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 Reinforcement Learning


Learning to Manipulate Anywhere: A Visual Generalizable Framework For Reinforcement Learning

arXiv.org Artificial Intelligence

Can we endow visuomotor robots with generalization capabilities to operate in diverse open-world scenarios? In this paper, we propose \textbf{Maniwhere}, a generalizable framework tailored for visual reinforcement learning, enabling the trained robot policies to generalize across a combination of multiple visual disturbance types. Specifically, we introduce a multi-view representation learning approach fused with Spatial Transformer Network (STN) module to capture shared semantic information and correspondences among different viewpoints. In addition, we employ a curriculum-based randomization and augmentation approach to stabilize the RL training process and strengthen the visual generalization ability. To exhibit the effectiveness of Maniwhere, we meticulously design 8 tasks encompassing articulate objects, bi-manual, and dexterous hand manipulation tasks, demonstrating Maniwhere's strong visual generalization and sim2real transfer abilities across 3 hardware platforms. Our experiments show that Maniwhere significantly outperforms existing state-of-the-art methods. Videos are provided at https://gemcollector.github.io/maniwhere/.


Diffusion Models as Optimizers for Efficient Planning in Offline RL

arXiv.org Artificial Intelligence

Diffusion models have shown strong competitiveness in offline reinforcement learning tasks by formulating decision-making as sequential generation. However, the practicality of these methods is limited due to the lengthy inference processes they require. In this paper, we address this problem by decomposing the sampling process of diffusion models into two decoupled subprocesses: 1) generating a feasible trajectory, which is a time-consuming process, and 2) optimizing the trajectory. With this decomposition approach, we are able to partially separate efficiency and quality factors, enabling us to simultaneously gain efficiency advantages and ensure quality assurance. We propose the Trajectory Diffuser, which utilizes a faster autoregressive model to handle the generation of feasible trajectories while retaining the trajectory optimization process of diffusion models. This allows us to achieve more efficient planning without sacrificing capability. To evaluate the effectiveness and efficiency of the Trajectory Diffuser, we conduct experiments on the D4RL benchmarks. The results demonstrate that our method achieves $\it 3$-$\it 10 \times$ faster inference speed compared to previous sequence modeling methods, while also outperforming them in terms of overall performance. https://github.com/RenMing-Huang/TrajectoryDiffuser Keywords: Reinforcement Learning and Efficient Planning and Diffusion Model


Reinforcement Learning Meets Visual Odometry

arXiv.org Artificial Intelligence

Visual Odometry (VO) is essential to downstream mobile robotics and augmented/virtual reality tasks. Despite recent advances, existing VO methods still rely on heuristic design choices that require several weeks of hyperparameter tuning by human experts, hindering generalizability and robustness. We address these challenges by reframing VO as a sequential decision-making task and applying Reinforcement Learning (RL) to adapt the VO process dynamically. Our approach introduces a neural network, operating as an agent within the VO pipeline, to make decisions such as keyframe and grid-size selection based on real-time conditions. Our method minimizes reliance on heuristic choices using a reward function based on pose error, runtime, and other metrics to guide the system. Our RL framework treats the VO system and the image sequence as an environment, with the agent receiving observations from keypoints, map statistics, and prior poses. Experimental results using classical VO methods and public benchmarks demonstrate improvements in accuracy and robustness, validating the generalizability of our RL-enhanced VO approach to different scenarios. We believe this paradigm shift advances VO technology by eliminating the need for time-intensive parameter tuning of heuristics.


WayEx: Waypoint Exploration using a Single Demonstration

arXiv.org Artificial Intelligence

We propose WayEx, a new method for learning complex goal-conditioned robotics tasks from a single demonstration. Our approach distinguishes itself from existing imitation learning methods by demanding fewer expert examples and eliminating the need for information about the actions taken during the demonstration. This is accomplished by introducing a new reward function and employing a knowledge expansion technique. We demonstrate the effectiveness of WayEx, our waypoint exploration strategy, across six diverse tasks, showcasing its applicability in various environments. Notably, our method significantly reduces training time by 50% as compared to traditional reinforcement learning methods. WayEx obtains a higher reward than existing imitation learning methods given only a single demonstration. Furthermore, we demonstrate its success in tackling complex environments where standard approaches fall short. More information is available at: https://waypoint-ex.github.io.


Reinforcement Learning Pair Trading: A Dynamic Scaling approach

arXiv.org Artificial Intelligence

Cryptocurrency is a cryptography-based digital asset with extremely volatile prices. Around $70 billion worth of crypto-currency is traded daily on exchanges. Trading crypto-currency is difficult due to the inherent volatility of the crypto-market. In this work, we want to test the hypothesis: "Can techniques from artificial intelligence help with algorithmically trading cryptocurrencies?". In order to address this question, we combine Reinforcement Learning (RL) with pair trading. Pair trading is a statistical arbitrage trading technique which exploits the price difference between statistically correlated assets. We train reinforcement learners to determine when and how to trade pairs of cryptocurrencies. We develop new reward shaping and observation/action spaces for reinforcement learning. We performed experiments with the developed reinforcement learner on pairs of BTC-GBP and BTC-EUR data separated by 1-minute intervals (n = 263,520). The traditional non-RL pair trading technique achieved an annualised profit of 8.33%, while the proposed RL-based pair trading technique achieved annualised profits from 9.94% - 31.53%, depending upon the RL learner. Our results show that RL can significantly outperform manual and traditional pair trading techniques when applied to volatile markets such as cryptocurrencies.


