21.2AIOct 27, 2022
Gathering Strength, Gathering Storms: The One Hundred Year Study on Artificial Intelligence (AI100) 2021 Study Panel ReportMichael L. Littman, Ifeoma Ajunwa, Guy Berger et al.
In September 2021, the "One Hundred Year Study on Artificial Intelligence" project (AI100) issued the second report of its planned long-term periodic assessment of artificial intelligence (AI) and its impact on society. It was written by a panel of 17 study authors, each of whom is deeply rooted in AI research, chaired by Michael Littman of Brown University. The report, entitled "Gathering Strength, Gathering Storms," answers a set of 14 questions probing critical areas of AI development addressing the major risks and dangers of AI, its effects on society, its public perception and the future of the field. The report concludes that AI has made a major leap from the lab to people's lives in recent years, which increases the urgency to understand its potential negative effects. The questions were developed by the AI100 Standing Committee, chaired by Peter Stone of the University of Texas at Austin, consisting of a group of AI leaders with expertise in computer science, sociology, ethics, economics, and other disciplines.
A Bayesian Framework for Nash Equilibrium Inference in Human-Robot Parallel PlayShray Bansal, Jin Xu, Ayanna Howard et al.
We consider shared workspace scenarios with humans and robots acting to achieve independent goals, termed as parallel play. We model these as general-sum games and construct a framework that utilizes the Nash equilibrium solution concept to consider the interactive effect of both agents while planning. We find multiple Pareto-optimal equilibria in these tasks. We hypothesize that people act by choosing an equilibrium based on social norms and their personalities. To enable coordination, we infer the equilibrium online using a probabilistic model that includes these two factors and use it to select the robot's action. We apply our approach to a close-proximity pick-and-place task involving a robot and a simulated human with three potential behaviors - defensive, selfish, and norm-following. We showed that using a Bayesian approach to infer the equilibrium enables the robot to complete the task with less than half the number of collisions while also reducing the task execution time as compared to the best baseline. We also performed a study with human participants interacting either with other humans or with different robot agents and observed that our proposed approach performs similar to human-human parallel play interactions. The code is available at https://github.com/shray/bayes-nash
Imitating Latent Policies from ObservationAshley D. Edwards, Himanshu Sahni, Yannick Schroecker et al.
In this paper, we describe a novel approach to imitation learning that infers latent policies directly from state observations. We introduce a method that characterizes the causal effects of latent actions on observations while simultaneously predicting their likelihood. We then outline an action alignment procedure that leverages a small amount of environment interactions to determine a mapping between the latent and real-world actions. We show that this corrected labeling can be used for imitating the observed behavior, even though no expert actions are given. We evaluate our approach within classic control environments and a platform game and demonstrate that it performs better than standard approaches. Code for this work is available at https://github.com/ashedwards/ILPO.
2.4AIMar 10, 2021
Hard Attention Control By Mutual Information MaximizationHimanshu Sahni, Charles Isbell
Biological agents have adopted the principle of attention to limit the rate of incoming information from the environment. One question that arises is if an artificial agent has access to only a limited view of its surroundings, how can it control its attention to effectively solve tasks? We propose an approach for learning how to control a hard attention window by maximizing the mutual information between the environment state and the attention location at each step. The agent employs an internal world model to make predictions about its state and focuses attention towards where the predictions may be wrong. Attention is trained jointly with a dynamic memory architecture that stores partial observations and keeps track of the unobserved state. We demonstrate that our approach is effective in predicting the full state from a sequence of partial observations. We also show that the agent's internal representation of the surroundings, a live mental map, can be used for control in two partially observable reinforcement learning tasks. Videos of the trained agent can be found at https://sites.google.com/view/hard-attention-control.
7.0ROMay 2, 2020
Supportive Actions for Manipulation in Human-Robot Coworker TeamsShray Bansal, Rhys Newbury, Wesley Chan et al.
The increasing presence of robots alongside humans, such as in human-robot teams in manufacturing, gives rise to research questions about the kind of behaviors people prefer in their robot counterparts. We term actions that support interaction by reducing future interference with others as supportive robot actions and investigate their utility in a co-located manipulation scenario. We compare two robot modes in a shared table pick-and-place task: (1) Task-oriented: the robot only takes actions to further its own task objective and (2) Supportive: the robot sometimes prefers supportive actions to task-oriented ones when they reduce future goal-conflicts. Our experiments in simulation, using a simplified human model, reveal that supportive actions reduce the interference between agents, especially in more difficult tasks, but also cause the robot to take longer to complete the task. We implemented these modes on a physical robot in a user study where a human and a robot perform object placement on a shared table. Our results show that a supportive robot was perceived as a more favorable coworker by the human and also reduced interference with the human in the more difficult of two scenarios. However, it also took longer to complete the task highlighting an interesting trade-off between task-efficiency and human-preference that needs to be considered before designing robot behavior for close-proximity manipulation scenarios.
10.1LGFeb 21, 2020
Estimating Q(s,s') with Deep Deterministic Dynamics GradientsAshley D. Edwards, Himanshu Sahni, Rosanne Liu et al.
