Ishan Durugkar

LG
h-index9
13papers
1,139citations
Novelty55%
AI Score36

13 Papers

5.9MAJun 1, 2022Code
DM$^2$: Decentralized Multi-Agent Reinforcement Learning for Distribution Matching

Caroline Wang, Ishan Durugkar, Elad Liebman et al.

Current approaches to multi-agent cooperation rely heavily on centralized mechanisms or explicit communication protocols to ensure convergence. This paper studies the problem of distributed multi-agent learning without resorting to centralized components or explicit communication. It examines the use of distribution matching to facilitate the coordination of independent agents. In the proposed scheme, each agent independently minimizes the distribution mismatch to the corresponding component of a target visitation distribution. The theoretical analysis shows that under certain conditions, each agent minimizing its individual distribution mismatch allows the convergence to the joint policy that generated the target distribution. Further, if the target distribution is from a joint policy that optimizes a cooperative task, the optimal policy for a combination of this task reward and the distribution matching reward is the same joint policy. This insight is used to formulate a practical algorithm (DM$^2$), in which each individual agent matches a target distribution derived from concurrently sampled trajectories from a joint expert policy. Experimental validation on the StarCraft domain shows that combining (1) a task reward, and (2) a distribution matching reward for expert demonstrations for the same task, allows agents to outperform a naive distributed baseline. Additional experiments probe the conditions under which expert demonstrations need to be sampled to obtain the learning benefits.

3.3LGNov 8, 2022
ABC: Adversarial Behavioral Cloning for Offline Mode-Seeking Imitation Learning

Eddy Hudson, Ishan Durugkar, Garrett Warnell et al.

Given a dataset of expert agent interactions with an environment of interest, a viable method to extract an effective agent policy is to estimate the maximum likelihood policy indicated by this data. This approach is commonly referred to as behavioral cloning (BC). In this work, we describe a key disadvantage of BC that arises due to the maximum likelihood objective function; namely that BC is mean-seeking with respect to the state-conditional expert action distribution when the learner's policy is represented with a Gaussian. To address this issue, we introduce a modified version of BC, Adversarial Behavioral Cloning (ABC), that exhibits mode-seeking behavior by incorporating elements of GAN (generative adversarial network) training. We evaluate ABC on toy domains and a domain based on Hopper from the DeepMind Control suite, and show that it outperforms standard BC by being mode-seeking in nature.

13.7LGOct 10, 2023
$f$-Policy Gradients: A General Framework for Goal Conditioned RL using $f$-Divergences

Siddhant Agarwal, Ishan Durugkar, Peter Stone et al.

Goal-Conditioned Reinforcement Learning (RL) problems often have access to sparse rewards where the agent receives a reward signal only when it has achieved the goal, making policy optimization a difficult problem. Several works augment this sparse reward with a learned dense reward function, but this can lead to sub-optimal policies if the reward is misaligned. Moreover, recent works have demonstrated that effective shaping rewards for a particular problem can depend on the underlying learning algorithm. This paper introduces a novel way to encourage exploration called $f$-Policy Gradients, or $f$-PG. $f$-PG minimizes the f-divergence between the agent's state visitation distribution and the goal, which we show can lead to an optimal policy. We derive gradients for various f-divergences to optimize this objective. Our learning paradigm provides dense learning signals for exploration in sparse reward settings. We further introduce an entropy-regularized policy optimization objective, that we call $state$-MaxEnt RL (or $s$-MaxEnt RL) as a special case of our objective. We show that several metric-based shaping rewards like L2 can be used with $s$-MaxEnt RL, providing a common ground to study such metric-based shaping rewards with efficient exploration. We find that $f$-PG has better performance compared to standard policy gradient methods on a challenging gridworld as well as the Point Maze and FetchReach environments. More information on our website https://agarwalsiddhant10.github.io/projects/fpg.html.

16.0AIApr 16, 2024Code
N-Agent Ad Hoc Teamwork

Caroline Wang, Arrasy Rahman, Ishan Durugkar et al.

