Peter R. Wurman

LG
h-index24
11papers
646citations
Novelty49%
AI Score46

11 Papers

8.7LGJun 24, 2022
Value Function Decomposition for Iterative Design of Reinforcement Learning Agents

James MacGlashan, Evan Archer, Alisa Devlic et al.

Designing reinforcement learning (RL) agents is typically a difficult process that requires numerous design iterations. Learning can fail for a multitude of reasons, and standard RL methods provide too few tools to provide insight into the exact cause. In this paper, we show how to integrate value decomposition into a broad class of actor-critic algorithms and use it to assist in the iterative agent-design process. Value decomposition separates a reward function into distinct components and learns value estimates for each. These value estimates provide insight into an agent's learning and decision-making process and enable new training methods to mitigate common problems. As a demonstration, we introduce SAC-D, a variant of soft actor-critic (SAC) adapted for value decomposition. SAC-D maintains similar performance to SAC, while learning a larger set of value predictions. We also introduce decomposition-based tools that exploit this information, including a new reward influence metric, which measures each reward component's effect on agent decision-making. Using these tools, we provide several demonstrations of decomposition's use in identifying and addressing problems in the design of both environments and agents. Value decomposition is broadly applicable and easy to incorporate into existing algorithms and workflows, making it a powerful tool in an RL practitioner's toolbox.

4.6LGNov 1, 2022
Event Tables for Efficient Experience Replay

Varun Kompella, Thomas J. Walsh, Samuel Barrett et al.

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.

3.8LGJun 12, 2023
Composing Efficient, Robust Tests for Policy Selection

Dustin Morrill, Thomas J. Walsh, Daniel Hernandez et al.

Modern reinforcement learning systems produce many high-quality policies throughout the learning process. However, to choose which policy to actually deploy in the real world, they must be tested under an intractable number of environmental conditions. We introduce RPOSST, an algorithm to select a small set of test cases from a larger pool based on a relatively small number of sample evaluations. RPOSST treats the test case selection problem as a two-player game and optimizes a solution with provable $k$-of-$N$ robustness, bounding the error relative to a test that used all the test cases in the pool. Empirical results demonstrate that RPOSST finds a small set of test cases that identify high quality policies in a toy one-shot game, poker datasets, and a high-fidelity racing simulator.

9.4LGNov 12, 2025
Out-of-Distribution Generalization with a SPARC: Racing 100 Unseen Vehicles with a Single Policy

Bram Grooten, Patrick MacAlpine, Kaushik Subramanian et al.

Generalization to unseen environments is a significant challenge in the field of robotics and control. In this work, we focus on contextual reinforcement learning, where agents act within environments with varying contexts, such as self-driving cars or quadrupedal robots that need to operate in different terrains or weather conditions than they were trained for. We tackle the critical task of generalizing to out-of-distribution (OOD) settings, without access to explicit context information at test time. Recent work has addressed this problem by training a context encoder and a history adaptation module in separate stages. While promising, this two-phase approach is cumbersome to implement and train. We simplify the methodology and introduce SPARC: single-phase adaptation for robust control. We test SPARC on varying contexts within the high-fidelity racing simulator Gran Turismo 7 and wind-perturbed MuJoCo environments, and find that it achieves reliable and robust OOD generalization.

1.4LGJan 23
The Trajectory Alignment Coefficient in Two Acts: From Reward Tuning to Reward Learning

Calarina Muslimani, Yunshu Du, Kenta Kawamoto et al.

The success of reinforcement learning (RL) is fundamentally tied to having a reward function that accurately reflects the task objective. Yet, designing reward functions is notoriously time-consuming and prone to misspecification. To address this issue, our first goal is to understand how to support RL practitioners in specifying appropriate weights for a reward function. We leverage the Trajectory Alignment Coefficient (TAC), a metric that evaluates how closely a reward function's induced preferences match those of a domain expert. To evaluate whether TAC provides effective support in practice, we conducted a human-subject study in which RL practitioners tuned reward weights for Lunar Lander. We found that providing TAC during reward tuning led participants to produce more performant reward functions and report lower cognitive workload relative to standard tuning without TAC. However, the study also underscored that manual reward design, even with TAC, remains labor-intensive. This limitation motivated our second goal: to learn a reward model that maximizes TAC directly. Specifically, we propose Soft-TAC, a differentiable approximation of TAC that can be used as a loss function to train reward models from human preference data. Validated in the racing simulator Gran Turismo 7, reward models trained using Soft-TAC successfully captured preference-specific objectives, resulting in policies with qualitatively more distinct behaviors than models trained with standard Cross-Entropy loss. This work demonstrates that TAC can serve as both a practical tool for guiding reward tuning and a reward learning objective in complex domains.

32.5LGOct 13, 2024Code
SimBa: Simplicity Bias for Scaling Up Parameters in Deep Reinforcement Learning

Hojoon Lee, Dongyoon Hwang, Donghu Kim et al.

