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Nantas Nardelli

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7 papers
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Possible papers

7

UAI Conference 2020 Conference Paper

Multitask Soft Option Learning

  • Maximilian Igl
  • Andrew Gambardella
  • Jinke He
  • Nantas Nardelli
  • N. Siddharth 0001
  • Wendelin Boehmer
  • Shimon Whiteson

We present Multitask Soft Option Learning (MSOL), a hierarchical multitask framework based on Planning as Inference. MSOL extends the concept of options, using separate variational posteriors for each task, regularized by a shared prior. This “soft” version of options avoids several instabilities during training in a multitask setting, and provides a natural way to learn both intra-option policies and their terminations. Furthermore, it allows fine-tuning of options for new tasks without forgetting their learned policies, leading to faster training without reducing the expressiveness of the hierarchical policy. We demonstrate empirically that MSOL significantly outperforms both hierarchical and flat transfer-learning baselines.

NeurIPS Conference 2020 Conference Paper

The NetHack Learning Environment

  • Heinrich Küttler
  • Nantas Nardelli
  • Alexander Miller
  • Roberta Raileanu
  • Marco Selvatici
  • Edward Grefenstette
  • Tim Rocktäschel

Progress in Reinforcement Learning (RL) algorithms goes hand-in-hand with the development of challenging environments that test the limits of current methods. While existing RL environments are either sufficiently complex or based on fast simulation, they are rarely both. Here, we present the NetHack Learning Environment (NLE), a scalable, procedurally generated, stochastic, rich, and challenging environment for RL research based on the popular single-player terminal-based roguelike game, NetHack. We argue that NetHack is sufficiently complex to drive long-term research on problems such as exploration, planning, skill acquisition, and language-conditioned RL, while dramatically reducing the computational resources required to gather a large amount of experience. We compare NLE and its task suite to existing alternatives, and discuss why it is an ideal medium for testing the robustness and systematic generalization of RL agents. We demonstrate empirical success for early stages of the game using a distributed Deep RL baseline and Random Network Distillation exploration, alongside qualitative analysis of various agents trained in the environment. NLE is open source and available at https: //github. com/facebookresearch/nle.

IJCAI Conference 2019 Conference Paper

A Survey of Reinforcement Learning Informed by Natural Language

  • Jelena Luketina
  • Nantas Nardelli
  • Gregory Farquhar
  • Jakob Foerster
  • Jacob Andreas
  • Edward Grefenstette
  • Shimon Whiteson
  • Tim Rocktäschel

To be successful in real-world tasks, Reinforcement Learning (RL) needs to exploit the compositional, relational, and hierarchical structure of the world, and learn to transfer it to the task at hand. Recent advances in representation learning for language make it possible to build models that acquire world knowledge from text corpora and integrate this knowledge into downstream decision making problems. We thus argue that the time is right to investigate a tight integration of natural language understanding into RL in particular. We survey the state of the field, including work on instruction following, text games, and learning from textual domain knowledge. Finally, we call for the development of new environments as well as further investigation into the potential uses of recent Natural Language Processing (NLP) techniques for such tasks.

AAMAS Conference 2019 Conference Paper

The StarCraft Multi-Agent Challenge

  • Mikayel Samvelyan
  • Tabish Rashid
  • Christian Schroeder de Witt
  • Gregory Farquhar
  • Nantas Nardelli
  • Tim G. J. Rudner
  • Chia-Man Hung
  • Philip H. S. Torr

