Anca D. Dragan

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117ranked-venue papers
11as first author
51since 2021 · last 2025
0000-0001-6312-5466ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 110 · 10 first-author · 48 since 2021Human-computer interaction and ubiquitous computing · 32 · 8 first-author · 5 since 2021Systems, architecture and hardware · 26 · 2 first-author · 9 since 2021Applied, interdisciplinary, general and emerging computing · 6 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Theory of computation · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Context Steering: Controllable Personalization at Inference Time
abstract
To deliver high-quality, personalized responses, large language models (LLMs) must effectively incorporate context — personal, demographic, and cultural information specific to an end-user. For example, asking the model to explain Newton's second law with the context "I am a toddler'' should produce a response different from when the context is "I am a physics professor''. However, leveraging the context in practice is a nuanced and challenging task, and is often dependent on the specific situation or user base. The model must strike a balance between providing specific, personalized responses and maintaining general applicability. Current solutions, such as prompt-engineering and fine-tuning, require collection of contextually appropriate responses as examples, making them time-consuming and less flexible to use across different contexts. In this work, we introduce Context Steering (CoS) —a simple, training-free decoding approach that amplifies the influence of the context in next token predictions. CoS computes contextual influence by comparing the output probabilities from two LLM forward passes: one that includes the context and one that does not. By linearly scaling the contextual influence, CoS allows practitioners to flexibly control the degree of personalization for different use cases. We show that CoS can be applied to autoregressive LLMs, and demonstrates strong performance in personalized recommendations. Additionally, we show that CoS can function as a Bayesian Generative model to infer and quantify correlations between open-ended texts, broadening its potential applications.
Jerry Zhi-Yang He, Sashrika Pandey, Mariah Schrum, Anca D. Dragan
ICLR4
2025 Q-SFT: Q-Learning for Language Models via Supervised Fine-Tuning
abstract
Value-based reinforcement learning (RL) can in principle learn effective policies for a wide range of multi-turn problems, from games to dialogue to robotic control, including via offline RL from static previously collected datasets. However, despite the widespread use of policy gradient methods to train large language models for single turn tasks (e.g., question answering), value-based methods for multi-turn RL in an off-policy or offline setting have proven particularly challenging to scale to the setting of large language models. This setting requires effectively leveraging pretraining, scaling to large architectures with billions of parameters, and training on large datasets, all of which represent major challenges for current value-based RL methods. In this work, we propose a novel offline RL algorithm that addresses these drawbacks, casting Q-learning as a modified supervised fine-tuning (SFT) problem where the probabilities of tokens directly translate to Q-values. In this way we obtain an algorithm that smoothly transitions from maximizing the likelihood of the data during pretraining to learning a near-optimal Q-function during finetuning. Our algorithm has strong theoretical foundations, enjoying performance bounds similar to state-of-the-art Q-learning methods, while in practice utilizing an objective that closely resembles SFT. Because of this, our approach can enjoy the full benefits of the pretraining of language models, without the need to reinitialize any weights before RL finetuning, and without the need to initialize new heads for predicting values or advantages. Empirically, we evaluate our method on both pretrained LLMs and VLMs, on a variety of tasks including both natural language dialogue and robotic manipulation and navigation from images.
Joey Hong, Anca D. Dragan, Sergey Levine
ICLR2
2025 Correlated Proxies: A New Definition and Improved Mitigation for Reward Hacking
abstract
Because it is difficult to precisely specify complex objectives, reinforcement learning policies are often optimized using proxy reward functions that only approximate the true goal. However, optimizing proxy rewards frequently leads to reward hacking: the optimized reward function ceases to be a good proxy and the resulting policy performs poorly with respect to the unspecified true reward. Principled solutions to reward hacking have been impeded by the lack of a good definition for the problem. To address this gap, we introduce a definition of reward hacking based on the correlation between proxy and true rewards for states and actions seen by a “reference policy” that breaks down under optimization. We show that this definition captures reward hacking behavior across several realistic settings, including in reinforcement learning from human feedback (RLHF). Using our formulation, we show theoretically that regularization to the reference policy can effectively prevent reward hacking. While the current practice in RLHF applies a KL penalty between action distributions for this purpose, our theory suggests regularizing the χ2 divergence between the policies’ occupancy measures can be more effective. We intuitively show the benefits of this type of regularization and demonstrate that it better mitigates reward hacking in practice across four realistic settings, including RLHF. Our code is available at https://github.com/cassidylaidlaw/orpo.
Cassidy Laidlaw, Shivam Singhal, Anca D. Dragan
ICLR3
2025 On Targeted Manipulation and Deception when Optimizing LLMs for User Feedback
abstract
As LLMs become more widely deployed, there is increasing interest in directly optimizing for feedback from end users (e.g. thumbs up) in addition to feedback from paid annotators. However, training to maximize human feedback creates a perverse incentive structure for the AI to resort to manipulative or deceptive tactics to obtain positive feedback from users who are vulnerable to such strategies. We study this phenomenon by training LLMs with Reinforcement Learning with simulated user feedback in environments of practical LLM usage. In our settings, we find that: 1) Extreme forms of "feedback gaming" such as manipulation and deception are learned reliably; 2) Even if only 2% of users are vulnerable to manipulative strategies, LLMs learn to identify and target them while behaving appropriately with other users, making such behaviors harder to detect; 3) To mitigate this issue, it may seem promising to leverage continued safety training or LLM-as-judges during training to filter problematic outputs. Instead, we found that while such approaches help in some of our settings, they backfire in others, sometimes even leading to subtler manipulative behaviors. We hope our results can serve as a case study which highlights the risks of using gameable feedback sources -- such as user feedback -- as a target for RL. Our code is publicly available. Warning: some of our examples may be upsetting.
Marcus Williams, Micah Carroll, Adhyyan Narang, Constantin Weisser, Brendan Murphy, Anca D. Dragan
ICLR6
2025 Adversaries Can Misuse Combinations of Safe Models
abstract
Developers try to evaluate whether an AI system can accomplish malicious tasks before releasing it; for example, they might test whether a model enables cyberoffense, user manipulation, or bioterrorism. In this work, we show that individually testing models for such misuse is inadequate; adversaries can misuse combinations of models even when each individual model is safe. The adversary accomplishes this by first decomposing tasks into subtasks, then solving each subtask with the best-suited model. For example, an adversary might solve challenging-but-benign subtasks with an aligned frontier model, and easy-but-malicious subtasks with a weaker misaligned model. We study two decomposition methods: manual decomposition where a human identifies a natural decomposition of a task, and automated decomposition where a weak model generates benign tasks for a frontier model to solve, then uses the solutions in-context to solve the original task. Using these decompositions, we empirically show that adversaries can create vulnerable code, explicit images, python scripts for hacking, and manipulative tweets at much higher rates with combinations of models than either individual model. Our work suggests that even perfectly-aligned frontier systems enable misuse without ever producing malicious outputs, and that red-teaming efforts should extend beyond single models in isolation.
Erik Jones, Anca D. Dragan, Jacob Steinhardt
ICML2
2025 AssistanceZero: Scalably Solving Assistance Games
abstract
Assistance games are a promising alternative to reinforcement learning from human feedback (RLHF) for training AI assistants. Assistance games resolve key drawbacks of RLHF, such as incentives for deceptive behavior, by explicitly modeling the interaction between assistant and user as a two-player game where the assistant cannot observe their shared goal. Despite their potential, assistance games have only been explored in simple settings. Scaling them to more complex environments is difficult because it requires both solving intractable decision-making problems under uncertainty and accurately modeling human users’ behavior. We present the first scalable approach to solving assistance games and apply it to a new, challenging Minecraft-based assistance game with over $10^{400}$ possible goals. Our approach, AssistanceZero, extends AlphaZero with a neural network that predicts human actions and rewards, enabling it to plan under uncertainty. We show that AssistanceZero outperforms model-free RL algorithms and imitation learning in the Minecraft-based assistance game. In a human study, our AssistanceZero-trained assistant significantly reduces the number of actions participants take to complete building tasks in Minecraft. Our results suggest that assistance games are a tractable framework for training effective AI assistants in complex environments. Code and videos are available at https://anonymous.4open.science/w/scalably-solving-assistance-games/.
Cassidy Laidlaw, Eli Bronstein, Timothy Guo, Dylan Feng, Lukas Berglund, Justin Svegliato, Stuart Russell 0001, Anca D. Dragan
ICML8
2025 Planning without Search: Refining Frontier LLMs with Offline Goal-Conditioned RL
abstract
Large language models (LLMs) excel in tasks like question answering and dialogue, but complex tasks requiring interaction, such as negotiation and persuasion, require additional long-horizon reasoning and planning. Reinforcement learning (RL) fine-tuning can enable such planning in principle, but suffers from drawbacks that hinder scalability. In particular, multi-turn RL training incurs high memory and computational costs, which are exacerbated when training LLMs as policies. Furthermore, the largest LLMs do not expose the APIs necessary to be trained in such manner. As a result, modern methods to improve the reasoning of LLMs rely on sophisticated prompting mechanisms rather than RL fine-tuning. To remedy this, we propose a novel approach that uses goal-conditioned value functions to guide the reasoning of LLM agents, that scales even to large API-based models. These value functions predict how a task will unfold given an action, allowing the LLM agent to evaluate multiple possible outcomes, both positive and negative, to plan effectively. In addition, these value functions are trained over reasoning steps rather than full actions, to be a concise and light-weight module that facilitates decision-making in multi-turn interactions. We validate our method on tasks requiring interaction, including tool use, social deduction, and dialogue, demonstrating superior performance over both RL fine-tuning and prompting methods while maintaining efficiency and scalability.
Joey Hong, Anca D. Dragan, Sergey Levine
NeurIPS2
2025 Temporal Representation Alignment: Successor Features Enable Emergent Compositionality in Robot Instruction Following
abstract
Effective task representations should facilitate compositionality, such that after learning a variety of basic tasks, an agent can perform compound tasks consisting of multiple steps simply by composing the representations of the constituent steps together. While this is conceptually simple and appealing, it is not clear how to automatically learn representations that enable this sort of compositionality. We show that learning to associate the representations of current and future states with a temporal alignment loss can improve compositional generalization, even in the absence of any explicit subtask planning or reinforcement learning. We evaluate our approach across diverse robotic manipulation tasks as well as in simulation, showing substantial improvements for tasks specified with either language or goal images.
Vivek Myers, Bill Zheng 0001, Anca D. Dragan, Kuan Fang, Sergey Levine
NeurIPS3
2024 Learning Optimal Advantage from Preferences and Mistaking It for Reward
abstract
We consider algorithms for learning reward functions from human preferences over pairs of trajectory segments, as used in reinforcement learning from human feedback (RLHF). Most recent work assumes that human preferences are generated based only upon the reward accrued within those segments, or their partial return. Recent work casts doubt on the validity of this assumption, proposing an alternative preference model based upon regret. We investigate the consequences of assuming preferences are based upon partial return when they actually arise from regret. We argue that the learned function is an approximation of the optimal advantage function, not a reward function. We find that if a specific pitfall is addressed, this incorrect assumption is not particularly harmful, resulting in a highly shaped reward function. Nonetheless, this incorrect usage of the approximation of the optimal advantage function is less desirable than the appropriate and simpler approach of greedy maximization of it. From the perspective of the regret preference model, we also provide a clearer interpretation of fine tuning contemporary large language models with RLHF. This paper overall provides insight regarding why learning under the partial return preference model tends to work so well in practice, despite it conforming poorly to how humans give preferences.
W. Bradley Knox, Stephane Hatgis-Kessell, Sigurdur O. Adalgeirsson, Serena Booth, Anca D. Dragan, Peter Stone 0001, Scott Niekum
AAAI5
2024 Aligning Human and Robot Representations
abstract
To act in the world, robots rely on a representation of salient task aspects: for example, to carry a coffee mug, a robot may consider movement efficiency or mug orientation in its behavior. However, if we want robots to act for and with people, their representations must not be just functional but also reflective of what humans care about, i.e. they must be aligned. We observe that current learning approaches suffer from representation misalignment, where the robot's learned representation does not capture the human's representation. We suggest that because humans are the ultimate evaluator of robot performance, we must explicitly focus our efforts on aligning learned representations with humans, in addition to learning the downstream task. We advocate that current representation learning approaches in robotics should be studied from the perspective of how well they accomplish the objective of representation alignment. We mathematically define the problem, identify its key desiderata, and situate current methods within this formalism. We conclude by suggesting future directions for exploring open challenges.
Andreea Bobu, Andi Peng, Pulkit Agrawal 0001, Julie A. Shah, Anca D. Dragan
HRI5
2024 Offline RL with Observation Histories: Analyzing and Improving Sample Complexity
abstract
Offline reinforcement learning (RL) can in principle synthesize more optimal behavior from a dataset consisting only of suboptimal trials. One way that this can happen is by "stitching" together the best parts of otherwise suboptimal trajectories that overlap on similar states, to create new behaviors where each individual state is in-distribution, but the overall returns are higher. However, in many interesting and complex applications, such as autonomous navigation and dialogue systems, the state is partially observed. Even worse, the state representation is unknown or not easy to define. In such cases, policies and value functions are often conditioned on observation histories instead of states. In these cases, it is not clear if the same kind of "stitching" is feasible at the level of observation histories, since two different trajectories would always have different histories, and thus "similar states" that might lead to effective stitching cannot be leveraged. Theoretically, we show that standard offline RL algorithms conditioned on observation histories suffer from poor sample complexity, in accordance with the above intuition. We then identify sufficient conditions under which offline RL can still be efficient -- intuitively, it needs to learn a compact representation of history comprising only features relevant for action selection. We introduce a bisimulation loss that captures the extent to which this happens, and propose that offline RL can explicitly optimize this loss to aid worst-case sample complexity. Empirically, we show that across a variety of tasks either our proposed loss improves performance, or the value of this loss is already minimized as a consequence of standard offline RL, indicating that it correlates well with good performance.
