Prashant Doshi

LG
h-index33
31papers
1,077citations
Novelty50%
AI Score48

31 Papers

20.2LGJun 2
ConTraIRL: Factorized Contrastive Abstractions for Transferable IRL

Yikang Gui, Bikramjit Banerjee, Prashant Doshi

Reward transfer in Inverse Reinforcement Learning (IRL) is unreliable when policies must generalize to unseen combinations of environment dynamics and task goals. We propose Factorized Contrastive Abstractions for Transferable IRL (ConTraIRL), a framework that enables compositional reward transfer by learning decoupled latent representations of these two factors. ConTraIRL uses a dual-encoder architecture that maps observations into separate dynamics and goal latent spaces, trained with a dual contrastive objective. Temporal alignment encourages the dynamics encoder to learn goal-invariant structure, while the goal encoder captures dynamics-invariant features. This factorization supports reward inference under recombined dynamics-goal settings. Experiments on continuous control benchmarks demonstrate effective few-shot transfer to unseen dynamics-goal pairings, improving sample efficiency and reward recovery over transfer IRL baselines.

LGAug 15, 2022
IRL with Partial Observations using the Principle of Uncertain Maximum Entropy

Kenneth Bogert, Yikang Gui, Prashant Doshi

The principle of maximum entropy is a broadly applicable technique for computing a distribution with the least amount of information possible while constrained to match empirically estimated feature expectations. However, in many real-world applications that use noisy sensors computing the feature expectations may be challenging due to partial observation of the relevant model variables. For example, a robot performing apprenticeship learning may lose sight of the agent it is learning from due to environmental occlusion. We show that in generalizing the principle of maximum entropy to these types of scenarios we unavoidably introduce a dependency on the learned model to the empirical feature expectations. We introduce the principle of uncertain maximum entropy and present an expectation-maximization based solution generalized from the principle of latent maximum entropy. Finally, we experimentally demonstrate the improved robustness to noisy data offered by our technique in a maximum causal entropy inverse reinforcement learning domain.

CVNov 14, 2023
MVSA-Net: Multi-View State-Action Recognition for Robust and Deployable Trajectory Generation

Ehsan Asali, Prashant Doshi, Jin Sun

The learn-from-observation (LfO) paradigm is a human-inspired mode for a robot to learn to perform a task simply by watching it being performed. LfO can facilitate robot integration on factory floors by minimizing disruption and reducing tedious programming. A key component of the LfO pipeline is a transformation of the depth camera frames to the corresponding task state and action pairs, which are then relayed to learning techniques such as imitation or inverse reinforcement learning for understanding the task parameters. While several existing computer vision models analyze videos for activity recognition, SA-Net specifically targets robotic LfO from RGB-D data. However, SA-Net and many other models analyze frame data captured from a single viewpoint. Their analysis is therefore highly sensitive to occlusions of the observed task, which are frequent in deployments. An obvious way of reducing occlusions is to simultaneously observe the task from multiple viewpoints and synchronously fuse the multiple streams in the model. Toward this, we present multi-view SA-Net, which generalizes the SA-Net model to allow the perception of multiple viewpoints of the task activity, integrate them, and better recognize the state and action in each frame. Performance evaluations on two distinct domains establish that MVSA-Net recognizes the state-action pairs under occlusion more accurately compared to single-view MVSA-Net and other baselines. Our ablation studies further evaluate its performance under different ambient conditions and establish the contribution of the architecture components. As such, MVSA-Net offers a significantly more robust and deployable state-action trajectory generation compared to previous methods.

LGDec 11, 2024Code
IRL for Restless Multi-Armed Bandits with Applications in Maternal and Child Health

Gauri Jain, Pradeep Varakantham, Haifeng Xu et al.

