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arXiv:2501.16546

Sample-Efficient Behavior Cloning Using General Domain Knowledge

Behavior cloning has shown success in many sequential decision-making tasks by learning from expert demonstrations, yet they can be very sample inefficient and fail to generalize to unseen scenarios. One approach to these problems is to introduce general domain knowledge, such that the policy can focus on the essential features and may generalize to unseen states by applying that knowledge. Although this knowledge is easy to acquire from the experts, it is hard to be combined with learning from individual examples due to the lack of semantic structure in neural networks and the time-consuming nature of feature engineering. To enable learning from both general knowledge and specific demonstration trajectories, we use a large language model's coding capability to instantiate a policy structure based on expert domain knowledge expressed in natural language and tune the parameters in the policy with demonstrations. We name this approach the Knowledge Informed Model (KIM) as the structure reflects the semantics of expert knowledge. In our experiments with lunar lander and car racing tasks, our approach learns to solve the tasks with as few as 5 demonstrations and is robust to action noise, outperforming the baseline model without domain knowledge. This indicates that with the help of large language models, we can incorporate domain knowledge into the structure of the policy, increasing sample efficiency for behavior cloning.

arXiv:2410.22766

Self-Driving Car Racing: Application of Deep Reinforcement Learning

This paper explores the application of deep reinforcement learning (RL) techniques in the domain of autonomous self-driving car racing. Motivated by the rise of AI-driven mobility and autonomous racing events, the project aims to develop an AI agent that efficiently drives a simulated car in the OpenAI Gymnasium CarRacing environment. We investigate various RL algorithms, including Deep Q-Network (DQN), Proximal Policy Optimization (PPO), and novel adaptations that incorporate transfer learning and recurrent neural networks (RNNs) for enhanced performance. The project demonstrates that while DQN provides a strong baseline for policy learning, integrating ResNet and LSTM models significantly improves the agent's ability to capture complex spatial and temporal dynamics. PPO, particularly in continuous action spaces, shows promising results for fine control, although challenges such as policy collapse remain. We compare the performance of these approaches and outline future research directions focused on improving computational efficiency and addressing model stability. Our findings contribute to the ongoing development of AI systems in autonomous driving and related control tasks.

arXiv:2410.10062

Dreaming to Assist: Learning to Align with Human Objectives for Shared Control in High-Speed Racing

Tight coordination is required for effective human-robot teams in domains involving fast dynamics and tactical decisions, such as multi-car racing. In such settings, robot teammates must react to cues of a human teammate's tactical objective to assist in a way that is consistent with the objective (e.g., navigating left or right around an obstacle). To address this challenge, we present Dream2Assist, a framework that combines a rich world model able to infer human objectives and value functions, and an assistive agent that provides appropriate expert assistance to a given human teammate. Our approach builds on a recurrent state space model to explicitly infer human intents, enabling the assistive agent to select actions that align with the human and enabling a fluid teaming interaction. We demonstrate our approach in a high-speed racing domain with a population of synthetic human drivers pursuing mutually exclusive objectives, such as "stay-behind" and "overtake". We show that the combined human-robot team, when blending its actions with those of the human, outperforms the synthetic humans alone as well as several baseline assistance strategies, and that intent-conditioning enables adherence to human preferences during task execution, leading to improved performance while satisfying the human's objective.

arXiv:2408.06051공식 코드 · Papers with Code

Perceptual Similarity for Measuring Decision-Making Style and Policy Diversity in Games

Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles poses a challenge. Building on Playstyle Distance, the first unsupervised metric to measure playstyle similarity based on game screens and raw actions, we introduce three enhancements to increase accuracy: multiscale analysis with varied state granularity, a perceptual kernel rooted in psychology, and the utilization of the intersection-over-union method for efficient evaluation. These innovations not only advance measurement precision but also offer insights into human cognition of similarity. Across two racing games and seven Atari games, our techniques significantly improve the precision of zero-shot playstyle classification, achieving an accuracy exceeding 90 percent with fewer than 512 observation-action pairs, which is less than half an episode of these games. Furthermore, our experiments with 2048 and Go demonstrate the potential of discrete playstyle measures in puzzle and board games. We also develop an algorithm for assessing decision-making diversity using these measures. Our findings improve the measurement of end-to-end game analysis and the evolution of artificial intelligence for diverse playstyles.

