Reinforcement Learning
Accelerating Monte Carlo Tree Search with Probability Tree State Abstraction
Fu, Yangqing, Sun, Ming, Nie, Buqing, Gao, Yue
Monte Carlo Tree Search (MCTS) algorithms such as AlphaGo and MuZero have achieved superhuman performance in many challenging tasks. However, the computational complexity of MCTS-based algorithms is influenced by the size of the search space. To address this issue, we propose a novel probability tree state abstraction (PTSA) algorithm to improve the search efficiency of MCTS. A general tree state abstraction with path transitivity is defined. In addition, the probability tree state abstraction is proposed for fewer mistakes during the aggregation step. Furthermore, the theoretical guarantees of the transitivity and aggregation error bound are justified. To evaluate the effectiveness of the PTSA algorithm, we integrate it with state-of-the-art MCTS-based algorithms, such as Sampled MuZero and Gumbel MuZero. Experimental results on different tasks demonstrate that our method can accelerate the training process of state-of-the-art algorithms with 10% 45% search space reduction.
Reinforcement Learning in a Safety-Embedded MDP with Trajectory Optimization
Yang, Fan, Zhou, Wenxuan, Liu, Zuxin, Zhao, Ding, Held, David
Safe Reinforcement Learning (RL) plays an important role in applying RL algorithms to safety-critical real-world applications, addressing the trade-off between maximizing rewards and adhering to safety constraints. This work introduces a novel approach that combines RL with trajectory optimization to manage this trade-off effectively. Our approach embeds safety constraints within the action space of a modified Markov Decision Process (MDP). The RL agent produces a sequence of actions that are transformed into safe trajectories by a trajectory optimizer, thereby effectively ensuring safety and increasing training stability. This novel approach excels in its performance on challenging Safety Gym tasks, achieving significantly higher rewards and near-zero safety violations during inference. The method's real-world applicability is demonstrated through a safe and effective deployment in a real robot task of box-pushing around obstacles.
Examining the simulation-to-reality gap of a wheel loader digging in deformable terrain
We investigate how well a physics-based simulator can replicate a real wheel loader performing bucket filling in a pile of soil. The comparison is made using field test time series of the vehicle motion and actuation forces, loaded mass, and total work. The vehicle was modeled as a rigid multibody system with frictional contacts, driveline, and linear actuators. For the soil, we tested discrete element models of different resolutions, with and without multiscale acceleration. The spatio-temporal resolution ranged between 50-400 mm and 2-500 ms, and the computational speed was between 1/10,000 to 5 times faster than real-time. The simulation-to-reality gap was found to be around 10% and exhibited a weak dependence on the level of fidelity, e.g., compatible with real-time simulation. Furthermore, the sensitivity of an optimized force feedback controller under transfer between different simulation domains was investigated. The domain bias was observed to cause a performance reduction of 5% despite the domain gap being about 15%.
$f$-Policy Gradients: A General Framework for Goal Conditioned RL using $f$-Divergences
Agarwal, Siddhant, Durugkar, Ishan, Stone, Peter, Zhang, Amy
Goal-Conditioned Reinforcement Learning (RL) problems often have access to sparse rewards where the agent receives a reward signal only when it has achieved the goal, making policy optimization a difficult problem. Several works augment this sparse reward with a learned dense reward function, but this can lead to sub-optimal policies if the reward is misaligned. Moreover, recent works have demonstrated that effective shaping rewards for a particular problem can depend on the underlying learning algorithm. This paper introduces a novel way to encourage exploration called $f$-Policy Gradients, or $f$-PG. $f$-PG minimizes the f-divergence between the agent's state visitation distribution and the goal, which we show can lead to an optimal policy. We derive gradients for various f-divergences to optimize this objective. Our learning paradigm provides dense learning signals for exploration in sparse reward settings. We further introduce an entropy-regularized policy optimization objective, that we call $state$-MaxEnt RL (or $s$-MaxEnt RL) as a special case of our objective. We show that several metric-based shaping rewards like L2 can be used with $s$-MaxEnt RL, providing a common ground to study such metric-based shaping rewards with efficient exploration. We find that $f$-PG has better performance compared to standard policy gradient methods on a challenging gridworld as well as the Point Maze and FetchReach environments. More information on our website https://agarwalsiddhant10.github.io/projects/fpg.html.
Information Content Exploration
Chmura, Jacob, Burhani, Hasham, Shi, Xiao Qi
Sparse reward environments are known to be challenging for reinforcement learning agents. In such environments, efficient and scalable exploration is crucial. Exploration is a means by which an agent gains information about the environment. We expand on this topic and propose a new intrinsic reward that systemically quantifies exploratory behavior and promotes state coverage by maximizing the information content of a trajectory taken by an agent. We compare our method to alternative exploration based intrinsic reward techniques, namely Curiosity Driven Learning and Random Network Distillation. We show that our information theoretic reward induces efficient exploration and outperforms in various games, including Montezuma Revenge, a known difficult task for reinforcement learning. Finally, we propose an extension that maximizes information content in a discretely compressed latent space which boosts sample efficiency and generalizes to continuous state spaces.
