Sharada P. Mohanty

LG
h-index16
22papers
4,903citations
Novelty16%
AI Score26

22 Papers

17.3AIMar 23, 2023
Towards Solving Fuzzy Tasks with Human Feedback: A Retrospective of the MineRL BASALT 2022 Competition

Stephanie Milani, Anssi Kanervisto, Karolis Ramanauskas et al. · berkeley

To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.

16.5LGMar 22, 2022
Insights From the NeurIPS 2021 NetHack Challenge

Eric Hambro, Sharada Mohanty, Dmitrii Babaev et al. · deepmind, oxford

In this report, we summarize the takeaways from the first NeurIPS 2021 NetHack Challenge. Participants were tasked with developing a program or agent that can win (i.e., 'ascend' in) the popular dungeon-crawler game of NetHack by interacting with the NetHack Learning Environment (NLE), a scalable, procedurally generated, and challenging Gym environment for reinforcement learning (RL). The challenge showcased community-driven progress in AI with many diverse approaches significantly beating the previously best results on NetHack. Furthermore, it served as a direct comparison between neural (e.g., deep RL) and symbolic AI, as well as hybrid systems, demonstrating that on NetHack symbolic bots currently outperform deep RL by a large margin. Lastly, no agent got close to winning the game, illustrating NetHack's suitability as a long-term benchmark for AI research.

2.1AIAug 30, 2023Code
Benchmarking Robustness and Generalization in Multi-Agent Systems: A Case Study on Neural MMO

Yangkun Chen, Joseph Suarez, Junjie Zhang et al.

We present the results of the second Neural MMO challenge, hosted at IJCAI 2022, which received 1600+ submissions. This competition targets robustness and generalization in multi-agent systems: participants train teams of agents to complete a multi-task objective against opponents not seen during training. The competition combines relatively complex environment design with large numbers of agents in the environment. The top submissions demonstrate strong success on this task using mostly standard reinforcement learning (RL) methods combined with domain-specific engineering. We summarize the competition design and results and suggest that, as an academic community, competitions may be a powerful approach to solving hard problems and establishing a solid benchmark for algorithms. We will open-source our benchmark including the environment wrapper, baselines, a visualization tool, and selected policies for further research.

3.9AINov 7, 2023Code
The NeurIPS 2022 Neural MMO Challenge: A Massively Multiagent Competition with Specialization and Trade

Enhong Liu, Joseph Suarez, Chenhui You et al.

In this paper, we present the results of the NeurIPS-2022 Neural MMO Challenge, which attracted 500 participants and received over 1,600 submissions. Like the previous IJCAI-2022 Neural MMO Challenge, it involved agents from 16 populations surviving in procedurally generated worlds by collecting resources and defeating opponents. This year's competition runs on the latest v1.6 Neural MMO, which introduces new equipment, combat, trading, and a better scoring system. These elements combine to pose additional robustness and generalization challenges not present in previous competitions. This paper summarizes the design and results of the challenge, explores the potential of this environment as a benchmark for learning methods, and presents some practical reinforcement learning training approaches for complex tasks with sparse rewards. Additionally, we have open-sourced our baselines, including environment wrappers, benchmarks, and visualization tools for future research.

15.1LGJul 5, 2021
The MineRL BASALT Competition on Learning from Human Feedback

Rohin Shah, Cody Wild, Steven H. Wang et al.

The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.

6.1AIJun 28, 2021
The Food Recognition Benchmark: Using DeepLearning to Recognize Food on Images

Sharada Prasanna Mohanty, Gaurav Singhal, Eric Antoine Scuccimarra et al.

The automatic recognition of food on images has numerous interesting applications, including nutritional tracking in medical cohorts. The problem has received significant research attention, but an ongoing public benchmark to develop open and reproducible algorithms has been missing. Here, we report on the setup of such a benchmark using publicly available food images sourced through the mobile MyFoodRepo app. Through four rounds, the benchmark released the MyFoodRepo-273 dataset constituting 24,119 images and a total of 39,325 segmented polygons categorized in 273 different classes. Models were evaluated on private tests sets from the same platform with 5,000 images and 7,865 annotations in the final round. Top-performing models on the 273 food categories reached a mean average precision of 0.568 (round 4) and a mean average recall of 0.885 (round 3). We present experimental validation of round 4 results, and discuss implications of the benchmark setup designed to increase the size and diversity of the dataset for future rounds.

