EDBT 2026 Demo / reviewers in the wild / expert
Shayegan Omidshafiei
dblp:153/7735
· DBLP profile ↗
22ranked-venue papers
7as first author
7since 2021 · last 2025
0000-0001-7758-1454ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 22 · 7 first-author · 7 since 2021Systems, architecture and hardware · 9 · 4 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
14 papers |
Reinforcement learning · 30% Planning, search and constraint satisfaction · 17% Multi-agent systems · 16% | |
| Theoretical computer science
3 papers |
Algorithmic game theory and mechanism design · 100% | |
| Computer graphics and multimedia
1 paper |
Audio and music processing · 100% |
Topics — the 24 heaviest of 25, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
2.1 | 5 | 2022 | Beyond Rewards: a Hierarchical Perspective on Offline Multiagent Behavioral Analysis · NeurIPS 2022 Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020 A Generalized Training Approach for Multiagent Learning · ICLR 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
decentralized POMDP |
1.0 | 4 | 2017 | Semantic-level decentralized multi-robot decision-making using probabilistic macro-observations · ICRA 2017 Scalable accelerated decentralized multi-robot policy search in continuous observation spaces · ICRA 2017 Graph-based Cross Entropy method for solving multi-robot decentralized POMDPs · ICRA 2016 |
Robotics › Motion planning and robot control › motion planning
multi-robot planning |
1.0 | 4 | 2017 | Semantic-level decentralized multi-robot decision-making using probabilistic macro-observations · ICRA 2017 Scalable accelerated decentralized multi-robot policy search in continuous observation spaces · ICRA 2017 Graph-based Cross Entropy method for solving multi-robot decentralized POMDPs · ICRA 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
task planning |
0.9 | 1 | 2025 | SayComply: Grounding Field Robotic Tasks in Operational Compliance Through Retrieval-Based Language Models · ICRA 2025 |
Machine learning › Generative modeling
autoregressive model |
0.8 | 1 | 2024 | Adaptive Accompaniment with ReaLchords · ICML 2024 |
Audio and music processing
music generation |
0.8 | 1 | 2024 | Adaptive Accompaniment with ReaLchords · ICML 2024 |
Machine learning › Reinforcement learning
agent behavior analysis |
0.6 | 1 | 2022 | Beyond Rewards: a Hierarchical Perspective on Offline Multiagent Behavioral Analysis · NeurIPS 2022 |
Machine learning › Probabilistic and Bayesian machine learning › probabilistic inference › approximate inference
variational inference |
0.6 | 1 | 2022 | Beyond Rewards: a Hierarchical Perspective on Offline Multiagent Behavioral Analysis · NeurIPS 2022 |
Knowledge, reasoning and agents › Multi-agent systems
game theory |
0.6 | 2 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 A Generalized Training Approach for Multiagent Learning · ICLR 2020 |
Machine learning › Learning theory › online learning › no-regret algorithms
follow-the-regularized-leader |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Algorithmic game theory and mechanism design
imperfect information games |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games |
0.4 | 1 | 2020 | Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning |
0.4 | 1 | 2020 | A Generalized Training Approach for Multiagent Learning · ICLR 2020 |
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training |
0.4 | 1 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 |
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation |
0.4 | 1 | 2020 | Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning |
0.4 | 1 | 2019 | Learning to Teach in Cooperative Multiagent Reinforcement Learning · AAAI 2019 |
Machine learning › Learning paradigms › curriculum learning
learning to teach |
0.4 | 1 | 2019 | Learning to Teach in Cooperative Multiagent Reinforcement Learning · AAAI 2019 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent systems engineering
multi-agent evaluation |
0.4 | 1 | 2019 | Multiagent Evaluation under Incomplete Information · NeurIPS 2019 |
Machine learning › Learning paradigms
multi-task learning |
0.3 | 1 | 2017 | Deep Decentralized Multi-task Multi-Agent Reinforcement Learning under Partial Observability · ICML 2017 |
Natural language and speech › Language models and text generation
retrieval-augmented generation |
0.3 | 1 | 2025 | SayComply: Grounding Field Robotic Tasks in Operational Compliance Through Retrieval-Based Language Models · ICRA 2025 |
Machine learning › Reinforcement learning
reinforcement learning from human feedback |
0.2 | 1 | 2024 | Adaptive Accompaniment with ReaLchords · ICML 2024 |
Algorithmic game theory and mechanism design
