Ross Allen

LG
h-index10
7papers
259citations
Novelty49%
AI Score33

7 Papers

1.9ROFeb 28, 2023Code
Learned Risk Metric Maps for Kinodynamic Systems

Ross Allen, Wei Xiao, Daniela Rus

We present Learned Risk Metric Maps (LRMM) for real-time estimation of coherent risk metrics of high dimensional dynamical systems operating in unstructured, partially observed environments. LRMM models are simple to design and train -- requiring only procedural generation of obstacle sets, state and control sampling, and supervised training of a function approximator -- which makes them broadly applicable to arbitrary system dynamics and obstacle sets. In a parallel autonomy setting, we demonstrate the model's ability to rapidly infer collision probabilities of a fast-moving car-like robot driving recklessly in an obstructed environment; allowing the LRMM agent to intervene, take control of the vehicle, and avoid collisions. In this time-critical scenario, we show that LRMMs can evaluate risk metrics 20-100x times faster than alternative safety algorithms based on control barrier functions (CBFs) and Hamilton-Jacobi reachability (HJ-reach), leading to 5-15\% fewer obstacle collisions by the LRMM agent than CBFs and HJ-reach. This performance improvement comes in spite of the fact that the LRMM model only has access to local/partial observation of obstacles, whereas the CBF and HJ-reach agents are granted privileged/global information. We also show that our model can be equally well trained on a 12-dimensional quadrotor system operating in an obstructed indoor environment. The LRMM codebase is provided at https://github.com/mit-drl/pyrmm.

4.3SYSep 6, 2023
Safe Neural Control for Non-Affine Control Systems with Differentiable Control Barrier Functions

Wei Xiao, Ross Allen, Daniela Rus

This paper addresses the problem of safety-critical control for non-affine control systems. It has been shown that optimizing quadratic costs subject to state and control constraints can be sub-optimally reduced to a sequence of quadratic programs (QPs) by using Control Barrier Functions (CBFs). Our recently proposed High Order CBFs (HOCBFs) can accommodate constraints of arbitrary relative degree. The main challenges in this approach are that it requires affine control dynamics and the solution of the CBF-based QP is sub-optimal since it is solved point-wise. To address these challenges, we incorporate higher-order CBFs into neural ordinary differential equation-based learning models as differentiable CBFs to guarantee safety for non-affine control systems. The differentiable CBFs are trainable in terms of their parameters, and thus, they can address the conservativeness of CBFs such that the system state will not stay unnecessarily far away from safe set boundaries. Moreover, the imitation learning model is capable of learning complex and optimal control policies that are usually intractable online. We illustrate the effectiveness of the proposed framework on LiDAR-based autonomous driving and compare it with existing methods.

16.7AIJan 28, 2022Code
Any-Play: An Intrinsic Augmentation for Zero-Shot Coordination

Keane Lucas, Ross E. Allen

Cooperative artificial intelligence with human or superhuman proficiency in collaborative tasks stands at the frontier of machine learning research. Prior work has tended to evaluate cooperative AI performance under the restrictive paradigms of self-play (teams composed of agents trained together) and cross-play (teams of agents trained independently but using the same algorithm). Recent work has indicated that AI optimized for these narrow settings may make for undesirable collaborators in the real-world. We formalize an alternative criteria for evaluating cooperative AI, referred to as inter-algorithm cross-play, where agents are evaluated on teaming performance with all other agents within an experiment pool with no assumption of algorithmic similarities between agents. We show that existing state-of-the-art cooperative AI algorithms, such as Other-Play and Off-Belief Learning, under-perform in this paradigm. We propose the Any-Play learning augmentation -- a multi-agent extension of diversity-based intrinsic rewards for zero-shot coordination (ZSC) -- for generalizing self-play-based algorithms to the inter-algorithm cross-play setting. We apply the Any-Play learning augmentation to the Simplified Action Decoder (SAD) and demonstrate state-of-the-art performance in the collaborative card game Hanabi.

23.3AIJul 15, 2021
Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi

Ho Chit Siu, Jaime D. Pena, Edenna Chen et al.

Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate. We find that humans have a clear preference toward a rule-based AI teammate (SmartBot) over a state-of-the-art learning-based AI teammate (Other-Play) across nearly all subjective metrics, and generally view the learning-based agent negatively, despite no statistical difference in the game score. This result has implications for future AI design and reinforcement learning benchmarking, highlighting the need to incorporate subjective metrics of human-AI teaming rather than a singular focus on objective task performance.

10.6LGFeb 24, 2021
Learning Emergent Discrete Message Communication for Cooperative Reinforcement Learning

Sheng Li, Yutai Zhou, Ross Allen et al.

Communication is a important factor that enables agents work cooperatively in multi-agent reinforcement learning (MARL). Most previous work uses continuous message communication whose high representational capacity comes at the expense of interpretability. Allowing agents to learn their own discrete message communication protocol emerged from a variety of domains can increase the interpretability for human designers and other agents.This paper proposes a method to generate discrete messages analogous to human languages, and achieve communication by a broadcast-and-listen mechanism based on self-attention. We show that discrete message communication has performance comparable to continuous message communication but with much a much smaller vocabulary size.Furthermore, we propose an approach that allows humans to interactively send discrete messages to agents.

21.2LGJun 19, 2020Code
Deep Implicit Coordination Graphs for Multi-agent Reinforcement Learning

Sheng Li, Jayesh K. Gupta, Peter Morales et al.

Multi-agent reinforcement learning (MARL) requires coordination to efficiently solve certain tasks. Fully centralized control is often infeasible in such domains due to the size of joint action spaces. Coordination graph based formalization allows reasoning about the joint action based on the structure of interactions. However, they often require domain expertise in their design. This paper introduces the deep implicit coordination graph (DICG) architecture for such scenarios. DICG consists of a module for inferring the dynamic coordination graph structure which is then used by a graph neural network based module to learn to implicitly reason about the joint actions or values. DICG allows learning the tradeoff between full centralization and decentralization via standard actor-critic methods to significantly improve coordination for domains with large number of agents. We apply DICG to both centralized-training-centralized-execution and centralized-training-decentralized-execution regimes. We demonstrate that DICG solves the relative overgeneralization pathology in predatory-prey tasks as well as outperforms various MARL baselines on the challenging StarCraft II Multi-agent Challenge (SMAC) and traffic junction environments.

4.8LGAug 2, 2019Code
Health-Informed Policy Gradients for Multi-Agent Reinforcement Learning

Ross E. Allen, Jayesh K. Gupta, Jaime Pena et al.

This paper proposes a definition of system health in the context of multiple agents optimizing a joint reward function. We use this definition as a credit assignment term in a policy gradient algorithm to distinguish the contributions of individual agents to the global reward. The health-informed credit assignment is then extended to a multi-agent variant of the proximal policy optimization algorithm and demonstrated on particle and multiwalker robot environments that have characteristics such as system health, risk-taking, semi-expendable agents, continuous action spaces, and partial observability. We show significant improvement in learning performance compared to policy gradient methods that do not perform multi-agent credit assignment.