3.1LGJun 7, 2021
Towards robust and domain agnostic reinforcement learning competitions

William Hebgen Guss, Stephanie Milani, Nicholay Topin et al.

Reinforcement learning competitions have formed the basis for standard research benchmarks, galvanized advances in the state-of-the-art, and shaped the direction of the field. Despite this, a majority of challenges suffer from the same fundamental problems: participant solutions to the posed challenge are usually domain-specific, biased to maximally exploit compute resources, and not guaranteed to be reproducible. In this paper, we present a new framework of competition design that promotes the development of algorithms that overcome these barriers. We propose four central mechanisms for achieving this end: submission retraining, domain randomization, desemantization through domain obfuscation, and the limitation of competition compute and environment-sample budget. To demonstrate the efficacy of this design, we proposed, organized, and ran the MineRL 2020 Competition on Sample-Efficient Reinforcement Learning. In this work, we describe the organizational outcomes of the competition and show that the resulting participant submissions are reproducible, non-specific to the competition environment, and sample/resource efficient, despite the difficult competition task.

16.0LGApr 6, 2021Code
The Multi-Agent Behavior Dataset: Mouse Dyadic Social Interactions

Jennifer J. Sun, Tomomi Karigo, Dipam Chakraborty et al.

Multi-agent behavior modeling aims to understand the interactions that occur between agents. We present a multi-agent dataset from behavioral neuroscience, the Caltech Mouse Social Interactions (CalMS21) Dataset. Our dataset consists of trajectory data of social interactions, recorded from videos of freely behaving mice in a standard resident-intruder assay. To help accelerate behavioral studies, the CalMS21 dataset provides benchmarks to evaluate the performance of automated behavior classification methods in three settings: (1) for training on large behavioral datasets all annotated by a single annotator, (2) for style transfer to learn inter-annotator differences in behavior definitions, and (3) for learning of new behaviors of interest given limited training data. The dataset consists of 6 million frames of unlabeled tracked poses of interacting mice, as well as over 1 million frames with tracked poses and corresponding frame-level behavior annotations. The challenge of our dataset is to be able to classify behaviors accurately using both labeled and unlabeled tracking data, as well as being able to generalize to new settings.

13.8AIMar 30, 2021Code
Flatland Competition 2020: MAPF and MARL for Efficient Train Coordination on a Grid World

Florian Laurent, Manuel Schneider, Christian Scheller et al.

The Flatland competition aimed at finding novel approaches to solve the vehicle re-scheduling problem (VRSP). The VRSP is concerned with scheduling trips in traffic networks and the re-scheduling of vehicles when disruptions occur, for example the breakdown of a vehicle. While solving the VRSP in various settings has been an active area in operations research (OR) for decades, the ever-growing complexity of modern railway networks makes dynamic real-time scheduling of traffic virtually impossible. Recently, multi-agent reinforcement learning (MARL) has successfully tackled challenging tasks where many agents need to be coordinated, such as multiplayer video games. However, the coordination of hundreds of agents in a real-life setting like a railway network remains challenging and the Flatland environment used for the competition models these real-world properties in a simplified manner. Submissions had to bring as many trains (agents) to their target stations in as little time as possible. While the best submissions were in the OR category, participants found many promising MARL approaches. Using both centralized and decentralized learning based approaches, top submissions used graph representations of the environment to construct tree-based observations. Further, different coordination mechanisms were implemented, such as communication and prioritization between agents. This paper presents the competition setup, four outstanding solutions to the competition, and a cross-comparison between them.

16.8LGMar 29, 2021Code
Measuring Sample Efficiency and Generalization in Reinforcement Learning Benchmarks: NeurIPS 2020 Procgen Benchmark

Sharada Mohanty, Jyotish Poonganam, Adrien Gaidon et al.

