Reinforcement Learning
MorphoLander: Reinforcement Learning Based Landing of a Group of Drones on the Adaptive Morphogenetic UAV
Karaf, Sausar, Fedoseev, Aleksey, Martynov, Mikhail, Darush, Zhanibek, Shcherbak, Aleksei, Tsetserukou, Dzmitry
This paper focuses on a novel robotic system MorphoLander representing heterogeneous swarm of drones for exploring rough terrain environments. The morphogenetic leader drone is capable of landing on uneven terrain, traversing it, and maintaining horizontal position to deploy smaller drones for extensive area exploration. After completing their tasks, these drones return and land back on the landing pads of MorphoGear. The reinforcement learning algorithm was developed for a precise landing of drones on the leader robot that either remains static during their mission or relocates to the new position. Several experiments were conducted to evaluate the performance of the developed landing algorithm under both even and uneven terrain conditions. The experiments revealed that the proposed system results in high landing accuracy of 0.5 cm when landing on the leader drone under even terrain conditions and 2.35 cm under uneven terrain conditions. MorphoLander has the potential to significantly enhance the efficiency of the industrial inspections, seismic surveys, and rescue missions in highly cluttered and unstructured environments.
Learning to Open Doors with an Aerial Manipulator
Cuniato, Eugenio, Geles, Ismail, Zhang, Weixuan, Andersson, Olov, Tognon, Marco, Siegwart, Roland
The field of aerial manipulation has seen rapid advances, transitioning from push-and-slide tasks to interaction with articulated objects. So far, when more complex actions are performed, the motion trajectory is usually handcrafted or a result of online optimization methods like Model Predictive Control (MPC) or Model Predictive Path Integral (MPPI) control. However, these methods rely on heuristics or model simplifications to efficiently run on onboard hardware, producing results in acceptable amounts of time. Moreover, they can be sensitive to disturbances and differences between the real environment and its simulated counterpart. In this work, we propose a Reinforcement Learning (RL) approach to learn motion behaviors for a manipulation task while producing policies that are robust to disturbances and modeling errors. Specifically, we train a policy to perform a door-opening task with an Omnidirectional Micro Aerial Vehicle (OMAV). The policy is trained in a physics simulator and experiments are presented both in simulation and running onboard the real platform, investigating the simulation to real world transfer. We compare our method against a state-of-the-art MPPI solution, showing a considerable increase in robustness and speed.
TrackAgent: 6D Object Tracking via Reinforcement Learning
Rรถhrl, Konstantin, Bauer, Dominik, Patten, Timothy, Vincze, Markus
Tracking an object's 6D pose, while either the object itself or the observing camera is moving, is important for many robotics and augmented reality applications. While exploiting temporal priors eases this problem, object-specific knowledge is required to recover when tracking is lost. Under the tight time constraints of the tracking task, RGB(D)-based methods are often conceptionally complex or rely on heuristic motion models. In comparison, we propose to simplify object tracking to a reinforced point cloud (depth only) alignment task. This allows us to train a streamlined approach from scratch with limited amounts of sparse 3D point clouds, compared to the large datasets of diverse RGBD sequences required in previous works. We incorporate temporal frame-to-frame registration with object-based recovery by frame-to-model refinement using a reinforcement learning (RL) agent that jointly solves for both objectives. We also show that the RL agent's uncertainty and a rendering-based mask propagation are effective reinitialization triggers.
Dialogue Shaping: Empowering Agents through NPC Interaction
Zhou, Wei, Peng, Xiangyu, Riedl, Mark
One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is extensive. However, non-player characters (NPCs) sometimes hold some key information about the game, which can potentially help to train RL agents faster. Thus, this paper explores how to interact and converse with NPC agents to get the key information using large language models (LLMs), as well as incorporate this information to speed up RL agent's training using knowledge graphs (KGs) and Story Shaping.
Curiosity-Driven Reinforcement Learning based Low-Level Flight Control
Dooraki, Amir Ramezani, Iosifidis, Alexandros
Curiosity is one of the main motives in many of the natural creatures with measurable levels of intelligence for exploration and, as a result, more efficient learning. It makes it possible for humans and many animals to explore efficiently by searching for being in states that make them surprised with the goal of learning more about what they do not know. As a result, while being curious, they learn better. In the machine learning literature, curiosity is mostly combined with reinforcement learning-based algorithms as an intrinsic reward. This work proposes an algorithm based on the drive of curiosity for autonomous learning to control by generating proper motor speeds from odometry data. The quadcopter controlled by our proposed algorithm can pass through obstacles while controlling the Yaw direction of the quad-copter toward the desired location. To achieve that, we also propose a new curiosity approach based on prediction error. We ran tests using on-policy, off-policy, on-policy plus curiosity, and the proposed algorithm and visualized the effect of curiosity in evolving exploration patterns. Results show the capability of the proposed algorithm to learn optimal policy and maximize reward where other algorithms fail to do so.
