Reinforcement Learning
Agent-state based policies in POMDPs: Beyond belief-state MDPs
The traditional approach to POMDPs is to convert them into fully observed MDPs by considering a belief state as an information state. However, a belief-state based approach requires perfect knowledge of the system dynamics and is therefore not applicable in the learning setting where the system model is unknown. Various approaches to circumvent this limitation have been proposed in the literature. We present a unified treatment of some of these approaches by viewing them as models where the agent maintains a local recursively updateable agent state and chooses actions based on the agent state. We highlight the different classes of agent-state based policies and the various approaches that have been proposed in the literature to find good policies within each class. These include the designer's approach to find optimal non-stationary agent-state based policies, policy search approaches to find a locally optimal stationary agent-state based policies, and the approximate information state to find approximately optimal stationary agent-state based policies. We then present how ideas from the approximate information state approach have been used to improve Q-learning and actor-critic algorithms for learning in POMDPs.
Walking with Terrain Reconstruction: Learning to Traverse Risky Sparse Footholds
Yu, Ruiqi, Wang, Qianshi, Wang, Yizhen, Wang, Zhicheng, Wu, Jun, Zhu, Qiuguo
Traversing risky terrains with sparse footholds presents significant challenges for legged robots, requiring precise foot placement in safe areas. Current learning-based methods often rely on implicit feature representations without supervising physically significant estimation targets. This limits the policy's ability to fully understand complex terrain structures, which is critical for generating accurate actions. In this paper, we utilize end-to-end reinforcement learning to traverse risky terrains with high sparsity and randomness. Our approach integrates proprioception with single-view depth images to reconstruct robot's local terrain, enabling a more comprehensive representation of terrain information. Meanwhile, by incorporating implicit and explicit estimations of the robot's state and its surroundings, we improve policy's environmental understanding, leading to more precise actions. We deploy the proposed framework on a low-cost quadrupedal robot, achieving agile and adaptive locomotion across various challenging terrains and demonstrating outstanding performance in real-world scenarios. Video at: http://youtu.be/ReQAR4D6tuc.
Safe Navigation for Robotic Digestive Endoscopy via Human Intervention-based Reinforcement Learning
Tan, Min, Tao, Yushun, Zheng, Boyun, Xie, GaoSheng, Feng, Lijuan, Xia, Zeyang, Xiong, Jing
With the increasing application of automated robotic digestive endoscopy (RDE), ensuring safe and efficient navigation in the unstructured and narrow digestive tract has become a critical challenge. Existing automated reinforcement learning navigation algorithms, often result in potentially risky collisions due to the absence of essential human intervention, which significantly limits the safety and effectiveness of RDE in actual clinical practice. To address this limitation, we proposed a Human Intervention (HI)-based Proximal Policy Optimization (PPO) framework, dubbed HI-PPO, which incorporates expert knowledge to enhance RDE's safety. Specifically, we introduce an Enhanced Exploration Mechanism (EEM) to address the low exploration efficiency of the standard PPO. Additionally, a reward-penalty adjustment (RPA) is implemented to penalize unsafe actions during initial interventions. Furthermore, Behavior Cloning Similarity (BCS) is included as an auxiliary objective to ensure the agent emulates expert actions. Comparative experiments conducted in a simulated platform across various anatomical colon segments demonstrate that our model effectively and safely guides RDE.
SurgIRL: Towards Life-Long Learning for Surgical Automation by Incremental Reinforcement Learning
Ho, Yun-Jie, Chiu, Zih-Yun, Zhi, Yuheng, Yip, Michael C.