In the last few years, deep multi-agent reinforcement learning (RL) has become a highly active area of research. A particularly challenging class of problems in this area is partially observable, cooperative, multi-agent learning, in which teams of agents must learn to coordinate their behaviour while conditioning only on their private observations. This is an attractive research area since such problems are relevant to a large number of real-world systems and are also more amenable to evaluation than general-sum problems. Standardised environments such as the ALE and MuJoCo have allowed single-agent RL to move beyond toy domains, such as grid worlds. However, there is no comparable benchmark for cooperative multi-agent RL. As a result, most papers in this field use one-off toy problems, making it difficult to measure real progress. In this paper, we propose the StarCraft Multi-Agent Challenge (SMAC) as a benchmark problem to fill this gap. 1 SMAC is based on the popular real-time strategy game StarCraft II and focuses on micromanagement challenges where each unit is controlled by an independent agent that must act based on local observations. We offer a diverse set of challenge maps and recommendations for best practices in benchmarking and evaluations. We also open-source a deep multi-agent RL learning framework including state-of-theart algorithms. 2 We believe that SMAC can provide a standard benchmark environment for years to come. Videos of our best agents for several SMAC scenarios are available at: https: //youtu. be/VZ7zmQ_obZ0.

AAAI Conference 2018 Conference Paper

Counterfactual Multi-Agent Policy Gradients

  • Jakob Foerster
  • Gregory Farquhar
  • Triantafyllos Afouras
  • Nantas Nardelli
  • Shimon Whiteson

Many real-world problems, such as network packet routing and the coordination of autonomous vehicles, are naturally modelled as cooperative multi-agent systems. There is a great need for new reinforcement learning methods that can ef- ficiently learn decentralised policies for such systems. To this end, we propose a new multi-agent actor-critic method called counterfactual multi-agent (COMA) policy gradients. COMA uses a centralised critic to estimate the Q-function and decentralised actors to optimise the agents’ policies. In addition, to address the challenges of multi-agent credit assignment, it uses a counterfactual baseline that marginalises out a single agent’s action, while keeping the other agents’ actions fixed. COMA also uses a critic representation that allows the counterfactual baseline to be computed efficiently in a single forward pass. We evaluate COMA in the testbed of StarCraft unit micromanagement, using a decentralised variant with significant partial observability. COMA significantly improves average performance over other multi-agent actorcritic methods in this setting, and the best performing agents are competitive with state-of-the-art centralised controllers that get access to the full state.

ICML Conference 2017 Conference Paper

Stabilising Experience Replay for Deep Multi-Agent Reinforcement Learning

  • Jakob N. Foerster
  • Nantas Nardelli
  • Gregory Farquhar
  • Triantafyllos Afouras
  • Philip H. S. Torr
  • Pushmeet Kohli
  • Shimon Whiteson

Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem size. Therefore, a key challenge is to translate the success of deep learning on single-agent RL to the multi-agent setting. A major stumbling block is that independent Q-learning, the most popular multi-agent RL method, introduces nonstationarity that makes it incompatible with the experience replay memory on which deep Q-learning relies. This paper proposes two methods that address this problem: 1) using a multi-agent variant of importance sampling to naturally decay obsolete data and 2) conditioning each agent’s value function on a fingerprint that disambiguates the age of the data sampled from the replay memory. Results on a challenging decentralised variant of StarCraft unit micromanagement confirm that these methods enable the successful combination of experience replay with multi-agent RL.

IROS Conference 2015 Conference Paper

Counterfactual reasoning about intent for interactive navigation in dynamic environments

  • Alejandro Bordallo
  • Fabio Previtali
  • Nantas Nardelli
  • Subramanian Ramamoorthy

Many modern robotics applications require robots to function autonomously in dynamic environments including other decision making agents, such as people or other robots. This calls for fast and scalable interactive motion planning. This requires models that take into consideration the other agent's intended actions in one's own planning. We present a real-time motion planning framework that brings together a few key components including intention inference by reasoning counterfactually about potential motion of the other agents as they work towards different goals. By using a light-weight motion model, we achieve efficient iterative planning for fluid motion when avoiding pedestrians, in parallel with goal inference for longer range movement prediction. This inference framework is coupled with a novel distributed visual tracking method that provides reliable and robust models for the current belief-state of the monitored environment. This combined approach represents a computationally efficient alternative to previously studied policy learning methods that often require significant offline training or calibration and do not yet scale to densely populated environments. We validate this framework with experiments involving multi-robot and human-robot navigation. We further validate the tracker component separately on much larger scale unconstrained pedestrian data sets.

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