Reinforcement Learning
Learning Quadrupedal Locomotion via Differentiable Simulation
Schwarke, Clemens, Klemm, Victor, Tordesillas, Jesus, Sleiman, Jean-Pierre, Hutter, Marco
The emergence of differentiable simulators enabling analytic gradient computation has motivated a new wave of learning algorithms that hold the potential to significantly increase sample efficiency over traditional Reinforcement Learning (RL) methods. While recent research has demonstrated performance gains in scenarios with comparatively smooth dynamics and, thus, smooth optimization landscapes, research on leveraging differentiable simulators for contact-rich scenarios, such as legged locomotion, is scarce. This may be attributed to the discontinuous nature of contact, which introduces several challenges to optimizing with analytic gradients. The purpose of this paper is to determine if analytic gradients can be beneficial even in the face of contact. Our investigation focuses on the effects of different soft and hard contact models on the learning process, examining optimization challenges through the lens of contact simulation. We demonstrate the viability of employing analytic gradients to learn physically plausible locomotion skills with a quadrupedal robot using Short-Horizon Actor-Critic (SHAC), a learning algorithm leveraging analytic gradients, and draw a comparison to a state-of-the-art RL algorithm, Proximal Policy Optimization (PPO), to understand the benefits of analytic gradients.
Unsupervised Learning of Effective Actions in Robotics
Zaric, Marko, Hollenstein, Jakob, Piater, Justus, Renaudo, Erwan
Learning actions that are relevant to decision-making and can be executed effectively is a key problem in autonomous robotics. Current state-of-the-art action representations in robotics lack proper effect-driven learning of the robot's actions. Although successful in solving manipulation tasks, deep learning methods also lack this ability, in addition to their high cost in terms of memory or training data. In this paper, we propose an unsupervised algorithm to discretize a continuous motion space and generate "action prototypes", each producing different effects in the environment. After an exploration phase, the algorithm automatically builds a representation of the effects and groups motions into action prototypes, where motions more likely to produce an effect are represented more than those that lead to negligible changes. We evaluate our method on a simulated stair-climbing reinforcement learning task, and the preliminary results show that our effect driven discretization outperforms uniformly and randomly sampled discretizations in convergence speed and maximum reward.
Solving a Real-World Optimization Problem Using Proximal Policy Optimization with Curriculum Learning and Reward Engineering
Pendyala, Abhijeet, Atamna, Asma, Glasmachers, Tobias
We present a proximal policy optimization (PPO) agent trained through curriculum learning (CL) principles and meticulous reward engineering to optimize a real-world high-throughput waste sorting facility. Our work addresses the challenge of effectively balancing the competing objectives of operational safety, volume optimization, and minimizing resource usage. A vanilla agent trained from scratch on these multiple criteria fails to solve the problem due to its inherent complexities. This problem is particularly difficult due to the environment's extremely delayed rewards with long time horizons and class (or action) imbalance, with important actions being infrequent in the optimal policy. This forces the agent to anticipate long-term action consequences and prioritize rare but rewarding behaviours, creating a non-trivial reinforcement learning task. Our five-stage CL approach tackles these challenges by gradually increasing the complexity of the environmental dynamics during policy transfer while simultaneously refining the reward mechanism. This iterative and adaptable process enables the agent to learn a desired optimal policy. Results demonstrate that our approach significantly improves inference-time safety, achieving near-zero safety violations in addition to enhancing waste sorting plant efficiency.
Distributionally Robust Policy and Lyapunov-Certificate Learning
Long, Kehan, Cortes, Jorge, Atanasov, Nikolay
This article presents novel methods for synthesizing distributionally robust stabilizing neural controllers and certificates for control systems under model uncertainty. A key challenge in designing controllers with stability guarantees for uncertain systems is the accurate determination of and adaptation to shifts in model parametric uncertainty during online deployment. We tackle this with a novel distributionally robust formulation of the Lyapunov derivative chance constraint ensuring a monotonic decrease of the Lyapunov certificate. To avoid the computational complexity involved in dealing with the space of probability measures, we identify a sufficient condition in the form of deterministic convex constraints that ensures the Lyapunov derivative constraint is satisfied. We integrate this condition into a loss function for training a neural network-based controller and show that, for the resulting closed-loop system, the global asymptotic stability of its equilibrium can be certified with high confidence, even with Out-of-Distribution (OoD) model uncertainties. To demonstrate the efficacy and efficiency of the proposed methodology, we compare it with an uncertainty-agnostic baseline approach and several reinforcement learning approaches in two control problems in simulation. Open-source implementations of the examples are available at https://github.com/KehanLong/DR
Utilizing Maximum Mean Discrepancy Barycenter for Propagating the Uncertainty of Value Functions in Reinforcement Learning
Accounting for the uncertainty of value functions boosts exploration in Reinforcement Learning (RL). Our work introduces Maximum Mean Discrepancy Q-Learning (MMD-QL) to improve Wasserstein Q-Learning (WQL) for uncertainty propagation during Temporal Difference (TD) updates. MMD-QL uses the MMD barycenter for this purpose, as MMD provides a tighter estimate of closeness between probability measures than the Wasserstein distance. Firstly, we establish that MMD-QL is Probably Approximately Correct in MDP (PAC-MDP) under the average loss metric. Concerning the accumulated rewards, experiments on tabular environments show that MMD-QL outperforms WQL and other algorithms. Secondly, we incorporate deep networks into MMD-QL to create MMD Q-Network (MMD-QN). Making reasonable assumptions, we analyze the convergence rates of MMD-QN using function approximation. Empirical results on challenging Atari games demonstrate that MMD-QN performs well compared to benchmark deep RL algorithms, highlighting its effectiveness in handling large state-action spaces.
