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Patrick MacAlpine

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

13 papers
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13

AAAI Conference 2026 Conference Paper

Out-of-Distribution Generalization with a SPARC: Racing 100 Unseen Vehicles with a Single Policy

  • Bram Grooten
  • Patrick MacAlpine
  • Kaushik Subramanian
  • Peter Stone
  • Peter R. Wurman

Generalization to unseen environments is a significant challenge in the field of robotics and control. In this work, we focus on contextual reinforcement learning, where agents act within environments with varying contexts, such as self-driving cars or quadrupedal robots that need to operate in different terrains or weather conditions than they were trained for. We tackle the critical task of generalizing to out-of-distribution (OOD) settings, without access to explicit context information at test time. Recent work has addressed this problem by training a context encoder and a history adaptation module in separate stages. While promising, this two-phase approach is cumbersome to implement and train. We simplify the methodology and introduce SPARC: single-phase adaptation for robust control. We test SPARC on varying contexts within the high-fidelity racing simulator Gran Turismo 7 and wind-perturbed MuJoCo environments, and find that it achieves reliable and robust OOD generalization.

EWRL Workshop 2025 Workshop Paper

Generalization with a SPARC: Single-Phase Adaptation for Reinforcement Learning in Contextual Environments

  • Bram Grooten
  • Patrick MacAlpine
  • Kaushik Subramanian
  • Peter R. Wurman
  • Peter Stone

Generalization to unseen environments is a significant challenge in the field of robotics and control. In this work, we focus on contextual reinforcement learning, where the agent acts within environments with varying contexts, such as self-driving cars or quadrupedal robots that need to operate in different terrains or weather conditions than they were trained for. We tackle the critical task of generalizing to out-of-distribution (OOD) contexts, without access to explicit context information at test time. Recent work has addressed this problem by training a context encoder and a history adaptation module in separate stages. While promising, this two-phase approach is cumbersome to implement and train. We simplify the methodology and introduce SPARC, a single-phase adaptation method for reinforcement learning in contextual environments. We evaluate SPARC on varying contexts within MuJoCo environments and the high-fidelity racing simulator Gran Turismo 7 and find that it achieves competitive or superior performance on OOD generalization.

ICLR Conference 2022 Conference Paper

Cross-Trajectory Representation Learning for Zero-Shot Generalization in RL

  • Bogdan Mazoure
  • Ahmed M. Ahmed 0004
  • R. Devon Hjelm
  • Andrey Kolobov
  • Patrick MacAlpine

A highly desirable property of a reinforcement learning (RL) agent -- and a major difficulty for deep RL approaches -- is the ability to generalize policies learned on a few tasks over a high-dimensional observation space to similar tasks not seen during training. Many promising approaches to this challenge consider RL as a process of training two functions simultaneously: a complex nonlinear encoder that maps high-dimensional observations to a latent representation space, and a simple linear policy over this space. We posit that a superior encoder for zero-shot generalization in RL can be trained by using solely an auxiliary SSL objective if the training process encourages the encoder to map behaviorally similar observations to similar representations, as reward-based signal can cause overfitting in the encoder (Raileanu et al., 2021). We propose Cross-Trajectory Representation Learning (CTRL), a method that runs within an RL agent and conditions its encoder to recognize behavioral similarity in observations by applying a novel SSL objective to pairs of trajectories from the agent's policies. CTRL can be viewed as having the same effect as inducing a pseudo-bisimulation metric but, crucially, avoids the use of rewards and associated overfitting risks. Our experiments ablate various components of CTRL and demonstrate that in combination with PPO it achieves better generalization performance on the challenging Procgen benchmark suite (Cobbe et al., 2020).

RLDM Conference 2019 Conference Abstract

Multi-Preference Actor Critic

  • Ishan P Durugkar
  • Matthew Hausknecht
  • Patrick MacAlpine

Policy gradient algorithms typically combine discounted future rewards and an estimated value function, to compute the direction and magnitude of parameter updates. However, for most Reinforcement Learning tasks, humans can provide additional insight to constrain the policy learning process. We introduce a general method to incorporate multiple different types of feedback into a single policy gradient loss. In our formulation, the Multi-Preference Actor Critic (M-PAC), these different types of feedback are implemented as constraints on the policy. We use a Lagrangian relaxation to approximately enforce these constraints using gradient descent while learning a policy that maximizes rewards. We also show how commonly used preferences can be incorporated into this framework. Experiments in Atari and the Pendulum domain verify that constraints are being respected and in many cases accelerate the learning process.