In this paper, we introduce a novel form of value function, $Q(s, s')$, that expresses the utility of transitioning from a state $s$ to a neighboring state $s'$ and then acting optimally thereafter. In order to derive an optimal policy, we develop a forward dynamics model that learns to make next-state predictions that maximize this value. This formulation decouples actions from values while still learning off-policy. We highlight the benefits of this approach in terms of value function transfer, learning within redundant action spaces, and learning off-policy from state observations generated by sub-optimal or completely random policies. Code and videos are available at http://sites.google.com/view/qss-paper.
Universal Value Density Estimation for Imitation Learning and Goal-Conditioned Reinforcement LearningYannick Schroecker, Charles Isbell
This work considers two distinct settings: imitation learning and goal-conditioned reinforcement learning. In either case, effective solutions require the agent to reliably reach a specified state (a goal), or set of states (a demonstration). Drawing a connection between probabilistic long-term dynamics and the desired value function, this work introduces an approach which utilizes recent advances in density estimation to effectively learn to reach a given state. As our first contribution, we use this approach for goal-conditioned reinforcement learning and show that it is both efficient and does not suffer from hindsight bias in stochastic domains. As our second contribution, we extend the approach to imitation learning and show that it achieves state-of-the art demonstration sample-efficiency on standard benchmark tasks.
9.5LGMay 20, 2019
Perceptual Values from ObservationAshley D. Edwards, Charles L. Isbell
Imitation by observation is an approach for learning from expert demonstrations that lack action information, such as videos. Recent approaches to this problem can be placed into two broad categories: training dynamics models that aim to predict the actions taken between states, and learning rewards or features for computing them for Reinforcement Learning (RL). In this paper, we introduce a novel approach that learns values, rather than rewards, directly from observations. We show that by using values, we can significantly speed up RL by removing the need to bootstrap action-values, as compared to sparse-reward specifications.
1.7CVAug 3, 2018
Purely Geometric Scene Association and Retrieval - A Case for Macro Scale 3D GeometryRahul Sawhney, Fuxin Li, Henrik I. Christensen et al.
We address the problems of measuring geometric similarity between 3D scenes, represented through point clouds or range data frames, and associating them. Our approach leverages macro-scale 3D structural geometry - the relative configuration of arbitrary surfaces and relationships among structures that are potentially far apart. We express such discriminative information in a viewpoint-invariant feature space. These are subsequently encoded in a frame-level signature that can be utilized to measure geometric similarity. Such a characterization is robust to noise, incomplete and partially overlapping data besides viewpoint changes. We show how it can be employed to select a diverse set of data frames which have structurally similar content, and how to validate whether views with similar geometric content are from the same scene. The problem is formulated as one of general purpose retrieval from an unannotated, spatio-temporally unordered database. Empirical analysis indicates that the presented approach thoroughly outperforms baselines on depth / range data. Its depth-only performance is competitive with state-of-the-art approaches with RGB or RGB-D inputs, including ones based on deep learning. Experiments show retrieval performance to hold up well with much sparser databases, which is indicative of the approach's robustness. The approach generalized well - it did not require dataset specific training, and scaled up in our experiments. Finally, we also demonstrate how geometrically diverse selection of views can result in richer 3D reconstructions.
21.4AINov 30, 2017
Learning to Compose SkillsHimanshu Sahni, Saurabh Kumar, Farhan Tejani et al.
We present a differentiable framework capable of learning a wide variety of compositions of simple policies that we call skills. By recursively composing skills with themselves, we can create hierarchies that display complex behavior. Skill networks are trained to generate skill-state embeddings that are provided as inputs to a trainable composition function, which in turn outputs a policy for the overall task. Our experiments on an environment consisting of multiple collect and evade tasks show that this architecture is able to quickly build complex skills from simpler ones. Furthermore, the learned composition function displays some transfer to unseen combinations of skills, allowing for zero-shot generalizations.
2.0LGNov 21, 2017
Transferring Agent Behaviors from Videos via Motion GANsAshley D. Edwards, Charles L. Isbell
A major bottleneck for developing general reinforcement learning agents is determining rewards that will yield desirable behaviors under various circumstances. We introduce a general mechanism for automatically specifying meaningful behaviors from raw pixels. In particular, we train a generative adversarial network to produce short sub-goals represented through motion templates. We demonstrate that this approach generates visually meaningful behaviors in unknown environments with novel agents and describe how these motions can be used to train reinforcement learning agents.
4.4AIMay 25, 2017
Cross-Domain Perceptual Reward FunctionsAshley D. Edwards, Srijan Sood, Charles L. Isbell
In reinforcement learning, we often define goals by specifying rewards within desirable states. One problem with this approach is that we typically need to redefine the rewards each time the goal changes, which often requires some understanding of the solution in the agents environment. When humans are learning to complete tasks, we regularly utilize alternative sources that guide our understanding of the problem. Such task representations allow one to specify goals on their own terms, thus providing specifications that can be appropriately interpreted across various environments. This motivates our own work, in which we represent goals in environments that are different from the agents. We introduce Cross-Domain Perceptual Reward (CDPR) functions, learned rewards that represent the visual similarity between an agents state and a cross-domain goal image. We report results for learning the CDPRs with a deep neural network and using them to solve two tasks with deep reinforcement learning.
