The purpose of this tutorial is to help individuals use the \underline{FireCommander} game environment for research applications. The FireCommander is an interactive, probabilistic joint perception-action reconnaissance environment in which a composite team of agents (e.g., robots) cooperate to fight dynamic, propagating firespots (e.g., targets). In FireCommander game, a team of agents must be tasked to optimally deal with a wildfire situation in an environment with propagating fire areas and some facilities such as houses, hospitals, power stations, etc. The team of agents can accomplish their mission by first sensing (e.g., estimating fire states), communicating the sensed fire-information among each other and then taking action to put the firespots out based on the sensed information (e.g., dropping water on estimated fire locations). The FireCommander environment can be useful for research topics spanning a wide range of applications from Reinforcement Learning (RL) and Learning from Demonstration (LfD), to Coordination, Psychology, Human-Robot Interaction (HRI) and Teaming. There are four important facets of the FireCommander environment that overall, create a non-trivial game: (1) Complex Objectives: Multi-objective Stochastic Environment, (2)Probabilistic Environment: Agents' actions result in probabilistic performance, (3) Hidden Targets: Partially Observable Environment and, (4) Uni-task Robots: Perception-only and Action-only agents. The FireCommander environment is first-of-its-kind in terms of including Perception-only and Action-only agents for coordination. It is a general multi-purpose game that can be useful in a variety of combinatorial optimization problems and stochastic games, such as applications of Reinforcement Learning (RL), Learning from Demonstration (LfD) and Inverse RL (iRL).
This paper proposes a cooperative environmental learning algorithm working in a fully distributed manner. A multi-robot system is more effective for exploration tasks than a single robot, but it involves the following challenges: 1) online distributed learning of environmental map using multiple robots; 2) generation of safe and efficient exploration path based on the learned map; and 3) maintenance of the scalability with respect to the number of robots. To this end, we divide the entire process into two stages of environmental learning and path planning. Distributed algorithms are applied in each stage and combined through communication between adjacent robots. The environmental learning algorithm uses a distributed Gaussian process, and the path planning algorithm uses a distributed Monte Carlo tree search. As a result, we build a scalable system without the constraint on the number of robots. Simulation results demonstrate the performance and scalability of the proposed system. Moreover, a real-world-dataset-based simulation validates the utility of our algorithm in a more realistic scenario.
Personalized recommender systems are playing an increasingly important role as more content and services become available and users struggle to identify what might interest them. Although matrix factorization and deep learning based methods have proved effective in user preference modeling, they violate the triangle inequality and fail to capture fine-grained preference information. To tackle this, we develop a distance-based recommendation model with several novel aspects: (i) each user and item are parameterized by Gaussian distributions to capture the learning uncertainties; (ii) an adaptive margin generation scheme is proposed to generate the margins regarding different training triplets; (iii) explicit user-user/item-item similarity modeling is incorporated in the objective function. The Wasserstein distance is employed to determine preferences because it obeys the triangle inequality and can measure the distance between probabilistic distributions. Via a comparison using five real-world datasets with state-of-the-art methods, the proposed model outperforms the best existing models by 4-22% in terms of recall@K on Top-K recommendation.
Seamlessly interacting with humans or robots is hard because these agents are non-stationary. They update their policy in response to the ego agent's behavior, and the ego agent must anticipate these changes to co-adapt. Inspired by humans, we recognize that robots do not need to explicitly model every low-level action another agent will make; instead, we can capture the latent strategy of other agents through high-level representations. We propose a reinforcement learning-based framework for learning latent representations of an agent's policy, where the ego agent identifies the relationship between its behavior and the other agent's future strategy. The ego agent then leverages these latent dynamics to influence the other agent, purposely guiding them towards policies suitable for co-adaptation. Across several simulated domains and a real-world air hockey game, our approach outperforms the alternatives and learns to influence the other agent.
Reinforcement learning (RL) algorithms have been around for decades and been employed to solve various sequential decision-making problems. These algorithms however have faced great challenges when dealing with high-dimensional environments. The recent development of deep learning has enabled RL methods to drive optimal policies for sophisticated and capable agents, which can perform efficiently in these challenging environments. This paper addresses an important aspect of deep RL related to situations that demand multiple agents to communicate and cooperate to solve complex tasks. A survey of different approaches to problems related to multi-agent deep RL (MADRL) is presented, including non-stationarity, partial observability, continuous state and action spaces, multi-agent training schemes, multi-agent transfer learning. The merits and demerits of the reviewed methods will be analyzed and discussed, with their corresponding applications explored. It is envisaged that this review provides insights about various MADRL methods and can lead to future development of more robust and highly useful multi-agent learning methods for solving real-world problems.