Public health practitioners often have the goal of monitoring patients and maximizing patients' time spent in "favorable" or healthy states while being constrained to using limited resources. Restless multi-armed bandits (RMAB) are an effective model to solve this problem as they are helpful to allocate limited resources among many agents under resource constraints, where patients behave differently depending on whether they are intervened on or not. However, RMABs assume the reward function is known. This is unrealistic in many public health settings because patients face unique challenges and it is impossible for a human to know who is most deserving of any intervention at such a large scale. To address this shortcoming, this paper is the first to present the use of inverse reinforcement learning (IRL) to learn desired rewards for RMABs, and we demonstrate improved outcomes in a maternal and child health telehealth program. First we allow public health experts to specify their goals at an aggregate or population level and propose an algorithm to design expert trajectories at scale based on those goals. Second, our algorithm WHIRL uses gradient updates to optimize the objective, allowing for efficient and accurate learning of RMAB rewards. Third, we compare with existing baselines and outperform those in terms of run-time and accuracy. Finally, we evaluate and show the usefulness of WHIRL on thousands on beneficiaries from a real-world maternal and child health setting in India. We publicly release our code here: https://github.com/Gjain234/WHIRL.

CRSep 3, 2019Code
GrAALF:Supporting Graphical Analysis of Audit Logs for Forensics

Omid Setayeshfar, Christian Adkins, Matthew Jones et al.

System-level audit logs often play a critical role in computer forensics. They capture low-level interactions between programs and users in much detail, making them a rich source of insight and provenance on malicious user activity. However, using these logs to discover and understand malicious activities when a typical computer generates more than 2.5 million system events hourly is both compute and time-intensive. We introduce a graphical system called GrAALF for efficiently loading, storing, processing, querying, and displaying system events to support computer forensics. In comparison to other related systems such as AIQL [13] and SAQL [12], GrAALF offers the flexibility of multiple backend storage solutions, easy-to-use and intuitive querying of logs, and the ability to trace back longer sequences of system events in (near) real-time to help identify and isolate attacks. Equally important, both AIQL and SAQL are not available for public use, whereas GrAALF is open-source. GrAALF offers the choice of compactly storing the logs in main memory, in a relational database system, in a hybrid main memory-database system, and a graph-based database. We compare the responsiveness of each of these options, using multiple huge system-call log files. Next, in multiple real-world attack scenarios, we demonstrate the efficacy and usefulness of GrAALF in identifying the attack and discovering its provenance. Consequently, GrAALF offers a robust solution for analysis of audit logs to support computer forensics.

LGNov 7, 2023
A Novel Variational Lower Bound for Inverse Reinforcement Learning

Yikang Gui, Prashant Doshi

Inverse reinforcement learning (IRL) seeks to learn the reward function from expert trajectories, to understand the task for imitation or collaboration thereby removing the need for manual reward engineering. However, IRL in the context of large, high-dimensional problems with unknown dynamics has been particularly challenging. In this paper, we present a new Variational Lower Bound for IRL (VLB-IRL), which is derived under the framework of a probabilistic graphical model with an optimality node. Our method simultaneously learns the reward function and policy under the learned reward function by maximizing the lower bound, which is equivalent to minimizing the reverse Kullback-Leibler divergence between an approximated distribution of optimality given the reward function and the true distribution of optimality given trajectories. This leads to a new IRL method that learns a valid reward function such that the policy under the learned reward achieves expert-level performance on several known domains. Importantly, the method outperforms the existing state-of-the-art IRL algorithms on these domains by demonstrating better reward from the learned policy.

MAJul 7, 2025
Inaugural MOASEI Competition at AAMAS'2025: A Technical Report

Ceferino Patino, Tyler J. Billings, Alireza Saleh Abadi et al.

We present the Methods for Open Agent Systems Evaluation Initiative (MOASEI) Competition, a multi-agent AI benchmarking event designed to evaluate decision-making under open-world conditions. Built on the free-range-zoo environment suite, MOASEI introduced dynamic, partially observable domains with agent and task openness--settings where entities may appear, disappear, or change behavior over time. The 2025 competition featured three tracks--Wildfire, Rideshare, and Cybersecurity--each highlighting distinct dimensions of openness and coordination complexity. Eleven teams from international institutions participated, with four of those teams submitting diverse solutions including graph neural networks, convolutional architectures, predictive modeling, and large language model--driven meta--optimization. Evaluation metrics centered on expected utility, robustness to perturbations, and responsiveness to environmental change. The results reveal promising strategies for generalization and adaptation in open environments, offering both empirical insight and infrastructure for future research. This report details the competition's design, findings, and contributions to the open-agent systems research community.

