Reinforcement Learning
GAP-RL: Grasps As Points for RL Towards Dynamic Object Grasping
Xie, Pengwei, Chen, Siang, Chen, Qianrun, Tang, Wei, Hu, Dingchang, Dai, Yixiang, Chen, Rui, Wang, Guijin
Dynamic grasping of moving objects in complex, continuous motion scenarios remains challenging. Reinforcement Learning (RL) has been applied in various robotic manipulation tasks, benefiting from its closed-loop property. However, existing RL-based methods do not fully explore the potential for enhancing visual representations. In this letter, we propose a novel framework called Grasps As Points for RL (GAP-RL) to effectively and reliably grasp moving objects. By implementing a fast region-based grasp detector, we build a Grasp Encoder by transforming 6D grasp poses into Gaussian points and extracting grasp features as a higher-level abstraction than the original object point features. Additionally, we develop a Graspable Region Explorer for real-world deployment, which searches for consistent graspable regions, enabling smoother grasp generation and stable policy execution. To assess the performance fairly, we construct a simulated dynamic grasping benchmark involving objects with various complex motions. Experiment results demonstrate that our method effectively generalizes to novel objects and unseen dynamic motions compared to other baselines. Real-world experiments further validate the framework's sim-to-real transferability.
Distribution Guided Active Feature Acquisition
Human agents routinely reason on instances with incomplete and muddied data (and weigh the cost of obtaining further features). In contrast, much of ML is devoted to the unrealistic, sterile environment where all features are observed and further information on an instance is obviated. Here we extend past static ML and develop an active feature acquisition (AFA) framework that interacts with the environment to obtain new information on-the-fly and can: 1) make inferences on an instance in the face of incomplete features, 2) determine a plan for feature acquisitions to obtain additional information on the instance at hand. We build our AFA framework on a backbone of understanding the information and conditional dependencies that are present in the data. First, we show how to build generative models that can capture dependencies over arbitrary subsets of features and employ these models for acquisitions in a greedy scheme. After, we show that it is possible to guide the training of RL agents for AFA via side-information and auxiliary rewards stemming from our generative models. We also examine two important factors for deploying AFA models in real-world scenarios, namely interpretability and robustness. Extensive experiments demonstrate the state-of-the-art performance of our AFA framework.
Open-World Reinforcement Learning over Long Short-Term Imagination
Li, Jiajian, Wang, Qi, Wang, Yunbo, Jin, Xin, Li, Yang, Zeng, Wenjun, Yang, Xiaokang
Training visual reinforcement learning agents in a high-dimensional open world presents significant challenges. While various model-based methods have improved sample efficiency by learning interactive world models, these agents tend to be "short-sighted", as they are typically trained on short snippets of imagined experiences. We argue that the primary obstacle in open-world decision-making is improving the efficiency of off-policy exploration across an extensive state space. In this paper, we present LS-Imagine, which extends the imagination horizon within a limited number of state transition steps, enabling the agent to explore behaviors that potentially lead to promising long-term feedback. The foundation of our approach is to build a long short-term world model. To achieve this, we simulate goal-conditioned jumpy state transitions and compute corresponding affordance maps by zooming in on specific areas within single images. This facilitates the integration of direct long-term values into behavior learning. Our method demonstrates significant improvements over state-of-the-art techniques in MineDojo.
Towards Cost Sensitive Decision Making
Many real-world situations allow for the acquisition of additional relevant information when making decisions with limited or uncertain data. However, traditional RL approaches either require all features to be acquired beforehand (e.g. in a MDP) or regard part of them as missing data that cannot be acquired (e.g. in a POMDP). In this work, we consider RL models that may actively acquire features from the environment to improve the decision quality and certainty, while automatically balancing the cost of feature acquisition process and the reward of task decision process. We propose the Active-Acquisition POMDP and identify two types of the acquisition process for different application domains. In order to assist the agent in the actively-acquired partially-observed environment and alleviate the exploration-exploitation dilemma, we develop a model-based approach, where a deep generative model is utilized to capture the dependencies of the features and impute the unobserved features. The imputations essentially represent the beliefs of the agent. Equipped with the dynamics model, we develop hierarchical RL algorithms to resolve both types of the AA-POMDPs. Empirical results demonstrate that our approach achieves considerably better performance than existing POMDP-RL solutions.
Model-Based Reward Shaping for Adversarial Inverse Reinforcement Learning in Stochastic Environments
Zhan, Simon Sinong, Wu, Qingyuan, Wang, Philip, Wang, Yixuan, Jiao, Ruochen, Huang, Chao, Zhu, Qi
In this paper, we aim to tackle the limitation of the Adversarial Inverse Reinforcement Learning (AIRL) method in stochastic environments where theoretical results cannot hold and performance is degraded. To address this issue, we propose a novel method which infuses the dynamics information into the reward shaping with the theoretical guarantee for the induced optimal policy in the stochastic environments. Incorporating our novel model-enhanced rewards, we present a novel Model-Enhanced AIRL framework, which integrates transition model estimation directly into reward shaping. Furthermore, we provide a comprehensive theoretical analysis of the reward error bound and performance difference bound for our method. The experimental results in MuJoCo benchmarks show that our method can achieve superior performance in stochastic environments and competitive performance in deterministic environments, with significant improvement in sample efficiency, compared to existing baselines.