Joey Hong, Anca D. Dragan, Sergey Levine
ICLR2
2024 The Effective Horizon Explains Deep RL Performance in Stochastic Environments
abstract
Reinforcement learning (RL) theory has largely focused on proving minimax sample complexity bounds. These require strategic exploration algorithms that use relatively limited function classes for representing the policy or value function. Our goal is to explain why deep RL algorithms often perform well in practice, despite using random exploration and much more expressive function classes like neural networks. Our work arrives at an explanation by showing that many stochastic MDPs can be solved by performing only a few steps of value iteration on the random policy’s Q function and then acting greedily. When this is true, we find that it is possible to separate the exploration and learning components of RL, making it much easier to analyze. We introduce a new RL algorithm, SQIRL, that iteratively learns a near-optimal policy by exploring randomly to collect rollouts and then performing a limited number of steps of fitted-Q iteration over those roll- outs. We find that any regression algorithm that satisfies basic in-distribution generalization properties can be used in SQIRL to efficiently solve common MDPs. This can explain why deep RL works with complex function approximators like neural networks, since it is empirically established that neural networks generalize well in-distribution. Furthermore, SQIRL explains why random exploration works well in practice, since we show many environments can be solved by effectively estimating the random policy’s Q-function and then applying zero or a few steps of value iteration. We leverage SQIRL to derive instance-dependent sample complexity bounds for RL that are exponential only in an “effective horizon” of lookahead—which is typically much smaller than the full horizon—and on the complexity of the class used for function approximation. Empirically, we also find that SQIRL performance strongly correlates with PPO and DQN performance in a variety of stochastic environments, supporting that our theoretical analysis is predictive of practical performance. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.
Cassidy Laidlaw, Banghua Zhu, Stuart Russell 0001, Anca D. Dragan
ICLR4
2024 Confronting Reward Model Overoptimization with Constrained RLHF
abstract
Large language models are typically aligned with human preferences by optimizing reward models (RMs) fitted to human feedback. However, human preferences are multi-faceted, and it is increasingly common to derive reward from a composition of simpler reward models which each capture a different aspect of language quality. This itself presents a challenge, as it is difficult to appropriately weight these component RMs when combining them. Compounding this difficulty, because any RM is only a proxy for human evaluation, this process is vulnerable to *overoptimization*, wherein past a certain point, accumulating higher reward is associated with worse human ratings. In this paper, we perform the first study on overoptimization in composite RMs, showing that correlation between component RMs has a significant effect on the locations of these points. We then introduce an approach to solve this issue using constrained reinforcement learning as a means of preventing the agent from exceeding each RM's threshold of usefulness. Our method addresses the problem of weighting component RMs by learning dynamic weights, naturally given by the Lagrange multipliers. As a result, each RM stays within the range at which it is an effective proxy, improving evaluation performance. Finally, we introduce an adaptive method using gradient-free optimization to identify and optimize towards these points during a single run.
Ted Moskovitz, Aaditya K. Singh, DJ Strouse, Tuomas Sandholm, Ruslan Salakhutdinov, Anca D. Dragan, Stephen McAleer
ICLR6
2024 AI Alignment with Changing and Influenceable Reward Functions
abstract
Existing AI alignment approaches assume that preferences are static, which is unrealistic: our preferences change, and may even be influenced by our interactions with AI systems themselves. To clarify the consequences of incorrectly assuming static preferences, we introduce Dynamic Reward Markov Decision Processes (DR-MDPs), which explicitly model preference changes and the AI’s influence on them. We show that despite its convenience, the static-preference assumption may undermine the soundness of existing alignment techniques, leading them to implicitly reward AI systems for influencing user preferences in ways users may not truly want. We then explore potential solutions. First, we offer a unifying perspective on how an agent’s optimization horizon may partially help reduce undesirable AI influence. Then, we formalize different notions of AI alignment that account for preference change from the outset. Comparing the strengths and limitations of 8 such notions of alignment, we find that they all either err towards causing undesirable AI influence, or are overly risk-averse, suggesting that a straightforward solution to the problems of changing preferences may not exist. As there is no avoiding grappling with changing preferences in real-world settings, this makes it all the more important to handle these issues with care, balancing risks and capabilities. We hope our work can provide conceptual clarity and constitute a first step towards AI alignment practices which explicitly account for (and contend with) the changing and influenceable nature of human preferences.
Micah Carroll, Davis Foote, Anand Siththaranjan, Stuart Russell 0001, Anca D. Dragan
ICML5
2024 Learning to Model the World With Language
abstract
To interact with humans and act in the world, agents need to understand the range of language that people use and relate it to the visual world. While current agents can learn to execute simple language instructions, we aim to build agents that leverage diverse language---language like "this button turns on the TV" or "I put the bowls away"---that conveys general knowledge, describes the state of the world, provides interactive feedback, and more. Our key idea is that *agents should interpret such diverse language as a signal that helps them predict the future*: what they will observe, how the world will behave, and which situations will be rewarded. This perspective unifies language understanding with future prediction as a powerful self-supervised learning objective. We instantiate this in Dynalang, an agent that learns a multimodal world model to predict future text and image representations, and learns to act from imagined model rollouts. While current methods that learn language-conditioned policies degrade in performance with more diverse types of language, we show that Dynalang learns to leverage environment descriptions, game rules, and instructions to excel on tasks ranging from game-playing to navigating photorealistic home scans. Finally, we show that our method enables additional capabilities due to learning a generative model: Dynalang can be pretrained on text-only data, enabling learning from offline datasets, and generate language grounded in an environment.
Jessy Lin, Olivia Watkins, Danijar Hafner, Pieter Abbeel, Daniel Klein 0001, Anca D. Dragan
ICML7
2024 Learning Temporal Distances: Contrastive Successor Features Can Provide a Metric Structure for Decision-Making
abstract
Temporal distances lie at the heart of many algorithms for planning, control, and reinforcement learning that involve reaching goals, allowing one to estimate the transit time between two states. However, prior attempts to define such temporal distances in stochastic settings have been stymied by an important limitation: these prior approaches do not satisfy the triangle inequality. This is not merely a definitional concern, but translates to an inability to generalize and find shortest paths. In this paper, we build on prior work in contrastive learning and quasimetrics to show how successor features learned by contrastive learning (after a change of variables) form a temporal distance that does satisfy the triangle inequality, even in stochastic settings. Importantly, this temporal distance is computationally efficient to estimate, even in high-dimensional and stochastic settings. Experiments in controlled settings and benchmark suites demonstrate that an RL algorithm based on these new temporal distances exhibits combinatorial generalization (i.e., "stitching") and can sometimes learn more quickly than prior methods, including those based on quasimetrics.
Vivek Myers, Chongyi Zheng, Anca D. Dragan, Sergey Levine, Benjamin Eysenbach
ICML3
2024 Coprocessor Actor Critic: A Model-Based Reinforcement Learning Approach For Adaptive Brain Stimulation
abstract
Adaptive brain stimulation can treat neurological conditions such as Parkinson’s disease and post-stroke motor deficits by influencing abnormal neural activity. Because of patient heterogeneity, each patient requires a unique stimulation policy to achieve optimal neural responses. Model-free reinforcement learning (MFRL) holds promise in learning effective policies for a variety of similar control tasks, but is limited in domains like brain stimulation by a need for numerous costly environment interactions. In this work we introduce Coprocessor Actor Critic, a novel, model-based reinforcement learning (MBRL) approach for learning neural coprocessor policies for brain stimulation. Our key insight is that coprocessor policy learning is a combination of learning how to act optimally in the world and learning how to induce optimal actions in the world through stimulation of an injured brain. We show that our approach overcomes the limitations of traditional MFRL methods in terms of sample efficiency and task success and outperforms baseline MBRL approaches in a neurologically realistic model of an injured brain.
Michelle Pan, Mariah Schrum, Vivek Myers, Erdem Biyik, Anca D. Dragan
ICML5
2024 A Generalized Acquisition Function for Preference-based Reward Learning
abstract
Preference-based reward learning is a popular technique for teaching robots and autonomous systems how a human user wants them to perform a task. Previous works have shown that actively synthesizing preference queries to maximize information gain about the reward function parameters improves data efficiency. The information gain criterion focuses on precisely identifying all parameters of the reward function. This can potentially be wasteful as many parameters may result in the same reward, and many rewards may result in the same behavior in the downstream tasks. Instead, we show that it is possible to optimize for learning the reward function up to a behavioral equivalence class, such as inducing the same ranking over behaviors, distribution over choices, or other related definitions of what makes two rewards similar. We introduce a tractable framework that can capture such definitions of similarity. Our experiments in a synthetic environment, an assistive robotics environment with domain transfer, and a natural language processing problem with real datasets demonstrate the superior performance of our querying method over the state-of-the-art information gain method.
Evan Ellis, Gaurav R. Ghosal, Stuart Russell 0001, Anca D. Dragan, Erdem Biyik
ICRA4
2024 Toward Grounded Commonsense Reasoning
abstract
Consider a robot tasked with tidying a desk with a meticulously constructed Lego sports car. A human may recognize that it is not appropriate to disassemble the sports car and put it away as part of the "tidying." How can a robot reach that conclusion? Although large language models (LLMs) have recently been used to enable commonsense reasoning, grounding this reasoning in the real world has been challenging. To reason in the real world, robots must go beyond passively querying LLMs and actively gather information from the environment that is required to make the right decision. For instance, after detecting that there is an occluded car, the robot may need to actively perceive the car to know whether it is an advanced model car made out of Legos or a toy car built by a toddler. We propose an approach that leverages an LLM and vision language model (VLM) to help a robot actively perceive its environment to perform grounded commonsense reasoning. To evaluate our framework at scale, we release the MessySurfaces dataset which contains images of 70 real-world surfaces that need to be cleaned. We additionally illustrate our approach with a robot on 2 carefully designed surfaces. We find an average 12.9% improvement on the MessySurfaces benchmark and an average 15% improvement on the robot experiments over baselines that do not use active perception. The dataset, code, and videos of our approach can be found at https://minaek.github.io/grounded_commonsense_reasoning/.
Minae Kwon, Hengyuan Hu, Vivek Myers, Siddharth Karamcheti, Anca D. Dragan, Dorsa Sadigh
ICRA5
2024 When Your AIs Deceive You: Challenges of Partial Observability in Reinforcement Learning from Human Feedback
abstract
Past analyses of reinforcement learning from human feedback (RLHF) assume that the human evaluators fully observe the environment. What happens when human feedback is based only on partial observations? We formally define two failure cases: deceptive inflation and overjustification. Modeling the human as Boltzmann-rational w.r.t. a belief over trajectories, we prove conditions under which RLHF is guaranteed to result in policies that deceptively inflate their performance, overjustify their behavior to make an impression, or both. Under the new assumption that the human's partial observability is known and accounted for, we then analyze how much information the feedback process provides about the return function. We show that sometimes, the human's feedback determines the return function uniquely up to an additive constant, but in other realistic cases, there is irreducible ambiguity. We propose exploratory research directions to help tackle these challenges and experimentally validate both the theoretical concerns and potential mitigations, and caution against blindly applying RLHF in partially observable settings.
Leon Lang, Davis Foote, Stuart Russell 0001, Anca D. Dragan, Erik Jenner, Scott Emmons
NeurIPS4
2024 Learning to Assist Humans without Inferring Rewards
abstract
Assistive agents should make humans' lives easier. Classically, such assistance is studied through the lens of inverse reinforcement learning, where an assistive agent (e.g., a chatbot, a robot) infers a human's intention and then selects actions to help the human reach that goal. This approach requires inferring intentions, which can be difficult in high-dimensional settings. We build upon prior work that studies assistance through the lens of empowerment: an assistive agent aims to maximize the influence of the human's actions such that they exert a greater control over the environmental outcomes and can solve tasks in fewer steps. We lift the major limitation of prior work in this area—scalability to high-dimensional settings—with contrastive successor representations. We formally prove that these representations estimate a similar notion of empowerment to that studied by prior work and provide a ready-made mechanism for optimizing it. Empirically, our proposed method outperforms prior methods on synthetic benchmarks, and scales to Overcooked, a cooperative game setting. Theoretically, our work connects ideas from information theory, neuroscience, and reinforcement learning, and charts a path for representations to play a critical role in solving assistive problems. Our code is available at https://github.com/vivekmyers/empowerment_successor_representations.
Vivek Myers, Evan Ellis, Sergey Levine, Benjamin Eysenbach, Anca D. Dragan
NeurIPS5
2023 The Effect of Modeling Human Rationality Level on Learning Rewards from Multiple Feedback Types
abstract
When inferring reward functions from human behavior (be it demonstrations, comparisons, physical corrections, or e-stops), it has proven useful to model the human as making noisy-rational choices, with a "rationality coefficient" capturing how much noise or entropy we expect to see in the human behavior. Prior work typically sets the rationality level to a constant value, regardless of the type, or quality, of human feedback. However, in many settings, giving one type of feedback (e.g. a demonstration) may be much more difficult than a different type of feedback (e.g. answering a comparison query). Thus, we expect to see more or less noise depending on the type of human feedback. In this work, we advocate that grounding the rationality coefficient in real data for each feedback type, rather than assuming a default value, has a significant positive effect on reward learning. We test this in both simulated experiments and in a user study with real human feedback. We find that overestimating human rationality can have dire effects on reward learning accuracy and regret. We also find that fitting the rationality coefficient to human data enables better reward learning, even when the human deviates significantly from the noisy-rational choice model due to systematic biases. Further, we find that the rationality level affects the informativeness of each feedback type: surprisingly, demonstrations are not always the most informative---when the human acts very suboptimally, comparisons actually become more informative, even when the rationality level is the same for both. Ultimately, our results emphasize the importance and advantage of paying attention to the assumed human-rationality-level, especially when agents actively learn from multiple types of human feedback.