solution concepts in games |
0.1 | 1 | 2019 | Multiagent Evaluation under Incomplete Information · NeurIPS 2019 |
Machine learning › Reinforcement learning › transfer learning in reinforcement learning › policy transfer
policy distillation |
0.1 | 1 | 2017 | Deep Decentralized Multi-task Multi-Agent Reinforcement Learning under Partial Observability · ICML 2017 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 1.9reward model · 1.5knowledge distillation · 1.5regularization · 1.0poincaré recurrence · 1.0retrieval-augmented generation · 0.9large language model · 0.9hierarchical database · 0.9variational inference · 0.6hierarchical modeling · 0.6policy gradient · 0.4mirror ascent · 0.4best response · 0.4α-rank · 0.4sample complexity · 0.4nash equilibrium · 0.4elo rating · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | SayComply: Grounding Field Robotic Tasks in Operational Compliance Through Retrieval-Based Language ModelsabstractThis paper addresses the problem of task planning for robots that must comply with operational manuals in real-world settings. Task planning under these constraints is essential for enabling autonomous robot operation in domains that require adherence to domain-specific knowledge. Current methods for generating robot goals and plans rely on common sense knowledge encoded in large language models. However, these models lack grounding of robot plans to domain-specific knowledge and are not easily transferable between multiple sites or customers with different compliance needs. In this work, we present SayComply, which enables grounding robotic task planning with operational compliance using retrievalbased language models. We design a hierarchical database of operational, environment, and robot embodiment manuals and procedures to enable efficient retrieval of the relevant context under the limited context length of the LLMs. We then design a task planner using a tree-based retrieval augmented generation (RAG) technique to generate robot tasks that follow user instructions while simultaneously complying with the domain knowledge in the database. We demonstrate the benefits of our approach through simulations and hardware experiments in real-world scenarios that require precise context retrieval across various types of context, outperforming the standard RAG method. Our approach bridges the gap in deploying robots that consistently adhere to operational protocols, offering a scalable and edge-deployable solution for ensuring compliance across varied and complex real-world environments. Project website: saycomply.github.io. Muhammad Fadhil Ginting, Dong-Ki Kim, Sung-Kyun Kim, Bandi Jai Krishna, Mykel J. Kochenderfer, Shayegan Omidshafiei, Ali-akbar Agha-mohammadi |
ICRA | 6 |
| 2024 | Beyond Thumbs Up/Down: Untangling Challenges of Fine-Grained Feedback for Text-to-Image GenerationabstractHuman feedback plays a critical role in learning and refining reward models for text-to-image generation, but the optimal form the feedback should take for learning an accurate reward function has not been conclusively established. This paper investigates the effectiveness of fine-grained feedback which captures nuanced distinctions in image quality and prompt-alignment, compared to traditional coarse-grained feedback (for example, thumbs up/down or ranking between a set of options). While fine-grained feedback holds promise, particularly for systems catering to diverse societal preferences, we show that demonstrating its superiority to coarse-grained feedback is not automatic. Through experiments on real and synthetic preference data, we surface the complexities of building effective models due to the interplay of model choice, feedback type, and the alignment between human judgment and computational interpretation. We identify key challenges in eliciting and utilizing fine-grained feedback, prompting a reassessment of its assumed benefits and practicality. Our findings -- e.g., that fine-grained feedback can lead to worse models for a fixed budget, in some settings; however, in controlled settings with known attributes, fine grained rewards can indeed be more helpful -- call for careful consideration of feedback attributes and potentially beckon novel modeling approaches to appropriately unlock the potential value of fine-grained feedback in-the-wild. Katie Collins, Najoung Kim, Yonatan Bitton, Verena Rieser, Shayegan Omidshafiei, Yushi Hu, Sherol Chen, Senjuti Dutta, Minsuk Chang, Kimin Lee, Youwei Liang, Georgina Evans, Sahil Singla 0005, Gang Li 0021, Adrian Weller, Junfeng He, Deepak Ramachandran, Krishnamurthy Dvijotham |
AIES (1) | 5 |