Surgical automation holds immense potential to improve the outcome and accessibility of surgery. Recent studies use reinforcement learning to learn policies that automate different surgical tasks. However, these policies are developed independently and are limited in their reusability when the task changes, making it more time-consuming when robots learn to solve multiple tasks. Inspired by how human surgeons build their expertise, we train surgical automation policies through Surgical Incremental Reinforcement Learning (SurgIRL). SurgIRL aims to (1) acquire new skills by referring to external policies (knowledge) and (2) accumulate and reuse these skills to solve multiple unseen tasks incrementally (incremental learning). Our SurgIRL framework includes three major components. We first define an expandable knowledge set containing heterogeneous policies that can be helpful for surgical tasks. Then, we propose Knowledge Inclusive Attention Network with mAximum Coverage Exploration (KIAN-ACE), which improves learning efficiency by maximizing the coverage of the knowledge set during the exploration process. Finally, we develop incremental learning pipelines based on KIAN-ACE to accumulate and reuse learned knowledge and solve multiple surgical tasks sequentially. Our simulation experiments show that KIAN-ACE efficiently learns to automate ten surgical tasks separately or incrementally. We also evaluate our learned policies on the da Vinci Research Kit (dVRK) and demonstrate successful sim-to-real transfers.
Reinforcement Feature Transformation for Polymer Property Performance Prediction
Hu, Xuanming, Wang, Dongjie, Ying, Wangyang, Fu, Yanjie
Polymer property performance prediction aims to forecast specific features or attributes of polymers, which has become an efficient approach to measuring their performance. However, existing machine learning models face challenges in effectively learning polymer representations due to low-quality polymer datasets, which consequently impact their overall performance. This study focuses on improving polymer property performance prediction tasks by reconstructing an optimal and explainable descriptor representation space. Nevertheless, prior research such as feature engineering and representation learning can only partially solve this task since they are either labor-incentive or unexplainable. This raises two issues: 1) automatic transformation and 2) explainable enhancement. To tackle these issues, we propose our unique Traceable Group-wise Reinforcement Generation Perspective. Specifically, we redefine the reconstruction of the representation space into an interactive process, combining nested generation and selection. Generation creates meaningful descriptors, and selection eliminates redundancies to control descriptor sizes. Our approach employs cascading reinforcement learning with three Markov Decision Processes, automating descriptor and operation selection, and descriptor crossing. We utilize a group-wise generation strategy to explore and enhance reward signals for cascading agents. Ultimately, we conduct experiments to indicate the effectiveness of our proposed framework.
CANDERE-COACH: Reinforcement Learning from Noisy Feedback
Li, Yuxuan, Das, Srijita, Taylor, Matthew E.
In recent times, Reinforcement learning (RL) has been widely applied to many challenging tasks. However, in order to perform well, it requires access to a good reward function which is often sparse or manually engineered with scope for error. Introducing human prior knowledge is often seen as a possible solution to the above-mentioned problem, such as imitation learning, learning from preference, and inverse reinforcement learning. Learning from feedback is another framework that enables an RL agent to learn from binary evaluative signals describing the teacher's (positive or negative) evaluation of the agent's action. However, these methods often make the assumption that evaluative teacher feedback is perfect, which is a restrictive assumption. In practice, such feedback can be noisy due to limited teacher expertise or other exacerbating factors like cognitive load, availability, distraction, etc. In this work, we propose the CANDERE-COACH algorithm, which is capable of learning from noisy feedback by a nonoptimal teacher. We propose a noise-filtering mechanism to de-noise online feedback data, thereby enabling the RL agent to successfully learn with up to 40% of the teacher feedback being incorrect. Experiments on three common domains demonstrate the effectiveness of the proposed approach.
Intelligent Routing Algorithm over SDN: Reusable Reinforcement Learning Approach
Wumian, Wang, Saha, Sajal, Haque, Anwar, Sidebottom, Greg
Traffic routing is vital for the proper functioning of the Internet. As users and network traffic increase, researchers try to develop adaptive and intelligent routing algorithms that can fulfill various QoS requirements. Reinforcement Learning (RL) based routing algorithms have shown better performance than traditional approaches. We developed a QoS-aware, reusable RL routing algorithm, RLSR-Routing over SDN. During the learning process, our algorithm ensures loop-free path exploration. While finding the path for one traffic demand (a source destination pair with certain amount of traffic), RLSR-Routing learns the overall network QoS status, which can be used to speed up algorithm convergence when finding the path for other traffic demands. By adapting Segment Routing, our algorithm can achieve flow-based, source packet routing, and reduce communications required between SDN controller and network plane. Our algorithm shows better performance in terms of load balancing than the traditional approaches. It also has faster convergence than the non-reusable RL approach when finding paths for multiple traffic demands.
