Reinforcement Learning
Bayesian Optimization Framework for Efficient Fleet Design in Autonomous Multi-Robot Exploration
Concha, David Molina, Li, Jiping, Yin, Haoran, Park, Kyeonghyeon, Lee, Hyun-Rok, Lee, Taesik, Sirohi, Dhruv, Lee, Chi-Guhn
This study addresses the challenge of fleet design optimization in the context of heterogeneous multi-robot fleets, aiming to obtain feasible designs that balance performance and costs. In the domain of autonomous multi-robot exploration, reinforcement learning agents play a central role, offering adaptability to complex terrains and facilitating collaboration among robots. However, modifying the fleet composition results in changes in the learned behavior, and training multi-robot systems using multi-agent reinforcement learning is expensive. Therefore, an exhaustive evaluation of each potential fleet design is infeasible. To tackle these hurdles, we introduce Bayesian Optimization for Fleet Design (BOFD), a framework leveraging multi-objective Bayesian Optimization to explore fleets on the Pareto front of performance and cost while accounting for uncertainty in the design space. Moreover, we establish a sub-linear bound for cumulative regret, supporting BOFD's robustness and efficacy. Extensive benchmark experiments in synthetic and simulated environments demonstrate the superiority of our framework over state-of-the-art methods, achieving efficient fleet designs with minimal fleet evaluations.
Pareto Inverse Reinforcement Learning for Diverse Expert Policy Generation
Kim, Woo Kyung, Yoo, Minjong, Woo, Honguk
Data-driven offline reinforcement learning and imitation learning approaches have been gaining popularity in addressing sequential decision-making problems. Yet, these approaches rarely consider learning Pareto-optimal policies from a limited pool of expert datasets. This becomes particularly marked due to practical limitations in obtaining comprehensive datasets for all preferences, where multiple conflicting objectives exist and each expert might hold a unique optimization preference for these objectives. In this paper, we adapt inverse reinforcement learning (IRL) by using reward distance estimates for regularizing the discriminator. This enables progressive generation of a set of policies that accommodate diverse preferences on the multiple objectives, while using only two distinct datasets, each associated with a different expert preference. In doing so, we present a Pareto IRL framework (ParIRL) that establishes a Pareto policy set from these limited datasets. In the framework, the Pareto policy set is then distilled into a single, preference-conditioned diffusion model, thus allowing users to immediately specify which expert's patterns they prefer. Through experiments, we show that ParIRL outperforms other IRL algorithms for various multi-objective control tasks, achieving the dense approximation of the Pareto frontier. We also demonstrate the applicability of ParIRL with autonomous driving in CARLA.
A Survey of Embodied Learning for Object-Centric Robotic Manipulation
Zheng, Ying, Yao, Lei, Su, Yuejiao, Zhang, Yi, Wang, Yi, Zhao, Sicheng, Zhang, Yiyi, Chau, Lap-Pui
Embodied learning for object-centric robotic manipulation is a rapidly developing and challenging area in embodied AI. It is crucial for advancing next-generation intelligent robots and has garnered significant interest recently. Unlike data-driven machine learning methods, embodied learning focuses on robot learning through physical interaction with the environment and perceptual feedback, making it especially suitable for robotic manipulation. In this paper, we provide a comprehensive survey of the latest advancements in this field and categorize the existing work into three main branches: 1) Embodied perceptual learning, which aims to predict object pose and affordance through various data representations; 2) Embodied policy learning, which focuses on generating optimal robotic decisions using methods such as reinforcement learning and imitation learning; 3) Embodied task-oriented learning, designed to optimize the robot's performance based on the characteristics of different tasks in object grasping and manipulation. In addition, we offer an overview and discussion of public datasets, evaluation metrics, representative applications, current challenges, and potential future research directions. A project associated with this survey has been established at https://github.com/RayYoh/OCRM_survey.
Advances in Preference-based Reinforcement Learning: A Review
Abdelkareem, Youssef, Shehata, Shady, Karray, Fakhri
Reinforcement Learning (RL) algorithms suffer from the dependency on accurately engineered reward functions to properly guide the learning agents to do the required tasks. Preference-based reinforcement learning (PbRL) addresses that by utilizing human preferences as feedback from the experts instead of numeric rewards. Due to its promising advantage over traditional RL, PbRL has gained more focus in recent years with many significant advances. In this survey, we present a unified PbRL framework to include the newly emerging approaches that improve the scalability and efficiency of PbRL. In addition, we give a detailed overview of the theoretical guarantees and benchmarking work done in the field, while presenting its recent applications in complex real-world tasks. Lastly, we go over the limitations of the current approaches and the proposed future research directions.
Reflex-Based Open-Vocabulary Navigation without Prior Knowledge Using Omnidirectional Camera and Multiple Vision-Language Models
Kawaharazuka, Kento, Obinata, Yoshiki, Kanazawa, Naoaki, Tsukamoto, Naoto, Okada, Kei, Inaba, Masayuki
Various robot navigation methods have been developed, but they are mainly based on Simultaneous Localization and Mapping (SLAM), reinforcement learning, etc., which require prior map construction or learning. In this study, we consider the simplest method that does not require any map construction or learning, and execute open-vocabulary navigation of robots without any prior knowledge to do this. We applied an omnidirectional camera and pre-trained vision-language models to the robot. The omnidirectional camera provides a uniform view of the surroundings, thus eliminating the need for complicated exploratory behaviors including trajectory generation. By applying multiple pre-trained vision-language models to this omnidirectional image and incorporating reflective behaviors, we show that navigation becomes simple and does not require any prior setup. Interesting properties and limitations of our method are discussed based on experiments with the mobile robot Fetch.
