Learning Efficient Exploration through Human Seeded Rapidly-exploring
Random Trees
- URL: http://arxiv.org/abs/2203.12774v1
- Date: Wed, 23 Mar 2022 23:53:39 GMT
- Title: Learning Efficient Exploration through Human Seeded Rapidly-exploring
Random Trees
- Authors: Max Zuo and Logan Schick and Matthew Gombolay and Nakul Gopalan
- Abstract summary: We introduce RRT and behavior-cloning-assisted RRT in testing the number of game states searched and the time taken to explore those game states.
We find HSRRT and CA-RRT both explore more game states in fewer tree/iterations when compared to the existing baseline.
In our tested environments, CA-RRT was able to reach the same number of states as RRT by 5000 than 5000 fewer iterations on average, almost a 50% reduction.
- Score: 1.2993951779393873
- License: http://creativecommons.org/licenses/by-nc-nd/4.0/
- Abstract: Modern day computer games have extremely large state and action spaces. To
detect bugs in these games' models, human testers play the games repeatedly to
explore the game and find errors in the games. Such game play is exhaustive and
time consuming. Moreover, since robotics simulators depend on similar methods
of model specification and debugging, the problem of finding errors in the
model is of interest for the robotics community to ensure robot behaviors and
interactions are consistent in simulators. Previous methods have used
reinforcement learning and search based methods including Rapidly-exploring
Random Trees (RRT) to explore a game's state-action space to find bugs.
However, such search and exploration based methods are not efficient at
exploring the state-action space without a pre-defined heuristic. In this work
we attempt to combine a human-tester's expertise in solving games, and the
exhaustiveness of RRT to search a game's state space efficiently with high
coverage. This paper introduces human-seeded RRT (HS-RRT) and
behavior-cloning-assisted RRT (CA-RRT) in testing the number of game states
searched and the time taken to explore those game states. We compare our
methods to an existing weighted RRT baseline for game exploration testing
studied. We find HS-RRT and CA-RRT both explore more game states in fewer tree
expansions/iterations when compared to the existing baseline. In each test,
CA-RRT reached more states on average in the same number of iterations as RRT.
In our tested environments, CA-RRT was able to reach the same number of states
as RRT by more than 5000 fewer iterations on average, almost a 50% reduction.
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