| 2024 | Adaptive Accompaniment with ReaLchordsabstractJamming requires coordination, anticipation, and collaborative creativity between musicians. Current generative models of music produce expressive output but are not able to generate in an online manner, meaning simultaneously with other musicians (human or otherwise). We propose ReaLchords, an online generative model for improvising chord accompaniment to user melody. We start with an online model pretrained by maximum likelihood, and use reinforcement learning to finetune the model for online use. The finetuning objective leverages both a novel reward model that provides feedback on both harmonic and temporal coherency between melody and chord, and a divergence term that implements a novel type of distillation from a teacher model that can see the future melody. Through quantitative experiments and listening tests, we demonstrate that the resulting model adapts well to unfamiliar input and produce fitting accompaniment. ReaLchords opens the door to live jamming, as well as simultaneous co-creation in other modalities. Yusong Wu, Tim Cooijmans, Kyle Kastner, Adam Roberts, Ian Simon, Alexander Scarlatos, Chris Donahue, Cassie Tarakajian, Shayegan Omidshafiei, Aaron C. Courville, Pablo Samuel Castro, Natasha Jaques, Cheng-Zhi Anna Huang |
ICML | 9 |
| 2022 | Beyond Rewards: a Hierarchical Perspective on Offline Multiagent Behavioral AnalysisabstractEach year, expert-level performance is attained in increasingly-complex multiagent domains, where notable examples include Go, Poker, and StarCraft II. This rapid progression is accompanied by a commensurate need to better understand how such agents attain this performance, to enable their safe deployment, identify limitations, and reveal potential means of improving them. In this paper we take a step back from performance-focused multiagent learning, and instead turn our attention towards agent behavior analysis. We introduce a model-agnostic method for discovery of behavior clusters in multiagent domains, using variational inference to learn a hierarchy of behaviors at the joint and local agent levels. Our framework makes no assumption about agents' underlying learning algorithms, does not require access to their latent states or policies, and is trained using only offline observational data. We illustrate the effectiveness of our method for enabling the coupled understanding of behaviors at the joint and local agent level, detection of behavior changepoints throughout training, discovery of core behavioral concepts, demonstrate the approach's scalability to a high-dimensional multiagent MuJoCo control domain, and also illustrate that the approach can disentangle previously-trained policies in OpenAI's hide-and-seek domain. Shayegan Omidshafiei, Andrei Kapishnikov, Yannick Assogba, Lucas Dixon, Been Kim |
NeurIPS | 1 |
| 2022 | Evolutionary Dynamics and Phi-Regret Minimization in GamesabstractRegret has been established as a foundational concept in online learning, and likewise has important applications in the analysis of learning dynamics in games. Regret quantifies the difference between a learner’s performance against a baseline in hindsight. It is well known that regret-minimizing algorithms converge to certain classes of equilibria in games; however, traditional forms of regret used in game theory predominantly consider baselines that permit deviations to deterministic actions or strategies. In this paper, we revisit our understanding of regret from the perspective of deviations over partitions of the full mixed strategy space (i.e., probability distributions over pure strategies), under the lens of the previously-established Φ-regret framework, which provides a continuum of stronger regret measures. Importantly, Φ-regret enables learning agents to consider deviations from and to mixed strategies, generalizing several existing notions of regret such as external, internal, and swap regret, and thus broadening the insights gained from regret-based analysis of learning algorithms. We prove here that the well-studied evolutionary learning algorithm of replicator dynamics (RD) seamlessly minimizes the strongest possible form of Φ-regret in generic 2 × 2 games, without any modification of the underlying algorithm itself. We subsequently conduct experiments validating our theoretical results in a suite of 144 2 × 2 games wherein RD exhibits a diverse set of behaviors. We conclude by providing empirical evidence of Φ-regret minimization by RD in some larger games, hinting at further opportunity for Φ-regret based study of such algorithms from both a theoretical and empirical perspective. Georgios Piliouras, Mark Rowland 0001, Shayegan Omidshafiei, Romuald Elie, Daniel Hennes, Jerome T. Connor, Karl Tuyls |