RODec 16, 2024
Visual IRL for Human-Like Robotic Manipulation

Ehsan Asali, Prashant Doshi

We present a novel method for collaborative robots (cobots) to learn manipulation tasks and perform them in a human-like manner. Our method falls under the learn-from-observation (LfO) paradigm, where robots learn to perform tasks by observing human actions, which facilitates quicker integration into industrial settings compared to programming from scratch. We introduce Visual IRL that uses the RGB-D keypoints in each frame of the observed human task performance directly as state features, which are input to inverse reinforcement learning (IRL). The inversely learned reward function, which maps keypoints to reward values, is transferred from the human to the cobot using a novel neuro-symbolic dynamics model, which maps human kinematics to the cobot arm. This model allows similar end-effector positioning while minimizing joint adjustments, aiming to preserve the natural dynamics of human motion in robotic manipulation. In contrast with previous techniques that focus on end-effector placement only, our method maps multiple joint angles of the human arm to the corresponding cobot joints. Moreover, it uses an inverse kinematics model to then minimally adjust the joint angles, for accurate end-effector positioning. We evaluate the performance of this approach on two different realistic manipulation tasks. The first task is produce processing, which involves picking, inspecting, and placing onions based on whether they are blemished. The second task is liquid pouring, where the robot picks up bottles, pours the contents into designated containers, and disposes of the empty bottles. Our results demonstrate advances in human-like robotic manipulation, leading to more human-robot compatibility in manufacturing applications.

CRMay 2, 2025
Modeling Behavioral Preferences of Cyber Adversaries Using Inverse Reinforcement Learning

Aditya Shinde, Prashant Doshi

This paper presents a holistic approach to attacker preference modeling from system-level audit logs using inverse reinforcement learning (IRL). Adversary modeling is an important capability in cybersecurity that lets defenders characterize behaviors of potential attackers, which enables attribution to known cyber adversary groups. Existing approaches rely on documenting an ever-evolving set of attacker tools and techniques to track known threat actors. Although attacks evolve constantly, attacker behavioral preferences are intrinsic and less volatile. Our approach learns the behavioral preferences of cyber adversaries from forensics data on their tools and techniques. We model the attacker as an expert decision-making agent with unknown behavioral preferences situated in a computer host. We leverage attack provenance graphs of audit logs to derive a state-action trajectory of the attack. We test our approach on open datasets of audit logs containing real attack data. Our results demonstrate for the first time that low-level forensics data can automatically reveal an adversary's subjective preferences, which serves as an additional dimension to modeling and documenting cyber adversaries. Attackers' preferences tend to be invariant despite their different tools and indicate predispositions that are inherent to the attacker. As such, these inferred preferences can potentially serve as unique behavioral signatures of attackers and improve threat attribution.

LGJan 3, 2025
Inversely Learning Transferable Rewards via Abstracted States

Yikang Gui, Prashant Doshi

Inverse reinforcement learning (IRL) has progressed significantly toward accurately learning the underlying rewards in both discrete and continuous domains from behavior data. The next advance is to learn {\em intrinsic} preferences in ways that produce useful behavior in settings or tasks which are different but aligned with the observed ones. In the context of robotic applications, this helps integrate robots into processing lines involving new tasks (with shared intrinsic preferences) without programming from scratch. We introduce a method to inversely learn an abstract reward function from behavior trajectories in two or more differing instances of a domain. The abstract reward function is then used to learn task behavior in another separate instance of the domain. This step offers evidence of its transferability and validates its correctness. We evaluate the method on trajectories in tasks from multiple domains in OpenAI's Gym testbed and AssistiveGym and show that the learned abstract reward functions can successfully learn task behaviors in instances of the respective domains, which have not been seen previously.

LGMay 9, 2023
Latent Interactive A2C for Improved RL in Open Many-Agent Systems

Keyang He, Prashant Doshi, Bikramjit Banerjee

There is a prevalence of multiagent reinforcement learning (MARL) methods that engage in centralized training. But, these methods involve obtaining various types of information from the other agents, which may not be feasible in competitive or adversarial settings. A recent method, the interactive advantage actor critic (IA2C), engages in decentralized training coupled with decentralized execution, aiming to predict the other agents' actions from possibly noisy observations. In this paper, we present the latent IA2C that utilizes an encoder-decoder architecture to learn a latent representation of the hidden state and other agents' actions. Our experiments in two domains -- each populated by many agents -- reveal that the latent IA2C significantly improves sample efficiency by reducing variance and converging faster. Additionally, we introduce open versions of these domains where the agent population may change over time, and evaluate on these instances as well.

