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Team learning from human demonstration with coordination confidence

Published online by Cambridge University Press:  05 November 2019

Bikramjit Banerjee
Affiliation:
School of Computing Sciences and Computer Engineering, University of Southern Mississippi, Hattiesburg, MS 39406, USA; e-mail: Bikramjit.Banerjee@usm.edu
Syamala Vittanala
Affiliation:
School of Computing Sciences and Computer Engineering, University of Southern Mississippi, Hattiesburg, MS 39406, USA; e-mail: Bikramjit.Banerjee@usm.edu
Matthew Edmund Taylor
Affiliation:
School of Electrical Engineering & Computer Science, Washington State University, Pullman, WA 99164, USA e-mail: taylorm@eecs.wsu.edu
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Abstract

Among an array of techniques proposed to speed-up reinforcement learning (RL), learning from human demonstration has a proven record of success. A related technique, called Human-Agent Transfer, and its confidence-based derivatives have been successfully applied to single-agent RL. This article investigates their application to collaborative multi-agent RL problems. We show that a first-cut extension may leave room for improvement in some domains, and propose a new algorithm called coordination confidence (CC). CC analyzes the difference in perspectives between a human demonstrator (global view) and the learning agents (local view) and informs the agents’ action choices when the difference is critical and simply following the human demonstration can lead to miscoordination. We conduct experiments in three domains to investigate the performance of CC in comparison with relevant baselines.

Information

Type
Research Article
Copyright
© Cambridge University Press, 2019 
Figure 0

Algorithm 1 DRoP

Figure 1

Figure 1 The human-multi-agent transfer framework

Figure 2

Table 1 Training set size, and classifier accuracies by F-Measure averaged over 10-fold cross validation, performed on human demonstration (training set) in the three experimental domains. All experiments used the default parameters in Weka. The lengths of the human demonstration episodes are summarized in the ‘Human’ column of Table 2.

Figure 3

Algorithm 2 CC_Agent_i(conf_threshold)

Figure 4

Figure 2 Furniture Movers domain from Chernova and Veloso (2007)

Figure 5

Figure 3 Learning curves in Furniture Movers. Episode lengths were capped at 200 steps, which IQL always reached.

Figure 6

Table 2 Summary of episode lengths (lower is better) in Furniture Movers (FM), Guided Navigation (GN), and Block Dudes (BD). Total learning episodes were $1.5\times 10^5$, $10^5$, and $3.0\times 10^6$, respectively.

Figure 7

Figure 4 Action choice frequency (sum over two agents) of the two sources in Algorithm 2: CC or Q, in Furniture Movers. The CC count is further broken into whether the action is same as CHAT or different.

Figure 8

Figure 5 Action choice frequency (sum over two agents) of various sources for DRoP, in Furniture Movers. Action selection driven by three different sources: CHAT, Q, or CC. The last count is further divided into if the action is same as CHAT or not.

Figure 9

Figure 6 Average confidence values of three sources for DRoP, per agent, in Furniture Movers

Figure 10

Figure 7 Guided Navigation domain

Figure 11

Figure 8 Learning curves in Guided Navigation domain

Figure 12

Figure 9 Action choice frequency (sum over two agents) of the two sources in Algorithm 2: Q or CC in Guided Navigation. The CC count is further broken into whether the action is same as CHAT or different

Figure 13

Figure 10 Action choice frequency (sum over two agents) of various sources for DRoP: CHAT, Q or CC in Guided Navigation. The CC count is further broken into whether the action is same as CHAT or different

Figure 14

Figure 11 Action confidence values of three sources for DRoP, per agent, in Guided Navigation

Figure 15

Figure 12 Block Dudes domain

Figure 16

Figure 13 Learning curves in Block Dudes domain. Episode lengths were capped at 200, which IQL always maxed out.

Figure 17

Figure 14 Action choice frequency (sum over two agents) of various sources in Algorithm 2: CHAT, Q, or CC, in Block Dudes. The last count is further broken into whether the action is same as CHAT or different.

Figure 18

Figure 15 Action choice frequency (sum over two agents) of various sources for DRoP in Block Dudes. Action selection driven by three different sources: CHAT, Q, or CC. The last count is further broken into whether the action is same as CHAT or different.