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Samuel Barrett

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
2 author rows

Possible papers

13

TMLR Journal 2023 Journal Article

Event Tables for Efficient Experience Replay

  • Varun Raj Kompella
  • Thomas Walsh
  • Samuel Barrett
  • Peter R. Wurman
  • Peter Stone

Experience replay (ER) is a crucial component of many deep reinforcement learning (RL) systems. However, uniform sampling from an ER buffer can lead to slow convergence and unstable asymptotic behaviors. This paper introduces Stratified Sampling from Event Tables (SSET), which partitions an ER buffer into Event Tables, each capturing important subsequences of optimal behavior. We prove a theoretical advantage over the traditional monolithic buffer approach and combine SSET with an existing prioritized sampling strategy to further improve learning speed and stability. Empirical results in challenging MiniGrid domains, benchmark RL environments, and a high-fidelity car racing simulator demonstrate the advantages and versatility of SSET over existing ER buffer sampling

AIJ Journal 2017 Journal Article

Making friends on the fly: Cooperating with new teammates

  • Samuel Barrett
  • Avi Rosenfeld
  • Sarit Kraus
  • Peter Stone

Robots are being deployed in an increasing variety of environments for longer periods of time. As the number of robots grows, they will increasingly need to interact with other robots. Additionally, the number of companies and research laboratories producing these robots is increasing, leading to the situation where these robots may not share a common communication or coordination protocol. While standards for coordination and communication may be created, we expect that robots will need to additionally reason intelligently about their teammates with limited information. This problem motivates the area of ad hoc teamwork in which an agent may potentially cooperate with a variety of teammates in order to achieve a shared goal. This article focuses on a limited version of the ad hoc teamwork problem in which an agent knows the environmental dynamics and has had past experiences with other teammates, though these experiences may not be representative of the current teammates. To tackle this problem, this article introduces a new general-purpose algorithm, PLASTIC, that reuses knowledge learned from previous teammates or provided by experts to quickly adapt to new teammates. This algorithm is instantiated in two forms: 1) PLASTIC-Model – which builds models of previous teammates' behaviors and plans behaviors online using these models and 2) PLASTIC-Policy – which learns policies for cooperating with previous teammates and selects among these policies online. We evaluate PLASTIC on two benchmark tasks: the pursuit domain and robot soccer in the RoboCup 2D simulation domain. Recognizing that a key requirement of ad hoc teamwork is adaptability to previously unseen agents, the tests use more than 40 previously unknown teams on the first task and 7 previously unknown teams on the second. While PLASTIC assumes that there is some degree of similarity between the current and past teammates' behaviors, no steps are taken in the experimental setup to make sure this assumption holds. The teammates were created by a variety of independent developers and were not designed to share any similarities. Nonetheless, the results show that PLASTIC was able to identify and exploit similarities between its current and past teammates' behaviors, allowing it to quickly adapt to new teammates.

AAAI Conference 2015 Conference Paper

Cooperating with Unknown Teammates in Complex Domains: A Robot Soccer Case Study of Ad Hoc Teamwork

  • Samuel Barrett
  • Peter Stone

Many scenarios require that robots work together as a team in order to effectively accomplish their tasks. However, precoordinating these teams may not always be possible given the growing number of companies and research labs creating these robots. Therefore, it is desirable for robots to be able to reason about ad hoc teamwork and adapt to new teammates on the fly. Past research on ad hoc teamwork has focused on relatively simple domains, but this paper demonstrates that agents can reason about ad hoc teamwork in complex scenarios. To handle these complex scenarios, we introduce a new algorithm, PLASTIC–Policy, that builds on an existing ad hoc teamwork approach. Specifically, PLASTIC– Policy learns policies to cooperate with past teammates and reuses these policies to quickly adapt to new teammates. This approach is tested in the 2D simulation soccer league of RoboCup using the half field offense task.

ECAI Conference 2014 Conference Paper

Communicating with Unknown Teammates

  • Samuel Barrett
  • Noa Agmon
  • Noam Hazon
  • Sarit Kraus
  • Peter Stone 0001

Past research has investigated a number of methods for coordinating teams of agents, but with the growing number of sources of agents, it is likely that agents will encounter teammates that do not share their coordination methods. Therefore, it is desirable for agents to adapt to these teammates, forming an effective ad hoc team. Past ad hoc teamwork research has focused on cases where the agents do not directly communicate. However when teammates do communicate, it can provide a valuable channel for coordination. Therefore, this paper tackles the problem of communication in ad hoc teams, introducing a minimal version of the multiagent, multiarmed bandit problem with limited communication between the agents. The theoretical results in this paper prove that this problem setting can be solved in polynomial time when the agent knows the set of possible teammates. Furthermore, the empirical results show that an agent can cooperate with a variety of teammates following unknown behaviors even when its models of these teammates are imperfect.

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.