ROSep 16, 2021
Marginal MAP Estimation for Inverse RL under Occlusion with Observer Noise

Prasanth Sengadu Suresh, Prashant Doshi

We consider the problem of learning the behavioral preferences of an expert engaged in a task from noisy and partially-observable demonstrations. This is motivated by real-world applications such as a line robot learning from observing a human worker, where some observations are occluded by environmental objects that cannot be removed. Furthermore, robotic perception tends to be imperfect and noisy. Previous techniques for inverse reinforcement learning (IRL) take the approach of either omitting the missing portions or inferring it as part of expectation-maximization, which tends to be slow and prone to local optima. We present a new method that generalizes the well-known Bayesian maximum-a-posteriori (MAP) IRL method by marginalizing the occluded portions of the trajectory. This is additionally extended with an observation model to account for perception noise. We show that the marginal MAP (MMAP) approach significantly improves on the previous IRL technique under occlusion in both formative evaluations on a toy problem and in a summative evaluation on an onion sorting line task by a robot.

LGJul 13, 2021
A Hierarchical Bayesian model for Inverse RL in Partially-Controlled Environments

Kenneth Bogert, Prashant Doshi

Robots learning from observations in the real world using inverse reinforcement learning (IRL) may encounter objects or agents in the environment, other than the expert, that cause nuisance observations during the demonstration. These confounding elements are typically removed in fully-controlled environments such as virtual simulations or lab settings. When complete removal is impossible the nuisance observations must be filtered out. However, identifying the source of observations when large amounts of observations are made is difficult. To address this, we present a hierarchical Bayesian model that incorporates both the expert's and the confounding elements' observations thereby explicitly modeling the diverse observations a robot may receive. We extend an existing IRL algorithm originally designed to work under partial occlusion of the expert to consider the diverse observations. In a simulated robotic sorting domain containing both occlusion and confounding elements, we demonstrate the model's effectiveness. In particular, our technique outperforms several other comparative methods, second only to having perfect knowledge of the subject's trajectory.

LGJun 17, 2021
Many Agent Reinforcement Learning Under Partial Observability

Keyang He, Prashant Doshi, Bikramjit Banerjee

Recent renewed interest in multi-agent reinforcement learning (MARL) has generated an impressive array of techniques that leverage deep reinforcement learning, primarily actor-critic architectures, and can be applied to a limited range of settings in terms of observability and communication. However, a continuing limitation of much of this work is the curse of dimensionality when it comes to representations based on joint actions, which grow exponentially with the number of agents. In this paper, we squarely focus on this challenge of scalability. We apply the key insight of action anonymity, which leads to permutation invariance of joint actions, to two recently presented deep MARL algorithms, MADDPG and IA2C, and compare these instantiations to another recent technique that leverages action anonymity, viz., mean-field MARL. We show that our instantiations can learn the optimal behavior in a broader class of agent networks than the mean-field method, using a recently introduced pragmatic domain.

LGOct 15, 2020
Cooperative-Competitive Reinforcement Learning with History-Dependent Rewards

Keyang He, Bikramjit Banerjee, Prashant Doshi

Consider a typical organization whose worker agents seek to collectively cooperate for its general betterment. However, each individual agent simultaneously seeks to act to secure a larger chunk than its co-workers of the annual increment in compensation, which usually comes from a {\em fixed} pot. As such, the individual agent in the organization must cooperate and compete. Another feature of many organizations is that a worker receives a bonus, which is often a fraction of previous year's total profit. As such, the agent derives a reward that is also partly dependent on historical performance. How should the individual agent decide to act in this context? Few methods for the mixed cooperative-competitive setting have been presented in recent years, but these are challenged by problem domains whose reward functions do not depend on the current state and action only. Recent deep multi-agent reinforcement learning (MARL) methods using long short-term memory (LSTM) may be used, but these adopt a joint perspective to the interaction or require explicit exchange of information among the agents to promote cooperation, which may not be possible under competition. In this paper, we first show that the agent's decision-making problem can be modeled as an interactive partially observable Markov decision process (I-POMDP) that captures the dynamic of a history-dependent reward. We present an interactive advantage actor-critic method (IA2C$^+$), which combines the independent advantage actor-critic network with a belief filter that maintains a belief distribution over other agents' models. Empirical results show that IA2C$^+$ learns the optimal policy faster and more robustly than several other baselines including one that uses a LSTM, even when attributed models are incorrect.

