Imitation learning learns a policy from demonstrations without requiring hand-designed reward functions. In many robotic tasks, such as autonomous racing, imitated policies must model complex environment dynamics and human decision-making. Sequence modeling is highly effective in capturing intricate patterns of motion sequences but struggles to adapt to new environments or distribution shifts that are common in real-world robotics tasks. In contrast, Adversarial Imitation Learning (AIL) can mitigate this effect, but struggles with sample inefficiency and handling complex motion patterns. Thus, we propose BeTAIL: Behavior Transformer Adversarial Imitation Learning, which combines a Behavior Transformer (BeT) policy from human demonstrations with online AIL. BeTAIL adds an AIL residual policy to the BeT policy to model the sequential decision-making process of human experts and correct for out-of-distribution states or shifts in environment dynamics. We test BeTAIL on three challenges with expert-level demonstrations of real human gameplay in Gran Turismo Sport. Our proposed residual BeTAIL reduces environment interactions and improves racing performance and stability, even when the BeT is pretrained on different tracks than downstream learning. Videos and code available at: https://sites.google.com/berkeley.edu/BeTAIL/home.
Wind resistance control is an essential feature for quadcopters to maintain their position to avoid deviation from target position and prevent collisions with obstacles. Conventionally, cascaded PID controller is used for the control of quadcopters for its simplicity and ease of tuning its parameters. However, it is weak against wind disturbances and the quadcopter can easily deviate from target position. In this work, we propose a residual reinforcement learning based approach to build a wind resistance controller of a quadcopter. By learning only the residual that compensates the disturbance, we can continue using the cascaded PID controller as the base controller of the quadcopter but improve its performance against wind disturbances. To avoid unexpected crashes and destructions of quadcopters, our method does not require real hardware for data collection and training. The controller is trained only on a simulator and directly applied to the target hardware without extra finetuning process. We demonstrate the effectiveness of our approach through various experiments including an experiment in an outdoor scene with wind speed greater than 13 m/s. Despite its simplicity, our controller reduces the position deviation by approximately 50% compared to the quadcopter controlled with the conventional cascaded PID controller. Furthermore, trained controller is robust and preserves its performance even though the quadcopter's mass and propeller's lift coefficient is changed between 50% to 150% from original training time.
Hierarchical reinforcement learning (RL) can accelerate long-horizon decision-making by temporally abstracting a policy into multiple levels. Promising results in sparse reward environments have been seen with skills, i.e. sequences of primitive actions. Typically, a skill latent space and policy are discovered from offline data, but the resulting low-level policy can be unreliable due to low-coverage demonstrations or distribution shifts. As a solution, we propose fine-tuning the low-level policy in conjunction with high-level skill selection. Our Skill-Critic algorithm optimizes both the low and high-level policies; these policies are also initialized and regularized by the latent space learned from offline demonstrations to guide the joint policy optimization. We validate our approach in multiple sparse RL environments, including a new sparse reward autonomous racing task in Gran Turismo Sport. The experiments show that Skill-Critic's low-level policy fine-tuning and demonstration-guided regularization are essential for optimal performance. Images and videos are available at https://sites.google.com/view/skill-critic. We plan to open source the code with the final version.
When humans play virtual racing games, they use visual environmental information on the game screen to understand the rules within the environments. In contrast, a state-of-the-art realistic racing game AI agent that outperforms human players does not use image-based environmental information but the compact and precise measurements provided by the environment. In this paper, a vision-based control algorithm is proposed and compared with human player performances under the same conditions in realistic racing scenarios using Gran Turismo Sport (GTS), which is known as a high-fidelity realistic racing simulator. In the proposed method, the environmental information that constitutes part of the observations in conventional state-of-the-art methods is replaced with feature representations extracted from game screen images. We demonstrate that the proposed method performs expert human-level vehicle control under high-speed driving scenarios even with game screen images as high-dimensional inputs. Additionally, it outperforms the built-in AI in GTS in a time trial task, and its score places it among the top 10% approximately 28,000 human players.