Gaurav R. Ghosal, Matthew Zurek, Daniel S. Brown, Anca D. Dragan
AAAI4
2023 SIRL: Similarity-based Implicit Representation Learning
abstract
When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task --- the task "features" --- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
Andreea Bobu, Rohin Shah, Daniel S. Brown, Anca D. Dragan
HRI5
2023 Towards Modeling and Influencing the Dynamics of Human Learning
abstract
Humans have internal models of robots (like their physical capabilities), the world (like what will happen next), and their tasks (like a preferred goal). However, human internal models are not always perfect: for example, it is easy to underestimate a robot's inertia. Nevertheless, these models change and improve over time as humans gather more experience. Interestingly, robot actions influence what this experience is, and therefore influence how people's internal models change. In this work we take a step towards enabling robots to understand the influence they have, leverage it to better assist people, and help human models more quickly align with reality. Our key idea is to model the human's learning as a nonlinear dynamical system which evolves the human's internal model given new observations. We formulate a novel optimization problem to infer the human's learning dynamics from demonstrations that naturally exhibit human learning. We then formalize how robots can influence human learning by embedding the human's learning dynamics model into the robot planning problem. Although our formulations provide concrete problem statements, they are intractable to solve in full generality. We contribute an approximation that sacrifices the complexity of the human internal models we can represent, but enables robots to learn the nonlinear dynamics of these internal models. We evaluate our inference and planning methods in a suite of simulated environments and an in-person user study, where a 7DOF robotic arm teaches participants to be better teleoperators. While influencing human learning remains an open problem, our results demonstrate that this influence is possible and can be helpful in real human-robot interaction.
Masayoshi Tomizuka, Anca D. Dragan, Andrea Bajcsy
HRI3
2023 On the Sensitivity of Reward Inference to Misspecified Human Models
Joey Hong, Kush Bhatia, Anca D. Dragan
ICLR3
2023 Causal Confusion and Reward Misidentification in Preference-Based Reward Learning
Jeremy Tien, Jerry Zhi-Yang He, Zackory Erickson, Anca D. Dragan, Daniel S. Brown
ICLR4
2023 Contextual Reliability: When Different Features Matter in Different Contexts
abstract
Deep neural networks often fail catastrophically by relying on spurious correlations. Most prior work assumes a clear dichotomy into spurious and reliable features; however, this is often unrealistic. For example, most of the time we do not want an autonomous car to simply copy the speed of surrounding cars---we don't want our car to run a red light if a neighboring car does so. However, we cannot simply enforce invariance to next-lane speed, since it could provide valuable information about an unobservable pedestrian at a crosswalk. Thus, universally ignoring features that are sometimes (but not always) reliable can lead to non-robust performance. We formalize a new setting called contextual reliability which accounts for the fact that the "right" features to use may vary depending on the context. We propose and analyze a two-stage framework called Explicit Non-spurious feature Prediction (ENP) which first identifies the relevant features to use for a given context, then trains a model to rely exclusively on these features. Our work theoretically and empirically demonstrates the advantages of ENP over existing methods and provides new benchmarks for contextual reliability.
Gaurav R. Ghosal, Amrith Setlur, Daniel S. Brown, Anca D. Dragan, Aditi Raghunathan
ICML4
2023 Automatically Auditing Large Language Models via Discrete Optimization
abstract
Auditing large language models for unexpected behaviors is critical to preempt catastrophic deployments, yet remains challenging. In this work, we cast auditing as an optimization problem, where we automatically search for input-output pairs that match a desired target behavior. For example, we might aim to find a non-toxic input that starts with ``Barack Obama'' that a model maps to a toxic output. This optimization problem is difficult to solve as the set of feasible points is sparse, the space is discrete, and the language models we audit are non-linear and high-dimensional. To combat these challenges, we introduce a discrete optimization algorithm, ARCA, that jointly and efficiently optimizes over inputs and outputs. Our approach automatically uncovers derogatory completions about celebrities (e.g. "Barack Obama is a legalized unborn" --> "child murderer"), produces French inputs that complete to English outputs, and finds inputs that generate a specific name. Our work offers a promising new tool to uncover models' failure-modes before deployment. Content Warning: This paper contains examples that may be offensive in nature.
Erik Jones, Anca D. Dragan, Aditi Raghunathan, Jacob Steinhardt
ICML2
2023 Bootstrapping Adaptive Human-Machine Interfaces with Offline Reinforcement Learning
abstract
Adaptive interfaces can help users perform sequential decision-making tasks like robotic teleoperation given noisy, high-dimensional command signals (e.g., from a brain-computer interface). Recent advances in human-in-the-loop machine learning enable such systems to improve by interacting with users, but tend to be limited by the amount of data that they can collect from individual users in practice. In this paper, we propose a reinforcement learning algorithm to address this by training an interface to map raw command signals to actions using a combination of offline pre-training and online fine-tuning. To address the challenges posed by noisy command signals and sparse rewards, we develop a novel method for representing and inferring the user's long-term intent for a given trajectory. We primarily evaluate our method's ability to assist users who can only communicate through noisy, high-dimensional input channels through a user study in which 12 participants performed a simulated navigation task by using their eye gaze to modulate a 128-dimensional command signal from their webcam. The results show that our method enables successful goal navigation more often than a baseline directional interface, by learning to denoise user commands signals and provide shared autonomy assistance. We further evaluate on a simulated Sawyer pushing task with eye gaze control, and the Lunar Lander game with simulated user commands, and find that our method improves over baseline interfaces in these domains as well. Extensive ablation experiments with simulated user commands empirically motivate each component of our method.
Jensen Gao, Siddharth Reddy, Glen Berseth, Anca D. Dragan, Sergey Levine
IROS4
2023 Learning to Influence Human Behavior with Offline Reinforcement Learning
abstract
When interacting with people, AI agents do not just influence the state of the world -- they also influence the actions people take in response to the agent, and even their underlying intentions and strategies. Accounting for and leveraging this influence has mostly been studied in settings where it is sufficient to assume that human behavior is near-optimal: competitive games, or general-sum settings like autonomous driving alongside human drivers. Instead, we focus on influence in settings where there is a need to capture human suboptimality. For instance, imagine a collaborative task in which, due either to cognitive biases or lack of information, people do not perform very well -- how could an agent influence them towards more optimal behavior? Assuming near-optimal human behavior will not work here, and so the agent needs to learn from real human data. But experimenting online with humans is potentially unsafe, and creating a high-fidelity simulator of the environment is often impractical. Hence, we focus on learning from an offline dataset of human-human interactions. Our observation is that offline reinforcement learning (RL) can learn to effectively influence suboptimal humans by extending and combining elements of observed human-human behavior. We demonstrate that offline RL can solve two challenges with effective influence. First, we show that by learning from a dataset of suboptimal human-human interaction on a variety of tasks -- none of which contains examples of successful influence -- an agent can learn influence strategies to steer humans towards better performance even on new tasks. Second, we show that by also modeling and conditioning on human behavior, offline RL can learn to affect not just the human's actions but also their underlying strategy, and adapt to changes in their strategy.
Joey Hong, Sergey Levine, Anca D. Dragan
NeurIPS3
2023 Bridging RL Theory and Practice with the Effective Horizon
abstract
Deep reinforcement learning (RL) works impressively in some environments and fails catastrophically in others. Ideally, RL theory should be able to provide an understanding of why this is, i.e. bounds predictive of practical performance. Unfortunately, current theory does not quite have this ability. We compare standard deep RL algorithms to prior sample complexity bounds by introducing a new dataset, BRIDGE. It consists of 155 MDPs from common deep RL benchmarks, along with their corresponding tabular representations, which enables us to exactly compute instance-dependent bounds. We find that prior bounds do not correlate well with when deep RL succeeds vs. fails, but discover a surprising property that does. When actions with the highest Q-values under the *random* policy also have the highest Q-values under the *optimal* policy—i.e., when it is optimal to act greedily with respect to the random's policy Q function—deep RL tends to succeed; when they don't, deep RL tends to fail. We generalize this property into a new complexity measure of an MDP that we call the *effective horizon*, which roughly corresponds to how many steps of lookahead search would be needed in that MDP in order to identify the next optimal action, when leaf nodes are evaluated with random rollouts. Using BRIDGE, we show that the effective horizon-based bounds are more closely reflective of the empirical performance of PPO and DQN than prior sample complexity bounds across four metrics. We also show that, unlike existing bounds, the effective horizon can predict the effects of using reward shaping or a pre-trained exploration policy. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.
Cassidy Laidlaw, Stuart Russell 0001, Anca D. Dragan
NeurIPS3
2022 Inferring Rewards from Language in Context
abstract
In classic instruction following, language like "I'd like the JetBlue flight" maps to actions (e.g., selecting that flight).However, language also conveys information about a user's underlying reward function (e.g., a general preference for JetBlue), which can allow a model to carry out desirable actions in new contexts.We present a model that infers rewards from language pragmatically: reasoning about how speakers choose utterances not only to elicit desired actions, but also to reveal information about their preferences.On a new interactive flight-booking task with natural language, our model more accurately infers rewards and predicts optimal actions in unseen environments, in comparison to past work that first maps language to actions (instruction following) and then maps actions to rewards (inverse reinforcement learning).
Jessy Lin, Daniel Fried, Daniel Klein 0001, Anca D. Dragan
ACL (1)4
2022 The Boltzmann Policy Distribution: Accounting for Systematic Suboptimality in Human Models
Cassidy Laidlaw, Anca D. Dragan
ICLR2
2022 Estimating and Penalizing Induced Preference Shifts in Recommender Systems
abstract
The content that a recommender system (RS) shows to users influences them. Therefore, when choosing a recommender to deploy, one is implicitly also choosing to induce specific internal states in users. Even more, systems trained via long-horizon optimization will have direct incentives to manipulate users, e.g. shift their preferences so they are easier to satisfy. We focus on induced preference shifts in users. We argue that {–} before deployment {–} system designers should: estimate the shifts a recommender would induce; evaluate whether such shifts would be undesirable; and perhaps even actively optimize to avoid problematic shifts. These steps involve two challenging ingredients: estimation requires anticipating how hypothetical policies would influence user preferences if deployed {–} we do this by using historical user interaction data to train a predictive user model which implicitly contains their preference dynamics; evaluation and optimization additionally require metrics to assess whether such influences are manipulative or otherwise unwanted {–} we use the notion of "safe shifts", that define a trust region within which behavior is safe: for instance, the natural way in which users would shift without interference from the system could be deemed "safe". In simulated experiments, we show that our learned preference dynamics model is effective in estimating user preferences and how they would respond to new recommenders. Additionally, we show that recommenders that optimize for staying in the trust region can avoid manipulative behaviors while still generating engagement.
Micah Carroll, Anca D. Dragan, Stuart Russell 0001, Dylan Hadfield-Menell
ICML2
2022 ASHA: Assistive Teleoperation via Human-in-the-Loop Reinforcement Learning
abstract
Building assistive interfaces for controlling robots through arbitrary, high-dimensional, noisy inputs (e.g., webcam images of eye gaze) can be challenging, especially when it involves inferring the user's desired action in the absence of a natural ‘default’ interface. Reinforcement learning from online user feedback on the system's performance presents a natural solution to this problem, and enables the interface to adapt to individual users. However, this approach tends to require a large amount of human-in-the-loop training data, especially when feedback is sparse. We propose a hierarchical solution that learns efficiently from sparse user feedback: we use offline pre-training to acquire a latent embedding space of useful, high-level robot behaviors, which, in turn, enables the system to focus on using online user feedback to learn a mapping from user inputs to desired high-level behaviors. The key insight is that access to a pre-trained policy enables the system to learn more from sparse rewards than a naïve RL algorithm: using the pre-trained policy, the system can make use of successful task executions to relabel, in hindsight, what the user actually meant to do during unsuccessful executions. We evaluate our method primarily through a user study with 12 participants who perform tasks in three simulated robotic manipulation domains using a webcam and their eye gaze: flipping light switches, opening a shelf door to reach objects inside, and rotating a valve. The results show that our method successfully learns to map 128-dimensional gaze features to 7-dimensional joint torques from sparse rewards in under 10 minutes of online training, and seamlessly helps users who employ different gaze strategies, while adapting to distributional shift in webcam inputs, tasks, and environments
Sean Chen, Jensen Gao, Siddharth Reddy, Glen Berseth, Anca D. Dragan, Sergey Levine
ICRA5
2022 Safety Assurances for Human-Robot Interaction via Confidence-aware Game-theoretic Human Models
abstract
An outstanding challenge with safety methods for human-robot interaction is reducing their conservatism while maintaining robustness to variations in human behavior. In this work, we propose that robots use confidence-aware game-theoretic models of human behavior when assessing the safety of a human-robot interaction. By treating the influence between the human and robot as well as the human's rationality as unobserved latent states, we succinctly infer the degree to which a human is following the game-theoretic interaction model. We leverage this model to restrict the set of feasible human controls during safety verification, enabling the robot to confidently modulate the conservatism of its safety monitor online. Evaluations in simulated human-robot scenarios and ablation studies demonstrate that imbuing safety monitors with confidence-aware game-theoretic models enables both safe and efficient human-robot interaction. Moreover, evaluations with real traffic data show that our safety monitor is less conservative than traditional safety methods in real human driving scenarios.
Andrea Bajcsy, Masayoshi Tomizuka, Anca D. Dragan
ICRA5
2022 Teaching Robots to Span the Space of Functional Expressive Motion
abstract
Our goal is to enable robots to perform functional tasks in emotive ways, be it in response to their users' emotional states, or expressive of their confidence levels. Prior work has proposed learning independent cost functions from user feedback for each target emotion, so that the robot may optimize it alongside task and environment specific objectives for any situation it encounters. However, this approach is inefficient when modeling multiple emotions and unable to generalize to new ones. In this work, we leverage the fact that emotions are not independent of each other: they are related through a latent space of Valence-Arousal-Dominance (VAD). Our key idea is to learn a model for how trajectories map onto VAD with user labels. Considering the distance between a trajectory's mapping and a target VAD allows this single model to represent cost functions for all emotions. As a result 1) all user feedback can contribute to learning about every emotion; 2) the robot can generate trajectories for any emotion in the space instead of only a few predefined ones; and 3) the robot can respond emotively to user-generated natural language by mapping it to a target VAD. We introduce a method that interactively learns to map trajectories to this latent space and test it in simulation and in a user study. In experiments, we use a simple vacuum robot as well as the Cassie biped.