Concept-Based Interpretable Reinforcement Learning with Limited to No Human Labels

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning (RL) have predominantly leveraged neural network-based policies for decision-making, yet these models often lack interpretability, posing challenges for stakeholder comprehension and trust. Concept bottleneck models offer an interpretable alternative by integrating human-understandable concepts into neural networks. However, a significant limitation in prior work is the assumption that human annotations for these concepts are readily available during training, necessitating continuous real-time input from human annotators. To overcome this limitation, we introduce a novel training scheme that enables RL algorithms to efficiently learn a concept-based policy by only querying humans to label a small set of data, or in the extreme case, without any human labels. Our algorithm, LICORICE, involves three main contributions: interleaving concept learning and RL training, using a concept ensembles to actively select informative data points for labeling, and decorrelating the concept data with a simple strategy. We show how LICORICE reduces manual labeling efforts to to 500 or fewer concept labels in three environments. Finally, we present an initial study to explore how we can use powerful vision-language models to infer concepts from raw visual inputs without explicit labels at minimal cost to performance.


MODRL-TA:A Multi-Objective Deep Reinforcement Learning Framework for Traffic Allocation in E-Commerce Search

arXiv.org Artificial Intelligence

Traffic allocation is a process of redistributing natural traffic to products by adjusting their positions in the post-search phase, aimed at effectively fostering merchant growth, precisely meeting customer demands, and ensuring the maximization of interests across various parties within e-commerce platforms. Existing methods based on learning to rank neglect the long-term value of traffic allocation, whereas approaches of reinforcement learning suffer from balancing multiple objectives and the difficulties of cold starts within realworld data environments. To address the aforementioned issues, this paper propose a multi-objective deep reinforcement learning framework consisting of multi-objective Q-learning (MOQ), a decision fusion algorithm (DFM) based on the cross-entropy method(CEM), and a progressive data augmentation system(PDA). Specifically. MOQ constructs ensemble RL models, each dedicated to an objective, such as click-through rate, conversion rate, etc. These models individually determine the position of items as actions, aiming to estimate the long-term value of multiple objectives from an individual perspective. Then we employ DFM to dynamically adjust weights among objectives to maximize long-term value, addressing temporal dynamics in objective preferences in e-commerce scenarios. Initially, PDA trained MOQ with simulated data from offline logs. As experiments progressed, it strategically integrated real user interaction data, ultimately replacing the simulated dataset to alleviate distributional shifts and the cold start problem. Experimental results on real-world online e-commerce systems demonstrate the significant improvements of MODRL-TA, and we have successfully deployed MODRL-TA on an e-commerce search platform.


On shallow planning under partial observability

arXiv.org Artificial Intelligence

Formulating a real-world problem under the Reinforcement Learning framework involves non-trivial design choices, such as selecting a discount factor for the learning objective (discounted cumulative rewards), which articulates the planning horizon of the agent. This work investigates the impact of the discount factor on the biasvariance trade-off given structural parameters of the underlying Markov Decision Process. Our results support the idea that a shorter planning horizon might be beneficial, especially under partial observability.


Evaluation of Reinforcement Learning for Autonomous Penetration Testing using A3C, Q-learning and DQN

arXiv.org Artificial Intelligence

Penetration testing is the process of searching for security weaknesses by simulating an attack. It is usually performed by experienced professionals, where scanning and attack tools are applied. By automating the execution of such tools, the need for human interaction and decision-making could be reduced. In this work, a Network Attack Simulator (NASim) was used as an environment to train reinforcement learning agents to solve three predefined security scenarios. These scenarios cover techniques of exploitation, post-exploitation and wiretapping. A large hyperparameter grid search was performed to find the best hyperparameter combinations. The algorithms Q-learning, DQN and A3C were used, whereby A3C was able to solve all scenarios and achieve generalization. In addition, A3C could solve these scenarios with fewer actions than the baseline automated penetration testing. Although the training was performed on rather small scenarios and with small state and action spaces for the agents, the results show that a penetration test can successfully be performed by the RL agent.


Offline Imitation Learning Through Graph Search and Retrieval

arXiv.org Artificial Intelligence

Imitation learning is a powerful machine learning algorithm for a robot to acquire manipulation skills. Nevertheless, many real-world manipulation tasks involve precise and dexterous robot-object interactions, which make it difficult for humans to collect high-quality expert demonstrations. As a result, a robot has to learn skills from suboptimal demonstrations and unstructured interactions, which remains a key challenge. Existing works typically use offline deep reinforcement learning (RL) to solve this challenge, but in practice these algorithms are unstable and fragile due to the deadly triad issue. To overcome this problem, we propose GSR, a simple yet effective algorithm that learns from suboptimal demonstrations through Graph Search and Retrieval. We first use pretrained representation to organize the interaction experience into a graph and perform a graph search to calculate the values of different behaviors. Then, we apply a retrieval-based procedure to identify the best behavior (actions) on each state and use behavior cloning to learn that behavior. We evaluate our method in both simulation and real-world robotic manipulation tasks with complex visual inputs, covering various precise and dexterous manipulation skills with objects of different physical properties. GSR can achieve a 10% to 30% higher success rate and over 30% higher proficiency compared to baselines. Our project page is at https://zhaohengyin.github.io/gsr.