The NeurIPS 2020 Procgen Competition was designed as a centralized benchmark with clearly defined tasks for measuring Sample Efficiency and Generalization in Reinforcement Learning. Generalization remains one of the most fundamental challenges in deep reinforcement learning, and yet we do not have enough benchmarks to measure the progress of the community on Generalization in Reinforcement Learning. We present the design of a centralized benchmark for Reinforcement Learning which can help measure Sample Efficiency and Generalization in Reinforcement Learning by doing end to end evaluation of the training and rollout phases of thousands of user submitted code bases in a scalable way. We designed the benchmark on top of the already existing Procgen Benchmark by defining clear tasks and standardizing the end to end evaluation setups. The design aims to maximize the flexibility available for researchers who wish to design future iterations of such benchmarks, and yet imposes necessary practical constraints to allow for a system like this to scale. This paper presents the competition setup and the details and analysis of the top solutions identified through this setup in context of 2020 iteration of the competition at NeurIPS.

20.7LGJan 26, 2021
The MineRL 2020 Competition on Sample Efficient Reinforcement Learning using Human Priors

William H. Guss, Mario Ynocente Castro, Sam Devlin et al.

Although deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples, affording only a shrinking segment of the AI community access to their development. Resolution of these limitations requires new, sample-efficient methods. To facilitate research in this direction, we propose this second iteration of the MineRL Competition. The primary goal of the competition is to foster the development of algorithms which can efficiently leverage human demonstrations to drastically reduce the number of samples needed to solve complex, hierarchical, and sparse environments. To that end, participants compete under a limited environment sample-complexity budget to develop systems which solve the MineRL ObtainDiamond task in Minecraft, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods. The competition is structured into two rounds in which competitors are provided several paired versions of the dataset and environment with different game textures and shaders. At the end of each round, competitors submit containerized versions of their learning algorithms to the AIcrowd platform where they are trained from scratch on a hold-out dataset-environment pair for a total of 4-days on a pre-specified hardware platform. In this follow-up iteration to the NeurIPS 2019 MineRL Competition, we implement new features to expand the scale and reach of the competition. In response to the feedback of the previous participants, we introduce a second minor track focusing on solutions without access to environment interactions of any kind except during test-time. Further we aim to prompt domain agnostic submissions by implementing several novel competition mechanics including action-space randomization and desemantization of observations and actions.

23.7AIDec 10, 2020
Flatland-RL : Multi-Agent Reinforcement Learning on Trains

Sharada Mohanty, Erik Nygren, Florian Laurent et al.

Efficient automated scheduling of trains remains a major challenge for modern railway systems. The underlying vehicle rescheduling problem (VRSP) has been a major focus of Operations Research (OR) since decades. Traditional approaches use complex simulators to study VRSP, where experimenting with a broad range of novel ideas is time consuming and has a huge computational overhead. In this paper, we introduce a two-dimensional simplified grid environment called "Flatland" that allows for faster experimentation. Flatland does not only reduce the complexity of the full physical simulation, but also provides an easy-to-use interface to test novel approaches for the VRSP, such as Reinforcement Learning (RL) and Imitation Learning (IL). In order to probe the potential of Machine Learning (ML) research on Flatland, we (1) ran a first series of RL and IL experiments and (2) design and executed a public Benchmark at NeurIPS 2020 to engage a large community of researchers to work on this problem. Our own experimental results, on the one hand, demonstrate that ML has potential in solving the VRSP on Flatland. On the other hand, we identify key topics that need further research. Overall, the Flatland environment has proven to be a robust and valuable framework to investigate the VRSP for railway networks. Our experiments provide a good starting point for further research and for the participants of the NeurIPS 2020 Flatland Benchmark. All of these efforts together have the potential to have a substantial impact on shaping the mobility of the future.

13.6LGMar 10, 2020
Retrospective Analysis of the 2019 MineRL Competition on Sample Efficient Reinforcement Learning

Stephanie Milani, Nicholay Topin, Brandon Houghton et al.