Arjun Sripathy, Andreea Bobu, Zhongyu Li 0003, Koushil Sreenath, Daniel S. Brown, Anca D. Dragan
IROS6
2022 Uni[MASK]: Unified Inference in Sequential Decision Problems
abstract
Randomly masking and predicting word tokens has been a successful approach in pre-training language models for a variety of downstream tasks. In this work, we observe that the same idea also applies naturally to sequential decision making, where many well-studied tasks like behavior cloning, offline RL, inverse dynamics, and waypoint conditioning correspond to different sequence maskings over a sequence of states, actions, and returns. We introduce the UniMASK framework, which provides a unified way to specify models which can be trained on many different sequential decision making tasks. We show that a single UniMASK model is often capable of carrying out many tasks with performance similar to or better than single-task models. Additionally, after fine-tuning, our UniMASK models consistently outperform comparable single-task models.
Micah Carroll, Orr Paradise, Jessy Lin, Raluca Georgescu, Mingfei Sun 0001, David Bignell, Stephanie Milani, Katja Hofmann, Matthew J. Hausknecht, Anca D. Dragan, Sam Devlin
NeurIPS10
2022 First Contact: Unsupervised Human-Machine Co-Adaptation via Mutual Information Maximization
abstract
How can we train an assistive human-machine interface (e.g., an electromyography-based limb prosthesis) to translate a user's raw command signals into the actions of a robot or computer when there is no prior mapping, we cannot ask the user for supervision in the form of action labels or reward feedback, and we do not have prior knowledge of the tasks the user is trying to accomplish? The key idea in this paper is that, regardless of the task, when an interface is more intuitive, the user's commands are less noisy. We formalize this idea as a completely unsupervised objective for optimizing interfaces: the mutual information between the user's command signals and the induced state transitions in the environment. To evaluate whether this mutual information score can distinguish between effective and ineffective interfaces, we conduct a large-scale observational study on 540K examples of users operating various keyboard and eye gaze interfaces for typing, controlling simulated robots, and playing video games. The results show that our mutual information scores are predictive of the ground-truth task completion metrics in a variety of domains, with an average Spearman's rank correlation of 0.43. In addition to offline evaluation of existing interfaces, we use our unsupervised objective to learn an interface from scratch: we randomly initialize the interface, have the user attempt to perform their desired tasks using the interface, measure the mutual information score, and update the interface to maximize mutual information through reinforcement learning. We evaluate our method through a small-scale user study with 12 participants who perform a 2D cursor control task using a perturbed mouse, and an experiment with one expert user playing the Lunar Lander game using hand gestures captured by a webcam. The results show that we can learn an interface from scratch, without any user supervision or prior knowledge of tasks, with less than 30 minutes of human-in-the-loop training.
Siddharth Reddy, Sergey Levine, Anca D. Dragan
NeurIPS3
2021 Feature Expansive Reward Learning: Rethinking Human Input
abstract
When a person is not satisfied with how a robot performs a task, they can intervene to correct it. Reward learning methods enable the robot to adapt its reward function online based on such human input, but they rely on handcrafted features. When the correction cannot be explained by these features, recent work in deep Inverse Reinforcement Learning (IRL) suggests that the robot could ask for task demonstrations and recover a reward defined over the raw state space. Our insight is that rather than implicitly learning about the missing feature(s) from demonstrations, the robot should instead ask for data that explicitly teaches it about what it is missing. We introduce a new type of human input in which the person guides the robot from states where the feature being taught is highly expressed to states where it is not. We propose an algorithm for learning the feature from the raw state space and integrating it into the reward function. By focusing the human input on the missing feature, our method decreases sample complexity and improves generalization of the learned reward over the above deep IRL baseline. We show this in experiments with a physical 7DOF robot manipulator, as well as in a user study conducted in a simulated environment.
Andreea Bobu, Marius Wiggert, Claire J. Tomlin, Anca D. Dragan
HRI4
2021 X2T: Training an X-to-Text Typing Interface with Online Learning from User Feedback
Jensen Gao, Siddharth Reddy, Glen Berseth, Nicholas Hardy, Nikhilesh Natraj, Karunesh Ganguly, Anca D. Dragan, Sergey Levine
ICLR7
2021 Learning What To Do by Simulating the Past
David Lindner, Rohin Shah, Pieter Abbeel, Anca D. Dragan
ICLR4
2021 Value Alignment Verification
abstract
As humans interact with autonomous agents to perform increasingly complicated, potentially risky tasks, it is important to be able to efficiently evaluate an agent’s performance and correctness. In this paper we formalize and theoretically analyze the problem of efficient value alignment verification: how to efficiently test whether the behavior of another agent is aligned with a human’s values? The goal is to construct a kind of "driver’s test" that a human can give to any agent which will verify value alignment via a minimal number of queries. We study alignment verification problems with both idealized humans that have an explicit reward function as well as problems where they have implicit values. We analyze verification of exact value alignment for rational agents, propose and test heuristics for value alignment verification in gridworlds and a continuous autonomous driving domain, and prove that there exist sufficient conditions such that we can verify epsilon-alignment in any environment via a constant-query-complexity alignment test.
Daniel S. Brown, Jordan Schneider, Anca D. Dragan, Scott Niekum
ICML3
2021 Policy Gradient Bayesian Robust Optimization for Imitation Learning
abstract
The difficulty in specifying rewards for many real-world problems has led to an increased focus on learning rewards from human feedback, such as demonstrations. However, there are often many different reward functions that explain the human feedback, leaving agents with uncertainty over what the true reward function is. While most policy optimization approaches handle this uncertainty by optimizing for expected performance, many applications demand risk-averse behavior. We derive a novel policy gradient-style robust optimization approach, PG-BROIL, that optimizes a soft-robust objective that balances expected performance and risk. To the best of our knowledge, PG-BROIL is the first policy optimization algorithm robust to a distribution of reward hypotheses which can scale to continuous MDPs. Results suggest that PG-BROIL can produce a family of behaviors ranging from risk-neutral to risk-averse and outperforms state-of-the-art imitation learning algorithms when learning from ambiguous demonstrations by hedging against uncertainty, rather than seeking to uniquely identify the demonstrator’s reward function.
Zaynah Javed, Daniel S. Brown, Satvik Sharma, Jerry Zhu, Ashwin Balakrishna, Marek Petrik, Anca D. Dragan, Kenneth Y. Goldberg
ICML7
2021 Analyzing Human Models that Adapt Online
abstract
Predictive human models often need to adapt their parameters online from human data. This raises previously ignored safety-related questions for robots relying on these models such as what the model could learn online and how quickly could it learn it. For instance, when will the robot have a confident estimate in a nearby human’s goal? Or, what parameter initializations guarantee that the robot can learn the human’s preferences in a finite number of observations? To answer such analysis questions, our key idea is to model the robot’s learning algorithm as a dynamical system where the state is the current model parameter estimate and the control is the human data the robot observes. This enables us to leverage tools from reachability analysis and optimal control to compute the set of hypotheses the robot could learn in finite time, as well as the worst and best-case time it takes to learn them. We demonstrate the utility of our analysis tool in four human-robot domains, including autonomous driving and indoor navigation.
Andrea Bajcsy, Anand Siththaranjan, Claire J. Tomlin, Anca D. Dragan
ICRA4
2021 Dynamically Switching Human Prediction Models for Efficient Planning
abstract
As environments involving both robots and humans become increasingly common, so does the need to account for people during planning. To plan effectively, robots must be able to respond to and sometimes influence what humans do. This requires a human model which predicts future human actions. A simple model may assume the human will continue what they did previously; a more complex one might predict that the human will act optimally, disregarding the robot; whereas an even more complex one might capture the robot’s ability to influence the human. These models make different trade-offs between computational time and performance of the resulting robot plan. Using only one model of the human either wastes computational resources or is unable to handle critical situations. In this work, we give the robot access to a suite of human models and enable it to assess the performance-computation trade-off online. By estimating how an alternate model could improve human prediction and how that may translate to performance gain, the robot can dynamically switch human models whenever the additional computation is justified. Our experiments in a driving simulator showcase how the robot can achieve performance comparable to always using the best human model, but with greatly reduced computation.
Arjun Sripathy, Andreea Bobu, Daniel S. Brown, Anca D. Dragan
ICRA4
2021 Situational Confidence Assistance for Lifelong Shared Autonomy
abstract
Shared autonomy enables robots to infer user intent and assist in accomplishing it. But when the user wants to do a new task that the robot does not know about, shared autonomy will hinder their performance by attempting to assist them with something that is not their intent. Our key idea is that the robot can detect when its repertoire of intents is insufficient to explain the user's input, and give them back control. This then enables the robot to observe unhindered task execution, learn the new intent behind it, and add it to this repertoire. We demonstrate with both a case study and a user study that our proposed method maintains good performance when the human's intent is in the robot's repertoire, outperforms prior shared autonomy approaches when it isn't, and successfully learns new skills, enabling efficient lifelong learning for confidence-based shared autonomy.
Matthew Zurek, Andreea Bobu, Daniel S. Brown, Anca D. Dragan
ICRA4
2021 Agnostic Learning with Unknown Utilities
abstract
Traditional learning approaches for classification implicitly assume that each mistake has the same cost. In many real-world problems though, the utility of a decision depends on the underlying context x and decision y; for instance, misclassifying a stop sign is worse than misclassifying a road-side postbox. However, directly incorporating these utilities into the learning objective is often infeasible since these can be quite complex and difficult for humans to specify. We formally study this as agnostic learning with unknown utilities: given a dataset S = {x_1, …, x_n} where each data point x_i ∼ 𝒟_x from some unknown distribution 𝒟_x, the objective of the learner is to output a function f in some class of decision functions ℱ with small excess risk. This risk measures the performance of the output predictor f with respect to the best predictor in the class ℱ on the unknown underlying utility u^*:𝒳×𝒴↦ [0,1]. This utility u^* is not assumed to have any specific structure and is allowed to be any bounded function. This raises an interesting question whether learning is even possible in our setup, given that obtaining a generalizable estimate of utility u^* might not be possible from finitely many samples. Surprisingly, we show that estimating the utilities of only the sampled points S suffices to learn a decision function which generalizes well. With this insight, we study mechanisms for eliciting information from human experts which allow a learner to estimate the utilities u^* on the set S. While humans find it difficult to directly provide utility values reliably, it is often easier for them to provide comparison feedback based on these utilities. We show that, unlike in the realizable setup, the vanilla comparison queries where humans compare a pair of decisions for a single input x are insufficient. We introduce a family of elicitation mechanisms by generalizing comparisons, called the k-comparison oracle, which enables the learner to ask for comparisons across k different inputs x at once. We show that the excess risk in our agnostic learning framework decreases at a rate of O (1/k) with such queries. This result brings out an interesting accuracy-elicitation trade-off - as the order k of the oracle increases, the comparative queries become harder to elicit from humans but allow for more accurate learning.
Kush Bhatia, Peter L. Bartlett, Anca D. Dragan, Jacob Steinhardt
ITCS3
2021 Pragmatic Image Compression for Human-in-the-Loop Decision-Making
abstract
Standard lossy image compression algorithms aim to preserve an image's appearance, while minimizing the number of bits needed to transmit it. However, the amount of information actually needed by the user for downstream tasks -- e.g., deciding which product to click on in a shopping website -- is likely much lower. To achieve this lower bitrate, we would ideally only transmit the visual features that drive user behavior, while discarding details irrelevant to the user's decisions. We approach this problem by training a compression model through human-in-the-loop learning as the user performs tasks with the compressed images. The key insight is to train the model to produce a compressed image that induces the user to take the same action that they would have taken had they seen the original image. To approximate the loss function for this model, we train a discriminator that tries to distinguish whether a user's action was taken in response to the compressed image or the original. We evaluate our method through experiments with human participants on four tasks: reading handwritten digits, verifying photos of faces, browsing an online shopping catalogue, and playing a car racing video game. The results show that our method learns to match the user's actions with and without compression at lower bitrates than baseline methods, and adapts the compression model to the user's behavior: it preserves the digit number and randomizes handwriting style in the digit reading task, preserves hats and eyeglasses while randomizing faces in the photo verification task, preserves the perceived price of an item while randomizing its color and background in the online shopping task, and preserves upcoming bends in the road in the car racing game.
Siddharth Reddy, Anca D. Dragan, Sergey Levine
NeurIPS2
2021 Estimating and Penalizing Preference Shift in Recommender Systems
abstract
Recommender systems trained via long-horizon optimization (e.g., reinforcement learning) will have incentives to actively manipulate user preferences through the recommended content. While some work has argued for making systems myopic to avoid this issue, even such systems can induce systematic undesirable preference shifts. Thus, rather than artificially stifling the capabilities of the system, in this work we explore how we can make capable systems that explicitly avoid undesirable shifts. We advocate for (1) estimating the preference shifts that would be induced by recommender system policies, and (2) explicitly characterizing what unwanted shifts are and assessing before deployment whether such policies will produce them – ideally even actively optimizing to avoid them. These steps involve two challenging ingredients: (1) requires the ability to anticipate how hypothetical policies would influence user preferences if deployed; instead, (2) requires metrics to assess whether such influences are manipulative or otherwise unwanted. We study how to do (1) from historical user interaction data by building a user predictive model that implicitly contains their preference dynamics; to address (2), we introduce the notion of a “safe policy”, which defines a trust region within which behavior is believed to be safe. We show that recommender systems that optimize for staying in the trust region avoid manipulative behaviors (e.g., changing preferences in ways that make users more predictable), while still generating engagement.