The Number of Trials Matters in Infinite-Horizon General-Utility Markov Decision Processes
Santos, Pedro P., Sardinha, Alberto, Melo, Francisco S.
The general-utility Markov decision processes (GUMDPs) framework generalizes the MDPs framework by considering objective functions that depend on the frequency of visitation of state-action pairs induced by a given policy. In this work, we contribute with the first analysis on the impact of the number of trials, i.e., the number of randomly sampled trajectories, in infinite-horizon GUMDPs. We show that, as opposed to standard MDPs, the number of trials plays a key-role in infinite-horizon GUMDPs and the expected performance of a given policy depends, in general, on the number of trials. We consider both discounted and average GUMDPs, where the objective function depends, respectively, on discounted and average frequencies of visitation of state-action pairs. First, we study policy evaluation under discounted GUMDPs, proving lower and upper bounds on the mismatch between the finite and infinite trials formulations for GUMDPs. Second, we address average GUMDPs, studying how different classes of GUMDPs impact the mismatch between the finite and infinite trials formulations. Third, we provide a set of empirical results to support our claims, highlighting how the number of trajectories and the structure of the underlying GUMDP influence policy evaluation.
SPformer: A Transformer Based DRL Decision Making Method for Connected Automated Vehicles
Han, Ye, Zhang, Lijun, Meng, Dejian, Hu, Xingyu, Lu, Yixia
In mixed autonomy traffic environment, every decision made by an autonomous-driving car may have a great impact on the transportation system. Because of the complex interaction between vehicles, it is challenging to make decisions that can ensure both high traffic efficiency and safety now and futher. Connected automated vehicles (CAVs) have great potential to improve the quality of decision-making in this continuous, highly dynamic and interactive environment because of their stronger sensing and communicating ability. For multi-vehicle collaborative decision-making algorithms based on deep reinforcement learning (DRL), we need to represent the interactions between vehicles to obtain interactive features. The representation in this aspect directly affects the learning efficiency and the quality of the learned policy. To this end, we propose a CAV decision-making architecture based on transformer and reinforcement learning algorithms. A learnable policy token is used as the learning medium of the multi-vehicle joint policy, the states of all vehicles in the area of interest can be adaptively noticed in order to extract interactive features among agents. We also design an intuitive physical positional encodings, the redundant location information of which optimizes the performance of the network. Simulations show that our model can make good use of all the state information of vehicles in traffic scenario, so as to obtain high-quality driving decisions that meet efficiency and safety objectives. The comparison shows that our method significantly improves existing DRL-based multi-vehicle cooperative decision-making algorithms.
Zero-Cost Whole-Body Teleoperation for Mobile Manipulation
Honerkamp, Daniel, Mahesheka, Harsh, von Hartz, Jan Ole, Welschehold, Tim, Valada, Abhinav
Demonstration data plays a key role in learning complex behaviors and training robotic foundation models. While effective control interfaces exist for static manipulators, data collection remains cumbersome and time intensive for mobile manipulators due to their large number of degrees of freedom. While specialized hardware, avatars, or motion tracking can enable whole-body control, these approaches are either expensive, robot-specific, or suffer from the embodiment mismatch between robot and human demonstrator. In this work, we present MoMa-Teleop, a novel teleoperation method that delegates the base motions to a reinforcement learning agent, leaving the operator to focus fully on the task-relevant end-effector motions. This enables whole-body teleoperation of mobile manipulators with zero additional hardware or setup costs via standard interfaces such as joysticks or hand guidance. Moreover, the operator is not bound to a tracked workspace and can move freely with the robot over spatially extended tasks. We demonstrate that our approach results in a significant reduction in task completion time across a variety of robots and tasks. As the generated data covers diverse whole-body motions without embodiment mismatch, it enables efficient imitation learning. By focusing on task-specific end-effector motions, our approach learns skills that transfer to unseen settings, such as new obstacles or changed object positions, from as little as five demonstrations. We make code and videos available at http://moma-teleop.cs.uni-freiburg.de.