J. Artif. Intell. Res. | 3 |
| 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via RegularizationabstractIn this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar{é} recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG). Julien Pérolat, Rémi Munos, Jean-Baptiste Lespiau, Shayegan Omidshafiei, Mark Rowland 0001, Pedro A. Ortega, Neil Burch, Thomas W. Anthony 0001, David Balduzzi, Bart De Vylder, Georgios Piliouras, Marc Lanctot, Karl Tuyls |
ICML | 4 |
| 2021 | Game Plan: What AI can do for Football, and What Football can do for AIabstractThe rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players’ and coordinated teams’ behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual). Karl Tuyls, Shayegan Omidshafiei, Paul Muller, Zhe Wang 0055, Jerome T. Connor, Daniel Hennes, Ian Graham, William Spearman, Tim Waskett, Dafydd Steele, Pauline Luc, Adrià Recasens, Alexandre Galashov, Gregory Thornton, Romuald Elie, Pablo Sprechmann, Pol Moreno, Kris Cao, Marta Garnelo, Praneet Dutta, Michal Valko, Nicolas Heess, Alex Bridgland, Julien Pérolat, Bart De Vylder, S. M. Ali Eslami, Mark Rowland 0001, Andrew Jaegle, Rémi Munos, Trevor Back, Razia Ahamed, Simon Bouton, Nathalie Beauguerlange, Jackson Broshear, Thore Graepel, Demis Hassabis |
J. Artif. Intell. Res. | 2 |
| 2020 | A Generalized Training Approach for Multiagent Learning
Paul Muller, Shayegan Omidshafiei, Mark Rowland 0001, Karl Tuyls, Julien Pérolat, Siqi Liu 0002, Daniel Hennes, Luke Marris, Marc Lanctot, Edward Hughes 0001, Zhe Wang 0055, Guy Lever, Nicolas Heess, Thore Graepel, Rémi Munos |
ICLR | 2 |
| 2020 | Fast computation of Nash Equilibria in Imperfect Information GamesabstractWe introduce and analyze a class of algorithms, called Mirror Ascent against an Improved Opponent (MAIO), for computing Nash equilibria in two-player zero-sum games, both in normal form and in sequential form with imperfect information. These algorithms update the policy of each player with a mirror-ascent step to maximize the value of playing against an improved opponent. An improved opponent can be a best response, a greedy policy, a policy improved by policy gradient, or by any other reinforcement learning or search techniques. We establish a convergence result of the last iterate to the set of Nash equilibria and show that the speed of convergence depends on the amount of improvement offered by these improved policies. In addition, we show that under some condition, if we use a best response as improved policy, then an exponential convergence rate is achieved. Rémi Munos, Julien Pérolat, Jean-Baptiste Lespiau, Mark Rowland 0001, Bart De Vylder, Marc Lanctot, Finbarr Timbers, Daniel Hennes, Shayegan Omidshafiei, Audrunas Gruslys, Mohammad Gheshlaghi Azar, Edward Lockhart, Karl Tuyls |
ICML | 9 |
| 2020 | Real World Games Look Like Spinning TopsabstractThis paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resembles a spinning top, with the upright axis representing transitive strength, and the radial axis representing the non-transitive dimension, which corresponds to the number of cycles that exist at a particular transitive strength. We prove the existence of this geometry for a wide class of real world games by exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily reconstructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence of learning in these games. Wojciech Czarnecki 0001, Gauthier Gidel, Brendan D. Tracey, Karl Tuyls, Shayegan Omidshafiei, David Balduzzi, Max Jaderberg |
NeurIPS | 5 |
| 2020 | Crossmodal attentive skill learner: learning in Atari and beyond with audio-video inputs
Dong-Ki Kim, Shayegan Omidshafiei, Jason Pazis, Jonathan P. How |
Auton. Agents Multi Agent Syst. | 2 |
| 2019 | Learning to Teach in Cooperative Multiagent Reinforcement LearningabstractCollective human knowledge has clearly benefited from the fact that innovations by individuals are taught to others through communication. Similar to human social groups, agents in distributed learning systems would likely benefit from communication to share knowledge and teach skills. The problem of teaching to improve agent learning has been investigated by prior works, but these approaches make assumptions that prevent application of teaching to general multiagent problems, or require domain expertise for problems they can apply to. This learning to teach problem has inherent complexities related to measuring long-term impacts of teaching that compound the standard multiagent coordination challenges. In contrast to existing works, this paper presents the first general framework