Reinforcement Learning
Automated Contrastive Learning Strategy Search for Time Series
Jing, Baoyu, Wang, Yansen, Sui, Guoxin, Hong, Jing, He, Jingrui, Yang, Yuqing, Li, Dongsheng, Ren, Kan
In recent years, Contrastive Learning (CL) has become a predominant representation learning paradigm for time series. Most existing methods in the literature focus on manually building specific Contrastive Learning Strategies (CLS) by human heuristics for certain datasets and tasks. However, manually developing CLS usually require excessive prior knowledge about the datasets and tasks, e.g., professional cognition of the medical time series in healthcare, as well as huge human labor and massive experiments to determine the detailed learning configurations. In this paper, we present an Automated Machine Learning (AutoML) practice at Microsoft, which automatically learns to contrastively learn representations for various time series datasets and tasks, namely Automated Contrastive Learning (AutoCL). We first construct a principled universal search space of size over 3x1012, covering data augmentation, embedding transformation, contrastive pair construction and contrastive losses. Further, we introduce an efficient reinforcement learning algorithm, which optimizes CLS from the performance on the validation tasks, to obtain more effective CLS within the space. Experimental results on various real-world tasks and datasets demonstrate that AutoCL could automatically find the suitable CLS for a given dataset and task. From the candidate CLS found by AutoCL on several public datasets/tasks, we compose a transferable Generally Good Strategy (GGS), which has a strong performance for other datasets. We also provide empirical analysis as a guidance for future design of CLS.
Bin Packing Optimization via Deep Reinforcement Learning
The Bin Packing Problem (BPP) has attracted enthusiastic research interest recently, owing to widespread applications in logistics and warehousing environments. It is truly essential to optimize the bin packing to enable more objects to be packed into boxes. Object packing order and placement strategy are the two crucial optimization objectives of the BPP. However, existing optimization methods for BPP, such as the genetic algorithm (GA), emerge as the main issues in highly computational cost and relatively low accuracy, making it difficult to implement in realistic scenarios. To well relieve the research gaps, we present a novel optimization methodology of two-dimensional (2D)-BPP and three-dimensional (3D)-BPP for objects with regular shapes via deep reinforcement learning (DRL), maximizing the space utilization and minimizing the usage number of boxes. First, an end-to-end DRL neural network constructed by a modified Pointer Network consisting of an encoder, a decoder and an attention module is proposed to achieve the optimal object packing order. Second, conforming to the top-down operation mode, the placement strategy based on a height map is used to arrange the ordered objects in the boxes, preventing the objects from colliding with boxes and other objects in boxes. Third, the reward and loss functions are defined as the indicators of the compactness, pyramid, and usage number of boxes to conduct the training of the DRL neural network based on an on-policy actor-critic framework. Finally, a series of experiments are implemented to compare our method with conventional packing methods, from which we conclude that our method outperforms these packing methods in both packing accuracy and efficiency.
Fast Value Tracking for Deep Reinforcement Learning
Reinforcement learning (RL) tackles sequential decision-making problems by creating agents that interacts with their environment. However, existing algorithms often view these problem as static, focusing on point estimates for model parameters to maximize expected rewards, neglecting the stochastic dynamics of agent-environment interactions and the critical role of uncertainty quantification. Our research leverages the Kalman filtering paradigm to introduce a novel and scalable sampling algorithm called Langevinized Kalman Temporal-Difference (LKTD) for deep reinforcement learning. This algorithm, grounded in Stochastic Gradient Markov Chain Monte Carlo (SGMCMC), efficiently draws samples from the posterior distribution of deep neural network parameters. Under mild conditions, we prove that the posterior samples generated by the LKTD algorithm converge to a stationary distribution. This convergence not only enables us to quantify uncertainties associated with the value function and model parameters but also allows us to monitor these uncertainties during policy updates throughout the training phase. The LKTD algorithm paves the way for more robust and adaptable reinforcement learning approaches.
How AI taught Cassie the two-legged robot to run and jump
Researchers used an AI technique called reinforcement learning to help a two-legged robot nicknamed Cassie to run 400 meters, over varying terrains, and execute standing long jumps and high jumps, without being trained explicitly on each movement. Reinforcement learning works by rewarding or penalizing an AI as it tries to carry out an objective. In this case, the approach taught the robot to generalize and respond in new scenarios, instead of freezing like its predecessors may have done. "We wanted to push the limits of robot agility," says Zhongyu Li, a PhD student at University of California, Berkeley, who worked on the project, which has not yet been peer-reviewed. "The high-level goal was to teach the robot to learn how to do all kinds of dynamic motions the way a human does."
Language Evolution with Deep Learning
Rita, Mathieu, Michel, Paul, Chaabouni, Rahma, Pietquin, Olivier, Dupoux, Emmanuel, Strub, Florian
Social animals have been found to use some means of communication to coordinate in various contexts: foraging for food, avoiding predators, mating, etc. (Hauser, 1996). Among animals, however, humans seem to be unique in having developed a communication system, natural language, that transcends these basic needs and can represent an infinite variety of new situations (Hauser et al., 2002) to the extent that language itself becomes the basis for a new form of evolution: cultural evolution. Understanding the emergence of this unique human ability has always been a vexing scientific problem due to the lack of access to the communication systems of intermediate steps of hominid evolution (Harnad et al., 1976; Bickerton, 2007). In the absence of data, a tempting idea has been to reproduce experimentally the process of language emergence in either humans or computational models (Steels, 1997; Myers-Scotton, 2002; Kirby, 2002). Experimental paradigms with humans (Kirby et al., 2008; Raviv et al., 2019; Motamedi et al., 2019) have produced significant insights into language evolution. Still, their scope is limited due to the inability to replicate key aspects of language evolution, such as communication within and across large populations and the study of long evolutionary timescales. Computer modeling can help overcome these limitations and has played a prominent role in studying language evolution for a long time (Lieberman and Crelin, 1971).