MAJul 18, 2020
Active Deception using Factored Interactive POMDPs to Recognize Cyber Attacker's Intent

Aditya Shinde, Prashant Doshi, Omid Setayeshfar

This paper presents an intelligent and adaptive agent that employs deception to recognize a cyber adversary's intent. Unlike previous approaches to cyber deception, which mainly focus on delaying or confusing the attackers, we focus on engaging with them to learn their intent. We model cyber deception as a sequential decision-making problem in a two-agent context. We introduce factored finitely nested interactive POMDPs (I-POMDPx) and use this framework to model the problem with multiple attacker types. Our approach models cyber attacks on a single honeypot host across multiple phases from the attacker's initial entry to reaching its adversarial objective. The defending I-POMDPx-based agent uses decoys to engage with the attacker at multiple phases to form increasingly accurate predictions of the attacker's behavior and intent. The use of I-POMDPs also enables us to model the adversary's mental state and investigate how deception affects their beliefs. Our experiments in both simulation and on a real host show that the I-POMDPx-based agent performs significantly better at intent recognition than commonly used deception strategies on honeypots.

AIJun 12, 2020
Recurrent Sum-Product-Max Networks for Decision Making in Perfectly-Observed Environments

Hari Teja Tatavarti, Prashant Doshi, Layton Hayes

Recent investigations into sum-product-max networks (SPMN) that generalize sum-product networks (SPN) offer a data-driven alternative for decision making, which has predominantly relied on handcrafted models. SPMNs computationally represent a probabilistic decision-making problem whose solution scales linearly in the size of the network. However, SPMNs are not well suited for sequential decision making over multiple time steps. In this paper, we present recurrent SPMNs (RSPMN) that learn from and model decision-making data over time. RSPMNs utilize a template network that is unfolded as needed depending on the length of the data sequence. This is significant as RSPMNs not only inherit the benefits of SPMNs in being data driven and mostly tractable, they are also well suited for sequential problems. We establish conditions on the template network, which guarantee that the resulting SPMN is valid, and present a structure learning algorithm to learn a sound template network. We demonstrate that the RSPMNs learned on a testbed of sequential decision-making data sets generate MEUs and policies that are close to the optimal on perfectly-observed domains. They easily improve on a recent batch-constrained reinforcement learning method, which is important because RSPMNs offer a new model-based approach to offline reinforcement learning.

LGApr 27, 2020
Maximum Entropy Multi-Task Inverse RL

Saurabh Arora, Bikramjit Banerjee, Prashant Doshi

Multi-task IRL allows for the possibility that the expert could be switching between multiple ways of solving the same problem, or interleaving demonstrations of multiple tasks. The learner aims to learn the multiple reward functions that guide these ways of solving the problem. We present a new method for multi-task IRL that generalizes the well-known maximum entropy approach to IRL by combining it with the Dirichlet process based clustering of the observed input. This yields a single nonlinear optimization problem, called MaxEnt Multi-task IRL, which can be solved using the Lagrangian relaxation and gradient descent methods. We evaluate MaxEnt Multi-task IRL in simulation on the robotic task of sorting onions on a processing line where the expert utilizes multiple ways of detecting and removing blemished onions. The method is able to learn the underlying reward functions to a high level of accuracy and it improves on the previous approaches to multi-task IRL.

ROMay 10, 2019
SA-Net: Deep Neural Network for Robot Trajectory Recognition from RGB-D Streams

Nihal Soans, Ehsan Asali, Yi Hong et al.