Smart services are an important element of the smart cities and the Internet of Things (IoT) ecosystems where the intelligence behind the services is obtained and improved through the sensory data. Providing a large amount of training data is not always feasible; therefore, we need to consider alternative ways that incorporate unlabeled data as well. In recent years, Deep reinforcement learning (DRL) has gained great success in several application domains. It is an applicable method for IoT and smart city scenarios where auto-generated data can be partially labeled by users' feedback for training purposes. In this paper, we propose a semi-supervised deep reinforcement learning model that fits smart city applications as it consumes both labeled and unlabeled data to improve the performance and accuracy of the learning agent. The model utilizes Variational Autoencoders (VAE) as the inference engine for generalizing optimal policies. To the best of our knowledge, the proposed model is the first investigation that extends deep reinforcement learning to the semi-supervised paradigm. As a case study of smart city applications, we focus on smart buildings and apply the proposed model to the problem of indoor localization based on BLE signal strength. Indoor localization is the main component of smart city services since people spend significant time in indoor environments. Our model learns the best action policies that lead to a close estimation of the target locations with an improvement of 23% in terms of distance to the target and at least 67% more received rewards compared to the supervised DRL model.
This paper introduces a novel neural network-based reinforcement learning approach for robot gaze control. Our approach enables a robot to learn and to adapt its gaze control strategy for human-robot interaction neither with the use of external sensors nor with human supervision. The robot learns to focus its attention onto groups of people from its own audio-visual experiences, independently of the number of people, of their positions and of their physical appearances. In particular, we use a recurrent neural network architecture in combination with Q-learning to find an optimal action-selection policy; we pre-train the network using a simulated environment that mimics realistic scenarios that involve speaking/silent participants, thus avoiding the need of tedious sessions of a robot interacting with people. Our experimental evaluation suggests that the proposed method is robust against parameter estimation, i.e. the parameter values yielded by the method do not have a decisive impact on the performance. The best results are obtained when both audio and visual information is jointly used. Experiments with the Nao robot indicate that our framework is a step forward towards the autonomous learning of socially acceptable gaze behavior.
We introduce Interactive Question Answering (IQA), the task of answering questions that require an autonomous agent to interact with a dynamic visual environment. IQA presents the agent with a scene and a question, like: "Are there any apples in the fridge?" The agent must navigate around the scene, acquire visual understanding of scene elements, interact with objects (e.g. open refrigerators) and plan for a series of actions conditioned on the question. Popular reinforcement learning approaches with a single controller perform poorly on IQA owing to the large and diverse state space. We propose the Hierarchical Interactive Memory Network (HIMN), consisting of a factorized set of controllers, allowing the system to operate at multiple levels of temporal abstraction. To evaluate HIMN, we introduce IQUAD V1, a new dataset built upon AI2-THOR, a simulated photo-realistic environment of configurable indoor scenes with interactive objects. IQUAD V1 has 75,000 questions, each paired with a unique scene configuration. Our experiments show that our proposed model outperforms popular single controller based methods on IQUAD V1. For sample questions and results, please view our video: //youtu.be/pXd3C-1jr98.
Many recommendation algorithms rely on user data to generate recommendations. However, these recommendations also affect the data obtained from future users. This work aims to understand the effects of this dynamic interaction. We propose a simple model where users with heterogeneous preferences arrive over time. Based on this model, we prove that naive estimators, i.e. those which ignore this feedback loop, are not consistent. We show that consistent estimators are efficient in the presence of myopic agents. Our results are validated using extensive simulations.
This paper presents a safety-aware learning framework that employs an adaptive model learning method together with barrier certificates for systems with possibly nonstationary agent dynamics. To extract the dynamic structure of the model, we use a sparse optimization technique, and the resulting model will be used in combination with control barrier certificates which constrain feedback controllers only when safety is about to be violated. Under some mild assumptions, solutions to the constrained feedback-controller optimization are guaranteed to be globally optimal, and the monotonic improvement of a feedback controller is thus ensured. In addition, we reformulate the (action-)value function approximation to make any kernel-based nonlinear function estimation method applicable. We then employ a state-of-the-art kernel adaptive filtering technique for the (action-)value function approximation. The resulting framework is verified experimentally on a brushbot, whose dynamics is unknown and highly complex.
Recommender systems play a crucial role in mitigating the problem of information overload by suggesting users' personalized items or services. The vast majority of traditional recommender systems consider the recommendation procedure as a static process and make recommendations following a fixed strategy. In this paper, we propose a novel recommender system with the capability of continuously improving its strategies during the interactions with users. We model the sequential interactions between users and a recommender system as a Markov Decision Process (MDP) and leverage Reinforcement Learning (RL) to automatically learn the optimal strategies via recommending trial-and-error items and receiving reinforcements of these items from users' feedbacks. In particular, we introduce an online user-agent interacting environment simulator, which can pre-train and evaluate model parameters offline before applying the model online. Moreover, we validate the importance of list-wise recommendations during the interactions between users and agent, and develop a novel approach to incorporate them into the proposed framework LIRD for list-wide recommendations. The experimental results based on a real-world e-commerce dataset demonstrate the effectiveness of the proposed framework.