arXiv:2406.19768공식 코드 · Papers with Code

Contextualized Hybrid Ensemble Q-learning: Learning Fast with Control Priors

Combining Reinforcement Learning (RL) with a prior controller can yield the best out of two worlds: RL can solve complex nonlinear problems, while the control prior ensures safer exploration and speeds up training. Prior work largely blends both components with a fixed weight, neglecting that the RL agent's performance varies with the training progress and across regions in the state space. Therefore, we advocate for an adaptive strategy that dynamically adjusts the weighting based on the RL agent's current capabilities. We propose a new adaptive hybrid RL algorithm, Contextualized Hybrid Ensemble Q-learning (CHEQ). CHEQ combines three key ingredients: (i) a time-invariant formulation of the adaptive hybrid RL problem treating the adaptive weight as a context variable, (ii) a weight adaption mechanism based on the parametric uncertainty of a critic ensemble, and (iii) ensemble-based acceleration for data-efficient RL. Evaluating CHEQ on a car racing task reveals substantially stronger data efficiency, exploration safety, and transferability to unknown scenarios than state-of-the-art adaptive hybrid RL methods.

arXiv:2406.15788

Distributionally Robust Constrained Reinforcement Learning under Strong Duality

We study the problem of Distributionally Robust Constrained RL (DRC-RL), where the goal is to maximize the expected reward subject to environmental distribution shifts and constraints. This setting captures situations where training and testing environments differ, and policies must satisfy constraints motivated by safety or limited budgets. Despite significant progress toward algorithm design for the separate problems of distributionally robust RL and constrained RL, there do not yet exist algorithms with end-to-end convergence guarantees for DRC-RL. We develop an algorithmic framework based on strong duality that enables the first efficient and provable solution in a class of environmental uncertainties. Further, our framework exposes an inherent structure of DRC-RL that arises from the combination of distributional robustness and constraints, which prevents a popular class of iterative methods from tractably solving DRC-RL, despite such frameworks being applicable for each of distributionally robust RL and constrained RL individually. Finally, we conduct experiments on a car racing benchmark to evaluate the effectiveness of the proposed algorithm.

arXiv:2406.12563

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.

arXiv:2310.13515

RaceLens: A Machine Intelligence-Based Application for Racing Photo Analysis

This paper presents RaceLens, a novel application utilizing advanced deep learning and computer vision models for comprehensive analysis of racing photos. The developed models have demonstrated their efficiency in a wide array of tasks, including detecting racing cars, recognizing car numbers, detecting and quantifying car details, and recognizing car orientations. We discuss the process of collecting a robust dataset necessary for training our models, and describe an approach we have designed to augment and improve this dataset continually. Our method leverages a feedback loop for continuous model improvement, thus enhancing the performance and accuracy of RaceLens over time. A significant part of our study is dedicated to illustrating the practical application of RaceLens, focusing on its successful deployment by NASCAR teams over four seasons. We provide a comprehensive evaluation of our system's performance and its direct impact on the team's strategic decisions and performance metrics. The results underscore the transformative potential of machine intelligence in the competitive and dynamic world of car racing, setting a precedent for future applications.

arXiv:2309.00296

End-to-end Lidar-Driven Reinforcement Learning for Autonomous Racing

Reinforcement Learning (RL) has emerged as a transformative approach in the domains of automation and robotics, offering powerful solutions to complex problems that conventional methods struggle to address. In scenarios where the problem definitions are elusive and challenging to quantify, learning-based solutions such as RL become particularly valuable. One instance of such complexity can be found in the realm of car racing, a dynamic and unpredictable environment that demands sophisticated decision-making algorithms. This study focuses on developing and training an RL agent to navigate a racing environment solely using feedforward raw lidar and velocity data in a simulated context. The agent's performance, trained in the simulation environment, is then experimentally evaluated in a real-world racing scenario. This exploration underlines the feasibility and potential benefits of RL algorithm enhancing autonomous racing performance, especially in the environments where prior map information is not available.

arXiv:2308.10797공식 코드 · Papers with Code

Stabilizing Unsupervised Environment Design with a Learned Adversary

A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.