EARL: Eye-on-Hand Reinforcement Learner for Dynamic Grasping with Active Pose Estimation
Huang, Baichuan, Yu, Jingjin, Jain, Siddarth
In this paper, we explore the dynamic grasping of moving objects through active pose tracking and reinforcement learning for hand-eye coordination systems. Most existing vision-based robotic grasping methods implicitly assume target objects are stationary or moving predictably. Performing grasping of unpredictably moving objects presents a unique set of challenges. For example, a pre-computed robust grasp can become unreachable or unstable as the target object moves, and motion planning must also be adaptive. In this work, we present a new approach, Eye-on-hAnd Reinforcement Learner (EARL), for enabling coupled Eye-on-Hand (EoH) robotic manipulation systems to perform real-time active pose tracking and dynamic grasping of novel objects without explicit motion prediction. EARL readily addresses many thorny issues in automated hand-eye coordination, including fast-tracking of 6D object pose from vision, learning control policy for a robotic arm to track a moving object while keeping the object in the camera's field of view, and performing dynamic grasping. We demonstrate the effectiveness of our approach in extensive experiments validated on multiple commercial robotic arms in both simulations and complex real-world tasks.
Zero-Shot Transfer in Imitation Learning
Cauderan, Alvaro, Boeshertz, Gauthier, Schwarb, Florian, Zhang, Calvin
We present an algorithm that learns to imitate expert behavior and can transfer to previously unseen domains without retraining. Such an algorithm is extremely relevant in real-world applications such as robotic learning because 1) reward functions are difficult to design, 2) learned policies from one domain are difficult to deploy in another domain and 3) learning directly in the real world is either expensive or unfeasible due to security concerns. To overcome these constraints, we combine recent advances in Deep RL by using an AnnealedVAE to learn a disentangled state representation and imitate an expert by learning a single Q-function which avoids adversarial training. We demonstrate the effectiveness of our method in 3 environments ranging in difficulty and the type of transfer knowledge required.
Evaluating Explanation Methods for Vision-and-Language Navigation
Chen, Guanqi, Yang, Lei, Chen, Guanhua, Pan, Jia
The ability to navigate robots with natural language instructions in an unknown environment is a crucial step for achieving embodied artificial intelligence (AI). With the improving performance of deep neural models proposed in the field of vision-and-language navigation (VLN), it is equally interesting to know what information the models utilize for their decision-making in the navigation tasks. To understand the inner workings of deep neural models, various explanation methods have been developed for promoting explainable AI (XAI). But they are mostly applied to deep neural models for image or text classification tasks and little work has been done in explaining deep neural models for VLN tasks. In this paper, we address these problems by building quantitative benchmarks to evaluate explanation methods for VLN models in terms of faithfulness. We propose a new erasure-based evaluation pipeline to measure the step-wise textual explanation in the sequential decision-making setting. We evaluate several explanation methods for two representative VLN models on two popular VLN datasets and reveal valuable findings through our experiments.
SYNLOCO: Synthesizing Central Pattern Generator and Reinforcement Learning for Quadruped Locomotion
Zhang, Xinyu, Xiao, Zhiyuan, Zhang, Qingrui, Pan, Wei
The Central Pattern Generator (CPG) is adept at generating rhythmic gait patterns characterized by consistent timing and adequate foot clearance. Yet, its open-loop configuration often compromises the system's control performance in response to environmental variations. On the other hand, Reinforcement Learning (RL), celebrated for its model-free properties, has gained significant traction in robotics due to its inherent adaptability and robustness. However, initiating traditional RL approaches from the ground up presents computational challenges and a heightened risk of converging to suboptimal local minima. In this paper, we propose an innovative quadruped locomotion framework, SYNLOCO, by synthesizing CPG and RL that can ingeniously integrate the strengths of both methods, enabling the development of a locomotion controller that is both stable and natural. Furthermore, we introduce a set of performance-driven reward metrics that augment the learning of locomotion control. To optimize the learning trajectory of SYNLOCO, a two-phased training strategy is presented. Our empirical evaluation, conducted on a Unitree GO1 robot under varied conditions--including distinct velocities, terrains, and payload capacities--showcases SYNLOCO's ability to produce consistent and clear-footed gaits across diverse scenarios. The developed controller exhibits resilience against substantial parameter variations, underscoring its potential for robust real-world applications.
Realizing Stabilized Landing for Computation-Limited Reusable Rockets: A Quantum Reinforcement Learning Approach
Kim, Gyu Seon, Chung, JaeHyun, Park, Soohyun
The advent of reusable rockets has heralded a new era in space exploration, reducing the costs of launching satellites by a significant factor. Traditional rockets were disposable, but the design of reusable rockets for repeated use has revolutionized the financial dynamics of space missions. The most critical phase of reusable rockets is the landing stage, which involves managing the tremendous speed and attitude for safe recovery. The complexity of this task presents new challenges for control systems, specifically in terms of precision and adaptability. Classical control systems like the proportional-integral-derivative (PID) controller lack the flexibility to adapt to dynamic system changes, making them costly and time-consuming to redesign of controller. This paper explores the integration of quantum reinforcement learning into the control systems of reusable rockets as a promising alternative. Unlike classical reinforcement learning, quantum reinforcement learning uses quantum bits that can exist in superposition, allowing for more efficient information encoding and reducing the number of parameters required. This leads to increased computational efficiency, reduced memory requirements, and more stable and predictable performance. Due to the nature of reusable rockets, which must be light, heavy computers cannot fit into them. In the reusable rocket scenario, quantum reinforcement learning, which has reduced memory requirements due to fewer parameters, is a good solution.