RLDM Conference 2013 Conference Abstract

Communicating with Unknown Teammates

  • Samuel Barrett
  • Noa Agmon
  • Noam Hazon
  • Sarit Kraus
  • Peter Stone

Teamwork is central to many tasks, and past research has introduced a number of methods for coordinating teams of agents. However, with the growing number of sources of agents, it is likely that an agent will encounter teammates that do not share its coordination method. Therefore, it is desirable for agents to adapt to these teammates, forming an effective ad hoc team. Past ad hoc teamwork research has focused on cases where the agents do not directly communicate. This paper tackles the problem of communication in ad hoc teams, introducing a minimal version of the multiagent, multi-armed bandit problem with limited communication between the agents. The theoretical results in this paper prove that this problem setting can be solved in polynomial time when the agent knows the set of possible teammates. Furthermore, the empirical results show that an agent can cooperate with a variety of teammates not created by the authors even when its models of these teammates are imperfect.

AAAI Conference 2013 Conference Paper

Teamwork with Limited Knowledge of Teammates

  • Samuel Barrett
  • Peter Stone
  • Sarit Kraus
  • Avi Rosenfeld

While great strides have been made in multiagent teamwork, existing approaches typically assume extensive information exists about teammates and how to coordinate actions. This paper addresses how robust teamwork can still be created even if limited or no information exists about a specific group of teammates, as in the ad hoc teamwork scenario. The main contribution of this paper is the first empirical evaluation of an agent cooperating with teammates not created by the authors, where the agent is not provided expert knowledge of its teammates. For this purpose, we develop a generalpurpose teammate modeling method and test the resulting ad hoc team agent’s ability to collaborate with more than 40 unknown teams of agents to accomplish a benchmark task. These agents were designed by people other than the authors without these designers planning for the ad hoc teamwork setting. A secondary contribution of the paper is a new transfer learning algorithm, TwoStageTransfer, that can improve results when the ad hoc team agent does have some limited observations of its current teammates.

AAMAS Conference 2012 Conference Paper

An Analysis Framework for Ad Hoc Teamwork Tasks

  • Samuel Barrett
  • Peter Stone

In multiagent team settings, the agents are often given a protocol for coordinating their actions. When such a protocol is not available, agents must engage in ad hoc teamwork to effectively cooperate with one another. A fully general ad hoc team agent needs to be capable of collaborating with a wide range of potential teammates on a varying set of joint tasks. This paper presents a framework for analyzing ad hoc team problems that sheds light on the current state of research and suggest avenues for future research. In addition, this paper shows how previous theoretical results can aid ad hoc agents in a set of testbed domains.

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

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.

AAAI Conference 2011 Conference Paper

Ad Hoc Teamwork in Variations of the Pursuit Domain

  • Samuel Barrett
  • Peter Stone

In multiagent team settings, the agents are often given a protocol for coordinating their actions. When such a protocol is not available, agents must engage in ad hoc teamwork to effectively cooperate with one another. A fully general ad hoc team agent needs to be capable of collaborating with a wide range of potential teammates on a varying set of joint tasks. This paper extends previous research in a new direction with the introduction of an efficient method for reasoning about the value of information. Then, we show how previous theoretical results can aid ad hoc agents in a set of testbed pursuit domains.

AAAI Conference 2011 Conference Paper

Comparing Agents’ Success against People in Security Domains

  • Raz Lin
  • Sarit Kraus
  • Noa Agmon
  • Samuel Barrett
  • Peter Stone

The interaction of people with autonomous agents has become increasingly prevalent. Some of these settings include security domains, where people can be characterized as uncooperative, hostile, manipulative, and tending to take advantage of the situation for their own needs. This makes it challenging to design proficient agents to interact with people in such environments. Evaluating the success of the agents automatically before evaluating them with people or deploying them could alleviate this challenge and result in better designed agents. In this paper we show how Peer Designed Agents (PDAs) – computer agents developed by human subjects – can be used as a method for evaluating autonomous agents in security domains. Such evaluation can reduce the effort and costs involved in evaluating autonomous agents interacting with people to validate their efficacy. Our experiments included more than 70 human subjects and 40 PDAs developed by students. The study provides empirical support that PDAs can be used to compare the proficiency of autonomous agents when matched with people in security domains.

AAMAS Conference 2011 Conference Paper

Empirical Evaluation of Ad Hoc Teamwork in the Pursuit Domain

  • Samuel Barrett
  • Peter Stone
  • Sarit Kraus

The concept of creating autonomous agents capable of exhibiting ad hoc teamwork was recently introduced as a challenge to the AI, and specifically to the multiagent systems community. An agent capable of ad hoc teamwork is one that can effectively cooperate with multiple potential teammates on a set of collaborative tasks. Previous research has investigated theoretically optimal ad hoc teamwork strategies in restrictive settings. This paper presents the first empirical study of ad hoc teamwork in a more open, complex teamwork domain. Specifically, we evaluate a range of effective algorithms for on-line behavior generation on the part of a single ad hoc team agent that must collaborate with a range of possible teammates in the pursuit domain.

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