Abstract:Teams of people coordinate to perform complex tasks by forming abstract mental models of world and agent dynamics. The use of abstract models contrasts with much recent work in robot learning that uses a high-fidelity simulator and reinforcement learning (RL) to obtain policies for physical robots. Motivated by this difference, we investigate the extent to which so-called abstract simulators can be used for multi-agent reinforcement learning (MARL) and the resulting policies successfully deployed on teams of physical robots. An abstract simulator models the robot's target task at a high-level of abstraction and discards many details of the world that could impact optimal decision-making. Policies are trained in an abstract simulator then transferred to the physical robot by making use of separately-obtained low-level perception and motion control modules. We identify three key categories of modifications to the abstract simulator that enable policy transfer to physical robots: simulation fidelity enhancements, training optimizations and simulation stochasticity. We then run an empirical study with extensive ablations to determine the value of each modification category for enabling policy transfer in cooperative robot soccer tasks. We also compare the performance of policies produced by our method with a well-tuned non-learning-based behavior architecture from the annual RoboCup competition and find that our approach leads to a similar level of performance. Broadly we show that MARL can be use to train cooperative physical robot behaviors using highly abstract models of the world.
Abstract:Robot decision-making in partially observable, real-time, dynamic, and multi-agent environments remains a difficult and unsolved challenge. Model-free reinforcement learning (RL) is a promising approach to learning decision-making in such domains, however, end-to-end RL in complex environments is often intractable. To address this challenge in the RoboCup Standard Platform League (SPL) domain, we developed a novel architecture integrating RL within a classical robotics stack, while employing a multi-fidelity sim2real approach and decomposing behavior into learned sub-behaviors with heuristic selection. Our architecture led to victory in the 2024 RoboCup SPL Challenge Shield Division. In this work, we fully describe our system's architecture and empirically analyze key design decisions that contributed to its success. Our approach demonstrates how RL-based behaviors can be integrated into complete robot behavior architectures.
Abstract:Learning from demonstration (LfD) is a popular technique that uses expert demonstrations to learn robot control policies. However, the difficulty in acquiring expert-quality demonstrations limits the applicability of LfD methods: real-world data collection is often costly, and the quality of the demonstrations depends greatly on the demonstrator's abilities and safety concerns. A number of works have leveraged data augmentation (DA) to inexpensively generate additional demonstration data, but most DA works generate augmented data in a random fashion and ultimately produce highly suboptimal data. In this work, we propose Guided Data Augmentation (GuDA), a human-guided DA framework that generates expert-quality augmented data. The key insight of GuDA is that while it may be difficult to demonstrate the sequence of actions required to produce expert data, a user can often easily identify when an augmented trajectory segment represents task progress. Thus, the user can impose a series of simple rules on the DA process to automatically generate augmented samples that approximate expert behavior. To extract a policy from GuDA, we use off-the-shelf offline reinforcement learning and behavior cloning algorithms. We evaluate GuDA on a physical robot soccer task as well as simulated D4RL navigation tasks, a simulated autonomous driving task, and a simulated soccer task. Empirically, we find that GuDA enables learning from a small set of potentially suboptimal demonstrations and substantially outperforms a DA strategy that samples augmented data randomly.