and algorithm for intelligent agents to learn to teach in a multiagent environment. Our algorithm, Learning to Coordinate and Teach Reinforcement (LeCTR), addresses peer-to-peer teaching in cooperative multiagent reinforcement learning. Each agent in our approach learns both when and what to advise, then uses the received advice to improve local learning. Importantly, these roles are not fixed; these agents learn to assume the role of student and/or teacher at the appropriate moments, requesting and providing advice in order to improve teamwide performance and learning. Empirical comparisons against state-of-the-art teaching methods show that our teaching agents not only learn significantly faster, but also learn to coordinate in tasks where existing methods fail. Shayegan Omidshafiei, Dong-Ki Kim, Miao Liu 0001, Gerald Tesauro, Matthew Riemer, Christopher Amato, Murray Campbell, Jonathan P. How |
AAAI | 1 |
| 2019 | Policy Distillation and Value Matching in Multiagent Reinforcement LearningabstractMultiagent reinforcement learning (MARL) algorithms have been demonstrated on complex tasks that require the coordination of a team of multiple agents to complete. Existing works have focused on sharing information between agents via centralized critics to stabilize learning or through communication to improve performance, but do not generally consider how information can be shared between agents to address the curse of dimensionality in MARL. We posit that a multiagent problem can be decomposed into a multi-task problem where each agent explores a subset of the state space instead of exploring the entire state space. This paper introduces a multiagent actor-critic algorithm for combining knowledge from homogeneous agents through distillation and value-matching that outperforms policy distillation alone and allows further learning in discrete and continuous action spaces. Samir Wadhwania, Dong-Ki Kim, Shayegan Omidshafiei, Jonathan P. How |
IROS | 3 |
| 2019 | Multiagent Evaluation under Incomplete InformationabstractThis paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called $\alpha$-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or $\alpha$-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker. Mark Rowland 0001, Shayegan Omidshafiei, Karl Tuyls, Julien Pérolat, Michal Valko, Georgios Piliouras, Rémi Munos |
NeurIPS | 2 |
| 2017 | Deep Decentralized Multi-task Multi-Agent Reinforcement Learning under Partial ObservabilityabstractMany real-world tasks involve multiple agents with partial observability and limited communication. Learning is challenging in these settings due to local viewpoints of agents, which perceive the world as non-stationary due to concurrently-exploring teammates. Approaches that learn specialized policies for individual tasks face problems when applied to the real world: not only do agents have to learn and store distinct policies for each task, but in practice identities of tasks are often non-observable, making these approaches inapplicable. This paper formalizes and addresses the problem of multi-task multi-agent reinforcement learning under partial observability. We introduce a decentralized single-task learning approach that is robust to concurrent interactions of teammates, and present an approach for distilling single-task policies into a unified policy that performs well across multiple related tasks, without explicit provision of task identity. Shayegan Omidshafiei, Jason Pazis, Christopher Amato, Jonathan P. How, John Vian |
ICML | 1 |
| 2017 | Scalable accelerated decentralized multi-robot policy search in continuous observation spacesabstractThis paper presents the first ever approach for solving continuous-observation Decentralized Partially Observable Markov Decision Processes (Dec-POMDPs) and their semi-Markovian counterparts, Dec-POSMDPs. This contribution is especially important in robotics, where a vast number of sensors provide continuous observation data. A continuous-observation policy representation is introduced using Stochastic Kernel-based Finite State Automata (SK-FSAs). An SK-FSA search algorithm titled Entropy-based Policy Search using Continuous Kernel Observations (EPSCKO) is introduced and applied to the first ever continuous-observation Dec-POMDP/Dec-POSMDP domain, where it significantly outperforms state-of-the-art discrete approaches. This methodology is equally applicable to Dec-POMDPs and Dec-POSMDPs, though the empirical analysis presented focuses on Dec-POSMDPs due to their higher scalability. To improve convergence, an entropy injection policy search acceleration approach for both continuous and discrete observation cases is also developed and shown to improve convergence rates without degrading policy quality. Shayegan Omidshafiei, Christopher Amato, Miao Liu 0001, Michael Everett, Jonathan P. How, John Vian |
