Eugene Vinitsky

AI
h-index113
24papers
3,356citations
Novelty54%
AI Score61

24 Papers

MAJun 20, 2022Code
Nocturne: a scalable driving benchmark for bringing multi-agent learning one step closer to the real world

Eugene Vinitsky, Nathan Lichtlé, Xiaomeng Yang et al.

We introduce Nocturne, a new 2D driving simulator for investigating multi-agent coordination under partial observability. The focus of Nocturne is to enable research into inference and theory of mind in real-world multi-agent settings without the computational overhead of computer vision and feature extraction from images. Agents in this simulator only observe an obstructed view of the scene, mimicking human visual sensing constraints. Unlike existing benchmarks that are bottlenecked by rendering human-like observations directly using a camera input, Nocturne uses efficient intersection methods to compute a vectorized set of visible features in a C++ back-end, allowing the simulator to run at over 2000 steps-per-second. Using open-source trajectory and map data, we construct a simulator to load and replay arbitrary trajectories and scenes from real-world driving data. Using this environment, we benchmark reinforcement-learning and imitation-learning agents and demonstrate that the agents are quite far from human-level coordination ability and deviate significantly from the expert trajectories.

LGAug 21, 2023
Stabilizing Unsupervised Environment Design with a Learned Adversary

Ishita Mediratta, Minqi Jiang, Jack Parker-Holder et al. · berkeley, oxford

A key challenge in training generally-capable agents is the design of training tasks that facilitate broad generalization and robustness to environment variations. This challenge motivates the problem setting of Unsupervised Environment Design (UED), whereby a student agent trains on an adaptive distribution of tasks proposed by a teacher agent. A pioneering approach for UED is PAIRED, which uses reinforcement learning (RL) to train a teacher policy to design tasks from scratch, making it possible to directly generate tasks that are adapted to the agent's current capabilities. Despite its strong theoretical backing, PAIRED suffers from a variety of challenges that hinder its practical performance. Thus, state-of-the-art methods currently rely on curation and mutation rather than generation of new tasks. In this work, we investigate several key shortcomings of PAIRED and propose solutions for each shortcoming. As a result, we make it possible for PAIRED to match or exceed state-of-the-art methods, producing robust agents in several established challenging procedurally-generated environments, including a partially-observed maze navigation task and a continuous-control car racing environment. We believe this work motivates a renewed emphasis on UED methods based on learned models that directly generate challenging environments, potentially unlocking more open-ended RL training and, as a result, more general agents.

AIJul 30, 2022
Unified Automatic Control of Vehicular Systems with Reinforcement Learning

Zhongxia Yan, Abdul Rahman Kreidieh, Eugene Vinitsky et al.

Emerging vehicular systems with increasing proportions of automated components present opportunities for optimal control to mitigate congestion and increase efficiency. There has been a recent interest in applying deep reinforcement learning (DRL) to these nonlinear dynamical systems for the automatic design of effective control strategies. Despite conceptual advantages of DRL being model-free, studies typically nonetheless rely on training setups that are painstakingly specialized to specific vehicular systems. This is a key challenge to efficient analysis of diverse vehicular and mobility systems. To this end, this article contributes a streamlined methodology for vehicular microsimulation and discovers high performance control strategies with minimal manual design. A variable-agent, multi-task approach is presented for optimization of vehicular Partially Observed Markov Decision Processes. The methodology is experimentally validated on mixed autonomy traffic systems, where fractions of vehicles are automated; empirical improvement, typically 15-60% over a human driving baseline, is observed in all configurations of six diverse open or closed traffic systems. The study reveals numerous emergent behaviors resembling wave mitigation, traffic signaling, and ramp metering. Finally, the emergent behaviors are analyzed to produce interpretable control strategies, which are validated against the learned control strategies.

SYJun 22, 2020
Zero-Shot Autonomous Vehicle Policy Transfer: From Simulation to Real-World via Adversarial Learning

Behdad Chalaki, Logan E. Beaver, Ben Remer et al.

In this article, we demonstrate a zero-shot transfer of an autonomous driving policy from simulation to University of Delaware's scaled smart city with adversarial multi-agent reinforcement learning, in which an adversary attempts to decrease the net reward by perturbing both the inputs and outputs of the autonomous vehicles during training. We train the autonomous vehicles to coordinate with each other while crossing a roundabout in the presence of an adversary in simulation. The adversarial policy successfully reproduces the simulated behavior and incidentally outperforms, in terms of travel time, both a human-driving baseline and adversary-free trained policies. Finally, we demonstrate that the addition of adversarial training considerably improves the performance \eat{stability and robustness} of the policies after transfer to the real world compared to Gaussian noise injection.