Sim2Real Manipulation on Unknown Objects with Tactile-based Reinforcement Learning
Su, Entong, Jia, Chengzhe, Qin, Yuzhe, Zhou, Wenxuan, Macaluso, Annabella, Huang, Binghao, Wang, Xiaolong
Using tactile sensors for manipulation remains one of the most challenging problems in robotics. At the heart of these challenges is generalization: How can we train a tactile-based policy that can manipulate unseen and diverse objects? In this paper, we propose to perform Reinforcement Learning with only visual tactile sensing inputs on diverse objects in a physical simulator. By training with diverse objects in simulation, it enables the policy to generalize to unseen objects. However, leveraging simulation introduces the Sim2Real transfer problem. To mitigate this problem, we study different tactile representations and evaluate how each affects real-robot manipulation results after transfer. We conduct our experiments on diverse real-world objects and show significant improvements over baselines for the pivoting task. Our project page is available at https://tactilerl.github.io/.
Decomposing Control Lyapunov Functions for Efficient Reinforcement Learning
Lopez, Antonio, Fridovich-Keil, David
Recent methods using Reinforcement Learning (RL) have proven to be successful for training intelligent agents in unknown environments. However, RL has not been applied widely in real-world robotics scenarios. This is because current state-of-the-art RL methods require large amounts of data to learn a specific task, leading to unreasonable costs when deploying the agent to collect data in real-world applications. In this paper, we build from existing work that reshapes the reward function in RL by introducing a Control Lyapunov Function (CLF), which is demonstrated to reduce the sample complexity. Still, this formulation requires knowing a CLF of the system, but due to the lack of a general method, it is often a challenge to identify a suitable CLF. Existing work can compute low-dimensional CLFs via a Hamilton-Jacobi reachability procedure. However, this class of methods becomes intractable on high-dimensional systems, a problem that we address by using a system decomposition technique to compute what we call Decomposed Control Lyapunov Functions (DCLFs). We use the computed DCLF for reward shaping, which we show improves RL performance. Through multiple examples, we demonstrate the effectiveness of this approach, where our method finds a policy to successfully land a quadcopter in less than half the amount of real-world data required by the state-of-the-art Soft-Actor Critic algorithm.
An Efficient Model-Based Approach on Learning Agile Motor Skills without Reinforcement
Shi, Haojie, Li, Tingguang, Zhu, Qingxu, Sheng, Jiapeng, Han, Lei, Meng, Max Q. -H.
Learning-based methods have improved locomotion skills of quadruped robots through deep reinforcement learning. However, the sim-to-real gap and low sample efficiency still limit the skill transfer. To address this issue, we propose an efficient model-based learning framework that combines a world model with a policy network. We train a differentiable world model to predict future states and use it to directly supervise a Variational Autoencoder (VAE)-based policy network to imitate real animal behaviors. This significantly reduces the need for real interaction data and allows for rapid policy updates. We also develop a high-level network to track diverse commands and trajectories. Our simulated results show a tenfold sample efficiency increase compared to reinforcement learning methods such as PPO. In real-world testing, our policy achieves proficient command-following performance with only a two-minute data collection period and generalizes well to new speeds and paths.
Reinforcement Learning with Generalizable Gaussian Splatting
Wang, Jiaxu, Zhang, Qiang, Sun, Jingkai, Cao, Jiahang, Shao, Yecheng, Xu, Renjing
An excellent representation is crucial for reinforcement learning (RL) performance, especially in vision-based reinforcement learning tasks. The quality of the environment representation directly influences the achievement of the learning task. Previous vision-based RL typically uses explicit or implicit ways to represent environments, such as images, points, voxels, and neural radiance fields. However, these representations contain several drawbacks. They cannot either describe complex local geometries or generalize well to unseen scenes, or require precise foreground masks. Moreover, these implicit neural representations are akin to a ``black box", significantly hindering interpretability. 3D Gaussian Splatting (3DGS), with its explicit scene representation and differentiable rendering nature, is considered a revolutionary change for reconstruction and representation methods. In this paper, we propose a novel Generalizable Gaussian Splatting framework to be the representation of RL tasks, called GSRL. Through validation in the RoboMimic environment, our method achieves better results than other baselines in multiple tasks, improving the performance by 10%, 44%, and 15% compared with baselines on the hardest task. This work is the first attempt to leverage generalizable 3DGS as a representation for RL.
Bootstrapping Reinforcement Learning with Imitation for Vision-Based Agile Flight
Xing, Jiaxu, Romero, Angel, Bauersfeld, Leonard, Scaramuzza, Davide
We combine the effectiveness of Reinforcement Learning (RL) and the efficiency of Imitation Learning (IL) in the context of vision-based, autonomous drone racing. We focus on directly processing visual input without explicit state estimation. While RL offers a general framework for learning complex controllers through trial and error, it faces challenges regarding sample efficiency and computational demands due to the high dimensionality of visual inputs. Conversely, IL demonstrates efficiency in learning from visual demonstrations but is limited by the quality of those demonstrations and faces issues like covariate shift. To overcome these limitations, we propose a novel training framework combining RL and IL's advantages. Our framework involves three stages: initial training of a teacher policy using privileged state information, distilling this policy into a student policy using IL, and performance-constrained adaptive RL fine-tuning. Our experiments in both simulated and real-world environments demonstrate that our approach achieves superior performance and robustness than IL or RL alone in navigating a quadrotor through a racing course using only visual information without explicit state estimation.