To facilitate research in the direction of sample efficient reinforcement learning, we held the MineRL Competition on Sample Efficient Reinforcement Learning Using Human Priors at the Thirty-third Conference on Neural Information Processing Systems (NeurIPS 2019). The primary goal of this competition was to promote the development of algorithms that use human demonstrations alongside reinforcement learning to reduce the number of samples needed to solve complex, hierarchical, and sparse environments. We describe the competition, outlining the primary challenge, the competition design, and the resources that we provided to the participants. We provide an overview of the top solutions, each of which use deep reinforcement learning and/or imitation learning. We also discuss the impact of our organizational decisions on the competition and future directions for improvement.

1.2STJun 20, 2019
Investment Ranking Challenge: Identifying the best performing stocks based on their semi-annual returns

Shanka Subhra Mondal, Sharada Prasanna Mohanty, Benjamin Harlander et al.

In the IEEE Investment ranking challenge 2018, participants were asked to build a model which would identify the best performing stocks based on their returns over a forward six months window. Anonymized financial predictors and semi-annual returns were provided for a group of anonymized stocks from 1996 to 2017, which were divided into 42 non-overlapping six months period. The second half of 2017 was used as an out-of-sample test of the model's performance. Metrics used were Spearman's Rank Correlation Coefficient and Normalized Discounted Cumulative Gain (NDCG) of the top 20% of a model's predicted rankings. The top six participants were invited to describe their approach. The solutions used were varied and were based on selecting a subset of data to train, combination of deep and shallow neural networks, different boosting algorithms, different models with different sets of features, linear support vector machine, combination of convoltional neural network (CNN) and Long short term memory (LSTM).

19.3LGApr 22, 2019
The MineRL 2019 Competition on Sample Efficient Reinforcement Learning using Human Priors

William H. Guss, Cayden Codel, Katja Hofmann et al.

Though deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples. As state-of-the-art reinforcement learning (RL) systems require an exponentially increasing number of samples, their development is restricted to a continually shrinking segment of the AI community. Likewise, many of these systems cannot be applied to real-world problems, where environment samples are expensive. Resolution of these limitations requires new, sample-efficient methods. To facilitate research in this direction, we introduce the MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors. The primary goal of the competition is to foster the development of algorithms which can efficiently leverage human demonstrations to drastically reduce the number of samples needed to solve complex, hierarchical, and sparse environments. To that end, we introduce: (1) the Minecraft ObtainDiamond task, a sequential decision making environment requiring long-term planning, hierarchical control, and efficient exploration methods; and (2) the MineRL-v0 dataset, a large-scale collection of over 60 million state-action pairs of human demonstrations that can be resimulated into embodied trajectories with arbitrary modifications to game state and visuals. Participants will compete to develop systems which solve the ObtainDiamond task with a limited number of samples from the environment simulator, Malmo. The competition is structured into two rounds in which competitors are provided several paired versions of the dataset and environment with different game textures. At the end of each round, competitors will submit containerized versions of their learning algorithms and they will then be trained/evaluated from scratch on a hold-out dataset-environment pair for a total of 4-days on a prespecified hardware platform.

9.5LGFeb 7, 2019Code
Artificial Intelligence for Prosthetics - challenge solutions

Łukasz Kidziński, Carmichael Ong, Sharada Prasanna Mohanty et al.

In the NeurIPS 2018 Artificial Intelligence for Prosthetics challenge, participants were tasked with building a controller for a musculoskeletal model with a goal of matching a given time-varying velocity vector. Top participants were invited to describe their algorithms. In this work, we describe the challenge and present thirteen solutions that used deep reinforcement learning approaches. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each team implemented different modifications of the known algorithms by, for example, dividing the task into subtasks, learning low-level control, or by incorporating expert knowledge and using imitation learning.

21.9AIJan 23, 2019
The Multi-Agent Reinforcement Learning in MalmÖ (MARLÖ) Competition

Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty et al.