AIAug 2, 2024Code
GPUDrive: Data-driven, multi-agent driving simulation at 1 million FPS

Saman Kazemkhani, Aarav Pandya, Daphne Cornelisse et al.

Multi-agent learning algorithms have been successful at generating superhuman planning in various games but have had limited impact on the design of deployed multi-agent planners. A key bottleneck in applying these techniques to multi-agent planning is that they require billions of steps of experience. To enable the study of multi-agent planning at scale, we present GPUDrive. GPUDrive is a GPU-accelerated, multi-agent simulator built on top of the Madrona Game Engine capable of generating over a million simulation steps per second. Observation, reward, and dynamics functions are written directly in C++, allowing users to define complex, heterogeneous agent behaviors that are lowered to high-performance CUDA. Despite these low-level optimizations, GPUDrive is fully accessible through Python, offering a seamless and efficient workflow for multi-agent, closed-loop simulation. Using GPUDrive, we train reinforcement learning agents on the Waymo Open Motion Dataset, achieving efficient goal-reaching in minutes and scaling to thousands of scenarios in hours. We open-source the code and pre-trained agents at https://github.com/Emerge-Lab/gpudrive.

LGNov 10, 2025
Superhuman AI for Stratego Using Self-Play Reinforcement Learning and Test-Time Search

Samuel Sokota, Eugene Vinitsky, Hengyuan Hu et al.

Few classical games have been regarded as such significant benchmarks of artificial intelligence as to have justified training costs in the millions of dollars. Among these, Stratego -- a board wargame exemplifying the challenge of strategic decision making under massive amounts of hidden information -- stands apart as a case where such efforts failed to produce performance at the level of top humans. This work establishes a step change in both performance and cost for Stratego, showing that it is now possible not only to reach the level of top humans, but to achieve vastly superhuman level -- and that doing so requires not an industrial budget, but merely a few thousand dollars. We achieved this result by developing general approaches for self-play reinforcement learning and test-time search under imperfect information.

46.4AIApr 14
Artificial Intelligence for Modeling and Simulation of Mixed Automated and Human Traffic

Saeed Rahmani, Shiva Rasouli, Daphne Cornelisse et al.

Autonomous vehicles (AVs) are now operating on public roads, which makes their testing and validation more critical than ever. Simulation offers a safe and controlled environment for evaluating AV performance in varied conditions. However, existing simulation tools mainly focus on graphical realism and rely on simple rule-based models and therefore fail to accurately represent the complexity of driving behaviors and interactions. Artificial intelligence (AI) has shown strong potential to address these limitations; however, despite the rapid progress across AI methodologies, a comprehensive survey of their application to mixed autonomy traffic simulation remains lacking. Existing surveys either focus on simulation tools without examining the AI methods behind them, or cover ego-centric decision-making without addressing the broader challenge of modeling surrounding traffic. Moreover, they do not offer a unified taxonomy of AI methods covering individual behavior modeling to full scene simulation. To address these gaps, this survey provides a structured review and synthesis of AI methods for modeling AV and human driving behavior in mixed autonomy traffic simulation. We introduce a taxonomy that organizes methods into three families: agent-level behavior models, environment-level simulation methods, and cognitive and physics-informed methods. The survey analyzes how existing simulation platforms fall short of the needs of mixed autonomy research and outlines directions to narrow this gap. It also provides a chronological overview of AI methods and reviews evaluation protocols and metrics, simulation tools, and datasets. By covering both traffic engineering and computer science perspectives, we aim to bridge the gap between these two communities.

ROMar 28, 2024Code
Human-compatible driving partners through data-regularized self-play reinforcement learning

Daphne Cornelisse, Eugene Vinitsky

A central challenge for autonomous vehicles is coordinating with humans. Therefore, incorporating realistic human agents is essential for scalable training and evaluation of autonomous driving systems in simulation. Simulation agents are typically developed by imitating large-scale, high-quality datasets of human driving. However, pure imitation learning agents empirically have high collision rates when executed in a multi-agent closed-loop setting. To build agents that are realistic and effective in closed-loop settings, we propose Human-Regularized PPO (HR-PPO), a multi-agent algorithm where agents are trained through self-play with a small penalty for deviating from a human reference policy. In contrast to prior work, our approach is RL-first and only uses 30 minutes of imperfect human demonstrations. We evaluate agents in a large set of multi-agent traffic scenes. Results show our HR-PPO agents are highly effective in achieving goals, with a success rate of 93%, an off-road rate of 3.5%, and a collision rate of 3%. At the same time, the agents drive in a human-like manner, as measured by their similarity to existing human driving logs. We also find that HR-PPO agents show considerable improvements on proxy measures for coordination with human driving, particularly in highly interactive scenarios. We open-source our code and trained agents at https://github.com/Emerge-Lab/nocturne_lab and provide demonstrations of agent behaviors at https://sites.google.com/view/driving-partners.