Recent advances in CV and NLP have been largely driven by scaling up the number of network parameters, despite traditional theories suggesting that larger networks are prone to overfitting. These large networks avoid overfitting by integrating components that induce a simplicity bias, guiding models toward simple and generalizable solutions. However, in deep RL, designing and scaling up networks have been less explored. Motivated by this opportunity, we present SimBa, an architecture designed to scale up parameters in deep RL by injecting a simplicity bias. SimBa consists of three components: (i) an observation normalization layer that standardizes inputs with running statistics, (ii) a residual feedforward block to provide a linear pathway from the input to output, and (iii) a layer normalization to control feature magnitudes. By scaling up parameters with SimBa, the sample efficiency of various deep RL algorithms-including off-policy, on-policy, and unsupervised methods-is consistently improved. Moreover, solely by integrating SimBa architecture into SAC, it matches or surpasses state-of-the-art deep RL methods with high computational efficiency across DMC, MyoSuite, and HumanoidBench. These results demonstrate SimBa's broad applicability and effectiveness across diverse RL algorithms and environments.

11.4LGApr 12, 2025
A Champion-level Vision-based Reinforcement Learning Agent for Competitive Racing in Gran Turismo 7

Hojoon Lee, Takuma Seno, Jun Jet Tai et al.

Deep reinforcement learning has achieved superhuman racing performance in high-fidelity simulators like Gran Turismo 7 (GT7). It typically utilizes global features that require instrumentation external to a car, such as precise localization of agents and opponents, limiting real-world applicability. To address this limitation, we introduce a vision-based autonomous racing agent that relies solely on ego-centric camera views and onboard sensor data, eliminating the need for precise localization during inference. This agent employs an asymmetric actor-critic framework: the actor uses a recurrent neural network with the sensor data local to the car to retain track layouts and opponent positions, while the critic accesses the global features during training. Evaluated in GT7, our agent consistently outperforms GT7's built-drivers. To our knowledge, this work presents the first vision-based autonomous racing agent to demonstrate champion-level performance in competitive racing scenarios.

16.4LGJun 18, 2024
A Super-human Vision-based Reinforcement Learning Agent for Autonomous Racing in Gran Turismo

Miguel Vasco, Takuma Seno, Kenta Kawamoto et al.

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.

14.0LGOct 20, 2020Code
Reinforcement Learning for Optimization of COVID-19 Mitigation policies

Varun Kompella, Roberto Capobianco, Stacy Jong et al.

The year 2020 has seen the COVID-19 virus lead to one of the worst global pandemics in history. As a result, governments around the world are faced with the challenge of protecting public health, while keeping the economy running to the greatest extent possible. Epidemiological models provide insight into the spread of these types of diseases and predict the effects of possible intervention policies. However, to date,the even the most data-driven intervention policies rely on heuristics. In this paper, we study how reinforcement learning (RL) can be used to optimize mitigation policies that minimize the economic impact without overwhelming the hospital capacity. Our main contributions are (1) a novel agent-based pandemic simulator which, unlike traditional models, is able to model fine-grained interactions among people at specific locations in a community; and (2) an RL-based methodology for optimizing fine-grained mitigation policies within this simulator. Our results validate both the overall simulator behavior and the learned policies under realistic conditions.

34.7ROJan 21, 2016
Analysis and Observations from the First Amazon Picking Challenge

Nikolaus Correll, Kostas E. Bekris, Dmitry Berenson et al.

This paper presents a overview of the inaugural Amazon Picking Challenge along with a summary of a survey conducted among the 26 participating teams. The challenge goal was to design an autonomous robot to pick items from a warehouse shelf. This task is currently performed by human workers, and there is hope that robots can someday help increase efficiency and throughput while lowering cost. We report on a 28-question survey posed to the teams to learn about each team's background, mechanism design, perception apparatus, planning and control approach. We identify trends in this data, correlate it with each team's success in the competition, and discuss observations and lessons learned based on survey results and the authors' personal experiences during the challenge.

9.4AIFeb 13, 2013
Optimal Factory Scheduling using Stochastic Dominance A*

Peter R. Wurman, Michael P. Wellman

We examine a standard factory scheduling problem with stochastic processing and setup times, minimizing the expectation of the weighted number of tardy jobs. Because the costs of operators in the schedule are stochastic and sequence dependent, standard dynamic programming algorithms such as A* may fail to find the optimal schedule. The SDA* (Stochastic Dominance A*) algorithm remedies this difficulty by relaxing the pruning condition. We present an improved state-space search formulation for these problems and discuss the conditions under which stochastic scheduling problems can be solved optimally using SDA*. In empirical testing on randomly generated problems, we found that in 70%, the expected cost of the optimal stochastic solution is lower than that of the solution derived using a deterministic approximation, with comparable search effort.