5.6AIMay 24, 2017
State Space Decomposition and Subgoal Creation for Transfer in Deep Reinforcement LearningHimanshu Sahni, Saurabh Kumar, Farhan Tejani et al.
Typical reinforcement learning (RL) agents learn to complete tasks specified by reward functions tailored to their domain. As such, the policies they learn do not generalize even to similar domains. To address this issue, we develop a framework through which a deep RL agent learns to generalize policies from smaller, simpler domains to more complex ones using a recurrent attention mechanism. The task is presented to the agent as an image and an instruction specifying the goal. This meta-controller guides the agent towards its goal by designing a sequence of smaller subtasks on the part of the state space within the attention, effectively decomposing it. As a baseline, we consider a setup without attention as well. Our experiments show that the meta-controller learns to create subgoals within the attention.
1.2QMMay 4, 2017
MotifMark: Finding Regulatory Motifs in DNA SequencesHamid Reza Hassanzadeh, Pushkar Kolhe, Charles L. Isbell et al.
The interaction between proteins and DNA is a key driving force in a significant number of biological processes such as transcriptional regulation, repair, recombination, splicing, and DNA modification. The identification of DNA-binding sites and the specificity of target proteins in binding to these regions are two important steps in understanding the mechanisms of these biological activities. A number of high-throughput technologies have recently emerged that try to quantify the affinity between proteins and DNA motifs. Despite their success, these technologies have their own limitations and fall short in precise characterization of motifs, and as a result, require further downstream analysis to extract useful and interpretable information from a haystack of noisy and inaccurate data. Here we propose MotifMark, a new algorithm based on graph theory and machine learning, that can find binding sites on candidate probes and rank their specificity in regard to the underlying transcription factor. We developed a pipeline to analyze experimental data derived from compact universal protein binding microarrays and benchmarked it against two of the most accurate motif search methods. Our results indicate that MotifMark can be a viable alternative technique for prediction of motif from protein binding microarrays and possibly other related high-throughput techniques.
27.2AIApr 14, 2017
Environment-Independent Task Specifications via GLTLMichael L. Littman, Ufuk Topcu, Jie Fu et al.
We propose a new task-specification language for Markov decision processes that is designed to be an improvement over reward functions by being environment independent. The language is a variant of Linear Temporal Logic (LTL) that is extended to probabilistic specifications in a way that permits approximations to be learned in finite time. We provide several small environments that demonstrate the advantages of our geometric LTL (GLTL) language and illustrate how it can be used to specify standard reinforcement-learning tasks straightforwardly.
16.2AIAug 12, 2016
Perceptual Reward FunctionsAshley Edwards, Charles Isbell, Atsuo Takanishi
Reinforcement learning problems are often described through rewards that indicate if an agent has completed some task. This specification can yield desirable behavior, however many problems are difficult to specify in this manner, as one often needs to know the proper configuration for the agent. When humans are learning to solve tasks, we often learn from visual instructions composed of images or videos. Such representations motivate our development of Perceptual Reward Functions, which provide a mechanism for creating visual task descriptions. We show that this approach allows an agent to learn from rewards that are based on raw pixels rather than internal parameters.
4.4AIJul 4, 2012
Unsupervised Activity Discovery and Characterization From Event-StreamsRafay Hammid, Siddhartha Maddi, Amos Johnson et al.
We present a framework to discover and characterize different classes of everyday activities from event-streams. We begin by representing activities as bags of event n-grams. This allows us to analyze the global structural information of activities, using their local event statistics. We demonstrate how maximal cliques in an undirected edge-weighted graph of activities, can be used for activity-class discovery in an unsupervised manner. We show how modeling an activity as a variable length Markov process, can be used to discover recurrent event-motifs to characterize the discovered activity-classes. We present results over extensive data-sets, collected from multiple active environments, to show the competence and generalizability of our proposed framework.
14.5MEJun 20, 2012
Fast Nonparametric Conditional Density EstimationMichael P. Holmes, Alexander G. Gray, Charles Lee Isbell
Conditional density estimation generalizes regression by modeling a full density f(yjx) rather than only the expected value E(yjx). This is important for many tasks, including handling multi-modality and generating prediction intervals. Though fundamental and widely applicable, nonparametric conditional density estimators have received relatively little attention from statisticians and little or none from the machine learning community. None of that work has been applied to greater than bivariate data, presumably due to the computational difficulty of data-driven bandwidth selection. We describe the double kernel conditional density estimator and derive fast dual-tree-based algorithms for bandwidth selection using a maximum likelihood criterion. These techniques give speedups of up to 3.8 million in our experiments, and enable the first applications to previously intractable large multivariate datasets, including a redshift prediction problem from the Sloan Digital Sky Survey.