ICRA | 1 |
| 2017 | Semantic-level decentralized multi-robot decision-making using probabilistic macro-observationsabstractRobust environment perception is essential for decision-making on robots operating in complex domains. Intelligent task execution requires principled treatment of uncertainty sources in a robot's observation model. This is important not only for low-level observations (e.g., accelerom-eter data), but also for high-level observations such as semantic object labels. This paper formalizes the concept of macro-observations in Decentralized Partially Observable Semi-Markov Decision Processes (Dec-POSMDPs), allowing scalable semantic-level multi-robot decision making. A hierarchical Bayesian approach is used to model noise statistics of low-level classifier outputs, while simultaneously allowing sharing of domain noise characteristics between classes. Classification accuracy of the proposed macro-observation scheme, called Hierarchical Bayesian Noise Inference (HBNI), is shown to exceed existing methods. The macro-observation scheme is then integrated into a Dec-POSMDP planner, with hardware experiments running onboard a team of dynamic quadrotors in a challenging domain where noise-agnostic filtering fails. To the best of our knowledge, this is the first demonstration of a real-time, convolutional neural net-based classification framework running fully onboard a team of quadrotors in a multi-robot decision-making domain. Shayegan Omidshafiei, Shih-Yuan Liu, Michael Everett, Brett Thomas Lopez, Christopher Amato, Miao Liu 0001, Jonathan P. How, John Vian |
ICRA | 1 |
| 2017 | Learning for multi-robot cooperation in partially observable stochastic environments with macro-actionsabstractThis paper presents a data-driven approach for multi-robot coordination in partially-observable domains based on Decentralized Partially Observable Markov Decision Processes (Dec-POMDPs) and macro-actions (MAs). Dec-POMDPs provide a general framework for cooperative sequential decision making under uncertainty and MAs allow temporally extended and asynchronous action execution. To date, most methods assume the underlying Dec-POMDP model is known a priori or a full simulator is available during planning time. Previous methods which aim to address these issues suffer from local optimality and sensitivity to initial conditions. Additionally, few hardware demonstrations involving a large team of heterogeneous robots and with long planning horizons exist. This work addresses these gaps by proposing an iterative sampling based Expectation-Maximization algorithm (iSEM) to learn polices using only trajectory data containing observations, MAs, and rewards. Our experiments show the algorithm is able to achieve better solution quality than the state-of-the-art learning-based methods. We implement two variants of multi-robot Search and Rescue (SAR) domains (with and without obstacles) on hardware to demonstrate the learned policies can effectively control a team of distributed robots to cooperate in a partially observable stochastic environment. Miao Liu 0001, Kavinayan Sivakumar, Shayegan Omidshafiei, Christopher Amato, Jonathan P. How |
IROS | 3 |
| 2016 | Graph-based Cross Entropy method for solving multi-robot decentralized POMDPsabstractThis paper introduces a probabilistic algorithm for multi-robot decision-making under uncertainty, which can be posed as a Decentralized Partially Observable Markov Decision Process (Dec-POMDP). Dec-POMDPs are inherently synchronous decision-making frameworks which require significant computational resources to be solved, making them infeasible for many real-world robotics applications. The Decentralized Partially Observable Semi-Markov Decision Process (Dec-POSMDP) was recently introduced as an extension of the Dec-POMDP that uses high-level macro-actions to allow large-scale, asynchronous decision-making. However, existing Dec-POSMDP solution methods have limited scalability or perform poorly as the problem size grows. This paper proposes a cross-entropy based Dec-POSMDP algorithm motivated by the combinatorial optimization literature. The algorithm is applied to a constrained package delivery domain, where it significantly outperforms existing Dec-POSMDP solution methods. Shayegan Omidshafiei, Ali-akbar Agha-mohammadi, Christopher Amato, Shih-Yuan Liu, Jonathan P. How, John Vian |
ICRA | 1 |
