Abstract:Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet.
Abstract:In recent years there has been a large focus on how robots can operate in human populated environments. In this paper, we focus on interactions between humans and small indoor robots and introduce a new human-robot interaction (HRI) dataset. The analysis of the recorded experiments shows that anticipatory and non-reactive robot controllers impose similar constraints to humans' safety and efficiency. Additionally, we found that current state-of-the-art models for human trajectory prediction can adequately extend to indoor HRI settings. Finally, we show that humans respond differently in shared and homogeneous environments when collisions are imminent, since interacting with small differential drives can only cause a finite level of social discomfort as compared to human-human interactions. The dataset used in this analysis is available at: https://github.com/AlexanderDavid/ZuckerDataset.
Abstract:We present a deep learning method for composite and task-driven motion control for physically simulated characters. In contrast to existing data-driven approaches using reinforcement learning that imitate full-body motions, we learn decoupled motions for specific body parts from multiple reference motions simultaneously and directly by leveraging the use of multiple discriminators in a GAN-like setup. In this process, there is no need of any manual work to produce composite reference motions for learning. Instead, the control policy explores by itself how the composite motions can be combined automatically. We further account for multiple task-specific rewards and train a single, multi-objective control policy. To this end, we propose a novel framework for multi-objective learning that adaptively balances the learning of disparate motions from multiple sources and multiple goal-directed control objectives. In addition, as composite motions are typically augmentations of simpler behaviors, we introduce a sample-efficient method for training composite control policies in an incremental manner, where we reuse a pre-trained policy as the meta policy and train a cooperative policy that adapts the meta one for new composite tasks. We show the applicability of our approach on a variety of challenging multi-objective tasks involving both composite motion imitation and multiple goal-directed control.
Abstract:Real-time, accurate prediction of human steering behaviors has wide applications, from developing intelligent traffic systems to deploying autonomous driving systems in both real and simulated worlds. In this paper, we present ContextVAE, a context-aware approach for multi-modal vehicle trajectory prediction. Built upon the backbone architecture of a timewise variational autoencoder, ContextVAE employs a dual attention mechanism for observation encoding that accounts for the environmental context information and the dynamic agents' states in a unified way. By utilizing features extracted from semantic maps during agent state encoding, our approach takes into account both the social features exhibited by agents on the scene and the physical environment constraints to generate map-compliant and socially-aware trajectories. We perform extensive testing on the nuScenes prediction challenge, Lyft Level 5 dataset and Waymo Open Motion Dataset to show the effectiveness of our approach and its state-of-the-art performance. In all tested datasets, ContextVAE models are fast to train and provide high-quality multi-modal predictions in real-time.
Abstract:Predicting pedestrian movement is critical for human behavior analysis and also for safe and efficient human-agent interactions. However, despite significant advancements, it is still challenging for existing approaches to capture the uncertainty and multimodality of human navigation decision making. In this paper, we propose SocialVAE, a novel approach for human trajectory prediction. The core of SocialVAE is a timewise variational autoencoder architecture that exploits stochastic recurrent neural networks to perform prediction, combined with a social attention mechanism and backward posterior approximation to allow for better extraction of pedestrian navigation strategies. We show that SocialVAE improves current state-of-the-art performance on several pedestrian trajectory prediction benchmarks, including the ETH/UCY benchmark, the Stanford Drone Dataset and SportVU NBA movement dataset. Code is available at: https://github.com/xupei0610/SocialVAE.
Abstract:We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework where an ensemble of classifiers and an imitation policy are trained in tandem given pre-processed reference clips. The classifiers are trained to discriminate the reference motion from the motion generated by the imitation policy, while the policy is rewarded for fooling the discriminators. Using our GAN-based approach, multiple motor control policies can be trained separately to imitate different behaviors. In runtime, our system can respond to external control signal provided by the user and interactively switch between different policies. Compared to existing methods, our proposed approach has the following attractive properties: 1) achieves state-of-the-art imitation performance without manually designing and fine tuning a reward function; 2) directly controls the character without having to track any target reference pose explicitly or implicitly through a phase state; and 3) supports interactive policy switching without requiring any motion generation or motion matching mechanism. We highlight the applicability of our approach in a range of imitation and interactive control tasks, while also demonstrating its ability to withstand external perturbations as well as to recover balance. Overall, our approach generates high-fidelity motion, has low runtime cost, and can be easily integrated into interactive applications and games.
Abstract:Despite significant advancements in the field of multi-agent navigation, agents still lack the sophistication and intelligence that humans exhibit in multi-agent settings. In this paper, we propose a framework for learning a human-like general collision avoidance policy for agent-agent interactions in fully decentralized, multi-agent environments. Our approach uses knowledge distillation with reinforcement learning to shape the reward function based on expert policies extracted from human trajectory demonstrations through behavior cloning. We show that agents trained with our approach can take human-like trajectories in collision avoidance and goal-directed steering tasks not provided by the demonstrations, outperforming the experts as well as learning-based agents trained without knowledge distillation.
Abstract:Learning controls in high-dimensional continuous action spaces, such as controlling the movements of highly articulated agents and robots, has long been a standing challenge to model-free deep reinforcement learning (DRL). In this paper we propose a general, yet simple, framework for improving the action exploration of policy gradient DRL algorithms. Our approach adapts ideas from the particle filtering literature to dynamically discretize the continuous action space and track policies represented as a mixture of Gaussians. We demonstrate the applicability of our approach on state-of-the-art DRL baselines in challenging high-dimensional motor tasks involving articulated agents. We show that our adaptive particle-based discretization leads to improved final performance and speed of convergence as compared to uniform discretization schemes and to corresponding implementations in continuous action spaces, highlighting the importance of exploration. In addition, the resulting policies are more stable, exhibiting less variance across different training trials.
Abstract:We propose NH-TTC, a general method for fast, anticipatory collision avoidance for autonomous robots having arbitrary equations of motions. Our proposed approach exploits implicit differentiation and subgradient descent to locally optimize the non-convex and non-smooth cost functions that arise from planning over the anticipated future positions of nearby obstacles. The result is a flexible framework capable of supporting high-quality, collision-free navigation with a wide variety of robot motion models in various challenging scenarios. We show results for different navigating tasks, with our method controlling various numbers of agents (with and without reciprocity), on both physical differential drive robots, and simulated robots with different motion models and kinematic and dynamic constraints, including acceleration-controlled agents, differential-drive agents, and smooth car-like agents. The resulting paths are high quality and collision-free, while needing only a few milliseconds of computation as part of an integrated sense-plan-act navigation loop.
Abstract:In multi-agent navigation, agents need to move towards their goal locations while avoiding collisions with other agents and static obstacles, often without communication with each other. Existing methods compute motions that are optimal locally but do not account for the aggregated motions of all agents, producing inefficient global behavior especially when agents move in a crowded space. In this work, we develop methods to allow agents to dynamically adapt their behavior to their local conditions. We accomplish this by formulating the multi-agent navigation problem as an action-selection problem, and propose an approach, ALAN, that allows agents to compute time-efficient and collision-free motions. ALAN is highly scalable because each agent makes its own decisions on how to move using a set of velocities optimized for a variety of navigation tasks. Experimental results show that the agents using ALAN, in general, reach their destinations faster than using ORCA, a state-of-the-art collision avoidance framework, the Social Forces model for pedestrian navigation, and a Predictive collision avoidance model.