Source-linked AI summary
Batch Active Preference-Based Learning of Reward Functions
Erdem Bıyık, Dorsa Sadigh
TL;DR
Robotics learning faces costly data collection and labeling, while active preference-query methods can be slow to generate. The paper proposes batch active preference learning with approximations and convergence guarantees; across the reported experiments, batching speeds querying, though non-batch active learning leads on LDS alignment. The authors conclude that their method learns preferences on dynamical systems with few queries generated in reasonable time.
Problem
Robotics data collection and labeling are costly, and active preference-query methods can require time-consuming query generation.
Source: §1 · p. 1Method
The paper proposes batch active preference learning, which queries users with multiple trajectory comparisons at once and uses approximation algorithms with convergence guarantees.
Source: §1 · pp. 1–2, §2 · p. 2Results
Across five environments, batch active learning queried faster than non-batch active learning and random querying, while non-batch active learning led alignment in LDS.
Source: §4.2 · p. 6Takeaways & Limitations
The authors conclude that their end-to-end method learns preferences on dynamical systems with few queries generated in reasonable time.
Source: §5 · p. 8Batch-mode experiments pre-sample the control space, which the authors acknowledge may bias computational-time comparisons with non-batch optimization.
Source: §5 · p. 8
Abstract
from arXiv · showhide
Data generation and labeling are usually an expensive part of learning for robotics. While active learning methods are commonly used to tackle the former problem, preference-based learning is a concept that attempts to solve the latter by querying users with preference questions. In this paper, we will develop a new algorithm, batch active preference-based learning, that enables efficient learning of reward functions using as few data samples as possible while still having short query generation times. We introduce several approximations to the batch active learning problem, and provide theoretical guarantees for the convergence of our algorithms. Finally, we present our experimental results for a variety of robotics tasks in simulation. Our results suggest that our batch active learning algorithm requires only a few queries that are computed in a short amount of time. We then showcase our algorithm in a study to learn human users' preferences.
1 Introduction
The paper proposes batch active preference-based learning to balance the number of user queries against the time needed to generate them. It develops approximations, provides convergence guarantees, and evaluates the approach in robotics tasks and human-preference studies.
1 Introduction
- The approach targets costly robotics data collection, where people may struggle to assign rewards or provide demonstrations and continuous-space query synthesis can be inefficient.Source: §1 · p. 1
- The algorithm generates batches of comparison pairs from labeled data to balance query count against query-generation time.The framework synthesizes and queries b pairs at once.Source: §1 · p. 1
- The work develops approximation algorithms for batch active preference learning and formalizes the query-count versus generation-time tradeoff with convergence guarantees.Source: §1 · pp. 1–2
- The authors compare approximation methods on complex preference-learning tasks and demonstrate preference prediction for autonomous driving and ball tossing.Source: §1 · p. 2
2 Problem Statement
The paper models preferences over feasible trajectories in a dynamical system as a reward function learned from user comparisons. It frames active preference learning as generating trajectory-pair queries, with batching intended to reduce interaction time.
2 Problem Statement
- A feasible trajectory consists of continuous state and action pairs over a finite horizon and must satisfy the system dynamics.Source: §2 · p. 2
- The preference reward function assigns real-valued scores to feasible trajectories and is modeled as a linear combination of trajectory features.Source: §2 · p. 2
- The preference model treats user responses as potentially noisy, with a softmax function given as a common noise model.Source: §2 · p. 2
- Active preference learning synthesizes pairwise queries over continuous trajectory space to learn preferences, avoiding reliance on demonstrations that can be difficult for high-degree-of-freedom robots.Source: §2 · p. 2
- Batch active learning presents multiple queries together to balance query count and generation time, and batches can be parallelized when personalized collection is unnecessary.Source: §2 · p. 3
3 Time-Efficient Active Learning for Synthesizing Queries
The paper formulates batch preference-query synthesis as maximizing joint conditional entropy, then approximates the computationally hard selection problem with methods designed to diversify each batch. Under stated assumptions, greedy selection and successive elimination retain a near-best volume-removal guarantee.
