Benjamin Stoler

LG
4papers
17citations
Novelty53%
AI Score29

4 Papers

ROSep 16, 2024Code
SEAL: Towards Safe Autonomous Driving via Skill-Enabled Adversary Learning for Closed-Loop Scenario Generation

Benjamin Stoler, Ingrid Navarro, Jonathan Francis et al.

Verification and validation of autonomous driving (AD) systems and components is of increasing importance, as such technology increases in real-world prevalence. Safety-critical scenario generation is a key approach to robustify AD policies through closed-loop training. However, existing approaches for scenario generation rely on simplistic objectives, resulting in overly-aggressive or non-reactive adversarial behaviors. To generate diverse adversarial yet realistic scenarios, we propose SEAL, a scenario perturbation approach which leverages learned objective functions and adversarial, human-like skills. SEAL-perturbed scenarios are more realistic than SOTA baselines, leading to improved ego task success across real-world, in-distribution, and out-of-distribution scenarios, of more than 20%. To facilitate future research, we release our code and tools: https://github.com/cmubig/SEAL

CVSep 22, 2022
T2FPV: Dataset and Method for Correcting First-Person View Errors in Pedestrian Trajectory Prediction

Benjamin Stoler, Meghdeep Jana, Soonmin Hwang et al.

Predicting pedestrian motion is essential for developing socially-aware robots that interact in a crowded environment. While the natural visual perspective for a social interaction setting is an egocentric view, the majority of existing work in trajectory prediction therein has been investigated purely in the top-down trajectory space. To support first-person view trajectory prediction research, we present T2FPV, a method for constructing high-fidelity first-person view (FPV) datasets given a real-world, top-down trajectory dataset; we showcase our approach on the ETH/UCY pedestrian dataset to generate the egocentric visual data of all interacting pedestrians, creating the T2FPV-ETH dataset. In this setting, FPV-specific errors arise due to imperfect detection and tracking, occlusions, and field-of-view (FOV) limitations of the camera. To address these errors, we propose CoFE, a module that further refines the imputation of missing data in an end-to-end manner with trajectory forecasting algorithms. Our method reduces the impact of such FPV errors on downstream prediction performance, decreasing displacement error by more than 10% on average. To facilitate research engagement, we release our T2FPV-ETH dataset and software tools.

LGJul 27, 2022
Structural Similarity for Improved Transfer in Reinforcement Learning

C. Chace Ashcraft, Benjamin Stoler, Chigozie Ewulum et al.

Transfer learning is an increasingly common approach for developing performant RL agents. However, it is not well understood how to define the relationship between the source and target tasks, and how this relationship contributes to successful transfer. We present an algorithm called Structural Similarity for Two MDPS, or SS2, that calculates a state similarity measure for states in two finite MDPs based on previously developed bisimulation metrics, and show that the measure satisfies properties of a distance metric. Then, through empirical results with GridWorld navigation tasks, we provide evidence that the distance measure can be used to improve transfer performance for Q-Learning agents over previous implementations.

LGDec 1, 2021
Meta Arcade: A Configurable Environment Suite for Meta-Learning

Edward W. Staley, Chace Ashcraft, Benjamin Stoler et al.

Most approaches to deep reinforcement learning (DRL) attempt to solve a single task at a time. As a result, most existing research benchmarks consist of individual games or suites of games that have common interfaces but little overlap in their perceptual features, objectives, or reward structures. To facilitate research into knowledge transfer among trained agents (e.g. via multi-task and meta-learning), more environment suites that provide configurable tasks with enough commonality to be studied collectively are needed. In this paper we present Meta Arcade, a tool to easily define and configure custom 2D arcade games that share common visuals, state spaces, action spaces, game components, and scoring mechanisms. Meta Arcade differs from prior environments in that both task commonality and configurability are prioritized: entire sets of games can be constructed from common elements, and these elements are adjustable through exposed parameters. We include a suite of 24 predefined games that collectively illustrate the possibilities of this framework and discuss how these games can be configured for research applications. We provide several experiments that illustrate how Meta Arcade could be used, including single-task benchmarks of predefined games, sample curriculum-based approaches that change game parameters over a set schedule, and an exploration of transfer learning between games.