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Aviv Netanyahu

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5 papers
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5

NeurIPS Conference 2024 Conference Paper

Few-Shot Task Learning through Inverse Generative Modeling

  • Aviv Netanyahu
  • Yilun Du
  • Antonia Bronars
  • Jyothish Pari
  • Joshua Tenenbaum
  • Tianmin Shu
  • Pulkit Agrawal

Learning the intents of an agent, defined by its goals or motion style, is often extremely challenging from just a few examples. We refer to this problem as task concept learning and present our approach, Few-Shot Task Learning through Inverse Generative Modeling (FTL-IGM), which learns new task concepts by leveraging invertible neural generative models. The core idea is to pretrain a generative model on a set of basic concepts and their demonstrations. Then, given a few demonstrations of a new concept (such as a new goal or a new action), our method learns the underlying concepts through backpropagation without updating the model weights, thanks to the invertibility of the generative model. We evaluate our method in five domains -- object rearrangement, goal-oriented navigation, motion caption of human actions, autonomous driving, and real-world table-top manipulation. Our experimental results demonstrate that via the pretrained generative model, we successfully learn novel concepts and generate agent plans or motion corresponding to these concepts in (1) unseen environments and (2) in composition with training concepts.

ICML Conference 2023 Conference Paper

Diagnosis, Feedback, Adaptation: A Human-in-the-Loop Framework for Test-Time Policy Adaptation

  • Andi Peng
  • Aviv Netanyahu
  • Mark K. Ho
  • Tianmin Shu
  • Andreea Bobu
  • Julie Shah
  • Pulkit Agrawal 0001

Policies often fail at test-time due to distribution shifts —changes in the state and reward that occur when an end user deploys the policy in environments different from those seen in training. Data augmentation can help models be more robust to such shifts by varying specific concepts in the state, e. g. object color, that are task-irrelevant and should not impact desired actions. However, designers training the agent don’t often know which concepts are irrelevant a priori. We propose a human-in-the-loop framework to leverage feedback from the end user to quickly identify and augment task-irrelevant visual state concepts. Our framework generates counterfactual demonstrations that allow users to quickly isolate shifted state concepts and identify if they should not impact the desired task, and can therefore be augmented using existing actions. We present experiments validating our full pipeline on discrete and continuous control tasks with real human users. Our method better enables users to (1) understand agent failure, (2) improve sample efficiency of demonstrations required for finetuning, and (3) adapt the agent to their desired reward.

ICLR Conference 2023 Conference Paper

Learning to Extrapolate: A Transductive Approach

  • Aviv Netanyahu
  • Abhishek Gupta 0004
  • Max Simchowitz
  • Kaiqing Zhang
  • Pulkit Agrawal 0001

Machine learning systems, especially with overparameterized deep neural networks, can generalize to novel test instances drawn from the same distribution as the training data. However, they fare poorly when evaluated on out-of-support test points. In this work, we tackle the problem of developing machine learning systems that retain the power of overparameterized function approximators while enabling extrapolation to out-of-support test points when possible. This is accomplished by noting that under certain conditions, a "transductive" reparameterization can convert an out-of-support extrapolation problem into a problem of within-support combinatorial generalization. We propose a simple strategy based on bilinear embeddings to enable this type of combinatorial generalization, thereby addressing the out-of-support extrapolation problem under certain conditions. We instantiate a simple, practical algorithm applicable to various supervised learning and imitation learning tasks.

ICML Conference 2022 Conference Paper

Discovering Generalizable Spatial Goal Representations via Graph-based Active Reward Learning

  • Aviv Netanyahu
  • Tianmin Shu
  • Joshua B. Tenenbaum
  • Pulkit Agrawal 0001

In this work, we consider one-shot imitation learning for object rearrangement tasks, where an AI agent needs to watch a single expert demonstration and learn to perform the same task in different environments. To achieve a strong generalization, the AI agent must infer the spatial goal specification for the task. However, there can be multiple goal specifications that fit the given demonstration. To address this, we propose a reward learning approach, Graph-based Equivalence Mappings (GEM), that can discover spatial goal representations that are aligned with the intended goal specification, enabling successful generalization in unseen environments. Specifically, GEM represents a spatial goal specification by a reward function conditioned on i) a graph indicating important spatial relationships between objects and ii) state equivalence mappings for each edge in the graph indicating invariant properties of the corresponding relationship. GEM combines inverse reinforcement learning and active reward learning to efficiently improve the reward function by utilizing the graph structure and domain randomization enabled by the equivalence mappings. We conducted experiments with simulated oracles and with human subjects. The results show that GEM can drastically improve the generalizability of the learned goal representations over strong baselines.

AAAI Conference 2021 Conference Paper

PHASE: PHysically-grounded Abstract Social Events for Machine Social Perception

  • Aviv Netanyahu
  • Tianmin Shu
  • Boris Katz
  • Andrei Barbu
  • Joshua B. Tenenbaum

The ability to perceive and reason about social interactions in the context of physical environments is core to human social intelligence and human-machine cooperation. However, no prior dataset or benchmark has systematically evaluated physically grounded perception of complex social interactions that go beyond short actions, such as high-fiving, or simple group activities, such as gathering. In this work, we create a dataset of physically-grounded abstract social events, PHASE, that resemble a wide range of real-life social interactions by including social concepts such as helping another agent. PHASE consists of 2D animations of pairs of agents moving in a continuous space generated procedurally using a physics engine and a hierarchical planner. Agents have a limited field of view, and can interact with multiple objects, in an environment that has multiple landmarks and obstacles. Using PHASE, we design a social recognition task and a social prediction task. PHASE is validated with human experiments demonstrating that humans perceive rich interactions in the social events, and that the simulated agents behave similarly to humans. As a baseline model, we introduce a Bayesian inverse planning approach, SIMPLE (SIMulation, Planning and Local Estimation), which outperforms state-of-the-art feedforward neural networks. We hope that PHASE can serve as a difficult new challenge for developing new models that can recognize complex social interactions.

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