Learning from demonstration (LfD) and imitation learning offer new paradigms for transferring task behavior to robots. A class of methods that enable such online learning require the robot to observe the task being performed and decompose the sensed streaming data into sequences of state-action pairs, which are then input to the methods. Thus, recognizing the state-action pairs correctly and quickly in sensed data is a crucial prerequisite for these methods. We present SA-Net a deep neural network architecture that recognizes state-action pairs from RGB-D data streams. SA-Net performed well in two diverse robotic applications of LfD -- one involving mobile ground robots and another involving a robotic manipulator -- which demonstrates that the architecture generalizes well to differing contexts. Comprehensive evaluations including deployment on a physical robot show that \sanet{} significantly improves on the accuracy of the previous method that utilizes traditional image processing and segmentation.

LGJun 18, 2018
A Survey of Inverse Reinforcement Learning: Challenges, Methods and Progress

Saurabh Arora, Prashant Doshi

Inverse reinforcement learning (IRL) is the problem of inferring the reward function of an agent, given its policy or observed behavior. Analogous to RL, IRL is perceived both as a problem and as a class of methods. By categorically surveying the current literature in IRL, this article serves as a reference for researchers and practitioners of machine learning and beyond to understand the challenges of IRL and select the approaches best suited for the problem on hand. The survey formally introduces the IRL problem along with its central challenges such as the difficulty in performing accurate inference and its generalizability, its sensitivity to prior knowledge, and the disproportionate growth in solution complexity with problem size. The article elaborates how the current methods mitigate these challenges. We further discuss the extensions to traditional IRL methods for handling: inaccurate and incomplete perception, an incomplete model, multiple reward functions, and nonlinear reward functions. This survey concludes the discussion with some broad advances in the research area and currently open research questions.

LGMay 23, 2018
Reinforcement Learning for Heterogeneous Teams with PALO Bounds

Roi Ceren, Prashant Doshi, Keyang He

We introduce reinforcement learning for heterogeneous teams in which rewards for an agent are additively factored into local costs, stimuli unique to each agent, and global rewards, those shared by all agents in the domain. Motivating domains include coordination of varied robotic platforms, which incur different costs for the same action, but share an overall goal. We present two templates for learning in this setting with factored rewards: a generalization of Perkins' Monte Carlo exploring starts for POMDPs to canonical MPOMDPs, with a single policy mapping joint observations of all agents to joint actions (MCES-MP); and another with each agent individually mapping joint observations to their own action (MCES-FMP). We use probably approximately local optimal (PALO) bounds to analyze sample complexity, instantiating these templates to PALO learning. We promote sample efficiency by including a policy space pruning technique, and evaluate the approaches on three domains of heterogeneous agents demonstrating that MCES-FMP yields improved policies in less samples compared to MCES-MP and a previous benchmark.

LGMay 21, 2018
A Framework and Method for Online Inverse Reinforcement Learning

Saurabh Arora, Prashant Doshi, Bikramjit Banerjee

Inverse reinforcement learning (IRL) is the problem of learning the preferences of an agent from the observations of its behavior on a task. While this problem has been well investigated, the related problem of {\em online} IRL---where the observations are incrementally accrued, yet the demands of the application often prohibit a full rerun of an IRL method---has received relatively less attention. We introduce the first formal framework for online IRL, called incremental IRL (I2RL), and a new method that advances maximum entropy IRL with hidden variables, to this setting. Our formal analysis shows that the new method has a monotonically improving performance with more demonstration data, as well as probabilistically bounded error, both under full and partial observability. Experiments in a simulated robotic application of penetrating a continuous patrol under occlusion shows the relatively improved performance and speed up of the new method and validates the utility of online IRL.

ROOct 27, 2017
Inverse Reinforcement Learning Under Noisy Observations

Shervin Shahryari, Prashant Doshi

We consider the problem of performing inverse reinforcement learning when the trajectory of the expert is not perfectly observed by the learner. Instead, a noisy continuous-time observation of the trajectory is provided to the learner. This problem exhibits wide-ranging applications and the specific application we consider here is the scenario in which the learner seeks to penetrate a perimeter patrolled by a robot. The learner's field of view is limited due to which it cannot observe the patroller's complete trajectory. Instead, we allow the learner to listen to the expert's movement sound, which it can also use to estimate the expert's state and action using an observation model. We treat the expert's state and action as hidden data and present an algorithm based on expectation maximization and maximum entropy principle to solve the non-linear, non-convex problem. Related work considers discrete-time observations and an observation model that does not include actions. In contrast, our technique takes expectations over both state and action of the expert, enabling learning even in the presence of extreme noise and broader applications.