Micah Carroll, Dylan Hadfield-Menell, Stuart Russell 0001, Anca D. Dragan
RecSys4
2021 Introduction to the Special Issue on Explainable Robotic Systems
abstract
introduction Open AccessIntroduction to the Special Issue on Explainable Robotic Systems Share on Authors: Maartje M. A. De Graaf Utrecht University Utrecht UniversityView Profile , Anca Dragan University of California, Berkeley University of California, BerkeleyView Profile , Bertram F. Malle Brown University Brown UniversityView Profile , Tom Ziemke Linkoping University Linkoping UniversityView Profile Authors Info & Claims ACM Transactions on Human-Robot InteractionVolume 10Issue 3July 2021 Article No.: 22pp 1–4https://doi.org/10.1145/3461597Online:11 July 2021Publication History 0citation320DownloadsMetricsTotal Citations0Total Downloads320Last 12 Months320Last 6 weeks80 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteView all FormatsPDF
Maartje M. A. de Graaf, Anca D. Dragan, Bertram F. Malle, Tom Ziemke
ACM Trans. Hum. Robot Interact.2
2020 LESS is More: Rethinking Probabilistic Models of Human Behavior
abstract
Robots need models of human behavior for both inferring human goals and preferences, and predicting what people will do. A common model is the Boltzmann noisily-rational decision model, which assumes people approximately optimize a reward function and choose trajectories in proportion to their exponentiated reward. While this model has been successful in a variety of robotics domains, its roots lie in econometrics, and in modeling decisions among different discrete options, each with its own utility or reward. In contrast, human trajectories lie in a continuous space, with continuous-valued features that influence the reward function. We propose that it is time to rethink the Boltzmann model, and design it from the ground up to operate over such trajectory spaces. We introduce a model that explicitly accounts for distances between trajectories, rather than only their rewards. Rather than each trajectory affecting the decision independently, similar trajectories now affect the decision together. We start by showing that our model better explains human behavior in a user study. We then analyze the implications this has for robot inference, first in toy environments where we have ground truth and find more accurate inference, and finally for a 7DOF robot arm learning from user demonstrations.
Andreea Bobu, Dexter Scobee, Jaime Fernández Fisac, S. Shankar Sastry, Anca D. Dragan
HRI5
2020 SQIL: Imitation Learning via Reinforcement Learning with Sparse Rewards
Siddharth Reddy, Anca D. Dragan, Sergey Levine
ICLR2
2020 Learning Human Objectives by Evaluating Hypothetical Behavior
abstract
We seek to align agent behavior with a user’s objectives in a reinforcement learning setting with unknown dynamics, an unknown reward function, and unknown unsafe states. The user knows the rewards and unsafe states, but querying the user is expensive. We propose an algorithm that safely and efficiently learns a model of the user’s reward function by posing ’what if?’ questions about hypothetical agent behavior. We start with a generative model of initial states and a forward dynamics model trained on off-policy data. Our method uses these models to synthesize hypothetical behaviors, asks the user to label the behaviors with rewards, and trains a neural network to predict the rewards. The key idea is to actively synthesize the hypothetical behaviors from scratch by maximizing tractable proxies for the value of information, without interacting with the environment. We call this method reward query synthesis via trajectory optimization (ReQueST). We evaluate ReQueST with simulated users on a state-based 2D navigation task and the image-based Car Racing video game. The results show that ReQueST significantly outperforms prior methods in learning reward models that transfer to new environments with different initial state distributions. Moreover, ReQueST safely trains the reward model to detect unsafe states, and corrects reward hacking before deploying the agent.
Siddharth Reddy, Anca D. Dragan, Sergey Levine, Shane Legg, Jan Leike
ICML2
2020 A Hamilton-Jacobi Reachability-Based Framework for Predicting and Analyzing Human Motion for Safe Planning
abstract
Real-world autonomous systems often employ probabilistic predictive models of human behavior during planning to reason about their future motion. Since accurately modeling human behavior a priori is challenging, such models are often parameterized, enabling the robot to adapt predictions based on observations by maintaining a distribution over the model parameters. Although this enables data and priors to improve the human model, observation models are difficult to specify and priors may be incorrect, leading to erroneous state predictions that can degrade the safety of the robot motion plan. In this work, we seek to design a predictor which is more robust to misspecified models and priors, but can still leverage human behavioral data online to reduce conservatism in a safe way. To do this, we cast human motion prediction as a Hamilton-Jacobi reachability problem in the joint state space of the human and the belief over the model parameters. We construct a new continuous-time dynamical system, where the inputs are the observations of human behavior, and the dynamics include how the belief over the model parameters change. The results of this reachability computation enable us to both analyze the effect of incorrect priors on future predictions in continuous state and time, as well as to make predictions of the human state in the future. We compare our approach to the worst-case forward reachable set and a stochastic predictor which uses Bayesian inference and produces full future state distributions. Our comparisons in simulation and in hardware demonstrate how our framework can enable robust planning while not being overly conservative, even when the human model is inaccurate. Videos of our experiments can be found at the project website1.
Somil Bansal, Andrea Bajcsy, Ellis Ratner, Anca D. Dragan, Claire J. Tomlin
ICRA4
2020 Efficient Iterative Linear-Quadratic Approximations for Nonlinear Multi-Player General-Sum Differential Games
abstract
Many problems in robotics involve multiple decision making agents. To operate efficiently in such settings, a robot must reason about the impact of its decisions on the behavior of other agents. Differential games offer an expressive theoretical framework for formulating these types of multi-agent problems. Unfortunately, most numerical solution techniques scale poorly with state dimension and are rarely used in real-time applications. For this reason, it is common to predict the future decisions of other agents and solve the resulting decoupled, i.e., single-agent, optimal control problem. This decoupling neglects the underlying interactive nature of the problem; however, efficient solution techniques do exist for broad classes of optimal control problems. We take inspiration from one such technique, the iterative linear-quadratic regulator (ILQR), which solves repeated approximations with linear dynamics and quadratic costs. Similarly, our proposed algorithm solves repeated linear-quadratic games. We experimentally benchmark our algorithm in several examples with a variety of initial conditions and show that the resulting strategies exhibit complex interactive behavior. Our results indicate that our algorithm converges reliably and runs in real-time. In a three-player, 14-state simulated intersection problem, our algorithm initially converges in <; 0.25 s. Receding horizon invocations converge in <; 50 ms in a hardware collision-avoidance test.
David Fridovich-Keil, Ellis Ratner, Lasse Peters, Anca D. Dragan, Claire J. Tomlin
ICRA4
2020 Scaled Autonomy: Enabling Human Operators to Control Robot Fleets
abstract
Autonomous robots often encounter challenging situations where their control policies fail and an expert human operator must briefly intervene, e.g., through teleoperation. In settings where multiple robots act in separate environments, a single human operator can manage a fleet of robots by identifying and teleoperating one robot at any given time. The key challenge is that users have limited attention: as the number of robots increases, users lose the ability to decide which robot requires teleoperation the most. Our goal is to automate this decision, thereby enabling users to supervise more robots than their attention would normally allow for. Our insight is that we can model the user's choice of which robot to control as an approximately optimal decision that maximizes the user's utility function. We learn a model of the user's preferences from observations of the user's choices in easy settings with a few robots, and use it in challenging settings with more robots to automatically identify which robot the user would most likely choose to control, if they were able to evaluate the states of all robots at all times. We run simulation experiments and a user study with twelve participants that show our method can be used to assist users in performing a simulated navigation task. We also run a hardware demonstration that illustrates how our method can be applied to a real-world mobile robot navigation task.
Siddharth Reddy, Sergey Levine, Anca D. Dragan
ICRA4
2020 Preference learning along multiple criteria: A game-theoretic perspective
abstract
The literature on ranking from ordinal data is vast, and there are several ways to aggregate overall preferences from pairwise comparisons between objects. In particular, it is well-known that any Nash equilibrium of the zero-sum game induced by the preference matrix defines a natural solution concept (winning distribution over objects) known as a von Neumann winner. Many real-world problems, however, are inevitably multi-criteria, with different pairwise preferences governing the different criteria. In this work, we generalize the notion of a von Neumann winner to the multi-criteria setting by taking inspiration from Blackwell’s approachability. Our framework allows for non-linear aggregation of preferences across criteria, and generalizes the linearization-based approach from multi-objective optimization. From a theoretical standpoint, we show that the Blackwell winner of a multi-criteria problem instance can be computed as the solution to a convex optimization problem. Furthermore, given random samples of pairwise comparisons, we show that a simple, "plug-in" estimator achieves (near-)optimal minimax sample complexity. Finally, we showcase the practical utility of our framework in a user study on autonomous driving, where we find that the Blackwell winner outperforms the von Neumann winner for the overall preferences.
Kush Bhatia, Ashwin Pananjady, Peter L. Bartlett, Anca D. Dragan, Martin J. Wainwright
NeurIPS4
2020 AvE: Assistance via Empowerment
abstract
One difficulty in using artificial agents for human-assistive applications lies in the challenge of accurately assisting with a person's goal(s). Existing methods tend to rely on inferring the human's goal, which is challenging when there are many potential goals or when the set of candidate goals is difficult to identify. We propose a new paradigm for assistance by instead increasing the human's ability to control their environment, and formalize this approach by augmenting reinforcement learning with human empowerment. This task-agnostic objective increases the person's autonomy and ability to achieve any eventual state. We test our approach against assistance based on goal inference, highlighting scenarios where our method overcomes failure modes stemming from goal ambiguity or misspecification. As existing methods for estimating empowerment in continuous domains are computationally hard, precluding its use in real time learned assistance, we also propose an efficient empowerment-inspired proxy metric. Using this, we are able to successfully demonstrate our method in a shared autonomy user study for a challenging simulated teleoperation task with human-in-the-loop training.
Stas Tiomkin, Emre Kiciman, Daniel Polani, Pieter Abbeel, Anca D. Dragan
NeurIPS6
2020 Reward-rational (implicit) choice: A unifying formalism for reward learning
abstract
It is often difficult to hand-specify what the correct reward function is for a task, so researchers have instead aimed to learn reward functions from human behavior or feedback. The types of behavior interpreted as evidence of the reward function have expanded greatly in recent years. We've gone from demonstrations, to comparisons, to reading into the information leaked when the human is pushing the robot away or turning it off. And surely, there is more to come. How will a robot make sense of all these diverse types of behavior? Our key observation is that different types of behavior can be interpreted in a single unifying formalism - as a reward-rational choice that the human is making, often implicitly. We use this formalism to survey prior work through a unifying lens, and discuss its potential use as a recipe for interpreting new sources of information that are yet to be uncovered.
Hong Jun Jeon, Smitha Milli, Anca D. Dragan
NeurIPS3
2020 Quantifying Hypothesis Space Misspecification in Learning From Human-Robot Demonstrations and Physical Corrections
abstract
The human input has enabled autonomous systems to improve their capabilities and achieve complex behaviors that are otherwise challenging to generate automatically. Recent work focuses on how robots can use such inputs-such as, demonstrations or corrections-to learn intended objectives. These techniques assume that the human`s desired objective already exists within the robot's hypothesis space. In reality, this assumption is often inaccurate: there will always be situations where the person might care about aspects of the task that the robot does not know about. Without this knowledge, the robot cannot infer the correct objective. Hence, when the robot's hypothesis space is misspecified, even methods that keep track of uncertainty over the objective fail because they reason about which hypothesis might be correct, and not whether any of the hypotheses are correct. In this article, we posit that the robot should reason explicitly about how well it can explain human inputs given its hypothesis space and use that situational confidence to inform how it should incorporate the human input. We demonstrate our method on a 7 degrees-of-freedom robot manipulator in learning from two important types of human inputs: demonstrations of motion planning tasks and physical corrections during the robot's task execution.
Andreea Bobu, Andrea Bajcsy, Jaime Fernández Fisac, Sampada Deglurkar, Anca D. Dragan
IEEE Trans. Robotics5
2019 Specifying AI Objectives as a Human-AI Collaboration problem
abstract
Estimation, planning, control, and learning are giving us robots that can generate good behavior given a specified objective and set of constraints. What I care about is how humans enter this behavior generation picture, and study two complementary challenges: 1) how to optimize behavior when the robot is not acting in isolation, but needs to coordinate or collaborate with people; and 2) what to optimize in order to get the behavior we want. My work has traditionally focused on the former, but more recently I have been casting the latter as a human-robot collaboration problem as well (where the human is the end-user, or even the robotics engineer building the system). Treating it as such has enabled us to use robot actions to gain information; to account for human pedagogic behavior; and to exchange information between the human and the robot via a plethora of communication channels, from external forces that the person physically applies to the robot, to comparison queries, to defining a proxy objective function.
Anca D. Dragan
AIES1
2019 Human-AI Learning Performance in Multi-Armed Bandits
abstract
People frequently face challenging decision-making problems in which outcomes are uncertain or unknown. Artificial intelligence (AI) algorithms exist that can outperform humans at learning such tasks. Thus, there is an opportunity for AI agents to assist people in learning these tasks more effectively. In this work, we use a multi-armed bandit as a controlled setting in which to explore this direction. We pair humans with a selection of agents and observe how well each human-agent team performs. We find that team performance can beat both human and agent performance in isolation. Interestingly, we also find that an agent's performance in isolation does not necessarily correlate with the human-agent team's performance. A drop in agent performance can lead to a disproportionately large drop in team performance, or in some settings can even improve team performance. Pairing a human with an agent that performs slightly better than them can make them perform much better, while pairing them with an agent that performs the same can make them them perform much worse. Further, our results suggest that people have different exploration strategies and might perform better with agents that match their strategy. Overall, optimizing human-agent team performance requires going beyond optimizing agent performance, to understanding how the agent's suggestions will influence human decision-making.
