Apprenticeship learning crucially depends on effectively learning rewards, and hence control policies from user demonstrations. Of particular difficulty is the setting where the desired task consists of a number of sub-goals with temporal dependencies. The quality of inferred rewards and hence policies are typically limited by the quality of demonstrations, and poor inference of these can lead to undesirable outcomes. In this paper, we show how temporal logic specifications that describe high level task objectives, are encoded in a graph to define a temporal-based metric that reasons about behaviors of demonstrators and the learner agent to improve the quality of inferred rewards and policies. Through experiments on a diverse set of robot manipulator simulations, we show how our framework overcomes the drawbacks of prior literature by drastically improving the number of demonstrations required to learn a control policy.
more »
« less
Composing Efficient, Robust Tests for Policy Selection
Modern reinforcement learning systems produce many high-quality policies throughout the learning process. However, to choose which policy to actually deploy in the real world, they must be tested under an intractable number of environmental conditions. We introduce RPOSST, an algorithm to select a small set of test cases from a larger pool based on a relatively small number of sample evaluations. RPOSST treats the test case selection problem as a two-player game and optimizes a solution with provable k-of-N robustness, bounding the error relative to a test that used all the test cases in the pool. Empirical results demonstrate that RPOSST fnds a small set of test cases that identify high quality policies in a toy one-shot game, poker datasets, and a high-fdelity racing simulator.
more »
« less
- Award ID(s):
- 2019844
- PAR ID:
- 10503035
- Publisher / Repository:
- arXivorg
- Date Published:
- Journal Name:
- arXivorg
- ISSN:
- 2331-8422
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students’ learning without potential harm to the students.more » « less
-
Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level’s quality and key characteristics. While PCGRL offers a unique set of affordances for game designers, it is constrained by the compute-intensive process of training RL agents, and has so far been limited to generating relatively small levels. To address this issue of scale, we implement several PCGRL environments in Jax so that all aspects of learning and simulation happen in parallel on the GPU, resulting in faster environment simulation; removing the CPU-GPU transfer of information bottleneck during RL training; and ultimately resulting in significantly improved training speed. We replicate several key results from prior works in this new framework, letting models train for much longer than previously studied, and evaluating their behavior after 1 billion timesteps. Aiming for greater control for human designers, we introduce randomized level sizes and frozen “pinpoints” of pivotal game tiles as further ways of countering overfitting. To test the generalization ability of learned generators, we evaluate models on large, out-of-distribution map sizes, and find that partial observation sizes learn more robust design strategies.more » « less
-
challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable PSRO-based method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of 1050. P2SRO is able to achieve state-of-theart performance on Barrage Stratego and beats all existing bots. Experiment code is available at https://github.com/JBLanier/pipeline-psro.more » « less
-
In many applications, data is easy to acquire but expensive and time-consuming to label, prominent examples include medical imaging and NLP. This disparity has only grown in recent years as our ability to collect data improves. Under these constraints, it makes sense to select only the most informative instances from the unlabeled pool and request an oracle (e.g., a human expert) to provide labels for those samples. The goal of active learning is to infer the informativeness of unlabeled samples so as to minimize the number of requests to the oracle. Here, we formulate active learning as an open-set recognition problem. In this paradigm, only some of the inputs belong to known classes; the classifier must identify the rest as unknown . More specifically, we leverage variational neural networks (VNNs), which produce high-confidence (i.e., low-entropy) predictions only for inputs that closely resemble the training data. We use the inverse of this confidence measure to select the samples that the oracle should label. Intuitively, unlabeled samples that the VNN is uncertain about contain features that the network has not been exposed to; thus they are more informative for future training. We carried out an extensive evaluation of our novel, probabilistic formulation of active learning, achieving state-of-the-art results on MNIST, CIFAR-10, CIFAR-100, and FashionMNIST. Additionally, unlike current active learning methods, our algorithm can learn even in the presence of out-of-distribution outliers. As our experiments show, when the unlabeled pool consists of a mixture of samples from multiple datasets, our approach can automatically distinguish between samples from seen vs. unseen datasets. Overall, our results show that high-quality uncertainty measures are key for pool-based active learning.more » « less
An official website of the United States government