AIJul 14, 2017
Freeway Merging in Congested Traffic based on Multipolicy Decision Making with Passive Actor Critic

Tomoki Nishi, Prashant Doshi, Danil Prokhorov

Freeway merging in congested traffic is a significant challenge toward fully automated driving. Merging vehicles need to decide not only how to merge into a spot, but also where to merge. We present a method for the freeway merging based on multi-policy decision making with a reinforcement learning method called {\em passive actor-critic} (pAC), which learns with less knowledge of the system and without active exploration. The method selects a merging spot candidate by using the state value learned with pAC. We evaluate our method using real traffic data. Our experiments show that pAC achieves 92\% success rate to merge into a freeway, which is comparable to human decision making.

AIJun 4, 2017
Actor-Critic for Linearly-Solvable Continuous MDP with Partially Known Dynamics

Tomoki Nishi, Prashant Doshi, Michael R. James et al.

In many robotic applications, some aspects of the system dynamics can be modeled accurately while others are difficult to obtain or model. We present a novel reinforcement learning (RL) method for continuous state and action spaces that learns with partial knowledge of the system and without active exploration. It solves linearly-solvable Markov decision processes (L-MDPs), which are well suited for continuous state and action spaces, based on an actor-critic architecture. Compared to previous RL methods for L-MDPs and path integral methods which are model based, the actor-critic learning does not need a model of the uncontrolled dynamics and, importantly, transition noise levels; however, it requires knowing the control dynamics for the problem. We evaluate our method on two synthetic test problems, and one real-world problem in simulation and using real traffic data. Our experiments demonstrate improved learning and policy performance.

LGNov 13, 2015
Dynamic Sum Product Networks for Tractable Inference on Sequence Data (Extended Version)

Mazen Melibari, Pascal Poupart, Prashant Doshi et al.

Sum-Product Networks (SPN) have recently emerged as a new class of tractable probabilistic graphical models. Unlike Bayesian networks and Markov networks where inference may be exponential in the size of the network, inference in SPNs is in time linear in the size of the network. Since SPNs represent distributions over a fixed set of variables only, we propose dynamic sum product networks (DSPNs) as a generalization of SPNs for sequence data of varying length. A DSPN consists of a template network that is repeated as many times as needed to model data sequences of any length. We present a local search technique to learn the structure of the template network. In contrast to dynamic Bayesian networks for which inference is generally exponential in the number of variables per time slice, DSPNs inherit the linear inference complexity of SPNs. We demonstrate the advantages of DSPNs over DBNs and other models on several datasets of sequence data.

MAMar 24, 2015
Individual Planning in Agent Populations: Exploiting Anonymity and Frame-Action Hypergraphs

Ekhlas Sonu, Yingke Chen, Prashant Doshi

Interactive partially observable Markov decision processes (I-POMDP) provide a formal framework for planning for a self-interested agent in multiagent settings. An agent operating in a multiagent environment must deliberate about the actions that other agents may take and the effect these actions have on the environment and the rewards it receives. Traditional I-POMDPs model this dependence on the actions of other agents using joint action and model spaces. Therefore, the solution complexity grows exponentially with the number of agents thereby complicating scalability. In this paper, we model and extend anonymity and context-specific independence -- problem structures often present in agent populations -- for computational gain. We empirically demonstrate the efficiency from exploiting these problem structures by solving a new multiagent problem involving more than 1,000 agents.

MASep 1, 2014
Team Behavior in Interactive Dynamic Influence Diagrams with Applications to Ad Hoc Teams

Muthukumaran Chandrasekaran, Prashant Doshi, Yifeng Zeng et al.

Planning for ad hoc teamwork is challenging because it involves agents collaborating without any prior coordination or communication. The focus is on principled methods for a single agent to cooperate with others. This motivates investigating the ad hoc teamwork problem in the context of individual decision making frameworks. However, individual decision making in multiagent settings faces the task of having to reason about other agents' actions, which in turn involves reasoning about others. An established approximation that operationalizes this approach is to bound the infinite nesting from below by introducing level 0 models. We show that a consequence of the finitely-nested modeling is that we may not obtain optimal team solutions in cooperative settings. We address this limitation by including models at level 0 whose solutions involve learning. We demonstrate that the learning integrated into planning in the context of interactive dynamic influence diagrams facilitates optimal team behavior, and is applicable to ad hoc teamwork.

