. However, the controllable dynamics of the system are often far simpler than the dynamics of the raw observations. It is therefore desirable to learn an encoder to map the observation space to a simpler space of control-relevant variables. In this work, we consider the Ex-BMDP model, first proposed by Efroni et al. (2022), which formalizes control problems where observations can be factorized into an action-dependent latent state which evolves deterministically, and action-independent time-correlated noise. Lamb et al. (2022) proposes the "AC-State" method for learning an encoder to extract a complete action-dependent latent state representation from the observations in such problems. AC-State is a multistep-inverse method, in that it uses the encoding of the the first and last state in a path to predict the first action in the path. However, we identify cases where AC-State will fail to learn a correct latent representation of the agent-controllable factor of the state. We therefore propose a new algorithm, ACDF, which combines multistep-inverse prediction with a latent forward model. ACDF is guaranteed to correctly infer an action-dependent latent state encoder for a large class of Ex-BMDP models. We demonstrate the effectiveness of ACDF on tabular Ex-BMDPs through numerical simulations; as well as high-dimensional environments using neural-network-based encoders. Code is available at https://github.com/midi-lab/acdf.

cs.LG↗

Autonomous Ground Navigation in Highly Constrained Spaces: Lessons learned from The 3rd BARN Challenge at ICRA 2024

The 3rd BARN (Benchmark Autonomous Robot Navigation) Challenge took place at the 2024 IEEE International Conference on Robotics and Automation (ICRA 2024) in Yokohama, Japan and continued to evaluate the performance of state-of-the-art autonomous ground navigation systems in highly constrained environments. Similar to the trend in The 1st and 2nd BARN Challenge at ICRA 2022 and 2023 in Philadelphia (North America) and London (Europe), The 3rd BARN Challenge in Yokohama (Asia) became more regional, i.e., mostly Asian teams participated. The size of the competition has slightly shrunk (six simulation teams, four of which were invited to the physical competition). The competition results, compared to last two years, suggest that the field has adopted new machine learning approaches while at the same time slightly converged to a few common practices. However, the regional nature of the physical participants suggests a challenge to promote wider participation all over the world and provide more resources to travel to the venue. In this article, we discuss the challenge, the approaches used by the three winning teams, and lessons learned to direct future research and competitions.

cs.RO↗

A Super-human Vision-based Reinforcement Learning Agent for Autonomous Racing in Gran Turismo

Racing autonomous cars faster than the best human drivers has been a longstanding grand challenge for the fields of Artificial Intelligence and robotics. Recently, an end-to-end deep reinforcement learning agent met this challenge in a high-fidelity racing simulator, Gran Turismo. However, this agent relied on global features that require instrumentation external to the car. This paper introduces, to the best of our knowledge, the first super-human car racing agent whose sensor input is purely local to the car, namely pixels from an ego-centric camera view and quantities that can be sensed from on-board the car, such as the car's velocity. By leveraging global features only at training time, the learned agent is able to outperform the best human drivers in time trial (one car on the track at a time) races using only local input features. The resulting agent is evaluated in Gran Turismo 7 on multiple tracks and cars. Detailed ablation experiments demonstrate the agent's strong reliance on visual inputs, making it the first vision-based super-human car racing agent.

cs.LG↗