AIFeb 20, 2025Code
Building reliable sim driving agents by scaling self-play

Daphne Cornelisse, Aarav Pandya, Kevin Joseph et al.

Simulation agents are essential for designing and testing systems that interact with humans, such as autonomous vehicles (AVs). These agents serve various purposes, from benchmarking AV performance to stress-testing system limits, but all applications share one key requirement: reliability. To enable sound experimentation, a simulation agent must behave as intended. It should minimize actions that may lead to undesired outcomes, such as collisions, which can distort the signal-to-noise ratio in analyses. As a foundation for reliable sim agents, we propose scaling self-play to thousands of scenarios on the Waymo Open Motion Dataset under semi-realistic limits on human perception and control. Training from scratch on a single GPU, our agents solve almost the full training set within a day. They generalize to unseen test scenes, achieving a 99.8% goal completion rate with less than 0.8% combined collision and off-road incidents across 10,000 held-out scenarios. Beyond in-distribution generalization, our agents show partial robustness to out-of-distribution scenes and can be fine-tuned in minutes to reach near-perfect performance in such cases. We open-source the pre-trained agents and integrate them with a batched multi-agent simulator. Demonstrations of agent behaviors can be viewed at https://sites.google.com/view/reliable-sim-agents, and we open-source our agents at https://github.com/Emerge-Lab/gpudrive.

LGFeb 13, 2025Code
Reevaluating Policy Gradient Methods for Imperfect-Information Games

Max Rudolph, Nathan Lichtle, Sobhan Mohammadpour et al.

In the past decade, motivated by the putative failure of naive self-play deep reinforcement learning (DRL) in adversarial imperfect-information games, researchers have developed numerous DRL algorithms based on fictitious play (FP), double oracle (DO), and counterfactual regret minimization (CFR). In light of recent results of the magnetic mirror descent algorithm, we hypothesize that simpler generic policy gradient methods like PPO are competitive with or superior to these FP-, DO-, and CFR-based DRL approaches. To facilitate the resolution of this hypothesis, we implement and release the first broadly accessible exact exploitability computations for four large games. Using these games, we conduct the largest-ever exploitability comparison of DRL algorithms for imperfect-information games. Over 5600 training runs, we find that FP-, DO-, and CFR-based approaches fail to outperform generic policy gradient methods. Code is available at https://github.com/nathanlct/IIG-RL-Benchmark and https://github.com/gabrfarina/exp-a-spiel .

60.7ROMay 11
Beyond Self-Play and Scale: A Behavior Benchmark for Generalization in Autonomous Driving

Aron Distelzweig, Faris Janjoš, Andreas Look et al.

Recent Autonomous Driving (AD) works such as GigaFlow and PufferDrive have unlocked Reinforcement Learning (RL) at scale as a training strategy for driving policies. Yet such policies remain disconnected from established benchmarks, leaving the performance of large-scale RL for driving on standardized evaluations unknown. We present BehaviorBench -- a comprehensive test suite that closes this gap along three axes: Evaluation, Complexity, and Behavior Diversity. In terms of Evaluation, we provide an interface connecting PufferDrive to nuPlan, which, for the first time, enables policies trained via RL at scale to be evaluated on an established planning benchmark for autonomous driving. Complementarily, we offer an evaluation framework that allows planners to be benchmarked directly inside the PufferDrive simulation, at a fraction of the time. Regarding Complexity, we observe that today's standardized benchmarks are so simple that near-perfect scores are achievable by straight lane following with collision checking. We extract a meaningful, interaction-rich split from the Waymo Open Motion Dataset (WOMD) on which strong performance is impossible without multi-agent reasoning. Lastly, we address Behavior Diversity. Existing benchmarks commonly evaluate planners against a single rule-based traffic model, the Intelligent Driver Model (IDM). We provide a diverse suite of interactive traffic agents to stress-test policies under heterogeneous behaviors, beyond just using IDM. Overall, our benchmarking analysis uncovers the following insight: despite learning interactive behaviors in an emergent manner, policies trained via pure self-play under standard reward functions overfit to their training opponents and fail to generalize to other traffic agent behaviors. Building on this observation, we propose a hybrid planner that combines a PPO policy with a rule-based planner.