arXiv:2301.01348

DADAgger: Disagreement-Augmented Dataset Aggregation

DAgger is an imitation algorithm that aggregates its original datasets by querying the expert on all samples encountered during training. In order to reduce the number of samples queried, we propose a modification to DAgger, known as DADAgger, which only queries the expert for state-action pairs that are out of distribution (OOD). OOD states are identified by measuring the variance of the action predictions of an ensemble of models on each state, which we simulate using dropout. Testing on the Car Racing and Half Cheetah environments achieves comparable performance to DAgger but with reduced expert queries, and better performance than a random sampling baseline. We also show that our algorithm may be used to build efficient, well-balanced training datasets by running with no initial data and only querying the expert to resolve uncertainty.

arXiv:2212.11278공식 코드 · Papers with Code

Decision-making and control with diffractive optical networks

The ultimate goal of artificial intelligence is to mimic the human brain to perform decision-making and control directly from high-dimensional sensory input. Diffractive optical networks provide a promising solution for implementing artificial intelligence with high-speed and low-power consumption. Most of the reported diffractive optical networks focus on single or multiple tasks that do not involve environmental interaction, such as object recognition and image classification. In contrast, the networks capable of performing decision-making and control have not yet been developed to our knowledge. Here, we propose using deep reinforcement learning to implement diffractive optical networks that imitate human-level decision-making and control capability. Such networks taking advantage of a residual architecture, allow for finding optimal control policies through interaction with the environment and can be readily implemented with existing optical devices. The superior performance of these networks is verified by engaging three types of classic games, Tic-Tac-Toe, Super Mario Bros., and Car Racing. Finally, we present an experimental demonstration of playing Tic-Tac-Toe by leveraging diffractive optical networks based on a spatial light modulator. Our work represents a solid step forward in advancing diffractive optical networks, which promises a fundamental shift from the target-driven control of a pre-designed state for simple recognition or classification tasks to the high-level sensory capability of artificial intelligence. It may find exciting applications in autonomous driving, intelligent robots, and intelligent manufacturing.

arXiv:2212.01343

CT-DQN: Control-Tutored Deep Reinforcement Learning

One of the major challenges in Deep Reinforcement Learning for control is the need for extensive training to learn the policy. Motivated by this, we present the design of the Control-Tutored Deep Q-Networks (CT-DQN) algorithm, a Deep Reinforcement Learning algorithm that leverages a control tutor, i.e., an exogenous control law, to reduce learning time. The tutor can be designed using an approximate model of the system, without any assumption about the knowledge of the system's dynamics. There is no expectation that it will be able to achieve the control objective if used stand-alone. During learning, the tutor occasionally suggests an action, thus partially guiding exploration. We validate our approach on three scenarios from OpenAI Gym: the inverted pendulum, lunar lander, and car racing. We demonstrate that CT-DQN is able to achieve better or equivalent data efficiency with respect to the classic function approximation solutions.

arXiv:2211.00576

Event Tables for Efficient Experience Replay

Experience replay (ER) is a crucial component of many deep reinforcement learning (RL) systems. However, uniform sampling from an ER buffer can lead to slow convergence and unstable asymptotic behaviors. This paper introduces Stratified Sampling from Event Tables (SSET), which partitions an ER buffer into Event Tables, each capturing important subsequences of optimal behavior. We prove a theoretical advantage over the traditional monolithic buffer approach and combine SSET with an existing prioritized sampling strategy to further improve learning speed and stability. Empirical results in challenging MiniGrid domains, benchmark RL environments, and a high-fidelity car racing simulator demonstrate the advantages and versatility of SSET over existing ER buffer sampling approaches.

arXiv:2207.06362공식 코드 · Papers with Code

Iterative Linear Quadratic Optimization for Nonlinear Control: Differentiable Programming Algorithmic Templates

We present the implementation of nonlinear control algorithms based on linear and quadratic approximations of the objective from a functional viewpoint. We present a gradient descent, a Gauss-Newton method, a Newton method, differential dynamic programming approaches with linear quadratic or quadratic approximations, various line-search strategies, and regularized variants of these algorithms. We derive the computational complexities of all algorithms in a differentiable programming framework and present sufficient optimality conditions. We compare the algorithms on several benchmarks, such as autonomous car racing using a bicycle model of a car. The algorithms are coded in a differentiable programming language in a publicly available package.

