Most current approaches to social navigation focus on the trajectory and position of participants in the interaction. Our current work on the topic focuses on integrating gaze into social navigation, both to cue nearby pedestrians as to the intended trajectory of the robot and to enable the robot to read the intentions of nearby pedestrians. This paper documents a series of experiments in our laboratory investigating the role of gaze in social navigation.
With the approaching goal of having robots collaborate in shared human-robot environments, navigation in this context becomes both crucial and desirable. Recent developments in robotics have encountered and tackled some of the challenges of navigating in mixed human-robot environments, and in recent years we observe a surge of related work that specifically targets the question of how to handle conflicts between agents in social navigation. These contributions offer models, algorithms, and evaluation metrics, however as this research area is inherently interdisciplinary, many of the relevant papers are not comparable and there is no standard vocabulary between the researchers. The main goal of this survey is to bridge this gap by proposing such a common language, using it to survey existing work, and highlighting open problems. It starts by defining a conflict in social navigation, and offers a detailed taxonomy of its components. This survey then maps existing work while discussing papers using the framing of the proposed taxonomy. Finally, this paper propose some future directions and problems that are currently in the frontier of social navigation to help focus research efforts.
Deep reinforcement learning has achieved significant success in many decision-making tasks in various fields. However, it requires a large training time of dense neural networks to obtain a good performance. This hinders its applicability on low-resource devices where memory and computation are strictly constrained. In a step towards enabling deep reinforcement learning agents to be applied to low-resource devices, in this work, we propose for the first time to dynamically train deep reinforcement learning agents with sparse neural networks from scratch. We adopt the evolution principles of dynamic sparse training in the reinforcement learning paradigm and introduce a training algorithm that optimizes the sparse topology and the weight values jointly to dynamically fit the incoming data. Our approach is easy to be integrated into existing deep reinforcement learning algorithms and has many favorable advantages. First, it allows for significant compression of the network size which reduces the memory and computation costs substantially. This would accelerate not only the agent inference but also its training process. Second, it speeds up the agent learning process and allows for reducing the number of required training steps. Third, it can achieve higher performance than training the dense counterpart network. We evaluate our approach on OpenAI gym continuous control tasks. The experimental results show the effectiveness of our approach in achieving higher performance than one of the state-of-art baselines with a 50\% reduction in the network size and floating-point operations (FLOPs). Moreover, our proposed approach can reach the same performance achieved by the dense network with a 40-50\% reduction in the number of training steps.
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. We introduce a quasimetric specific to Markov Decision Processes (MDPs), and show that the policy that minimizes the Wasserstein-1 distance of its state visitation distribution to this target distribution under this quasimetric 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 assists the agent in learning. 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 HER with a sparse positive reward at the goal state.
While imitation learning for vision based autonomous mobile robot navigation has recently received a great deal of attention in the research community, existing approaches typically require state action demonstrations that were gathered using the deployment platform. However, what if one cannot easily outfit their platform to record these demonstration signals or worse yet the demonstrator does not have access to the platform at all? Is imitation learning for vision based autonomous navigation even possible in such scenarios? In this work, we hypothesize that the answer is yes and that recent ideas from the Imitation from Observation (IfO) literature can be brought to bear such that a robot can learn to navigate using only ego centric video collected by a demonstrator, even in the presence of viewpoint mismatch. To this end, we introduce a new algorithm, Visual Observation only Imitation Learning for Autonomous navigation (VOILA), that can successfully learn navigation policies from a single video demonstration collected from a physically different agent. We evaluate VOILA in the photorealistic AirSim simulator and show that VOILA not only successfully imitates the expert, but that it also learns navigation policies that can generalize to novel environments. Further, we demonstrate the effectiveness of VOILA in a real world setting by showing that it allows a wheeled Jackal robot to successfully imitate a human walking in an environment using a video recorded using a mobile phone camera.
In real-world multiagent systems, agents with different capabilities may join or leave without altering the team's overarching goals. Coordinating teams with such dynamic composition is challenging: the optimal team strategy varies with the composition. We propose COPA, a coach-player framework to tackle this problem. We assume the coach has a global view of the environment and coordinates the players, who only have partial views, by distributing individual strategies. Specifically, we 1) adopt the attention mechanism for both the coach and the players; 2) propose a variational objective to regularize learning; and 3) design an adaptive communication method to let the coach decide when to communicate with the players. We validate our methods on a resource collection task, a rescue game, and the StarCraft micromanagement tasks. We demonstrate zero-shot generalization to new team compositions. Our method achieves comparable or better performance than the setting where all players have a full view of the environment. Moreover, we see that the performance remains high even when the coach communicates as little as 13% of the time using the adaptive communication strategy.
While current autonomous navigation systems allow robots to successfully drive themselves from one point to another in specific environments, they typically require extensive manual parameter re-tuning by human robotics experts in order to function in new environments. Furthermore, even for just one complex environment, a single set of fine-tuned parameters may not work well in different regions of that environment. These problems prohibit reliable mobile robot deployment by non-expert users. As a remedy, we propose Adaptive Planner Parameter Learning (APPL), a machine learning framework that can leverage non-expert human interaction via several modalities -- including teleoperated demonstrations, corrective interventions, and evaluative feedback -- and also unsupervised reinforcement learning to learn a parameter policy that can dynamically adjust the parameters of classical navigation systems in response to changes in the environment. APPL inherits safety and explainability from classical navigation systems while also enjoying the benefits of machine learning, i.e., the ability to adapt and improve from experience. We present a suite of individual APPL methods and also a unifying cycle-of-learning scheme that combines all the proposed methods in a framework that can improve navigation performance through continual, iterative human interaction and simulation training.
While Adversarial Imitation Learning (AIL) algorithms have recently led to state-of-the-art results on various imitation learning benchmarks, it is unclear as to what impact various design decisions have on performance. To this end, we present here an organizing, modular framework called Reinforcement-learning-based Adversarial Imitation Learning (RAIL) that encompasses and generalizes a popular subclass of existing AIL approaches. Using the view espoused by RAIL, we create two new IfO (Imitation from Observation) algorithms, which we term SAIfO: SAC-based Adversarial Imitation from Observation and SILEM (Skeletal Feature Compensation for Imitation Learning with Embodiment Mismatch). We go into greater depth about SILEM in a separate technical report. In this paper, we focus on SAIfO, evaluating it on a suite of locomotion tasks from OpenAI Gym, and showing that it outperforms contemporaneous RAIL algorithms that perform IfO.
Many municipalities and large organizations have fleets of vehicles that need to be coordinated for tasks such as garbage collection or infrastructure inspection. Motivated by this need, this paper focuses on the common subproblem in which a team of vehicles needs to plan coordinated routes to patrol an area over iterations while minimizing temporally and spatially dependent costs. In particular, at a specific location (e.g., a vertex on a graph), we assume the cost grows linearly in expectation with an unknown rate, and the cost is reset to zero whenever any vehicle visits the vertex (representing the robot servicing the vertex). We formulate this problem in graph terminology and call it Team Orienteering Coverage Planning with Uncertain Reward (TOCPUR). We propose to solve TOCPUR by simultaneously estimating the accumulated cost at every vertex on the graph and solving a novel variant of the Team Orienteering Problem (TOP) iteratively, which we call the Team Orienteering Coverage Problem (TOCP). We provide the first mixed integer programming formulation for the TOCP, as a significant adaptation of the original TOP. We introduce a new benchmark consisting of hundreds of randomly generated graphs for comparing different methods. We show the proposed solution outperforms both the exact TOP solution and a greedy algorithm. In addition, we provide a demo of our method on a team of three physical robots in a real-world environment.