Training on more Reachable Tasks for Generalisation in Reinforcement Learning
Weltevrede, Max, Horsch, Caroline, Spaan, Matthijs T. J., Böhmer, Wendelin
In multi-task reinforcement learning, agents train on a fixed set of tasks and have to generalise to new ones. Recent work has shown that increased exploration improves this generalisation, but it remains unclear why exactly that is. In this paper, we introduce the concept of reachability in multi-task reinforcement learning and show that an initial exploration phase increases the number of reachable tasks the agent is trained on. This, and not the increased exploration, is responsible for the improved generalisation, even to unreachable tasks. Inspired by this, we propose a novel method Explore-Go that implements such an exploration phase at the beginning of each episode. Explore-Go only modifies the way experience is collected and can be used with most existing on-policy or off-policy reinforcement learning algorithms. We demonstrate the effectiveness of our method when combined with some popular algorithms and show an increase in generalisation performance across several environments.
Predictive Coding for Decision Transformer
Luu, Tung M., Lee, Donghoon, Yoo, Chang D.
Recent work in offline reinforcement learning (RL) has demonstrated the effectiveness of formulating decision-making as return-conditioned supervised learning. Notably, the decision transformer (DT) architecture has shown promise across various domains. However, despite its initial success, DTs have underperformed on several challenging datasets in goal-conditioned RL. This limitation stems from the inefficiency of return conditioning for guiding policy learning, particularly in unstructured and suboptimal datasets, resulting in DTs failing to effectively learn temporal compositionality. Moreover, this problem might be further exacerbated in long-horizon sparse-reward tasks. To address this challenge, we propose the Predictive Coding for Decision Transformer (PCDT) framework, which leverages generalized future conditioning to enhance DT methods. PCDT utilizes an architecture that extends the DT framework, conditioned on predictive codings, enabling decision-making based on both past and future factors, thereby improving generalization. Through extensive experiments on eight datasets from the AntMaze and FrankaKitchen environments, our proposed method achieves performance on par with or surpassing existing popular value-based and transformer-based methods in offline goal-conditioned RL. Furthermore, we also evaluate our method on a goal-reaching task with a physical robot.
STREAMS: An Assistive Multimodal AI Framework for Empowering Biosignal Based Robotic Controls
Rabiee, Ali, Ghafoori, Sima, Bai, Xiangyu, Ostadabbas, Sarah, Abiri, Reza
End-effector based assistive robots face persistent challenges in generating smooth and robust trajectories when controlled by human's noisy and unreliable biosignals such as muscle activities and brainwaves. The produced endpoint trajectories are often jerky and imprecise to perform complex tasks such as stable robotic grasping. We propose STREAMS (Self-Training Robotic End-to-end Adaptive Multimodal Shared autonomy) as a novel framework leveraged deep reinforcement learning to tackle this challenge in biosignal based robotic control systems. STREAMS blends environmental information and synthetic user input into a Deep Q Learning Network (DQN) pipeline for an interactive end-to-end and self-training mechanism to produce smooth trajectories for the control of end-effector based robots. The proposed framework achieved a high-performance record of 98% in simulation with dynamic target estimation and acquisition without any pre-existing datasets. As a zero-shot sim-to-real user study with five participants controlling a physical robotic arm with noisy head movements, STREAMS (as an assistive mode) demonstrated significant improvements in trajectory stabilization, user satisfaction, and task performance reported as a success rate of 83% compared to manual mode which was 44% without any task support. STREAMS seeks to improve biosignal based assistive robotic controls by offering an interactive, end-to-end solution that stabilizes end-effector trajectories, enhancing task performance and accuracy.
Mitigating Adversarial Perturbations for Deep Reinforcement Learning via Vector Quantization
Luu, Tung M., Nguyen, Thanh, Jin, Tee Joshua Tian, Kim, Sungwoon, Yoo, Chang D.
Recent studies reveal that well-performing reinforcement learning (RL) agents in training often lack resilience against adversarial perturbations during deployment. This highlights the importance of building a robust agent before deploying it in the real world. Most prior works focus on developing robust training-based procedures to tackle this problem, including enhancing the robustness of the deep neural network component itself or adversarially training the agent on strong attacks. In this work, we instead study an input transformation-based defense for RL. Specifically, we propose using a variant of vector quantization (VQ) as a transformation for input observations, which is then used to reduce the space of adversarial attacks during testing, resulting in the transformed observations being less affected by attacks. Our method is computationally efficient and seamlessly integrates with adversarial training, further enhancing the robustness of RL agents against adversarial attacks. Through extensive experiments in multiple environments, we demonstrate that using VQ as the input transformation effectively defends against adversarial attacks on the agent's observations.
Latent Action Priors From a Single Gait Cycle Demonstration for Online Imitation Learning
Hausdörfer, Oliver, von Rohr, Alexander, Lefort, Éric, Schoellig, Angela
Deep Reinforcement Learning (DRL) in simulation often results in brittle and unrealistic learning outcomes. To push the agent towards more desirable solutions, prior information can be injected in the learning process through, for instance, reward shaping, expert data, or motion primitives. We propose an additional inductive bias for robot learning: latent actions learned from expert demonstration as priors in the action space. We show that these action priors can be learned from only a single open-loop gait cycle using a simple autoencoder. Using these latent action priors combined with established style rewards for imitation in DRL achieves above expert demonstration level of performance and leads to more desirable gaits. Further, action priors substantially improve the performance on transfer tasks, even leading to gait transitions for higher target speeds. Videos and code are available at https://sites.google.com/view/latent-action-priors.