arXiv:2203.16478공식 코드 · Papers with Code

A Sequential Quadratic Programming Approach to the Solution of Open-Loop Generalized Nash Equilibria

Dynamic games can be an effective approach to modeling interactive behavior between multiple non-cooperative agents and they provide a theoretical framework for simultaneous prediction and control in such scenarios. In this work, we propose a numerical method for the solution of local generalized Nash equilibria (GNE) for the class of open-loop general-sum dynamic games for agents with nonlinear dynamics and constraints. In particular, we formulate a sequential quadratic programming (SQP) approach which requires only the solution of a single convex quadratic program at each iteration. Central to the robustness of our approach is a non-monotonic line search method and a novel merit function for SQP step acceptance. We show that our method achieves linear convergence in the neighborhood of local GNE and we derive an update rule for the merit function which helps to improve convergence from a larger set of initial conditions. We demonstrate the effectiveness of the algorithm in the context of car racing, where we show up to 32\% improvement of success rate when comparing against a state-of-the-art solution approach for dynamic games. \url{https://github.com/zhu-edward/DGSQP}.

arXiv:2203.10494공식 코드 · Papers with Code

MicroRacer: a didactic environment for Deep Reinforcement Learning

MicroRacer is a simple, open source environment inspired by car racing especially meant for the didactics of Deep Reinforcement Learning. The complexity of the environment has been explicitly calibrated to allow users to experiment with many different methods, networks and hyperparameters settings without requiring sophisticated software or the need of exceedingly long training times. Baseline agents for major learning algorithms such as DDPG, PPO, SAC, TD2 and DSAC are provided too, along with a preliminary comparison in terms of training time and performance.

arXiv:2110.10441

Feedback Linearization of Car Dynamics for Racing via Reinforcement Learning

Through the method of Learning Feedback Linearization, we seek to learn a linearizing controller to simplify the process of controlling a car to race autonomously. A soft actor-critic approach is used to learn a decoupling matrix and drift vector that effectively correct for errors in a hand-designed linearizing controller. The result is an exactly linearizing controller that can be used to enable the well-developed theory of linear systems to design path planning and tracking schemes that are easy to implement and significantly less computationally demanding. To demonstrate the method of feedback linearization, it is first used to learn a simulated model whose exact structure is known, but varied from the initial controller, so as to introduce error. We further seek to apply this method to a system that introduces even more error in the form of a gym environment specifically designed for modeling the dynamics of car racing. To do so, we posit an extension to the method of learning feedback linearization; a neural network that is trained using supervised learning to convert the output of our linearizing controller to the required input for the racing environment. Our progress towards these goals is reported and the next steps in their accomplishment are discussed.

arXiv:2110.00950공식 코드 · Papers with Code

An Unsupervised Video Game Playstyle Metric via State Discretization

On playing video games, different players usually have their own playstyles. Recently, there have been great improvements for the video game AIs on the playing strength. However, past researches for analyzing the behaviors of players still used heuristic rules or the behavior features with the game-environment support, thus being exhausted for the developers to define the features of discriminating various playstyles. In this paper, we propose the first metric for video game playstyles directly from the game observations and actions, without any prior specification on the playstyle in the target game. Our proposed method is built upon a novel scheme of learning discrete representations that can map game observations into latent discrete states, such that playstyles can be exhibited from these discrete states. Namely, we measure the playstyle distance based on game observations aligned to the same states. We demonstrate high playstyle accuracy of our metric in experiments on some video game platforms, including TORCS, RGSK, and seven Atari games, and for different agents including rule-based AI bots, learning-based AI bots, and human players.

arXiv:2109.04155공식 코드 · Papers with Code

Deep Active Inference for Pixel-Based Discrete Control: Evaluation on the Car Racing Problem

Despite the potential of active inference for visual-based control, learning the model and the preferences (priors) while interacting with the environment is challenging. Here, we study the performance of a deep active inference (dAIF) agent on OpenAI's car racing benchmark, where there is no access to the car's state. The agent learns to encode the world's state from high-dimensional input through unsupervised representation learning. State inference and control are learned end-to-end by optimizing the expected free energy. Results show that our model achieves comparable performance to deep Q-learning. However, vanilla dAIF does not reach state-of-the-art performance compared to other world model approaches. Hence, we discuss the current model implementation's limitations and potential architectures to overcome them.