Deviations from the Nash equilibrium and emergence of tacit collusion in a two-player optimal execution game with reinforcement learning
Lillo, Fabrizio, Macrรฌ, Andrea
The use of reinforcement learning algorithms in financial trading is becoming increasingly prevalent. However, the autonomous nature of these algorithms can lead to unexpected outcomes that deviate from traditional game-theoretical predictions and may even destabilize markets. In this study, we examine a scenario in which two autonomous agents, modeled with Double Deep Q-Learning, learn to liquidate the same asset optimally in the presence of market impact, using the Almgren-Chriss (2000) framework. Our results show that the strategies learned by the agents deviate significantly from the Nash equilibrium of the corresponding market impact game. Notably, the learned strategies exhibit tacit collusion, closely aligning with the Pareto-optimal solution. We further explore how different levels of market volatility influence the agents' performance and the equilibria they discover, including scenarios where volatility differs between the training and testing phases.
World Models Increase Autonomy in Reinforcement Learning
Yang, Zhao, Moerland, Thomas M., Preuss, Mike, Plaat, Aske, Hu, Edward S.
Reinforcement learning (RL) is an appealing paradigm for training intelligent agents, enabling policy acquisition from the agent's own autonomously acquired experience. However, the training process of RL is far from automatic, requiring extensive human effort to reset the agent and environments. To tackle the challenging reset-free setting, we first demonstrate the superiority of model-based (MB) RL methods in such setting, showing that a straightforward adaptation of MBRL can outperform all the prior state-of-the-art methods while requiring less supervision. We then identify limitations inherent to this direct extension and propose a solution called model-based reset-free (MoReFree) agent, which further enhances the performance. MoReFree adapts two key mechanisms, exploration and policy learning, to handle reset-free tasks by prioritizing task-relevant states. It exhibits superior data-efficiency across various reset-free tasks without access to environmental reward or demonstrations while significantly outperforming privileged baselines that require supervision. Our findings suggest model-based methods hold significant promise for reducing human effort in RL.
Accelerating Goal-Conditioned RL Algorithms and Research
Bortkiewicz, Michaล, Paลucki, Wลadek, Myers, Vivek, Dziarmaga, Tadeusz, Arczewski, Tomasz, Kuciลski, ลukasz, Eysenbach, Benjamin
Self-supervision has the potential to transform reinforcement learning (RL), paralleling the breakthroughs it has enabled in other areas of machine learning. While self-supervised learning in other domains aims to find patterns in a fixed dataset, self-supervised goal-conditioned reinforcement learning (GCRL) agents discover new behaviors by learning from the goals achieved during unstructured interaction with the environment. However, these methods have failed to see similar success, both due to a lack of data from slow environments as well as a lack of stable algorithms. We take a step toward addressing both of these issues by releasing a high-performance codebase and benchmark JaxGCRL for self-supervised GCRL, enabling researchers to train agents for millions of environment steps in minutes on a single GPU. The key to this performance is a combination of GPU-accelerated environments and a stable, batched version of the contrastive reinforcement learning algorithm, based on an infoNCE objective, that effectively makes use of this increased data throughput. With this approach, we provide a foundation for future research in self-supervised GCRL, enabling researchers to quickly iterate on new ideas and evaluate them in a diverse set of challenging environments. Website + Code: https://github.com/MichalBortkiewicz/JaxGCRL
Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning Benchmarks
Qu, Yun, Wang, Boyuan, Shao, Jianzhun, Jiang, Yuhang, Chen, Chen, Ye, Zhenbin, Liu, Lin, Yang, Junfeng, Lai, Lin, Qin, Hongyang, Deng, Minwen, Zhuo, Juchao, Ye, Deheng, Fu, Qiang, Yang, Wei, Yang, Guang, Huang, Lanxiao, Ji, Xiangyang
The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning.
Offline Policy Learning via Skill-step Abstraction for Long-horizon Goal-Conditioned Tasks
Kim, Donghoon, Yoo, Minjong, Woo, Honguk
Goal-conditioned (GC) policy learning often faces a challenge arising from the sparsity of rewards, when confronting long-horizon goals. To address the challenge, we explore skill-based GC policy learning in offline settings, where skills are acquired from existing data and long-horizon goals are decomposed into sequences of near-term goals that align with these skills. Specifically, we present an `offline GC policy learning via skill-step abstraction' framework (GLvSA) tailored for tackling long-horizon GC tasks affected by goal distribution shifts. In the framework, a GC policy is progressively learned offline in conjunction with the incremental modeling of skill-step abstractions on the data. We also devise a GC policy hierarchy that not only accelerates GC policy learning within the framework but also allows for parameter-efficient fine-tuning of the policy. Through experiments with the maze and Franka kitchen environments, we demonstrate the superiority and efficiency of our GLvSA framework in adapting GC policies to a wide range of long-horizon goals. The framework achieves competitive zero-shot and few-shot adaptation performance, outperforming existing GC policy learning and skill-based methods.