| 2015 | Decentralized control of Partially Observable Markov Decision Processes using belief space macro-actionsabstractThe focus of this paper is on solving multi-robot planning problems in continuous spaces with partial observability. Decentralized Partially Observable Markov Decision Processes (Dec-POMDPs) are general models for multi-robot coordination problems, but representing and solving Dec-POMDPs is often intractable for large problems. To allow for a high-level representation that is natural for multi-robot problems and scalable to large discrete and continuous problems, this paper extends the Dec-POMDP model to the Decentralized Partially Observable Semi-Markov Decision Process (Dec-POSMDP). The Dec-POSMDP formulation allows asynchronous decision-making by the robots, which is crucial in multi-robot domains. We also present an algorithm for solving this Dec-POSMDP which is much more scalable than previous methods since it can incorporate closed-loop belief space macro-actions in planning. These macro-actions are automatically constructed to produce robust solutions. The proposed method's performance is evaluated on a complex multi-robot package delivery problem under uncertainty, showing that our approach can naturally represent multi-robot problems and provide high-quality solutions for large-scale problems. Shayegan Omidshafiei, Ali-akbar Agha-mohammadi, Christopher Amato, Jonathan P. How |
ICRA | 1 |
| 2015 | Online heterogeneous multiagent learning under limited communication with applications to forest fire managementabstractMany robotic missions require online estimation of the unknown state transition models associated with uncertainty that stems from mission dynamics. The learning problem is usually distributed among agents in multiagent scenarios, either due to the absence of a centralized processing unit or because of the large size of the joint learning problem. This paper addresses the problem of multiagent learning in the likely scenario that agents estimate different models from their measured data, but they can share information by communicating model parameters. Previous approaches either consider homogeneous scenarios or perform model transfer in an open-loop manner, which hinders the convergence rate. We develop a closed-loop multiagent learning algorithm, Collaborative Filtering-Decentralized Incremental Feature Dependency Discovery (CF-Dec-iFDD), which enables agents to learn and share models in heterogeneous scenarios. Each agent learns a linear function approximation of the actual model, and the number of features is increased incrementally to adjust model complexity based on the observed data. The agents obtain feedback from other agents on the model error reduction associated with the communicated features. Although this increases the communication cost of exchanging features, it improves the quality/utility of what is being exchanged, leading to improved convergence rate. The approach is demonstrated in indoor hardware flight tests on a forest fire management scenario for which agents must learn the transition model of the fire spread depending on external factors such as wind and vegetation. It is shown that CF-Dec-iFDD has superior convergence rate compared to the alternative approaches. N. Kemal Ure, Shayegan Omidshafiei, Brett Thomas Lopez, Ali-akbar Agha-mohammadi, Jonathan P. How, John Vian |
IROS | 2 |
| 2014 | Camera control for learning nonlinear target dynamics via Bayesian nonparametric Dirichlet-process Gaussian-process (DP-GP) modelsabstractThis paper presents a camera control approach for learning unknown nonlinear target dynamics by approximating information value functions using particles that represent targets' position distributions. The target dynamics are described by a non-parametric mixture model that can learn a potentially infinite number of motion patterns. Assuming that each motion pattern can be represented as a velocity field, the target behaviors can be described by a non-parametric Dirichlet process-Gaussian process (DP-GP) mixture model. The DP-GP model has been successfully applied for clustering time-invariant spatial phenomena due to its flexibility to adapt to data complexity without overfitting. A new DP-GP information value function is presented that can be used by the sensor to explore and improve the DP-GP mixture model. The optimal camera control is computed to maximize this information value function online via a computationally efficient particle-based search method. The proposed approach is demonstrated through numerical simulations and hardware experiments in the RAVEN testbed at MIT. Hongchuan Wei, Wenjie Lu 0005, Pingping Zhu, Silvia Ferrari, Robert H. Klein, Shayegan Omidshafiei, Jonathan P. How |
IROS | 6 |