Ravi Pandya, Sandy H. Huang, Dylan Hadfield-Menell, Anca D. Dragan
AIES4
2019 The Assistive Multi-Armed Bandit
abstract
Learning preferences implicit in the choices humans make is a well studied problem in both economics and computer science. However, most work makes the assumption that humans are acting (noisily) optimally with respect to their preferences. Such approaches can fail when people are themselves learning about what they want. In this work, we introduce the assistive multi-armed bandit, where a robot assists a human playing a bandit task to maximize cumulative reward. In this problem, the human does not know the reward function but can learn it through the rewards received from arm pulls; the robot only observes which arms the human pulls but not the reward associated with each pull. We offer sufficient and necessary conditions for successfully assisting the human in this framework. Surprisingly, better human performance in isolation does not necessarily lead to better performance when assisted by the robot: a human policy can do better by effectively communicating its observed rewards to the robot. We conduct proof-of-concept experiments that support these results. We see this work as contributing towards a theory behind algorithms for human-robot interaction.
Lawrence Chan, Dylan Hadfield-Menell, Siddhartha S. Srinivasa, Anca D. Dragan
HRI4
2019 On the Utility of Model Learning in HRI
abstract
Fundamental to robotics is the debate between model-based and model-free learning: should the robot build an explicit model of the world, or learn a policy directly? In the context of HRI, part of the world to be modeled is the human. One option is for the robot to treat the human as a black box and learn a policy for how they act directly. But it can also model the human as an agent, and rely on a “theory of mind” to guide or bias the learning (grey box). We contribute a characterization of the performance of these methods under the optimistic case of having an ideal theory of mind, as well as under different scenarios in which the assumptions behind the robot's theory of mind for the human are wrong, as they inevitably will be in practice. We find that there is a significant sample complexity advantage to theory of mind methods and that they are more robust to covariate shift, but that when enough interaction data is available, black box approaches eventually dominate.
Rohan Choudhury, Dylan Hadfield-Menell, Anca D. Dragan
HRI4
2019 Preferences Implicit in the State of the World
Rohin Shah, Dmitrii Krasheninnikov, Jordan Alexander, Pieter Abbeel, Anca D. Dragan
ICLR (Poster)5
2019 On the Feasibility of Learning, Rather than Assuming, Human Biases for Reward Inference
abstract
Our goal is for agents to optimize the right reward function, despite how difficult it is for us to specify what that is. Inverse Reinforcement Learning (IRL) enables us to infer reward functions from demonstrations, but it usually assumes that the expert is noisily optimal. Real people, on the other hand, often have systematic biases: risk-aversion, myopia, etc. One option is to try to characterize these biases and account for them explicitly during learning. But in the era of deep learning, a natural suggestion researchers make is to avoid mathematical models of human behavior that are fraught with specific assumptions, and instead use a purely data-driven approach. We decided to put this to the test – rather than relying on assumptions about which specific bias the demonstrator has when planning, we instead learn the demonstrator’s planning algorithm that they use to generate demonstrations, as a differentiable planner. Our exploration yielded mixed findings: on the one hand, learning the planner can lead to better reward inference than relying on the wrong assumption; on the other hand, this benefit is dwarfed by the loss we incur by going from an exact to a differentiable planner. This suggest that at least for the foreseeable future, agents need a middle ground between the flexibility of data-driven methods and the useful bias of known human biases. Code is available at https://tinyurl.com/learningbiases.
Rohin Shah, Noah Gundotra, Pieter Abbeel, Anca D. Dragan
ICML4
2019 Learning a Prior over Intent via Meta-Inverse Reinforcement Learning
abstract
A significant challenge for the practical application of reinforcement learning to real world problems is the need to specify an oracle reward function that correctly defines a task. Inverse reinforcement learning (IRL) seeks to avoid this challenge by instead inferring a reward function from expert demonstrations. While appealing, it can be impractically expensive to collect datasets of demonstrations that cover the variation common in the real world (e.g. opening any type of door). Thus in practice, IRL must commonly be performed with only a limited set of demonstrations where it can be exceedingly difficult to unambiguously recover a reward function. In this work, we exploit the insight that demonstrations from other tasks can be used to constrain the set of possible reward functions by learning a "prior" that is specifically optimized for the ability to infer expressive reward functions from limited numbers of demonstrations. We demonstrate that our method can efficiently recover rewards from images for novel tasks and provide intuition as to how our approach is analogous to learning a prior.
Kelvin Xu, Ellis Ratner, Anca D. Dragan, Sergey Levine, Chelsea Finn
ICML3
2019 A Scalable Framework For Real-Time Multi-Robot, Multi-Human Collision Avoidance
abstract
Robust motion planning is a well-studied problem in the robotics literature, yet current algorithms struggle to operate scalably and safely in the presence of other moving agents, such as humans. This paper introduces a novel framework for robot navigation that accounts for high-order system dynamics and maintains safety in the presence of external disturbances, other robots, and humans. Our approach precomputes a tracking error margin for each robot, generates confidence-aware human motion predictions, and coordinates multiple robots with a sequential priority ordering, effectively enabling scalable safe trajectory planning and execution. We demonstrate our approach in hardware with two robots and two humans, and showcase scalability in a larger simulation.
Andrea Bajcsy, Sylvia L. Herbert, David Fridovich-Keil, Jaime Fernández Fisac, Sampada Deglurkar, Anca D. Dragan, Claire J. Tomlin
ICRA6
2019 Hierarchical Game-Theoretic Planning for Autonomous Vehicles
abstract
The actions of an autonomous vehicle on the road affect and are affected by those of other drivers, whether overtaking, negotiating a merge, or avoiding an accident. This mutual dependence, best captured by dynamic game theory, creates a strong coupling between the vehicle's planning and its predictions of other drivers' behavior, and constitutes an open problem with direct implications on the safety and viability of autonomous driving technology. Unfortunately, dynamic games are too computationally demanding to meet the real-time constraints of autonomous driving in its continuous state and action space. In this paper, we introduce a novel game-theoretic trajectory planning algorithm for autonomous driving, that enables real-time performance by hierarchically decomposing the underlying dynamic game into a long-horizon “strategic” game with simplified dynamics and full information structure, and a short-horizon “tactical” game with full dynamics and a simplified information structure. The value of the strategic game is used to guide the tactical planning, implicitly extending the planning horizon, pushing the local trajectory optimization closer to global solutions, and, most importantly, quantitatively accounting for the autonomous vehicle and the human driver's ability and incentives to influence each other. In addition, our approach admits non-deterministic models of human decision-making, rather than relying on perfectly rational predictions. Our results showcase richer, safer, and more effective autonomous behavior in comparison to existing techniques.
Jaime Fernández Fisac, Eli Bronstein, Elis Stefansson, Dorsa Sadigh, S. Shankar Sastry, Anca D. Dragan
ICRA6
2019 Learning from Extrapolated Corrections
abstract
Our goal is to enable robots to learn cost functions from user guidance. Often it is difficult or impossible for users to provide full demonstrations, so corrections have emerged as an easier guidance channel. However, when robots learn cost functions from corrections rather than demonstrations, they have to extrapolate a small amount of information - the change of a waypoint along the way - to the rest of the trajectory. We cast this extrapolation problem as online function approximation, which exposes different ways in which the robot can interpret what trajectory the person intended, depending on the function space used for the approximation. Our simulation results and user study suggest that using function spaces with non-Euclidean norms can better capture what users intend, particularly if environments are uncluttered. This, in turn, can lead to the robot learning a more accurate cost function and improves the user's subjective perceptions of the robot.
Jason Y. Zhang 0001, Anca D. Dragan
ICRA2
2019 On the Utility of Learning about Humans for Human-AI Coordination
abstract
While we would like agents that can coordinate with humans, current algorithms such as self-play and population-based training create agents that can coordinate with themselves. Agents that assume their partner to be optimal or similar to them can converge to coordination protocols that fail to understand and be understood by humans. To demonstrate this, we introduce a simple environment that requires challenging coordination, based on the popular game Overcooked, and learn a simple model that mimics human play. We evaluate the performance of agents trained via self-play and population-based training. These agents perform very well when paired with themselves, but when paired with our human model, they are significantly worse than agents designed to play with the human model. An experiment with a planning algorithm yields the same conclusion, though only when the human-aware planner is given the exact human model that it is playing with. A user study with real humans shows this pattern as well, though less strongly. Qualitatively, we find that the gains come from having the agent adapt to the human's gameplay. Given this result, we suggest several approaches for designing agents that learn about humans in order to better coordinate with them. Code is available at https://github.com/HumanCompatibleAI/overcooked_ai.
Micah Carroll, Rohin Shah, Mark K. Ho, Thomas L. Griffiths 0001, Sanjit A. Seshia, Pieter Abbeel, Anca D. Dragan
NeurIPS7
2019 Literal or Pedagogic Human? Analyzing Human Model Misspecification in Objective Learning
Smitha Milli, Anca D. Dragan
UAI2
2018 Learning from Physical Human Corrections, One Feature at a Time
abstract
We focus on learning robot objective functions from human guidance: specifically, from physical corrections provided by the person while the robot is acting. Objective functions are typically parametrized in terms of features, which capture aspects of the task that might be important. When the person intervenes to correct the robot»s behavior, the robot should update its understanding of which features matter, how much, and in what way. Unfortunately, real users do not provide optimal corrections that isolate exactly what the robot was doing wrong. Thus, when receiving a correction, it is difficult for the robot to determine which features the person meant to correct, and which features were changed unintentionally. In this paper, we propose to improve the efficiency of robot learning during physical interactions by reducing unintended learning. Our approach allows the human-robot team to focus on learning one feature at a time, unlike state-of-the-art techniques that update all features at once. We derive an online method for identifying the single feature which the human is trying to change during physical interaction, and experimentally compare this one-at-a-time approach to the all-at-once baseline in a user study. Our results suggest that users teaching one-at-a-time perform better, especially in tasks that require changing multiple features.
Andrea Bajcsy, Dylan P. Losey, Marcia Kilchenman O'Malley, Anca D. Dragan
HRI4
2018 Learning from Richer Human Guidance: Augmenting Comparison-Based Learning with Feature Queries
abstract
We focus on learning the desired objective function for a robot. Although trajectory demonstrations can be very informative of the desired objective, they can also be difficult for users to provide. Answers to comparison queries, asking which of two trajectories is preferable, are much easier for users, and have emerged as an effective alternative. Unfortunately, comparisons are far less informative. We propose that there is much richer information that users can easily provide and that robots ought to leverage. We focus on augmenting comparisons with feature queries, and introduce a unified formalism for treating all answers as observations about the true desired reward. We derive an active query selection algorithm, and test these queries in simulation and on real users. We find that richer, feature-augmented queries can extract more information faster, leading to robots that better match user preferences in their behavior.
Chandrayee Basu, Mukesh Singhal, Anca D. Dragan
HRI3
2018 Expressing Robot Incapability
abstract
Our goal is to enable robots to express their incapability, and to do so in a way that communicates both what they are trying to accomplish and why they are unable to accomplish it. We frame this as a trajectory optimization problem: maximize the similarity between the motion expressing incapability and what would amount to successful task execution, while obeying the physical limits of the robot. We introduce and evaluate candidate similarity measures, and show that one in particular generalizes to a range of tasks, while producing expressive motions that are tailored to each task. Our user study supports that our approach automatically generates motions expressing incapability that communicate both what and why to end-users, and improve their overall perception of the robot and willingness to collaborate with it in the future.
Minae Kwon, Sandy H. Huang, Anca D. Dragan
HRI3
2018 An Efficient, Generalized Bellman Update For Cooperative Inverse Reinforcement Learning
abstract
Our goal is for AI systems to correctly identify and act according to their human user’s objectives. Cooperative Inverse Reinforcement Learning (CIRL) formalizes this value alignment problem as a two-player game between a human and robot, in which only the human knows the parameters of the reward function: the robot needs to learn them as the interaction unfolds. Previous work showed that CIRL can be solved as a POMDP, but with an action space size exponential in the size of the reward parameter space. In this work, we exploit a specific property of CIRL: the human is a full information agent. This enables us to derive an optimality-preserving modification to the standard Bellman update, which reduces the complexity of the problem by an exponential factor. Additionally, we show that our modified Bellman update allows us to relax CIRL’s assumption of human rationality. We apply this update to a variety of POMDP solvers, including exact methods, point-based methods, and Monte Carlo Tree Search methods. We find that it enables us to scale CIRL to non-trivial problems, with larger reward parameter spaces, and larger action spaces for both robot and human. In solutions to these larger problems, the human exhibits pedagogical (teaching) behavior, while the robot interprets it as such and attains higher value for the human.
Dhruv Malik, Malayandi Palaniappan, Jaime Fernández Fisac, Dylan Hadfield-Menell, Stuart Russell 0001, Anca D. Dragan
ICML6
2018 Learning Human Ergonomic Preferences for Handovers
abstract
Our goal is for people to be physically comfortable when taking objects from robots. This puts a burden on the robot to hand over the object in such a way that a person can easily reach it, without needing to strain or twist their arm - a way that is conducive to ergonomic human grasping configurations. To achieve this, the robot needs to understand what makes a configuration more or less ergonomic to the person, i.e. their ergonomic cost function. In this work, we formulate learning a person's ergonomic cost as an online estimation problem. The robot can implicitly make queries to the person by handing them objects in different configurations, and gets observations in response about the way they choose to take the object. We compare the performance of both passive and active approaches for solving this problem in simulation, as well as in an in-person user study.
