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 Reinforcement Learning


Boosting Offline Reinforcement Learning for Autonomous Driving with Hierarchical Latent Skills

arXiv.org Artificial Intelligence

Learning-based vehicle planning is receiving increasing attention with the emergence of diverse driving simulators and large-scale driving datasets. While offline reinforcement learning (RL) is well suited for these safety-critical tasks, it still struggles to plan over extended periods. In this work, we present a skill-based framework that enhances offline RL to overcome the long-horizon vehicle planning challenge. Specifically, we design a variational autoencoder (VAE) to learn skills from offline demonstrations. To mitigate posterior collapse of common VAEs, we introduce a two-branch sequence encoder to capture both discrete options and continuous variations of the complex driving skills. The final policy treats learned skills as actions and can be trained by any off-the-shelf offline RL algorithms. This facilitates a shift in focus from per-step actions to temporally extended skills, thereby enabling long-term reasoning into the future. Extensive results on CARLA prove that our model consistently outperforms strong baselines at both training and new scenarios. Additional visualizations and experiments demonstrate the interpretability and transferability of extracted skills.


Rates of Convergence in Certain Native Spaces of Approximations used in Reinforcement Learning

arXiv.org Artificial Intelligence

This paper studies convergence rates for some value function approximations that arise in a collection of reproducing kernel Hilbert spaces (RKHS) $H(\Omega)$. By casting an optimal control problem in a specific class of native spaces, strong rates of convergence are derived for the operator equation that enables offline approximations that appear in policy iteration. Explicit upper bounds on error in value function and controller approximations are derived in terms of power function $\mathcal{P}_{H,N}$ for the space of finite dimensional approximants $H_N$ in the native space $H(\Omega)$. These bounds are geometric in nature and refine some well-known, now classical results concerning convergence of approximations of value functions.


Bag of Views: An Appearance-based Approach to Next-Best-View Planning for 3D Reconstruction

arXiv.org Artificial Intelligence

UAV-based intelligent data acquisition for 3D reconstruction and monitoring of infrastructure has experienced an increasing surge of interest due to recent advancements in image processing and deep learning-based techniques. View planning is an essential part of this task that dictates the information capture strategy and heavily impacts the quality of the 3D model generated from the captured data. Recent methods have used prior knowledge or partial reconstruction of the target to accomplish view planning for active reconstruction; the former approach poses a challenge for complex or newly identified targets while the latter is computationally expensive. In this work, we present Bag-of-Views (BoV), a fully appearance-based model used to assign utility to the captured views for both offline dataset refinement and online next-best-view (NBV) planning applications targeting the task of 3D reconstruction. With this contribution, we also developed the View Planning Toolbox (VPT), a lightweight package for training and testing machine learning-based view planning frameworks, custom view dataset generation of arbitrary 3D scenes, and 3D reconstruction. Through experiments which pair a BoV-based reinforcement learning model with VPT, we demonstrate the efficacy of our model in reducing the number of required views for high-quality reconstructions in dataset refinement and NBV planning.


Model-Based Reinforcement Learning with Isolated Imaginations

arXiv.org Artificial Intelligence

World models learn the consequences of actions in vision-based interactive systems. However, in practical scenarios like autonomous driving, noncontrollable dynamics that are independent or sparsely dependent on action signals often exist, making it challenging to learn effective world models. To address this issue, we propose Iso-Dream++, a model-based reinforcement learning approach that has two main contributions. First, we optimize the inverse dynamics to encourage the world model to isolate controllable state transitions from the mixed spatiotemporal variations of the environment. Second, we perform policy optimization based on the decoupled latent imaginations, where we roll out noncontrollable states into the future and adaptively associate them with the current controllable state. This enables long-horizon visuomotor control tasks to benefit from isolating mixed dynamics sources in the wild, such as self-driving cars that can anticipate the movement of other vehicles, thereby avoiding potential risks. On top of our previous work, we further consider the sparse dependencies between controllable and noncontrollable states, address the training collapse problem of state decoupling, and validate our approach in transfer learning setups. Our empirical study demonstrates that Iso-Dream++ outperforms existing reinforcement learning models significantly on CARLA and DeepMind Control.


Comparing Deep Reinforcement Learning Algorithms in Two-Echelon Supply Chains

arXiv.org Artificial Intelligence

In this study, we analyze and compare the performance of state-of-the-art deep reinforcement learning algorithms for solving the supply chain inventory management problem. This complex sequential decision-making problem consists of determining the optimal quantity of products to be produced and shipped across different warehouses over a given time horizon. In particular, we present a mathematical formulation of a two-echelon supply chain environment with stochastic and seasonal demand, which allows managing an arbitrary number of warehouses and product types. Through a rich set of numerical experiments, we compare the performance of different deep reinforcement learning algorithms under various supply chain structures, topologies, demands, capacities, and costs. The results of the experimental plan indicate that deep reinforcement learning algorithms outperform traditional inventory management strategies, such as the static (s, Q)-policy. Furthermore, this study provides detailed insight into the design and development of an open-source software library that provides a customizable environment for solving the supply chain inventory management problem using a wide range of data-driven approaches.