Benchmarking Offline Reinforcement Learning on Real-Robot Hardware
Gรผrtler, Nico, Blaes, Sebastian, Kolev, Pavel, Widmaier, Felix, Wรผthrich, Manuel, Bauer, Stefan, Schรถlkopf, Bernhard, Martius, Georg
Learning policies from previously recorded data is a promising direction for real-world robotics tasks, as online learning is often infeasible. Dexterous manipulation in particular remains an open problem in its general form. The combination of offline reinforcement learning with large diverse datasets, however, has the potential to lead to a breakthrough in this challenging domain analogously to the rapid progress made in supervised learning in recent years. To coordinate the efforts of the research community toward tackling this problem, we propose a benchmark including: i) a large collection of data for offline learning from a dexterous manipulation platform on two tasks, obtained with capable RL agents trained in simulation; ii) the option to execute learned policies on a real-world robotic system and a simulation for efficient debugging. We evaluate prominent open-sourced offline reinforcement learning algorithms on the datasets and provide a reproducible experimental setup for offline reinforcement learning on real systems.
Improvable Gap Balancing for Multi-Task Learning
Dai, Yanqi, Fei, Nanyi, Lu, Zhiwu
In multi-task learning (MTL), gradient balancing has recently attracted more research interest than loss balancing since it often leads to better performance. However, loss balancing is much more efficient than gradient balancing, and thus it is still worth further exploration in MTL. Note that prior studies typically ignore that there exist varying improvable gaps across multiple tasks, where the improvable gap per task is defined as the distance between the current training progress and desired final training progress. Therefore, after loss balancing, the performance imbalance still arises in many cases. In this paper, following the loss balancing framework, we propose two novel improvable gap balancing (IGB) algorithms for MTL: one takes a simple heuristic, and the other (for the first time) deploys deep reinforcement learning for MTL. Particularly, instead of directly balancing the losses in MTL, both algorithms choose to dynamically assign task weights for improvable gap balancing. Moreover, we combine IGB and gradient balancing to show the complementarity between the two types of algorithms. Extensive experiments on two benchmark datasets demonstrate that our IGB algorithms lead to the best results in MTL via loss balancing and achieve further improvements when combined with gradient balancing. Code is available at https://github.com/YanqiDai/IGB4MTL.
A Grasp Pose is All You Need: Learning Multi-fingered Grasping with Deep Reinforcement Learning from Vision and Touch
Ceola, Federico, Maiettini, Elisa, Rosasco, Lorenzo, Natale, Lorenzo
Multi-fingered robotic hands have potential to enable robots to perform sophisticated manipulation tasks. However, teaching a robot to grasp objects with an anthropomorphic hand is an arduous problem due to the high dimensionality of state and action spaces. Deep Reinforcement Learning (DRL) offers techniques to design control policies for this kind of problems without explicit environment or hand modeling. However, state-of-the-art model-free algorithms have proven inefficient for learning such policies. The main problem is that the exploration of the environment is unfeasible for such high-dimensional problems, thus hampering the initial phases of policy optimization. One possibility to address this is to rely on off-line task demonstrations, but, oftentimes, this is too demanding in terms of time and computational resources. To address these problems, we propose the A Grasp Pose is All You Need (G-PAYN) method for the anthropomorphic hand of the iCub humanoid. We develop an approach to automatically collect task demonstrations to initialize the training of the policy. The proposed grasping pipeline starts from a grasp pose generated by an external algorithm, used to initiate the movement. Then a control policy (previously trained with the proposed G-PAYN) is used to reach and grab the object. We deployed the iCub into the MuJoCo simulator and use it to test our approach with objects from the YCB-Video dataset. Results show that G-PAYN outperforms current DRL techniques in the considered setting in terms of success rate and execution time with respect to the baselines. The code to reproduce the experiments is released together with the paper with an open source license.
Graph Neural Networks and 3-Dimensional Topology
We test the efficiency of applying Geometric Deep Learning to the problems in low-dimensional topology in a certain simple setting. Specifically, we consider the class of 3-manifolds described by plumbing graphs and use Graph Neural Networks (GNN) for the problem of deciding whether a pair of graphs give homeomorphic 3-manifolds. We use supervised learning to train a GNN that provides the answer to such a question with high accuracy. Moreover, we consider reinforcement learning by a GNN to find a sequence of Neumann moves that relates the pair of graphs if the answer is positive. The setting can be understood as a toy model of the problem of deciding whether a pair of Kirby diagrams give diffeomorphic 3- or 4-manifolds.
Expert-Free Online Transfer Learning in Multi-Agent Reinforcement Learning
Castagna, Alberto, Dusparic, Ivana
Transfer learning in Reinforcement Learning (RL) has been widely studied to overcome training issues of Deep-RL, i.e., exploration cost, data availability and convergence time, by introducing a way to enhance training phase with external knowledge. Generally, knowledge is transferred from expert-agents to novices. While this fixes the issue for a novice agent, a good understanding of the task on expert agent is required for such transfer to be effective. As an alternative, in this paper we propose Expert-Free Online Transfer Learning (EF-OnTL), an algorithm that enables expert-free real-time dynamic transfer learning in multi-agent system. No dedicated expert exists, and transfer source agent and knowledge to be transferred are dynamically selected at each transfer step based on agents' performance and uncertainty. To improve uncertainty estimation, we also propose State Action Reward Next-State Random Network Distillation (sars-RND), an extension of RND that estimates uncertainty from RL agent-environment interaction. We demonstrate EF-OnTL effectiveness against a no-transfer scenario and advice-based baselines, with and without expert agents, in three benchmark tasks: Cart-Pole, a grid-based Multi-Team Predator-Prey (mt-pp) and Half Field Offense (HFO). Our results show that EF-OnTL achieve overall comparable performance when compared against advice-based baselines while not requiring any external input nor threshold tuning. EF-OnTL outperforms no-transfer with an improvement related to the complexity of the task addressed.