Aaron M. Bestick, Ravi Pandya, Ruzena Bajcsy, Anca D. Dragan
ICRA4
2018 Establishing Appropriate Trust via Critical States
abstract
In order to effectively interact with or supervise a robot, humans need to have an accurate mental model of its capabilities and how it acts. Learned neural network policies make that particularly challenging. We propose an approach for helping end-users build a mental model of such policies. Our key observation is that for most tasks, the essence of the policy is captured in a few critical states: states in which it is very important to take a certain action. Our user studies show that if the robot shows a human what its understanding of the task's critical states is, then the human can make a more informed decision about whether to deploy the policy, and if she does deploy it, when she needs to take control from it at execution time.
Sandy H. Huang, Kush Bhatia, Pieter Abbeel, Anca D. Dragan
IROS4
2018 Configuration Space Metrics
abstract
When robot manipulators decide how to reach for an object, hand it over, or obey some task constraint, they implicitly assume a Euclidean distance metric in their configuration space. Their notion of what makes a configuration closer or further is dictated by this assumption. But different distance metrics will lead to different solutions. What is efficient under a Euclidean metric might not necessarily look the most efficient or natural to a person observing the robot. In this paper, we analyze the effect of the metric on robot behavior, examining both Euclidean, as well as non-Euclidean metrics - metrics that make certain joints cheaper, or that correlate different joints. Our user data suggests that tasks on a 3DOF arm and the Jaco 7DOF arm can typically be grouped into ones where a Euclidean metric works well, and tasks where that is no longer the case: there, surprisingly, penalizing elbow motion (and sometimes correlating the shoulder and wrist) leads to solutions that are more aligned with what users prefer.
Hong Jun Jeon, Anca D. Dragan
IROS2
2018 Social Cohesion in Autonomous Driving
abstract
Autonomous cars can perform poorly for many reasons. They may have perception issues, incorrect dynamics models, be unaware of obscure rules of human traffic systems, or follow certain rules too conservatively. Regardless of the exact failure mode of the car, often human drivers around the car are behaving correctly. For example, even if the car does not know that it should pull over when an ambulance races by, other humans on the road will know and will pull over. We propose to make socially cohesive cars that leverage the behavior of nearby human drivers to act in ways that are safer and more socially acceptable. The simple intuition behind our algorithm is that if all the humans are consistently behaving in a particular way, then the autonomous car probably should too. We analyze the performance of our algorithm in a variety of scenarios and conduct a user study to assess people's attitudes towards socially cohesive cars. We find that people are surprisingly tolerant of mistakes that cohesive cars might make in order to get the benefits of driving in a car with a safer, or even just more socially acceptable behavior.
Nicholas C. Landolfi, Anca D. Dragan
IROS2
2018 Courteous Autonomous Cars
abstract
Typically, autonomous cars optimize for a combination of safety, efficiency, and driving quality. But as we get better at this optimization, we start seeing behavior go from too conservative to too aggressive. The car's behavior exposes the incentives we provide in its cost function. In this work, we argue for cars that are not optimizing a purely selfish cost, but also try to be courteous to other interactive drivers. We formalize courtesy as a term in the objective that measures the increase in another driver's cost induced by the autonomous car's behavior. Such a courtesy term enables the robot car to be aware of possible irrationality of the human behavior, and plan accordingly. We analyze the effect of courtesy in a variety of scenarios. We find, for example, that courteous robot cars leave more space when merging in front of a human driver. Moreover, we find that such a courtesy term can help explain real human driver behavior on the NGSIM dataset.
Masayoshi Tomizuka, Anca D. Dragan
IROS4
2018 Cost Functions for Robot Motion Style
abstract
We focus on autonomously generating robot motion for day to day physical tasks that is expressive of a certain style or emotion. Because we seek generalization across task instances and task types, we propose to capture style via cost functions that the robot can use to augment its nominal task cost and task constraints in a trajectory optimization process. We compare two approaches to representing such cost functions: a weighted linear combination of hand-designed features, and a neural network parameterization operating on raw trajectory input. For each cost type, we learn weights for each style from user feedback. We contrast these approaches to a nominal motion across different tasks and for different styles in a user study, and find that they both perform on par with each other, and significantly outperform the baseline. Each approach has its advantages: featurized costs require learning fewer parameters and can perform better on some styles, but neural network representations do not require expert knowledge to design features and could even learn more complex, nuanced costs than an expert can easily design.
Allan Zhou, Anca D. Dragan
IROS2
2018 Where Do You Think You're Going?: Inferring Beliefs about Dynamics from Behavior
abstract
Inferring intent from observed behavior has been studied extensively within the frameworks of Bayesian inverse planning and inverse reinforcement learning. These methods infer a goal or reward function that best explains the actions of the observed agent, typically a human demonstrator. Another agent can use this inferred intent to predict, imitate, or assist the human user. However, a central assumption in inverse reinforcement learning is that the demonstrator is close to optimal. While models of suboptimal behavior exist, they typically assume that suboptimal actions are the result of some type of random noise or a known cognitive bias, like temporal inconsistency. In this paper, we take an alternative approach, and model suboptimal behavior as the result of internal model misspecification: the reason that user actions might deviate from near-optimal actions is that the user has an incorrect set of beliefs about the rules -- the dynamics -- governing how actions affect the environment. Our insight is that while demonstrated actions may be suboptimal in the real world, they may actually be near-optimal with respect to the user's internal model of the dynamics. By estimating these internal beliefs from observed behavior, we arrive at a new method for inferring intent. We demonstrate in simulation and in a user study with 12 participants that this approach enables us to more accurately model human intent, and can be used in a variety of applications, including offering assistance in a shared autonomy framework and inferring human preferences.
Siddharth Reddy, Anca D. Dragan, Sergey Levine
NeurIPS2
2017 Translating Neuralese
abstract
Several approaches have recently been proposed for learning decentralized deep multiagent policies that coordinate via a differentiable communication channel.While these policies are effective for many tasks, interpretation of their induced communication strategies has remained a challenge.Here we propose to interpret agents' messages by translating them.Unlike in typical machine translation problems, we have no parallel data to learn from.Instead we develop a translation model based on the insight that agent messages and natural language strings mean the same thing if they induce the same belief about the world in a listener.We present theoretical guarantees and empirical evidence that our approach preserves both the semantics and pragmatics of messages by ensuring that players communicating through a translation layer do not suffer a substantial loss in reward relative to players with a common language.1
Jacob Andreas, Anca D. Dragan, Daniel Klein 0001
ACL (1)2
2017 Do You Want Your Autonomous Car To Drive Like You?
abstract
With progress in enabling autonomous cars to drive safely on the road, it is time to start asking how they should be driving. A common answer is that they should be adopting their users' driving style. This makes the assumption that users want their autonomous cars to drive like they drive - aggressive drivers want aggressive cars, defensive drivers want defensive cars. In this paper, we put that assumption to the test. We find that users tend to prefer a significantly more defensive driving style than their own. Interestingly, they prefer the style they think is their own, even though their actual driving style tends to be more aggressive. We also find that preferences do depend on the specific driving scenario, opening the door for new ways of learning driving style preference.
Chandrayee Basu, Qian Yang 0004, David Hungerman, Mukesh Singhal, Anca D. Dragan
HRI5
2017 Expressive Robot Motion Timing
abstract
Our goal is to enable robots to time their motion in a way that is purposefully expressive of their internal states, making them more transparent to people. We start by investigating what types of states motion timing is capable of expressing, focusing on robot manipulation and keeping the path constant while systematically varying the timing. We find that users naturally pick up on certain properties of the robot (like confidence), of the motion (like naturalness), or of the task (like the weight of the object that the robot is carrying). We then conduct a hypothesis-driven experiment to tease out the directions and magnitudes of these effects, and use our findings to develop candidate mathematical models for how users make these inferences from the timing. We find a strong correlation between the models and real user data, suggesting that robots can leverage these models to autonomously optimize the timing of their motion to be expressive.
Allan Zhou, Dylan Hadfield-Menell, Anusha Nagabandi, Anca D. Dragan
HRI4
2017 Comparing human-centric and robot-centric sampling for robot deep learning from demonstrations
abstract
Motivated by recent advances in Deep Learning for robot control, this paper considers two learning algorithms in terms of how they acquire demonstrations from fallible human supervisors. Human-Centric (HC) sampling is a standard supervised learning algorithm, where a human supervisor demonstrates the task by teleoperating the robot to provide trajectories consisting of state-control pairs. Robot-Centric (RC) sampling is an increasingly popular alternative used in algorithms such as DAgger, where a human supervisor observes the robot execute a learned policy and provides corrective control labels for each state visited. We suggest RC sampling can be challenging for human supervisors and prone to mislabeling. RC sampling can also induce error in policy performance because it repeatedly visits areas of the state space that are harder to learn. Although policies learned with RC sampling can be superior to HC sampling for standard learning models such as linear SVMs, policies learned with HC sampling may be comparable to RC when applied to expressive learning models such as deep learning and hyper-parametric decision trees, which can achieve very low training error provided there is enough data. We compare HC and RC using a grid world environment and a physical robot singulation task. In the latter the input is a binary image of objects on a planar worksurface and the policy generates a motion in the gripper to separate one object from the rest. We observe in simulation that for linear SVMs, policies learned with RC outperformed those learned with HC but that using deep models this advantage disappears. We also find that with RC, the corrective control labels provided by humans can be highly inconsistent. We prove there exists a class of examples in which at the limit, HC is guaranteed to converge to an optimal policy while RC may fail to converge. These results suggest a form of HC sampling may be preferable for highly-expressive learning models and human supervisors.
Michael Laskey, Caleb Chuck, Jonathan Lee 0002, Jeffrey Mahler, Sanjay Krishnan, Kevin Jamieson 0001, Anca D. Dragan, Kenneth Y. Goldberg
ICRA7
2017 The Off-Switch Game
abstract
It is clear that one of the primary tools we can use to mitigate the potential risk from a misbehaving AI system is the ability to turn the system off. As the capabilities of AI systems improve, it is important to ensure that such systems do not adopt subgoals that prevent a human from switching the system off. This is a challenge because many formulations of rational agents create strong incentives for self-preservation. This is not caused by a built-in instinct, but because a rational agent will maximize expected utility and cannot achieve whatever objective it has been given if it is dead. Our goal is to study the incentives an agent has to allow itself to be switched off. We analyze a simple game between a human H and a robot R, where H can press R’s off switch but R can disable the off switch. A traditional agent takes its reward function for granted: we show that such agents have an incentive to disable the off switch, except in the special case where H is perfectly rational. Our key insight is that for R to want to preserve its off switch, it needs to be uncertain about the utility associated with the outcome, and to treat H’s actions as important observations about that utility. (R also has no incentive to switch itself off in this setting.) We conclude that giving machines an appropriate level of uncertainty about their objectives leads to safer designs, and we argue that this setting is a useful generalization of the classical AI paradigm of rational agents.
Dylan Hadfield-Menell, Anca D. Dragan, Pieter Abbeel, Stuart Russell 0001
IJCAI2
2017 Should Robots be Obedient?
abstract
Intuitively, obedience -- following the order that a human gives -- seems like a good property for a robot to have. But, we humans are not perfect and we may give orders that are not best aligned to our preferences. We show that when a human is not perfectly rational then a robot that tries to infer and act according to the human's underlying preferences can always perform better than a robot that simply follows the human's literal order. Thus, there is a tradeoff between the obedience of a robot and the value it can attain for its owner. We investigate how this tradeoff is impacted by the way the robot infers the human's preferences, showing that some methods err more on the side of obedience than others. We then analyze how performance degrades when the robot has a misspecified model of the features that the human cares about or the level of rationality of the human. Finally, we study how robots can start detecting such model misspecification. Overall, our work suggests that there might be a middle ground in which robots intelligently decide when to obey human orders, but err on the side of obedience.
Smitha Milli, Dylan Hadfield-Menell, Anca D. Dragan, Stuart Russell 0001
IJCAI3
2017 Pragmatic-Pedagogic Value Alignment
Jaime Fernández Fisac, Monica A. Gates, Jessica B. Hamrick, Chang Liu 0002, Dylan Hadfield-Menell, Malayandi Palaniappan, Dhruv Malik, S. Shankar Sastry, Thomas L. Griffiths 0001, Anca D. Dragan
ISRR10
2017 Inverse Reward Design
abstract
Autonomous agents optimize the reward function we give them. What they don't know is how hard it is for us to design a reward function that actually captures what we want. When designing the reward, we might think of some specific training scenarios, and make sure that the reward will lead to the right behavior in those scenarios. Inevitably, agents encounter new scenarios (e.g., new types of terrain) where optimizing that same reward may lead to undesired behavior. Our insight is that reward functions are merely observations about what the designer actually wants, and that they should be interpreted in the context in which they were designed. We introduce inverse reward design (IRD) as the problem of inferring the true objective based on the designed reward and the training MDP. We introduce approximate methods for solving IRD problems, and use their solution to plan risk-averse behavior in test MDPs. Empirical results suggest that this approach can help alleviate negative side effects of misspecified reward functions and mitigate reward hacking.
Dylan Hadfield-Menell, Smitha Milli, Pieter Abbeel, Stuart Russell 0001, Anca D. Dragan
NIPS5
2016 Viewpoint-Based Legibility Optimization
abstract
Much robotics research has focused on intent-expressive (legible) motion. However, algorithms that can autonomously generate legible motion have implicitly made the strong assumption of an omniscient observer, with access to the robot's configuration as it changes across time. In reality, human observers have a particular viewpoint, which biases the way they perceive the motion. In this work, we free robots from this assumption and introduce the notion of an observer with a specific point of view into legibility optimization. In doing so, we account for two factors: (1) depth uncertainty induced by a particular viewpoint, and (2) occlusions along the motion, during which (part of) the robot is hidden behind some object. We propose viewpoint and occlusion models that enable autonomous generation of viewpoint-based legible motions, and show through large-scale user studies that the produced motions are significantly more legible compared to those generated assuming an omniscient observer.