Current approaches to learning cooperative multi-agent behaviors assume relatively restrictive settings. In standard fully cooperative multi-agent reinforcement learning, the learning algorithm controls $\textit{all}$ agents in the scenario, while in ad hoc teamwork, the learning algorithm usually assumes control over only a $\textit{single}$ agent in the scenario. However, many cooperative settings in the real world are much less restrictive. For example, in an autonomous driving scenario, a company might train its cars with the same learning algorithm, yet once on the road, these cars must cooperate with cars from another company. Towards expanding the class of scenarios that cooperative learning methods may optimally address, we introduce $N$-agent ad hoc teamwork (NAHT), where a set of autonomous agents must interact and cooperate with dynamically varying numbers and types of teammates. This paper formalizes the problem, and proposes the Policy Optimization with Agent Modelling (POAM) algorithm. POAM is a policy gradient, multi-agent reinforcement learning approach to the NAHT problem, that enables adaptation to diverse teammate behaviors by learning representations of teammate behaviors. Empirical evaluation on tasks from the multi-agent particle environment and StarCraft II shows that POAM improves cooperative task returns compared to baseline approaches, and enables out-of-distribution generalization to unseen teammates.

6.5LGOct 28, 2021
Wasserstein Distance Maximizing Intrinsic Control

Ishan Durugkar, Steven Hansen, Stephen Spencer et al.

This paper deals with the problem of learning a skill-conditioned policy that acts meaningfully in the absence of a reward signal. Mutual information based objectives have shown some success in learning skills that reach a diverse set of states in this setting. These objectives include a KL-divergence term, which is maximized by visiting distinct states even if those states are not far apart in the MDP. This paper presents an approach that rewards the agent for learning skills that maximize the Wasserstein distance of their state visitation from the start state of the skill. It shows that such an objective leads to a policy that covers more distance in the MDP than diversity based objectives, and validates the results on a variety of Atari environments.

19.5LGMay 27, 2021Code
Adversarial Intrinsic Motivation for Reinforcement Learning

Ishan Durugkar, Mauricio Tec, Scott Niekum et al.

Learning with an objective to minimize the mismatch with a reference distribution has been shown to be useful for generative modeling and imitation learning. In this paper, we investigate whether one such objective, the Wasserstein-1 distance between a policy's state visitation distribution and a target distribution, can be utilized effectively for reinforcement learning (RL) tasks. Specifically, this paper focuses on goal-conditioned reinforcement learning where the idealized (unachievable) target distribution has full measure at the goal. This paper introduces a quasimetric specific to Markov Decision Processes (MDPs) and uses this quasimetric to estimate the above Wasserstein-1 distance. It further shows that the policy that minimizes this Wasserstein-1 distance is the policy that reaches the goal in as few steps as possible. Our approach, termed Adversarial Intrinsic Motivation (AIM), estimates this Wasserstein-1 distance through its dual objective and uses it to compute a supplemental reward function. Our experiments show that this reward function changes smoothly with respect to transitions in the MDP and directs the agent's exploration to find the goal efficiently. Additionally, we combine AIM with Hindsight Experience Replay (HER) and show that the resulting algorithm accelerates learning significantly on several simulated robotics tasks when compared to other rewards that encourage exploration or accelerate learning.

10.6LGAug 15, 2020
Reducing Sampling Error in Batch Temporal Difference Learning

Brahma Pavse, Ishan Durugkar, Josiah Hanna et al.

Temporal difference (TD) learning is one of the main foundations of modern reinforcement learning. This paper studies the use of TD(0), a canonical TD algorithm, to estimate the value function of a given policy from a batch of data. In this batch setting, we show that TD(0) may converge to an inaccurate value function because the update following an action is weighted according to the number of times that action occurred in the batch -- not the true probability of the action under the given policy. To address this limitation, we introduce \textit{policy sampling error corrected}-TD(0) (PSEC-TD(0)). PSEC-TD(0) first estimates the empirical distribution of actions in each state in the batch and then uses importance sampling to correct for the mismatch between the empirical weighting and the correct weighting for updates following each action. We refine the concept of a certainty-equivalence estimate and argue that PSEC-TD(0) is a more data efficient estimator than TD(0) for a fixed batch of data. Finally, we conduct an empirical evaluation of PSEC-TD(0) on three batch value function learning tasks, with a hyperparameter sensitivity analysis, and show that PSEC-TD(0) produces value function estimates with lower mean squared error than TD(0).

23.4AIAug 4, 2020
An Imitation from Observation Approach to Transfer Learning with Dynamics Mismatch

Siddharth Desai, Ishan Durugkar, Haresh Karnan et al.

