Abstract:Designing effective reward functions is a cornerstone of reinforcement learning (RL), yet it remains a challenging process due to the inefficiencies and inconsistencies inherent in conventional reward engineering methodologies. Recent advances have explored leveraging large language models (LLMs) to automate reward function design. However, their suboptimal performance in numerical optimization often yields unsatisfactory reward quality, while the evolutionary search paradigm demonstrates inefficient utilization of simulation resources, resulting in prohibitively lengthy design cycles with disproportionate computational overhead. To address these challenges, we propose the Uncertainty-aware Reward Design Process (URDP), a novel framework that integrates large language models to streamline reward function design and evaluation in RL environments. URDP quantifies candidate reward function uncertainty based on self-consistency analysis, enabling simulation-free identification of ineffective reward components while discovering novel reward components. Furthermore, we introduce uncertainty-aware Bayesian optimization (UABO), which incorporates uncertainty estimation to significantly enhance hyperparameter configuration efficiency. Finally, we construct a bi-level optimization architecture by decoupling the reward component optimization and the hyperparameter tuning. URDP orchestrates synergistic collaboration between the reward logic reasoning of the LLMs and the numerical optimization strengths of the Bayesian Optimization. We conduct a comprehensive evaluation of URDP across 35 diverse tasks spanning three benchmark environments. Our experimental results demonstrate that URDP not only generates higher-quality reward functions but also achieves significant improvements in the efficiency of automated reward design compared to existing approaches.
Abstract:Objects, in particular tools, provide several action possibilities to the agents that can act on them, which are generally associated with the term of affordances. A tool is typically designed for a specific purpose, such as driving a nail in the case of a hammer, which we call as the primary affordance. A tool can also be used beyond its primary purpose, in which case we can associate this auxiliary use with the term secondary affordance. Previous work on affordance perception and learning has been mostly focused on primary affordances. Here, we address the less explored problem of learning the secondary tool affordances of human partners. To do this, we use the iCub robot to observe human partners with three cameras while they perform actions on twenty objects using four different tools. In our experiments, human partners utilize tools to perform actions that do not correspond to their primary affordances. For example, the iCub robot observes a human partner using a ruler for pushing, pulling, and moving objects instead of measuring their lengths. In this setting, we constructed a dataset by taking images of objects before and after each action is executed. We then model learning secondary affordances by training three neural networks (ResNet-18, ResNet-50, and ResNet-101) each on three tasks, using raw images showing the `initial' and `final' position of objects as input: (1) predicting the tool used to move an object, (2) predicting the tool used with an additional categorical input that encoded the action performed, and (3) joint prediction of both tool used and action performed. Our results indicate that deep learning architectures enable the iCub robot to predict secondary tool affordances, thereby paving the road for human-robot collaborative object manipulation involving complex affordances.
Abstract:Head movements are crucial for social human-human interaction. They can transmit important cues (e.g., joint attention, speaker detection) that cannot be achieved with verbal interaction alone. This advantage also holds for human-robot interaction. Even though modeling human motions through generative AI models has become an active research area within robotics in recent years, the use of these methods for producing head movements in human-robot interaction remains underexplored. In this work, we employed a generative AI pipeline to produce human-like head movements for a Nao humanoid robot. In addition, we tested the system on a real-time active-speaker tracking task in a group conversation setting. Overall, the results show that the Nao robot successfully imitates human head movements in a natural manner while actively tracking the speakers during the conversation. Code and data from this study are available at https://github.com/dingdingding60/Humanoids2024HRI