Learning in multi-agent scenarios is a fruitful research direction, but current approaches still show scalability problems in multiple games with general reward settings and different opponent types. The Multi-Agent Reinforcement Learning in MalmÖ (MARLÖ) competition is a new challenge that proposes research in this domain using multiple 3D games. The goal of this contest is to foster research in general agents that can learn across different games and opponent types, proposing a challenge as a milestone in the direction of Artificial General Intelligence.

18.1LGAug 6, 2018
Adversarial Vision Challenge

Wieland Brendel, Jonas Rauber, Alexey Kurakin et al.

The NIPS 2018 Adversarial Vision Challenge is a competition to facilitate measurable progress towards robust machine vision models and more generally applicable adversarial attacks. This document is an updated version of our competition proposal that was accepted in the competition track of 32nd Conference on Neural Information Processing Systems (NIPS 2018).

17.1LGApr 2, 2018Code
Learning to Run challenge solutions: Adapting reinforcement learning methods for neuromusculoskeletal environments

Łukasz Kidziński, Sharada Prasanna Mohanty, Carmichael Ong et al.

In the NIPS 2017 Learning to Run challenge, participants were tasked with building a controller for a musculoskeletal model to make it run as fast as possible through an obstacle course. Top participants were invited to describe their algorithms. In this work, we present eight solutions that used deep reinforcement learning approaches, based on algorithms such as Deep Deterministic Policy Gradient, Proximal Policy Optimization, and Trust Region Policy Optimization. Many solutions use similar relaxations and heuristics, such as reward shaping, frame skipping, discretization of the action space, symmetry, and policy blending. However, each of the eight teams implemented different modifications of the known algorithms.

15.7AIMar 31, 2018
Learning to Run challenge: Synthesizing physiologically accurate motion using deep reinforcement learning

Łukasz Kidziński, Sharada P. Mohanty, Carmichael Ong et al.

Synthesizing physiologically-accurate human movement in a variety of conditions can help practitioners plan surgeries, design experiments, or prototype assistive devices in simulated environments, reducing time and costs and improving treatment outcomes. Because of the large and complex solution spaces of biomechanical models, current methods are constrained to specific movements and models, requiring careful design of a controller and hindering many possible applications. We sought to discover if modern optimization methods efficiently explore these complex spaces. To do this, we posed the problem as a competition in which participants were tasked with developing a controller to enable a physiologically-based human model to navigate a complex obstacle course as quickly as possible, without using any experimental data. They were provided with a human musculoskeletal model and a physics-based simulation environment. In this paper, we discuss the design of the competition, technical difficulties, results, and analysis of the top controllers. The challenge proved that deep reinforcement learning techniques, despite their high computational cost, can be successfully employed as an optimization method for synthesizing physiologically feasible motion in high-dimensional biomechanical systems.

12.6SDMar 13, 2018Code
Learning to Recognize Musical Genre from Audio

Michaël Defferrard, Sharada P. Mohanty, Sean F. Carroll et al.

We here summarize our experience running a challenge with open data for musical genre recognition. Those notes motivate the task and the challenge design, show some statistics about the submissions, and present the results.

33.3CVApr 11, 2016
Using Deep Learning for Image-Based Plant Disease Detection

Sharada Prasanna Mohanty, David Hughes, Marcel Salathe

Crop diseases are a major threat to food security, but their rapid identification remains difficult in many parts of the world due to the lack of the necessary infrastructure. The combination of increasing global smartphone penetration and recent advances in computer vision made possible by deep learning has paved the way for smartphone-assisted disease diagnosis. Using a public dataset of 54,306 images of diseased and healthy plant leaves collected under controlled conditions, we train a deep convolutional neural network to identify 14 crop species and 26 diseases (or absence thereof). The trained model achieves an accuracy of 99.35% on a held-out test set, demonstrating the feasibility of this approach. When testing the model on a set of images collected from trusted online sources - i.e. taken under conditions different from the images used for training - the model still achieves an accuracy of 31.4%. While this accuracy is much higher than the one based on random selection (2.6%), a more diverse set of training data is needed to improve the general accuracy. Overall, the approach of training deep learning models on increasingly large and publicly available image datasets presents a clear path towards smartphone-assisted crop disease diagnosis on a massive global scale.