MARL-LNS: Cooperative Multi-agent Reinforcement Learning via Large Neighborhoods Search
Chen, Weizhe, Koenig, Sven, Dilkina, Bistra
Cooperative multi-agent reinforcement learning (MARL) has been an increasingly important research topic in the last half-decade because of its great potential for real-world applications. Because of the curse of dimensionality, the popular "centralized training decentralized execution" framework requires a long time in training, yet still cannot converge efficiently. In this paper, we propose a general training framework, MARL-LNS, to algorithmically address these issues by training on alternating subsets of agents using existing deep MARL algorithms as low-level trainers, while not involving any additional parameters to be trained. Based on this framework, we provide three algorithm variants based on the framework: random large neighborhood search (RLNS), batch large neighborhood search (BLNS), and adaptive large neighborhood search (ALNS), which alternate the subsets of agents differently. We test our algorithms on both the StarCraft Multi-Agent Challenge and Google Research Football, showing that our algorithms can automatically reduce at least 10% of training time while reaching the same final skill level as the original algorithm.
Reinforcement Learning in Categorical Cybernetics
Hedges, Jules, Sakamoto, Riu Rodríguez
We show that several major algorithms of reinforcement learning (RL) fit into the framework of categorical cybernetics, that is to say, parametrised bidirectional processes. We build on our previous work in which we show that value iteration can be represented by precomposition with a certain optic. The outline of the main construction in this paper is: (1) We extend the Bellman operators to parametrised optics that apply to action-value functions and depend on a sample. (2) We apply a representable contravariant functor, obtaining a parametrised function that applies the Bellman iteration. (3) This parametrised function becomes the backward pass of another parametrised optic that represents the model, which interacts with an environment via an agent. Thus, parametrised optics appear in two different ways in our construction, with one becoming part of the other. As we show, many of the major classes of algorithms in RL can be seen as different extremal cases of this general setup: dynamic programming, Monte Carlo methods, temporal difference learning, and deep RL. We see this as strong evidence that this approach is a natural one and believe that it will be a fruitful way to think about RL in the future.
SliceIt! -- A Dual Simulator Framework for Learning Robot Food Slicing
Beltran-Hernandez, Cristian C., Erbetti, Nicolas, Hamaya, Masashi
Cooking robots can enhance the home experience by reducing the burden of daily chores. However, these robots must perform their tasks dexterously and safely in shared human environments, especially when handling dangerous tools such as kitchen knives. This study focuses on enabling a robot to autonomously and safely learn food-cutting tasks. More specifically, our goal is to enable a collaborative robot or industrial robot arm to perform food-slicing tasks by adapting to varying material properties using compliance control. Our approach involves using Reinforcement Learning (RL) to train a robot to compliantly manipulate a knife, by reducing the contact forces exerted by the food items and by the cutting board. However, training the robot in the real world can be inefficient, and dangerous, and result in a lot of food waste. Therefore, we proposed SliceIt!, a framework for safely and efficiently learning robot food-slicing tasks in simulation. Following a real2sim2real approach, our framework consists of collecting a few real food slicing data, calibrating our dual simulation environment (a high-fidelity cutting simulator and a robotic simulator), learning compliant control policies on the calibrated simulation environment, and finally, deploying the policies on the real robot.
Rethinking Teacher-Student Curriculum Learning through the Cooperative Mechanics of Experience
Diaz, Manfred, Paull, Liam, Tacchetti, Andrea
Teacher-Student Curriculum Learning (TSCL) is a curriculum learning framework that draws inspiration from human cultural transmission and learning. It involves a teacher algorithm shaping the learning process of a learner algorithm by exposing it to controlled experiences. Despite its success, understanding the conditions under which TSCL is effective remains challenging. In this paper, we propose a data-centric perspective to analyze the underlying mechanics of the teacher-student interactions in TSCL. We leverage cooperative game theory to describe how the composition of the set of experiences presented by the teacher to the learner, as well as their order, influences the performance of the curriculum that are found by TSCL approaches. To do so, we demonstrate that for every TSCL problem, there exists an equivalent cooperative game, and several key components of the TSCL framework can be reinterpreted using game-theoretic principles. Through experiments covering supervised learning, reinforcement learning, and classical games, we estimate the cooperative values of experiences and use value-proportional curriculum mechanisms to construct curricula, even in cases where TSCL struggles. The framework and experimental setup we present in this work represent a novel foundation for a deeper exploration of TSCL, shedding light on its underlying mechanisms and providing insights into its broader applicability in machine learning.
AIhub monthly digest: March 2024 – human-robot interaction, serverless computing, and deep reinforcement learning for communication networks
Welcome to our monthly digest, where you can catch up with any AIhub stories you may have missed, peruse the latest news, recap recent events, and more. This month, we find out about explainability and human-robot interaction, serverless computing for machine learning, and deep reinforcement learning for communication networks. We also chat to AAAI President Francesca Rossi, and congratulate the ACM/SIGAI Autonomous Agents Research Award winner Catholijn Jonker. "AI used to be a scientific and technical field, now it has become a socio-technical discipline." AIhub ambassador Andrea Rafai caught up with AAAI President Francesca Rossi to ask about her research, regulation of AI, and the UN sustainable development goals: Interview with Francesca Rossi – talking sustainable development goals, AI regulation, and AI ethics.