AIJ Journal 2018 Journal Article

Overlapping layered learning

  • Patrick MacAlpine
  • Peter Stone

Layered learning is a hierarchical machine learning paradigm that enables learning of complex behaviors by incrementally learning a series of sub-behaviors. A key feature of layered learning is that higher layers directly depend on the learned lower layers. In its original formulation, lower layers were frozen prior to learning higher layers. This article considers a major extension to the paradigm that allows learning certain behaviors independently, and then later stitching them together by learning at the “seams” where their influences overlap. The UT Austin Villa 2014 RoboCup 3D simulation team, using such overlapping layered learning, learned a total of 19 layered behaviors for a simulated soccer-playing robot, organized both in series and in parallel. To the best of our knowledge this is more than three times the number of layered behaviors in any prior layered learning system. Furthermore, the complete learning process is repeated on four additional robot body types, showcasing its generality as a paradigm for efficient behavior learning. The resulting team won the RoboCup 2014 championship with an undefeated record, scoring 52 goals and conceding none. This article includes a detailed experimental analysis of the team's performance and the overlapping layered learning approach that led to its success.

IS Journal 2016 Journal Article

UT Austin Villa: Project-Driven Research in AI and Robotics

  • Katie Genter
  • Patrick MacAlpine
  • Jacob Menashe
  • Josiah Hannah
  • Elad Liebman
  • Sanmit Narvekar
  • Ruohan Zhang
  • Peter Stone

UT Austin Villa is a robot soccer team that has competed in the annual RoboCup soccer competitions since 2003. The team has won several championships and has inspired research contributions spanning many topics in robotics and artificial intelligence. This article summarizes some of these research contributions and provides a snapshot into the current development status of the team. Educational uses of the team's code bases are also presented.

AAAI Conference 2015 Conference Paper

SCRAM: Scalable Collision-avoiding Role Assignment with Minimal-Makespan for Formational Positioning

  • Patrick MacAlpine
  • Eric Price
  • Peter Stone

Teams of mobile robots often need to divide up subtasks efficiently. In spatial domains, a key criterion for doing so may depend on distances between robots and the subtasks’ locations. This paper considers a specific such criterion, namely how to assign interchangeable robots, represented as point masses, to a set of target goal locations within an open two dimensional space such that the makespan (time for all robots to reach their target locations) is minimized while also preventing collisions among robots. We present scaleable (computable in polynomial time) role assignment algorithms that we classify as being SCRAM (Scalable Collision-avoiding Role Assignment with Minimal-makespan). SCRAM role assignment algorithms use a graph theoretic approach to map agents to target goal locations such that our objectives for both minimizing the makespan and avoiding agent collisions are met. A system using SCRAM role assignment was originally designed to allow for decentralized coordination among physically realistic simulated humanoid soccer playing robots in the partially observable, non-deterministic, noisy, dynamic, and limited communication setting of the RoboCup 3D simulation league. In its current form, SCRAM role assignment generalizes well to many realistic and realworld multiagent systems, and scales to thousands of agents.

AAAI Conference 2015 Conference Paper

UT Austin Villa 2014: RoboCup 3D Simulation League Champion via Overlapping Layered Learning

  • Patrick MacAlpine
  • Mike Depinet
  • Peter Stone

Layered learning is a hierarchical machine learning paradigm that enables learning of complex behaviors by incrementally learning a series of sub-behaviors. A key feature of layered learning is that higher layers directly depend on the learned lower layers. In its original formulation, lower layers were frozen prior to learning higher layers. This paper considers an extension to the paradigm that allows learning certain behaviors independently, and then later stitching them together by learning at the “seams” where their influences overlap. The UT Austin Villa 2014 RoboCup 3D simulation team, using such overlapping layered learning, learned a total of 19 layered behaviors for a simulated soccer-playing robot, organized both in series and in parallel. To the best of our knowledge this is more than three times the number of layered behaviors in any prior layered learning system. Furthermore, the complete learning process is repeated on four different robot body types, showcasing its generality as a paradigm for efficient behavior learning. The resulting team won the RoboCup 2014 championship with an undefeated record, scoring 52 goals and conceding none. This paper includes a detailed experimental analysis of the team’s performance and the overlapping layered learning approach that led to its success.