LGMar 2, 2021Code
The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games

Chao Yu, Akash Velu, Eugene Vinitsky et al.

Proximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, Google Research Football, and the Hanabi challenge, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to competitive off-policy methods, PPO often achieves competitive or superior results in both final returns and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO's empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods can be a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at \url{https://github.com/marlbenchmark/on-policy}.

SYOct 30, 2020Code
Optimizing Mixed Autonomy Traffic Flow With Decentralized Autonomous Vehicles and Multi-Agent RL

Eugene Vinitsky, Nathan Lichtle, Kanaad Parvate et al.

We study the ability of autonomous vehicles to improve the throughput of a bottleneck using a fully decentralized control scheme in a mixed autonomy setting. We consider the problem of improving the throughput of a scaled model of the San Francisco-Oakland Bay Bridge: a two-stage bottleneck where four lanes reduce to two and then reduce to one. Although there is extensive work examining variants of bottleneck control in a centralized setting, there is less study of the challenging multi-agent setting where the large number of interacting AVs leads to significant optimization difficulties for reinforcement learning methods. We apply multi-agent reinforcement algorithms to this problem and demonstrate that significant improvements in bottleneck throughput, from 20\% at a 5\% penetration rate to 33\% at a 40\% penetration rate, can be achieved. We compare our results to a hand-designed feedback controller and demonstrate that our results sharply outperform the feedback controller despite extensive tuning. Additionally, we demonstrate that the RL-based controllers adopt a robust strategy that works across penetration rates whereas the feedback controllers degrade immediately upon penetration rate variation. We investigate the feasibility of both action and observation decentralization and demonstrate that effective strategies are possible using purely local sensing. Finally, we open-source our code at https://github.com/eugenevinitsky/decentralized_bottlenecks.

AIOct 29, 2025
Estimating cognitive biases with attention-aware inverse planning

Sounak Banerjee, Daphne Cornelisse, Deepak Gopinath et al.

People's goal-directed behaviors are influenced by their cognitive biases, and autonomous systems that interact with people should be aware of this. For example, people's attention to objects in their environment will be biased in a way that systematically affects how they perform everyday tasks such as driving to work. Here, building on recent work in computational cognitive science, we formally articulate the attention-aware inverse planning problem, in which the goal is to estimate a person's attentional biases from their actions. We demonstrate how attention-aware inverse planning systematically differs from standard inverse reinforcement learning and how cognitive biases can be inferred from behavior. Finally, we present an approach to attention-aware inverse planning that combines deep reinforcement learning with computational cognitive modeling. We use this approach to infer the attentional strategies of RL agents in real-life driving scenarios selected from the Waymo Open Dataset, demonstrating the scalability of estimating cognitive biases with attention-aware inverse planning.

LGFeb 5, 2025
Robust Autonomy Emerges from Self-Play

Marco Cusumano-Towner, David Hafner, Alex Hertzberg et al.

Self-play has powered breakthroughs in two-player and multi-player games. Here we show that self-play is a surprisingly effective strategy in another domain. We show that robust and naturalistic driving emerges entirely from self-play in simulation at unprecedented scale -- 1.6~billion~km of driving. This is enabled by Gigaflow, a batched simulator that can synthesize and train on 42 years of subjective driving experience per hour on a single 8-GPU node. The resulting policy achieves state-of-the-art performance on three independent autonomous driving benchmarks. The policy outperforms the prior state of the art when tested on recorded real-world scenarios, amidst human drivers, without ever seeing human data during training. The policy is realistic when assessed against human references and achieves unprecedented robustness, averaging 17.5 years of continuous driving between incidents in simulation.

AIOct 22, 2024
ICPL: Few-shot In-context Preference Learning via LLMs

Chao Yu, Qixin Tan, Hong Lu et al.

