2.4AIFeb 10Code
CODE-SHARP: Continuous Open-ended Discovery and Evolution of Skills as Hierarchical Reward ProgramsRichard Bornemann, Pierluigi Vito Amadori, Antoine Cully
Developing agents capable of open-endedly discovering and learning novel skills is a grand challenge in Artificial Intelligence. While reinforcement learning offers a powerful framework for training agents to master complex skills, it typically relies on hand-designed reward functions. This is infeasible for open-ended skill discovery, where the set of meaningful skills is not known a priori. While recent methods have shown promising results towards automating reward function design, they remain limited to refining rewards for pre-defined tasks. To address this limitation, we introduce Continuous Open-ended Discovery and Evolution of Skills as Hierarchical Reward Programs (CODE-SHARP), a novel framework leveraging Foundation Models (FM) to open-endedly expand and refine a hierarchical skill archive, structured as a directed graph of executable reward functions in code. We show that a goal-conditioned agent trained exclusively on the rewards generated by the discovered SHARP skills learns to solve increasingly long-horizon goals in the Craftax environment. When composed by a high-level FM-based planner, the discovered skills enable a single goal-conditioned agent to solve complex, long-horizon tasks, outperforming both pretrained agents and task-specific expert policies by over $134$% on average. We will open-source our code and provide additional videos at https://sites.google.com/view/code-sharp/homepage.
7.9LGJan 9, 2024
Robust Imitation Learning for Automated Game TestingPierluigi Vito Amadori, Timothy Bradley, Ryan Spick et al.
Game development is a long process that involves many stages before a product is ready for the market. Human play testing is among the most time consuming, as testers are required to repeatedly perform tasks in the search for errors in the code. Therefore, automated testing is seen as a key technology for the gaming industry, as it would dramatically improve development costs and efficiency. Toward this end, we propose EVOLUTE, a novel imitation learning-based architecture that combines behavioural cloning (BC) with energy based models (EBMs). EVOLUTE is a two-stream ensemble model that splits the action space of autonomous agents into continuous and discrete tasks. The EBM stream handles the continuous tasks, to have a more refined and adaptive control, while the BC stream handles discrete actions, to ease training. We evaluate the performance of EVOLUTE in a shooting-and-driving game, where the agent is required to navigate and continuously identify targets to attack. The proposed model has higher generalisation capabilities than standard BC approaches, showing a wider range of behaviours and higher performances. Also, EVOLUTE is easier to train than a pure end-to-end EBM model, as discrete tasks can be quite sparse in the dataset and cause model training to explore a much wider set of possible actions while training.
4.6LGJan 8, 2024
Behavioural Cloning in VizDoomRyan Spick, Timothy Bradley, Ayush Raina et al.
This paper describes methods for training autonomous agents to play the game "Doom 2" through Imitation Learning (IL) using only pixel data as input. We also explore how Reinforcement Learning (RL) compares to IL for humanness by comparing camera movement and trajectory data. Through behavioural cloning, we examine the ability of individual models to learn varying behavioural traits. We attempt to mimic the behaviour of real players with different play styles, and find we can train agents that behave aggressively, passively, or simply more human-like than traditional AIs. We propose these methods of introducing more depth and human-like behaviour to agents in video games. The trained IL agents perform on par with the average players in our dataset, whilst outperforming the worst players. While performance was not as strong as common RL approaches, it provides much stronger human-like behavioural traits to the agent.
3.3AISep 15, 2025
Learning Representations in Video Game Agents with Supervised Contrastive Imitation LearningCarlos Celemin, Joseph Brennan, Pierluigi Vito Amadori et al.
This paper introduces a novel application of Supervised Contrastive Learning (SupCon) to Imitation Learning (IL), with a focus on learning more effective state representations for agents in video game environments. The goal is to obtain latent representations of the observations that capture better the action-relevant factors, thereby modeling better the cause-effect relationship from the observations that are mapped to the actions performed by the demonstrator, for example, the player jumps whenever an obstacle appears ahead. We propose an approach to integrate the SupCon loss with continuous output spaces, enabling SupCon to operate without constraints regarding the type of actions of the environment. Experiments on the 3D games Astro Bot and Returnal, and multiple 2D Atari games show improved representation quality, faster learning convergence, and better generalization compared to baseline models trained only with supervised action prediction loss functions.
5.0LGFeb 20, 2020
Support-weighted Adversarial Imitation LearningRuohan Wang, Carlo Ciliberto, Pierluigi Amadori et al.
Adversarial Imitation Learning (AIL) is a broad family of imitation learning methods designed to mimic expert behaviors from demonstrations. While AIL has shown state-of-the-art performance on imitation learning with only small number of demonstrations, it faces several practical challenges such as potential training instability and implicit reward bias. To address the challenges, we propose Support-weighted Adversarial Imitation Learning (SAIL), a general framework that extends a given AIL algorithm with information derived from support estimation of the expert policies. SAIL improves the quality of the reinforcement signals by weighing the adversarial reward with a confidence score from support estimation of the expert policy. We also show that SAIL is always at least as efficient as the underlying AIL algorithm that SAIL uses for learning the adversarial reward. Empirically, we show that the proposed method achieves better performance and training stability than baseline methods on a wide range of benchmark control tasks.
Random Expert Distillation: Imitation Learning via Expert Policy Support EstimationRuohan Wang, Carlo Ciliberto, Pierluigi Amadori et al.
We consider the problem of imitation learning from a finite set of expert trajectories, without access to reinforcement signals. The classical approach of extracting the expert's reward function via inverse reinforcement learning, followed by reinforcement learning is indirect and may be computationally expensive. Recent generative adversarial methods based on matching the policy distribution between the expert and the agent could be unstable during training. We propose a new framework for imitation learning by estimating the support of the expert policy to compute a fixed reward function, which allows us to re-frame imitation learning within the standard reinforcement learning setting. We demonstrate the efficacy of our reward function on both discrete and continuous domains, achieving comparable or better performance than the state of the art under different reinforcement learning algorithms.
10.4HCOct 7, 2018
Real-Time Workload Classification during Driving using HyperNetworksRuohan Wang, Pierluigi V. Amadori, Yiannis Demiris
Classifying human cognitive states from behavioral and physiological signals is a challenging problem with important applications in robotics. The problem is challenging due to the data variability among individual users, and sensor artefacts. In this work, we propose an end-to-end framework for real-time cognitive workload classification with mixture Hyper Long Short Term Memory Networks, a novel variant of HyperNetworks. Evaluating the proposed approach on an eye-gaze pattern dataset collected from simulated driving scenarios of different cognitive demands, we show that the proposed framework outperforms previous baseline methods and achieves 83.9\% precision and 87.8\% recall during test. We also demonstrate the merit of our proposed architecture by showing improved performance over other LSTM-based methods.