AIJan 18, 2014
Exploiting Model Equivalences for Solving Interactive Dynamic Influence Diagrams

Yifeng Zeng, Prashant Doshi

We focus on the problem of sequential decision making in partially observable environments shared with other agents of uncertain types having similar or conflicting objectives. This problem has been previously formalized by multiple frameworks one of which is the interactive dynamic influence diagram (I-DID), which generalizes the well-known influence diagram to the multiagent setting. I-DIDs are graphical models and may be used to compute the policy of an agent given its belief over the physical state and others models, which changes as the agent acts and observes in the multiagent setting. As we may expect, solving I-DIDs is computationally hard. This is predominantly due to the large space of candidate models ascribed to the other agents and its exponential growth over time. We present two methods for reducing the size of the model space and stemming its exponential growth. Both these methods involve aggregating individual models into equivalence classes. Our first method groups together behaviorally equivalent models and selects only those models for updating which will result in predictive behaviors that are distinct from others in the updated model space. The second method further compacts the model space by focusing on portions of the behavioral predictions. Specifically, we cluster actionally equivalent models that prescribe identical actions at a single time step. Exactly identifying the equivalences would require us to solve all models in the initial set. We avoid this by selectively solving some of the models, thereby introducing an approximation. We discuss the error introduced by the approximation, and empirically demonstrate the improved efficiency in solving I-DIDs due to the equivalences.

AIJan 15, 2014
Monte Carlo Sampling Methods for Approximating Interactive POMDPs

Prashant Doshi, Piotr J. Gmytrasiewicz

Partially observable Markov decision processes (POMDPs) provide a principled framework for sequential planning in uncertain single agent settings. An extension of POMDPs to multiagent settings, called interactive POMDPs (I-POMDPs), replaces POMDP belief spaces with interactive hierarchical belief systems which represent an agent's belief about the physical world, about beliefs of other agents, and about their beliefs about others' beliefs. This modification makes the difficulties of obtaining solutions due to complexity of the belief and policy spaces even more acute. We describe a general method for obtaining approximate solutions of I-POMDPs based on particle filtering (PF). We introduce the interactive PF, which descends the levels of the interactive belief hierarchies and samples and propagates beliefs at each level. The interactive PF is able to mitigate the belief space complexity, but it does not address the policy space complexity. To mitigate the policy space complexity -- sometimes also called the curse of history -- we utilize a complementary method based on sampling likely observations while building the look ahead reachability tree. While this approach does not completely address the curse of history, it beats back the curse's impact substantially. We provide experimental results and chart future work.

IROct 1, 2012
From Questions to Effective Answers: On the Utility of Knowledge-Driven Querying Systems for Life Sciences Data

Amir H. Asiaee, Prashant Doshi, Todd Minning et al.

We compare two distinct approaches for querying data in the context of the life sciences. The first approach utilizes conventional databases to store the data and intuitive form-based interfaces to facilitate easy querying of the data. These interfaces could be seen as implementing a set of "pre-canned" queries commonly used by the life science researchers that we study. The second approach is based on semantic Web technologies and is knowledge (model) driven. It utilizes a large OWL ontology and same datasets as before but associated as RDF instances of the ontology concepts. An intuitive interface is provided that allows the formulation of RDF triples-based queries. Both these approaches are being used in parallel by a team of cell biologists in their daily research activities, with the objective of gradually replacing the conventional approach with the knowledge-driven one. This provides us with a valuable opportunity to compare and qualitatively evaluate the two approaches. We describe several benefits of the knowledge-driven approach in comparison to the traditional way of accessing data, and highlight a few limitations as well. We believe that our analysis not only explicitly highlights the specific benefits and limitations of semantic Web technologies in our context but also contributes toward effective ways of translating a question in a researcher's mind into precise computational queries with the intent of obtaining effective answers from the data. While researchers often assume the benefits of semantic Web technologies, we explicitly illustrate these in practice.