3 Time-Efficient Active Learning for Synthesizing Queries
- Active query selection maximizes the minimum volume removed from the preference-weight distribution across possible user inputs, using an approximation to the likelihood for Bayesian updates.The method samples candidate weights with adaptive Metropolis and solves the selection optimization with a Quasi-Newton method.Source: §3 · p. 3
- Batch selection maximizes joint conditional entropy over feasible queries, but exhaustive search is intractable because its search space grows exponentially.The method discretizes trajectory space by sampling K trajectory pairs; computation increases linearly with K.Source: §3 · p. 3
3.1 Algorithms for Time-Efficient Batch Active Learning
- Greedy selection chooses b individually high-entropy queries under an independence approximation, which can put redundant, similar samples in the same batch.The paper notes that the independence assumption is not valid.Source: §3.1 · p. 4
- Medoid selection clusters B greedy-selected ψ-vectors into b groups and selects a candidate medoid from each group to increase dissimilarity.Unlike cluster centroids, medoids are selected from the original candidate set.Source: §3.1 · p. 4
- Boundary medoid selection first restricts candidates to the convex-hull boundary of the greedy set, then clusters them and selects one medoid per cluster.The paper notes that in sufficiently high-dimensional ψ spaces, most clusters will have boundary points.Source: §3.1 · p. 4
- Successive elimination repeatedly removes the lower-entropy point from the closest pair until b candidates remain, aiming for a diversified batch.It uses each candidate’s conditional entropy to decide which member of a close pair to retain.Source: §3.1 · p. 4, Figure 3 · p. 5
3.2 Convergence Guarantees
- Under the stated assumptions, greedy selection and successive elimination remove at least 1−ϵ as much volume as the best adaptive strategy after b ln(1/ϵ) times as many queries.The guarantee ignores specified sampling, noise-model, and optimization errors.Source: §3.2 · p. 5
4 Simulations and Experiments
The experiments compare batch active learning with non-batch active and random querying across five simulated tasks, then use successive elimination to learn preferences from users in driving and tossing tasks. Batch methods offer faster query generation, while the LDS results show a performance tradeoff against the non-batch method.
4 Simulations and Experiments
- Experiments use batch size b = 10, candidate set size B = 20b, and M = 1000, reusing 5×10^5 sampled inputs and their feature vectors.The sampled input space is used for every experiment and iteration.Source: §4 · p. 5
4.1 Tasks
- The evaluation uses LDS, driving, LunarLander, Mountain Car, Swimmer, and Tosser, with task-specific trajectory features and simulation settings.For LDS, the feature vector is set equal to the control inputs; preference responses are noisy in LDS and oracle-based in the other tasks.Source: §4.1 · p. 6
4.2 Experiment Results
- In LDS, non-batch active learning performs best; among batch methods, successive elimination ranks above medoids, boundary medoids, and greedy selection.Successive elimination is significantly better than medoid selection, and the last three batch methods significantly outperform greedy selection.Source: §4.2 · p. 6, Figure 4 · p. 6
- Across five tasks, batch methods generate queries faster than non-batch active learning and random querying, while non-batch learning performs poorly on LunarLander and Tosser.The figure also reports successive elimination outperforming other batch methods on MountainCar and Tosser.Source: §4.2 · p. 6, Figure 5 · p. 7
4.3 User Preferences
- In the Driver study, users’ preferences were mostly similar, and 70 queries were enough to converge to safe, sensible driving in the defined scenario.Two users showed slightly different collision-avoidance preferences, corresponding to potentially more aggressive driving styles.Source: §4.3 · p. 7, Figure 7 · p. 7
- In Tosser, users expressed distinct basket preferences, and 100 queries were enough to see reasonable convergence.Demonstrations optimized controls for two users, one preferring the green basket and the other the red basket.Source: §4.3 · p. 8, Figure 8 · p. 8
5 Discussion
The method is reported to need few preference queries generated in reasonable time, with convergence guarantees and simulation results. The discussion qualifies runtime comparisons and identifies directions for future work.
- Compared with previous studies, the method requires few queries generated in reasonable time and provides convergence guarantees, with performance demonstrated in simulation.Source: §5 · p. 8
- Batch methods parallelize control-space sampling, while non-batch methods repeat un-parallelizable optimization per query, qualifying runtime comparisons.The authors also note that sampling can reduce non-batch performance and is currently the best available option for batch methods.Source: §5 · p. 8
- Because batch size is fixed, the authors propose starting with smaller batches and increasing them over time to make early queries more informative and later queries faster.Source: §5 · p. 8
- For safety-critical dynamical systems, further research is needed to ensure optimization is not evaluated with unsafe inputs.Source: §5 · p. 8
- Future work would learn handcrafted feature transformations jointly with preferences to learn reward functions directly from trajectories, and considers determinantal point processes for batch diversity.Source: §5 · p. 8