We examine the problem of transferring a policy learned in a source environment to a target environment with different dynamics, particularly in the case where it is critical to reduce the amount of interaction with the target environment during learning. This problem is particularly important in sim-to-real transfer because simulators inevitably model real-world dynamics imperfectly. In this paper, we show that one existing solution to this transfer problem - grounded action transformation - is closely related to the problem of imitation from observation (IfO): learning behaviors that mimic the observations of behavior demonstrations. After establishing this relationship, we hypothesize that recent state-of-the-art approaches from the IfO literature can be effectively repurposed for grounded transfer learning.To validate our hypothesis we derive a new algorithm - generative adversarial reinforced action transformation (GARAT) - based on adversarial imitation from observation techniques. We run experiments in several domains with mismatched dynamics, and find that agents trained with GARAT achieve higher returns in the target environment compared to existing black-box transfer methods

4.1LGApr 5, 2019
Multi-Preference Actor Critic

Ishan Durugkar, Matthew Hausknecht, Adith Swaminathan et al.

Policy gradient algorithms typically combine discounted future rewards with an estimated value function, to compute the direction and magnitude of parameter updates. However, for most Reinforcement Learning tasks, humans can provide additional insight to constrain the policy learning. We introduce a general method to incorporate multiple different feedback channels into a single policy gradient loss. In our formulation, the Multi-Preference Actor Critic (M-PAC), these different types of feedback are implemented as constraints on the policy. We use a Lagrangian relaxation to satisfy these constraints using gradient descent while learning a policy that maximizes rewards. Experiments in Atari and Pendulum verify that constraints are being respected and can accelerate the learning process.

24.8CLNov 15, 2017Code
Go for a Walk and Arrive at the Answer: Reasoning Over Paths in Knowledge Bases using Reinforcement Learning

Rajarshi Das, Shehzaad Dhuliawala, Manzil Zaheer et al.

Knowledge bases (KB), both automatically and manually constructed, are often incomplete --- many valid facts can be inferred from the KB by synthesizing existing information. A popular approach to KB completion is to infer new relations by combinatory reasoning over the information found along other paths connecting a pair of entities. Given the enormous size of KBs and the exponential number of paths, previous path-based models have considered only the problem of predicting a missing relation given two entities or evaluating the truth of a proposed triple. Additionally, these methods have traditionally used random paths between fixed entity pairs or more recently learned to pick paths between them. We propose a new algorithm MINERVA, which addresses the much more difficult and practical task of answering questions where the relation is known, but only one entity. Since random walks are impractical in a setting with combinatorially many destinations from a start node, we present a neural reinforcement learning approach which learns how to navigate the graph conditioned on the input query to find predictive paths. Empirically, this approach obtains state-of-the-art results on several datasets, significantly outperforming prior methods.

33.2LGNov 5, 2016Code
Generative Multi-Adversarial Networks

Ishan Durugkar, Ian Gemp, Sridhar Mahadevan

Generative adversarial networks (GANs) are a framework for producing a generative model by way of a two-player minimax game. In this paper, we propose the \emph{Generative Multi-Adversarial Network} (GMAN), a framework that extends GANs to multiple discriminators. In previous work, the successful training of GANs requires modifying the minimax objective to accelerate training early on. In contrast, GMAN can be reliably trained with the original, untampered objective. We explore a number of design perspectives with the discriminator role ranging from formidable adversary to forgiving teacher. Image generation tasks comparing the proposed framework to standard GANs demonstrate GMAN produces higher quality samples in a fraction of the iterations when measured by a pairwise GAM-type metric.

1.0LGAug 21, 2016
Inverting Variational Autoencoders for Improved Generative Accuracy

Ian Gemp, Ishan Durugkar, Mario Parente et al.

Recent advances in semi-supervised learning with deep generative models have shown promise in generalizing from small labeled datasets ($\mathbf{x},\mathbf{y}$) to large unlabeled ones ($\mathbf{x}$). In the case where the codomain has known structure, a large unfeatured dataset ($\mathbf{y}$) is potentially available. We develop a parameter-efficient, deep semi-supervised generative model for the purpose of exploiting this untapped data source. Empirical results show improved performance in disentangling latent variable semantics as well as improved discriminative prediction on Martian spectroscopic and handwritten digit domains.

11.0LGJun 15, 2016
Deep Reinforcement Learning With Macro-Actions

Ishan P. Durugkar, Clemens Rosenbaum, Stefan Dernbach et al.

Deep reinforcement learning has been shown to be a powerful framework for learning policies from complex high-dimensional sensory inputs to actions in complex tasks, such as the Atari domain. In this paper, we explore output representation modeling in the form of temporal abstraction to improve convergence and reliability of deep reinforcement learning approaches. We concentrate on macro-actions, and evaluate these on different Atari 2600 games, where we show that they yield significant improvements in learning speed. Additionally, we show that they can even achieve better scores than DQN. We offer analysis and explanation for both convergence and final results, revealing a problem deep RL approaches have with sparse reward signals.