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Fighting Copycat Agents in Behavioral Cloning from Observation Histories

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 Added by Chuan Wen
 Publication date 2020
and research's language is English




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Imitation learning trains policies to map from input observations to the actions that an expert would choose. In this setting, distribution shift frequently exacerbates the effect of misattributing expert actions to nuisance correlates among the observed variables. We observe that a common instance of this causal confusion occurs in partially observed settings when expert actions are strongly correlated over time: the imitator learns to cheat by predicting the experts previous action, rather than the next action. To combat this copycat problem, we propose an adversarial approach to learn a feature representation that removes excess information about the previous expert action nuisance correlate, while retaining the information necessary to predict the next action. In our experiments, our approach improves performance significantly across a variety of partially observed imitation learning tasks.

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We find that across a wide range of robot policy learning scenarios, treating supervised policy learning with an implicit model generally performs better, on average, than commonly used explicit models. We present extensive experiments on this finding, and we provide both intuitive insight and theoretical arguments distinguishing the properties of implicit models compared to their explicit counterparts, particularly with respect to approximating complex, potentially discontinuous and multi-valued (set-valued) functions. On robotic policy learning tasks we show that implicit behavioral cloning policies with energy-based models (EBM) often outperform common explicit (Mean Square Error, or Mixture Density) behavioral cloning policies, including on tasks with high-dimensional action spaces and visual image inputs. We find these policies provide competitive results or outperform state-of-the-art offline reinforcement learning methods on the challenging human-expert tasks from the D4RL benchmark suite, despite using no reward information. In the real world, robots with implicit policies can learn complex and remarkably subtle behaviors on contact-rich tasks from human demonstrations, including tasks with high combinatorial complexity and tasks requiring 1mm precision.
Reinforcement learning provides a general framework for flexible decision making and control, but requires extensive data collection for each new task that an agent needs to learn. In other machine learning fields, such as natural language processing or computer vision, pre-training on large, previously collected datasets to bootstrap learning for new tasks has emerged as a powerful paradigm to reduce data requirements when learning a new task. In this paper, we ask the following question: how can we enable similarly useful pre-training for RL agents? We propose a method for pre-training behavioral priors that can capture complex input-output relationships observed in successful trials from a wide range of previously seen tasks, and we show how this learned prior can be used for rapidly learning new tasks without impeding the RL agents ability to try out novel behaviors. We demonstrate the effectiveness of our approach in challenging robotic manipulation domains involving image observations and sparse reward functions, where our method outperforms prior works by a substantial margin.
Learning predictive models from interaction with the world allows an agent, such as a robot, to learn about how the world works, and then use this learned model to plan coordinated sequences of actions to bring about desired outcomes. However, learning a model that captures the dynamics of complex skills represents a major challenge: if the agent needs a good model to perform these skills, it might never be able to collect the experience on its own that is required to learn these delicate and complex behaviors. Instead, we can imagine augmenting the training set with observational data of other agents, such as humans. Such data is likely more plentiful, but represents a different embodiment. For example, videos of humans might show a robot how to use a tool, but (i) are not annotated with suitable robot actions, and (ii) contain a systematic distributional shift due to the embodiment differences between humans and robots. We address the first challenge by formulating the corresponding graphical model and treating the action as an observed variable for the interaction data and an unobserved variable for the observation data, and the second challenge by using a domain-dependent prior. In addition to interaction data, our method is able to leverage videos of passive observations in a driving dataset and a dataset of robotic manipulation videos. A robotic planning agent equipped with our method can learn to use tools in a tabletop robotic manipulation setting by observing humans without ever seeing a robotic video of tool use.
Off-policy reinforcement learning algorithms promise to be applicable in settings where only a fixed data-set (batch) of environment interactions is available and no new experience can be acquired. This property makes these algorithms appealing for real world problems such as robot control. In practice, however, standard off-policy algorithms fail in the batch setting for continuous control. In this paper, we propose a simple solution to this problem. It admits the use of data generated by arbitrary behavior policies and uses a learned prior -- the advantage-weighted behavior model (ABM) -- to bias the RL policy towards actions that have previously been executed and are likely to be successful on the new task. Our method can be seen as an extension of recent work on batch-RL that enables stable learning from conflicting data-sources. We find improvements on competitive baselines in a variety of RL tasks -- including standard continuous control benchmarks and multi-task learning for simulated and real-world robots.
Imitation Learning (IL) is a machine learning approach to learn a policy from a dataset of demonstrations. IL can be useful to kick-start learning before applying reinforcement learning (RL) but it can also be useful on its own, e.g. to learn to imitate human players in video games. However, a major limitation of current IL approaches is that they learn only a single average policy based on a dataset that possibly contains demonstrations of numerous different types of behaviors. In this paper, we propose a new approach called Behavioral Repertoire Imitation Learning (BRIL) that instead learns a repertoire of behaviors from a set of demonstrations by augmenting the state-action pairs with behavioral descriptions. The outcome of this approach is a single neural network policy conditioned on a behavior description that can be precisely modulated. We apply this approach to train a policy on 7,777 human replays to perform build-order planning in StarCraft II. Principal Component Analysis (PCA) is applied to construct a low-dimensional behavioral space from the high-dimensional army unit composition of each demonstration. The results demonstrate that the learned policy can be effectively manipulated to express distinct behaviors. Additionally, by applying the UCB1 algorithm, we are able to adapt the behavior of the policy - in-between games - to reach a performance beyond that of the traditional IL baseline approach.

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