Preference-based reinforcement learning is an effective way to handle tasks where rewards are hard to specify but can be exceedingly inefficient as preference learning is often tabula rasa. We demonstrate that Large Language Models (LLMs) have native preference-learning capabilities that allow them to achieve sample-efficient preference learning, addressing this challenge. We propose In-Context Preference Learning (ICPL), which uses in-context learning capabilities of LLMs to reduce human query inefficiency. ICPL uses the task description and basic environment code to create sets of reward functions which are iteratively refined by placing human feedback over videos of the resultant policies into the context of an LLM and then requesting better rewards. We first demonstrate ICPL's effectiveness through a synthetic preference study, providing quantitative evidence that it significantly outperforms baseline preference-based methods with much higher performance and orders of magnitude greater efficiency. We observe that these improvements are not solely coming from LLM grounding in the task but that the quality of the rewards improves over time, indicating preference learning capabilities. Additionally, we perform a series of real human preference-learning trials and observe that ICPL extends beyond synthetic settings and can work effectively with humans-in-the-loop.

ROAug 2, 2025
Decentralized Aerial Manipulation of a Cable-Suspended Load using Multi-Agent Reinforcement Learning

Jack Zeng, Andreu Matoses Gimenez, Eugene Vinitsky et al.

This paper presents the first decentralized method to enable real-world 6-DoF manipulation of a cable-suspended load using a team of Micro-Aerial Vehicles (MAVs). Our method leverages multi-agent reinforcement learning (MARL) to train an outer-loop control policy for each MAV. Unlike state-of-the-art controllers that utilize a centralized scheme, our policy does not require global states, inter-MAV communications, nor neighboring MAV information. Instead, agents communicate implicitly through load pose observations alone, which enables high scalability and flexibility. It also significantly reduces computing costs during inference time, enabling onboard deployment of the policy. In addition, we introduce a new action space design for the MAVs using linear acceleration and body rates. This choice, combined with a robust low-level controller, enables reliable sim-to-real transfer despite significant uncertainties caused by cable tension during dynamic 3D motion. We validate our method in various real-world experiments, including full-pose control under load model uncertainties, showing setpoint tracking performance comparable to the state-of-the-art centralized method. We also demonstrate cooperation amongst agents with heterogeneous control policies, and robustness to the complete in-flight loss of one MAV. Videos of experiments: https://autonomousrobots.nl/paper_websites/aerial-manipulation-marl

LGNov 18, 2025
Extending Test-Time Scaling: A 3D Perspective with Context, Batch, and Turn

Chao Yu, Qixin Tan, Jiaxuan Gao et al.

Reasoning reinforcement learning (RL) has recently revealed a new scaling effect: test-time scaling. Thinking models such as R1 and o1 improve their reasoning accuracy at test time as the length of the reasoning context increases. However, compared with training-time scaling, test-time scaling is fundamentally limited by the limited context length of base models, which remains orders of magnitude smaller than the amount of tokens consumed during training. We revisit test-time enhancement techniques through the lens of scaling effect and introduce a unified framework of multi-dimensional test-time scaling to extend the capacity of test-time reasoning. Beyond conventional context-length scaling, we consider two additional dimensions: batch scaling, where accuracy improves with parallel sampling, and turn scaling, where iterative self-refinement enhances reasoning quality. Building on this perspective, we propose 3D test-time scaling, which integrates context, batch, and turn scaling. We show that: (1) each dimension demonstrates a test-time scaling effect, but with a bounded capacity; (2) combining all three dimensions substantially improves the reasoning performance of challenging testbeds, including IOI, IMO, and CPHO, and further benefits from human preference feedback; and (3) the human-in-the-loop framework naturally extends to a more open-ended domain, i.e., embodied learning, which enables the design of humanoid control behaviors.

AIOct 6, 2025
Video Game Level Design as a Multi-Agent Reinforcement Learning Problem

Sam Earle, Zehua Jiang, Eugene Vinitsky et al.

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing PCGRL research focuses on single generator agents, but are bottlenecked by the need to frequently recalculate heuristics of level quality and the agent's need to navigate around potentially large maps. By framing level generation as a multi-agent problem, we mitigate the efficiency bottleneck of single-agent PCGRL by reducing the number of reward calculations relative to the number of agent actions. We also find that multi-agent level generators are better able to generalize to out-of-distribution map shapes, which we argue is due to the generators' learning more local, modular design policies. We conclude that treating content generation as a distributed, multi-agent task is beneficial for generating functional artifacts at scale.

SYJan 18, 2024
Traffic Smoothing Controllers for Autonomous Vehicles Using Deep Reinforcement Learning and Real-World Trajectory Data

Nathan Lichtlé, Kathy Jang, Adit Shah et al.