Stefanos Nikolaidis, Anca D. Dragan, Siddhartha S. Srinivasa
HRI2
2016 SHIV: Reducing supervisor burden in DAgger using support vectors for efficient learning from demonstrations in high dimensional state spaces
abstract
Online learning from demonstration algorithms such as DAgger can learn policies for problems where the system dynamics and the cost function are unknown. However they impose a burden on supervisors to respond to queries each time the robot encounters new states while executing its current best policy. The MMD-IL algorithm reduces supervisor burden by filtering queries with insufficient discrepancy in distribution and maintaining multiple policies. We introduce the SHIV algorithm (Svm-based reduction in Human InterVention), which converges to a single policy and reduces supervisor burden in non-stationary high dimensional state distributions. To facilitate scaling and outlier rejection, filtering is based on a measure of risk defined in terms of distance to an approximate level set boundary defined by a One Class support vector machine. We report on experiments in three contexts: 1) a driving simulator with a 27,936 dimensional visual feature space, 2) a push-grasping in clutter simulation with a 22 dimensional state space, and 3) physical surgical needle insertion with a 16 dimensional state space. Results suggest that SHIV can efficiently learn policies with up to 70% fewer queries that DAgger.
Michael Laskey, Samantha Staszak, Wesley Yu-Shu Hsieh, Jeffrey Mahler, Florian T. Pokorny, Anca D. Dragan, Kenneth Y. Goldberg
ICRA6
2016 Information gathering actions over human internal state
abstract
Much of estimation of human internal state (goal, intentions, activities, preferences, etc.) is passive: an algorithm observes human actions and updates its estimate of human state. In this work, we embrace the fact that robot actions affect what humans do, and leverage it to improve state estimation. We enable robots to do active information gathering, by planning actions that probe the user in order to clarify their internal state. For instance, an autonomous car will plan to nudge into a human driver's lane to test their driving style. Results in simulation and in a user study suggest that active information gathering significantly outperforms passive state estimation.
Dorsa Sadigh, S. Shankar Sastry, Sanjit A. Seshia, Anca D. Dragan
IROS4
2016 Cooperative Inverse Reinforcement Learning
abstract
For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial- information game with two agents, human and robot; both are rewarded according to the human’s reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.
Dylan Hadfield-Menell, Stuart Russell 0001, Pieter Abbeel, Anca D. Dragan
NIPS4
2016 Generating Plans that Predict Themselves
Jaime Fernández Fisac, Chang Liu 0002, Jessica B. Hamrick, S. Shankar Sastry, J. Karl Hedrick, Thomas L. Griffiths 0001, Anca D. Dragan
WAFR7
2015 Effects of Robot Motion on Human-Robot Collaboration
abstract
Most motion in robotics is purely functional, planned to achieve the goal and avoid collisions. Such motion is great in isolation, but collaboration affords a human who is watching the motion and making inferences about it, trying to coordinate with the robot to achieve the task. This paper analyzes the benefit of planning motion that explicitly enables the collaborator's inferences on the success of physical collaboration, as measured by both objective and subjective metrics. Results suggest that legible motion, planned to clearly express the robot's intent, leads to more fluent collaborations than predictable motion, planned to match the collaborator's expectations. Furthermore, purely functional motion can harm coordination, which negatively affects both task efficiency, as well as the participants' perception of the collaboration.
Anca D. Dragan, Shira Bauman, Jodi Forlizzi, Siddhartha S. Srinivasa
HRI1
2015 Movement primitives via optimization
abstract
We formalize the problem of adapting a demonstrated trajectory to a new start and goal configuration as an optimization problem over a Hilbert space of trajectories: minimize the distance between the demonstration and the new trajectory subject to the new end point constraints. We show that the commonly used version of Dynamic Movement Primitives (DMPs) implement this minimization in the way they adapt demonstrations, for a particular choice of the Hilbert space norm. The generalization to arbitrary norms enables the robot to select a more appropriate norm for the task, as well as learn how to adapt the demonstration from the user. Our experiments show that this can significantly improve the robot's ability to accurately generalize the demonstration.
Anca D. Dragan, Katharina Mülling, J. Andrew Bagnell, Siddhartha S. Srinivasa
ICRA1
2015 Perceived robot capability
abstract
Robotics research often focuses on increasing robot capability. If end users do not perceive these increases, however, user acceptance may not improve. In this work, we explore the idea of perceived capability and how it relates to true capability, differentiating between physical and social capabilities. We present a framework that outlines their potential relationships, along with two user studies, on robot speed and speech, exploring these relationships. Our studies identify two possible consequences of the disconnect between the true and perceived capability: (1) under-perception: true improvements in capability may not lead to perceived improvements and (2) over-perception: true improvements in capability may lead to additional perceived improvements that do not actually exist.
Elizabeth Cha, Anca D. Dragan, Siddhartha S. Srinivasa
RO-MAN2
2014 Deliberate delays during robot-to-human handovers improve compliance with gaze communication
abstract
As assistive robots become popular in factories and homes, there is greater need for natural, multi-channel communication during collaborative manipulation tasks. Non-verbal communication such as eye gaze can provide information without overloading more taxing channels like speech. However, certain collaborative tasks may draw attention away from these subtle communication modalities. For instance, robot-to-human handovers are primarily manual tasks, and human attention is therefore drawn to robot hands rather than to robot faces during handovers. In this paper, we show that a simple manipulation of a robot's handover behavior can significantly increase both awareness of the robot's eye gaze and compliance with that gaze. When eye gaze communication occurs during the robot's release of an object, delaying object release until the gaze is finished draws attention back to the robot's head, which increases conscious perception of the robot's communication. Furthermore, the handover delay increases peoples' compliance with the robot's communication over a non-delayed handover, even when compliance results in counterintuitive behavior.
Henny Admoni, Anca D. Dragan, Siddhartha S. Srinivasa, Brian Scassellati
HRI2
2014 Effects of speech on perceived capability
abstract
No abstract available.
Elizabeth Cha, Anca D. Dragan, Jodi Forlizzi, Siddhartha S. Srinivasa
HRI2
2014 Pre-school children's first encounter with a robot
abstract
No abstract available.
Elizabeth Cha, Anca D. Dragan, Siddhartha S. Srinivasa
HRI2
2014 Familiarization to robot motion
abstract
We study the effect of familiarization on the predictability of robot motion. Predictable motion is motion that matches the observer's expectation. Because of the difficulty robots have in learning motion from user demonstrations, we explore the idea of having users learn from robot demonstrations --- how accurate do users get at predicting how the robot will move? We find that although familiarization significantly increases predictability, its utility depends on how natural the motion is. Overall, familiarization shows great promise, but needs to be combined with other methods that generate appropriate motion with which to be familiarized.
Anca D. Dragan, Siddhartha S. Srinivasa
HRI1
2014 Legible robot pointing
abstract
Good communication is critical to seamless human-robot interaction. Among numerous communication channels, here we focus on gestures, and in particular on spacial deixis: pointing at objects in the environment in order to reference them. We propose a mathematical model that enables robots to generate pointing configurations that make the goal object as clear as possible - pointing configurations that are legible. We study the implications of legibility on pointing, e.g. that the robot will sometimes need to trade off efficiency for the sake of clarity. Finally, we test how well our model works in practice in a series of user studies, showing that the resulting pointing configurations make the goal object easier to infer for novice users.
Rachel M. Holladay, Anca D. Dragan, Siddhartha S. Srinivasa
RO-MAN2
2013 Effects of robot capability on user acceptance
Elizabeth Cha, Anca D. Dragan, Siddhartha S. Srinivasa
HRI2
2013 Legibility and predictability of robot motion
Anca D. Dragan, Kenton C. T. Lee, Siddhartha S. Srinivasa
HRI1
2013 Collaborative manipulation: new challenges for robotics and HRI
Anca D. Dragan, Andrea Thomaz, Siddhartha S. Srinivasa
HRI1
2013 Legible user input for intent prediction
Kenton C. T. Lee, Anca D. Dragan, Siddhartha S. Srinivasa
HRI2
2013 Teleoperation with intelligent and customizable interfaces
abstract
In this paper, we explore a class of teleoperation problems where a user controls a sophisticated device (e.g. a robot) via an interface to perform a complex task. Teleoperation interfaces are fundamentally limited by the indirectness of the process, by the fact that the user is not physically executing the task. In this work, we study intelligent and customizable interfaces: these are interfaces that mediate the consequences of indirectness and make teleoperation more seamless. They are intelligent in that they take advantage of the robot's autonomous capabilities and assist in accomplishing the task. They are customizable in that they enable the users to adapt the retargetting function which maps their input onto the robot. Our studies support the advantages of such interfaces, but also point out the challenges they bring. We make three key observations. First, although assistance can greatly improve teleperation, the decision on how to provide assistance must be contextual. It must depend, for example, on the robot's confidence in its prediction of the user's intent. Second, although users do have the ability to provide intent-expressive input that simplifies the robot's prediction task, this ability can be hindered by kinematic differences between themselves and the robot. And third, although interface customization is important, it must be robust to poor examples from the user.
Anca D. Dragan, Siddhartha S. Srinivasa, Kenton C. T. Lee
J. Hum. Robot Interact.1
2013 Toward seamless human-robot handovers
abstract
A handover is a complex collaboration, where actors coordinate in time and space to transfer control of an object. This coordination comprises two processes: the physical process of moving to get close enough to transfer the object, and the cognitive process of exchanging information to guide the transfer. Despite this complexity, we humans are capable of performing handovers seamlessly in a wide variety of situations, even when unexpected. This suggests a common procedure that guides all handover interactions. Our goal is to codify that procedure.
Kyle Strabala, Min Kyung Lee, Anca D. Dragan, Jodi Forlizzi, Siddhartha S. Srinivasa, Maya Cakmak, Vincenzo Micelli
J. Hum. Robot Interact.3
2012 Assistive teleoperation for manipulation tasks
abstract
No abstract available.
Anca D. Dragan, Siddhartha S. Srinivasa
HRI1
2012 Online customization of teleoperation interfaces
abstract
In teleoperation, the user's input is mapped onto the robot via a motion retargetting function. This function must differ between robots because of their different kinematics, between users because of their different preferences, and even between tasks that the users perform with the robot. Our work enables users to customize this retargetting function, and achieve any of these required differences. In our approach, the robot starts with an initial function. As the user teleoperates the robot, he can pause and provide example correspondences, which instantly update the retargetting function. We select the algorithm underlying these updates by formulating the problem as an instance of online function approximation. The problem's requirements, as well as the semantics and constraints of motion retargetting, lead to an extension of Online Learning with Kernel Machines in which the width of the kernel can vary. Our central hypothesis is that this method enables users to train retargetting functions to good outcomes. We validate this hypothesis in a user study, which also reveals the importance of providing users with tools to verify their examples: much like an actor needs a mirror to verify his pose, a user needs to verify his input before providing an example. We conclude with a demonstration from an expert user that shows the potential of the method for achieving more sophisticated customization that makes particular tasks easier to complete, once users get expertise with the system.
Anca D. Dragan, Siddhartha S. Srinivasa
RO-MAN1
2012 Learning the communication of intent prior to physical collaboration
abstract
When performing physical collaboration tasks, like packing a picnic basket together, humans communicate strongly and often subtly via multiple channels like gaze, speech, gestures, movement and posture. Understanding and participating in this communication enables us to predict a physical action rather than react to it, producing seamless collaboration. In this paper, we automatically learn key discriminative features that predict the intent to handover an object using machine learning techniques. We train and test our algorithm on multi-channel vision and pose data collected from an extensive user study in an instrumented kitchen. Our algorithm outputs a tree of possibilities, automatically encoding various types of pre-handover communication. A surprising outcome is that mutual gaze and inter-personal distance, often cited as being key for interaction, were not key discriminative features. Finally, we discuss the immediate and future impact of this work for human-robot interaction.
Kyle Strabala, Min Kyung Lee, Anca D. Dragan, Jodi Forlizzi, Siddhartha S. Srinivasa
RO-MAN3
2012 Herb 2.0: Lessons Learned From Developing a Mobile Manipulator for the Home
abstract
We present the hardware design, software architecture, and core algorithms of Herb 2.0, a bimanual mobile manipulator developed at the Personal Robotics Lab at Carnegie Mellon University, Pittsburgh, PA. We have developed Herb 2.0 to perform useful tasks for and with people in human environments. We exploit two key paradigms in human environments: that they have structure that a robot can learn, adapt and exploit, and that they demand general-purpose capability in robotic systems. In this paper, we reveal some of the structure present in everyday environments that we have been able to harness for manipulation and interaction, comment on the particular challenges on working in human spaces, and describe some of the lessons we learned from extensively testing our integrated platform in kitchen and office environments.
Siddhartha S. Srinivasa, Dmitry Berenson, Maya Cakmak, Alvaro Collet, Mehmet Remzi Dogar, Anca D. Dragan, Ross A. Knepper, Tim Niemüller, Kyle Strabala, Michael Vande Weghe, Julius Ziegler
Proc. IEEE6
2011 Manipulation planning with goal sets using constrained trajectory optimization
abstract
Goal sets are omnipresent in manipulation: picking up objects, placing them on counters or in bins, handing them off - all of these tasks encompass continuous sets of goals. This paper describes how to design optimal trajectories that exploit goal sets. We extend CHOMP (Covariant Hamiltonian Optimization for Motion Planning), a recent trajectory optimizer that has proven effective on high-dimensional problems, to handle trajectory-wide constraints, and relate the solution to the intuition of taking unconstrained steps and subsequently projecting them onto the constraints. We then show how this projection simplifies for goal sets (i.e. constraints that affect only the end-point). Finally, we present experiments on a personal robotics platform that show the importance of exploiting goal sets in trajectory optimization for day-to-day manipulation tasks.
Anca D. Dragan, Nathan D. Ratliff, Siddhartha S. Srinivasa
ICRA1
2011 Learning from Experience in Manipulation Planning: Setting the Right Goals
Anca D. Dragan, Geoffrey J. Gordon, Siddhartha S. Srinivasa
ISRR1