IROS Conference 2014 Conference Paper

The RoboCup 2013 drop-in player challenges: Experiments in ad hoc teamwork

  • Patrick MacAlpine
  • Katie Genter
  • Samuel Barrett
  • Peter Stone 0001

As the prevalence of autonomous agents grows, so does the number of interactions between these agents. Therefore, it is desirable for these agents to be capable of banding together with previously unknown teammates towards a common goal: to collaborate without pre-coordination. While past research on ad hoc teamwork has focused mainly on theoretical treatments and empirical studies in relatively simple domains, the long-term vision has been to enable robots and other autonomous agents to exhibit the sort of flexibility and adaptability on complex tasks that people do, for example when they play games of “pick-up” basketball or soccer. This paper introduces a series of pick-up robot soccer experiments that were carried out in three different leagues at the international RoboCup competition in 2013. In all cases, agents from different labs were put on teams with no pre-coordination. This paper introduces the structure of these experiments, describes the strategies used by UT Austin Villa in each challenge, and analyzes the results. The paper's main contribution is the introduction of a new large-scale ad hoc teamwork testbed that can serve as a starting point for future experimental ad hoc teamwork research.

AAAI Conference 2012 Conference Paper

Design and Optimization of an Omnidirectional Humanoid Walk: A Winning Approach at the RoboCup 2011 3D Simulation Competition

  • Patrick MacAlpine
  • Samuel Barrett
  • Daniel Urieli
  • Victor Vu
  • Peter Stone

This paper presents the design and learning architecture for an omnidirectional walk used by a humanoid robot soccer agent acting in the RoboCup 3D simulation environment. The walk, which was originally designed for and tested on an actual Nao robot before being employed in the 2011 RoboCup 3D simulation competition, was the crucial component in the UT Austin Villa team winning the competition in 2011. To the best of our knowledge, this is the first time that robot behavior has been conceived and constructed on a real robot for the end purpose of being used in simulation. The walk is based on a double linear inverted pendulum model, and multiple sets of its parameters are optimized via a novel framework. The framework optimizes parameters for different tasks in conjunction with one another, a little-understood problem with substantial practical significance. Detailed experiments show that the UT Austin Villa agent significantly outperforms all the other agents in the competition with the optimized walk being the key to its success.

AAMAS Conference 2012 Conference Paper

Generalizable Framework for Designing and Optimizing Dynamic, Robust, and Adaptive Bipedal Locomotion

  • Patrick MacAlpine

Before robots can become a viable technology for assisting people with everyday tasks, they must be able to adapt to the ever-changing conditions found in real, human-centered environments, designed for a person's ability to walk on two legs. This dictates the need for humanoid robots that can exhibit robust, bipedal locomotion. This thesis explores different methods for developing and optimizing walks for humanoid robots.

AAMAS Conference 2012 Conference Paper

UT Austin Villa 2011: A Champion Agent in the RoboCup 3D Soccer Simulation Competition

  • Patrick MacAlpine
  • Daniel Urieli
  • Samuel Barrett
  • Shivaram Kalyanakrishnan
  • Francisco Barrera
  • Adrian Lopez-Mobilia
  • Nicolae Ştiurcă
  • Victor Vu

This paper presents the architecture and key components of a simulated humanoid robot soccer team, UT Austin Villa, which was designed to compete in the RoboCup 3D simulation competition. These key components include (1) an omnidirectional walk engine and associated walk parameter optimization framework, (2) an inverse kinematics based kicking architecture, and (3) a dynamic role assignment and positioning system. UT Austin Villa won the RoboCup 2011 3D simulation competition in convincing fashion by winning all 24 games it played. During the course of the competition the team scored 136 goals while conceding none. We analyze the effect of each component in isolation and show through extensive experiments that the complete team significantly outperforms all the other teams from the competition.

AAMAS Conference 2011 Conference Paper

On Optimizing Interdependent Skills: A Case Study in Simulated 3D Humanoid Robot Soccer

  • Daniel Urieli
  • Patrick MacAlpine
  • Shivaram Kalyanakrishnan
  • Yinon Bentor
  • Peter Stone

In several realistic domains an agent's behavior is composed of multiple interdependent skills. For example, consider a humanoid robot that must play soccer, as is the focus of this paper. In order to succeed, it is clear that the robot needs to walk quickly, turn sharply, and kick the ball far. However, these individual skills are ineffective if the robot falls down when switching from walking to turning, or if it cannot position itself behind the ball for a kick. This paper presents a learning architecture for a humanoid robot soccer agent that has been fully deployed and tested within the RoboCup 3D simulation environment. First, we demonstrate that individual skills such as walking and turning can be parameterized and optimized to match the best performance statistics reported in the literature. These results are achieved through effective use of the CMA-ES optimization algorithm. Next, we describe a framework for optimizing skills in conjunction with one another, a little-understood problem with substantial practical significance. Over several phases of learning, a total of roughly 100-150 parameters are optimized. Detailed experiments show that an agent thus optimized performs comparably with the top teams from the RoboCup 2010 competitions, while taking relatively few man-hours for development.

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