Designing traffic-smoothing cruise controllers that can be deployed onto autonomous vehicles is a key step towards improving traffic flow, reducing congestion, and enhancing fuel efficiency in mixed autonomy traffic. We bypass the common issue of having to carefully fine-tune a large traffic microsimulator by leveraging real-world trajectory data from the I-24 highway in Tennessee, replayed in a one-lane simulation. Using standard deep reinforcement learning methods, we train energy-reducing wave-smoothing policies. As an input to the agent, we observe the speed and distance of only the vehicle in front, which are local states readily available on most recent vehicles, as well as non-local observations about the downstream state of the traffic. We show that at a low 4% autonomous vehicle penetration rate, we achieve significant fuel savings of over 15% on trajectories exhibiting many stop-and-go waves. Finally, we analyze the smoothing effect of the controllers and demonstrate robustness to adding lane-changing into the simulation as well as the removal of downstream information.

LGDec 3, 2020
Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design

Michael Dennis, Natasha Jaques, Eugene Vinitsky et al.

A wide range of reinforcement learning (RL) problems - including robustness, transfer learning, unsupervised RL, and emergent complexity - require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.

LGAug 4, 2020
Robust Reinforcement Learning using Adversarial Populations

Eugene Vinitsky, Yuqing Du, Kanaad Parvate et al.

Reinforcement Learning (RL) is an effective tool for controller design but can struggle with issues of robustness, failing catastrophically when the underlying system dynamics are perturbed. The Robust RL formulation tackles this by adding worst-case adversarial noise to the dynamics and constructing the noise distribution as the solution to a zero-sum minimax game. However, existing work on learning solutions to the Robust RL formulation has primarily focused on training a single RL agent against a single adversary. In this work, we demonstrate that using a single adversary does not consistently yield robustness to dynamics variations under standard parametrizations of the adversary; the resulting policy is highly exploitable by new adversaries. We propose a population-based augmentation to the Robust RL formulation in which we randomly initialize a population of adversaries and sample from the population uniformly during training. We empirically validate across robotics benchmarks that the use of an adversarial population results in a more robust policy that also improves out-of-distribution generalization. Finally, we demonstrate that this approach provides comparable robustness and generalization as domain randomization on these benchmarks while avoiding a ubiquitous domain randomization failure mode.

SYDec 14, 2018
Simulation to Scaled City: Zero-Shot Policy Transfer for Traffic Control via Autonomous Vehicles

Kathy Jang, Eugene Vinitsky, Behdad Chalaki et al.

Using deep reinforcement learning, we train control policies for autonomous vehicles leading a platoon of vehicles onto a roundabout. Using Flow, a library for deep reinforcement learning in micro-simulators, we train two policies, one policy with noise injected into the state and action space and one without any injected noise. In simulation, the autonomous vehicle learns an emergent metering behavior for both policies in which it slows to allow for smoother merging. We then directly transfer this policy without any tuning to the University of Delaware Scaled Smart City (UDSSC), a 1:25 scale testbed for connected and automated vehicles. We characterize the performance of both policies on the scaled city. We show that the noise-free policy winds up crashing and only occasionally metering. However, the noise-injected policy consistently performs the metering behavior and remains collision-free, suggesting that the noise helps with the zero-shot policy transfer. Additionally, the transferred, noise-injected policy leads to a 5% reduction of average travel time and a reduction of 22% in maximum travel time in the UDSSC. Videos of the controllers can be found at https://sites.google.com/view/iccps-policy-transfer.

AIOct 16, 2017
Flow: A Modular Learning Framework for Mixed Autonomy Traffic

Cathy Wu, Aboudy Kreidieh, Kanaad Parvate et al.

The rapid development of autonomous vehicles (AVs) holds vast potential for transportation systems through improved safety, efficiency, and access to mobility. However, the progression of these impacts, as AVs are adopted, is not well understood. Numerous technical challenges arise from the goal of analyzing the partial adoption of autonomy: partial control and observation, multi-vehicle interactions, and the sheer variety of scenarios represented by real-world networks. To shed light into near-term AV impacts, this article studies the suitability of deep reinforcement learning (RL) for overcoming these challenges in a low AV-adoption regime. A modular learning framework is presented, which leverages deep RL to address complex traffic dynamics. Modules are composed to capture common traffic phenomena (stop-and-go traffic jams, lane changing, intersections). Learned control laws are found to improve upon human driving performance, in terms of system-level velocity, by up to 57% with only 4-7% adoption of AVs. Furthermore, in single-lane traffic, a small neural network control law with only local observation is found to eliminate stop-and-go traffic - surpassing all known model-based controllers to achieve near-optimal performance - and generalize to out-of-distribution traffic densities.