EduGym: An Environment Suite for Reinforcement Learning Education

arXiv.org Machine Learning

Due to the empirical success of reinforcement learning, an increasing number of students study the subject. However, from our practical teaching experience, we see students entering the field (bachelor, master and early PhD) often struggle. On the one hand, textbooks and (online) lectures provide the fundamentals, but students find it hard to translate between equations and code. On the other hand, public codebases do provide practical examples, but the implemented algorithms tend to be complex, and the underlying test environments contain multiple reinforcement learning challenges at once. Although this is realistic from a research perspective, it often hinders educational conceptual understanding. To solve this issue we introduce EduGym, a set of educational reinforcement learning environments and associated interactive notebooks tailored for education. Each EduGym environment is specifically designed to illustrate a certain aspect/challenge of reinforcement learning (e.g., exploration, partial observability, stochasticity, etc.), while the associated interactive notebook explains the challenge and its possible solution approaches, connecting equations and code in a single document. An evaluation among RL students and researchers shows 86% of them think EduGym is a useful tool for reinforcement learning education. All notebooks are available from https://sites.google.com/view/edu-gym/home, while the full software package can be installed from https://github.com/RLG-Leiden/edugym.


PopArt: Efficient Sparse Regression and Experimental Design for Optimal Sparse Linear Bandits

arXiv.org Machine Learning

In sparse linear bandits, a learning agent sequentially selects an action and receive reward feedback, and the reward function depends linearly on a few coordinates of the covariates of the actions. This has applications in many real-world sequential decision making problems. In this paper, we propose a simple and computationally efficient sparse linear estimation method called PopArt that enjoys a tighter $\ell_1$ recovery guarantee compared to Lasso (Tibshirani, 1996) in many problems. Our bound naturally motivates an experimental design criterion that is convex and thus computationally efficient to solve. Based on our novel estimator and design criterion, we derive sparse linear bandit algorithms that enjoy improved regret upper bounds upon the state of the art (Hao et al., 2020), especially w.r.t. the geometry of the given action set. Finally, we prove a matching lower bound for sparse linear bandits in the data-poor regime, which closes the gap between upper and lower bounds in prior work.


Actor Prioritized Experience Replay

Journal of Artificial Intelligence Research

A widely-studied deep reinforcement learning (RL) technique known as Prioritized Experience Replay (PER) allows agents to learn from transitions sampled with non-uniform probability proportional to their temporal-difference (TD) error. Although it has been shown that PER is one of the most crucial components for the overall performance of deep RL methods in discrete action domains, many empirical studies indicate that it considerably underperforms off-policy actor-critic algorithms. We theoretically show that actor networks cannot be effectively trained with transitions that have large TD errors. As a result, the approximate policy gradient computed under the Q-network diverges from the actual gradient computed under the optimal Q-function. Motivated by this, we introduce a novel experience replay sampling framework for actor-critic methods, which also regards issues with stability and recent findings behind the poor empirical performance of PER. The introduced algorithm suggests a new branch of improvements to PER and schedules effective and efficient training for both actor and critic networks. An extensive set of experiments verifies our theoretical findings, showing that our method outperforms competing approaches and achieves state-of-the-art results over the standard off-policy actor-critic algorithms.


Towards AI-controlled FES-restoration of movements: Learning cycling stimulation pattern with reinforcement learning

arXiv.org Artificial Intelligence

Functional electrical stimulation (FES) has been increasingly integrated with other rehabilitation devices, including robots. FES cycling is one of the common FES applications in rehabilitation, which is performed by stimulating leg muscles in a certain pattern. The appropriate pattern varies across individuals and requires manual tuning which can be time-consuming and challenging for the individual user. Here, we present an AI-based method for finding the patterns, which requires no extra hardware or sensors. Our method has two phases, starting with finding model-based patterns using reinforcement learning and detailed musculoskeletal models. The models, built using open-source software, can be customised through our automated script and can be therefore used by non-technical individuals without extra cost. Next, our method fine-tunes the pattern using real cycling data. We test our both in simulation and experimentally on a stationary tricycle. In the simulation test, our method can robustly deliver model-based patterns for different cycling configurations. The experimental evaluation shows that our method can find a model-based pattern that induces higher cycling speed than an EMG-based pattern. By using just 100 seconds of cycling data, our method can deliver a fine-tuned pattern that gives better cycling performance. Beyond FES cycling, this work is a showcase, displaying the feasibility and potential of human-in-the-loop AI in real-world rehabilitation.


Nonparametric Teaching for Multiple Learners

arXiv.org Artificial Intelligence

We study the problem of teaching multiple learners simultaneously in the nonparametric iterative teaching setting, where the teacher iteratively provides examples to the learner for accelerating the acquisition of a target concept. This problem is motivated by the gap between current single-learner teaching setting and the real-world scenario of human instruction where a teacher typically imparts knowledge to multiple students. Under the new problem formulation, we introduce a novel framework -- Multi-learner Nonparametric Teaching (MINT). In MINT, the teacher aims to instruct multiple learners, with each learner focusing on learning a scalar-valued target model. To achieve this, we frame the problem as teaching a vector-valued target model and extend the target model space from a scalar-valued reproducing kernel Hilbert space used in single-learner scenarios to a vector-valued space. Furthermore, we demonstrate that MINT offers significant teaching speed-up over repeated single-learner teaching, particularly when the multiple learners can communicate with each other. Lastly, we conduct extensive experiments to validate the practicality and efficiency of MINT.