Reinforcement Learning
Learning from Pixels with Expert Observations
Hoang, Minh-Huy, Dinh, Long, Nguyen, Hai
In reinforcement learning (RL), sparse rewards can present a significant challenge. Fortunately, expert actions can be utilized to overcome this issue. However, acquiring explicit expert actions can be costly, and expert observations are often more readily available. This paper presents a new approach that uses expert observations for learning in robot manipulation tasks with sparse rewards from pixel observations. Specifically, our technique involves using expert observations as intermediate visual goals for a goal-conditioned RL agent, enabling it to complete a task by successively reaching a series of goals. We demonstrate the efficacy of our method in five challenging block construction tasks in simulation and show that when combined with two state-of-the-art agents, our approach can significantly improve their performance while requiring 4-20 times fewer expert actions during training. Moreover, our method is also superior to a hierarchical baseline.
AIOptimizer -- A reinforcement learning-based software performance optimisation prototype for cost minimisation
This research article introduces AIOptimizer, a prototype for a software performance optimisation tool based on cost reduction. AIOptimizer uses a recommendation system driven by reinforcement learning to improve software system efficiency and affordability. The paper highlights AIOptimizer's design factors, such as accuracy, adaptability, scalability, and user-friendliness. To provide effective and user-centric performance optimisation solutions, it emphasises the use of a modular design, data gathering techniques, continuous learning, and resilient integration. The article also investigates AIOptimizer features such as fault identification, cost optimisation recommendations, efficiency prediction, and cooperation. Furthermore, it explores several software development life cycle models and introduces AIOptimizer uses a reinforcement learning-based recommendation engine for cost optimisation. The purpose of this research study is to highlight AIOptimizer as a prototype that uses advanced optimisation techniques and smart recommendation systems to continually enhance software performance and save expenses. The research focuses on various software development life cycle models, such as the Waterfall model, Iterative model, Spiral model, V-Model, Big Bang model and Agile Model. Each model has advantages and disadvantages, and their usefulness is determined by the project's specifications and characteristics. The AIOptimizer tool is a theoretical prototype for such software performance optimizers.
Can Pre-Trained Text-to-Image Models Generate Visual Goals for Reinforcement Learning?
Gao, Jialu, Hu, Kaizhe, Xu, Guowei, Xu, Huazhe
Pre-trained text-to-image generative models can produce diverse, semantically rich, and realistic images from natural language descriptions. Compared with language, images usually convey information with more details and less ambiguity. In this study, we propose Learning from the Void (LfVoid), a method that leverages the power of pre-trained text-to-image models and advanced image editing techniques to guide robot learning. Given natural language instructions, LfVoid can edit the original observations to obtain goal images, such as "wiping" a stain off a table. Subsequently, LfVoid trains an ensembled goal discriminator on the generated image to provide reward signals for a reinforcement learning agent, guiding it to achieve the goal. The ability of LfVoid to learn with zero in-domain training on expert demonstrations or true goal observations (the void) is attributed to the utilization of knowledge from web-scale generative models. We evaluate LfVoid across three simulated tasks and validate its feasibility in the corresponding real-world scenarios. In addition, we offer insights into the key considerations for the effective integration of visual generative models into robot learning workflows. We posit that our work represents an initial step towards the broader application of pre-trained visual generative models in the robotics field. Our project page: https://lfvoid-rl.github.io/.
Reinforcement Learning with Frontier-Based Exploration via Autonomous Environment
Active Simultaneous Localisation and Mapping (SLAM) is a critical problem in autonomous robotics, enabling robots to navigate to new regions while building an accurate model of their surroundings. Visual SLAM is a popular technique that uses virtual elements to enhance the experience. However, existing frontier-based exploration strategies can lead to a non-optimal path in scenarios where there are multiple frontiers with similar distance. This issue can impact the efficiency and accuracy of Visual SLAM, which is crucial for a wide range of robotic applications, such as search and rescue, exploration, and mapping. To address this issue, this research combines both an existing Visual-Graph SLAM known as ExploreORB with reinforcement learning. The proposed algorithm allows the robot to learn and optimize exploration routes through a reward-based system to create an accurate map of the environment with proper frontier selection. Frontier-based exploration is used to detect unexplored areas, while reinforcement learning optimizes the robot's movement by assigning rewards for optimal frontier points. Graph SLAM is then used to integrate the robot's sensory data and build an accurate map of the environment. The proposed algorithm aims to improve the efficiency and accuracy of ExploreORB by optimizing the exploration process of frontiers to build a more accurate map. To evaluate the effectiveness of the proposed approach, experiments will be conducted in various virtual environments using Gazebo, a robot simulation software. Results of these experiments will be compared with existing methods to demonstrate the potential of the proposed approach as an optimal solution for SLAM in autonomous robotics.
Global path preference and local response: A reward decomposition approach for network path choice analysis in the presence of locally perceived attributes
This study performs an attribute-level analysis of the global and local path preferences of network travelers. To this end, a reward decomposition approach is proposed and integrated into a link-based recursive (Markovian) path choice model. The approach decomposes the instantaneous reward function associated with each state-action pair into the global utility, a function of attributes globally perceived from anywhere in the network, and the local utility, a function of attributes that are only locally perceived from the current state. Only the global utility then enters the value function of each state, representing the future expected utility toward the destination. This global-local path choice model with decomposed reward functions allows us to analyze to what extent and which attributes affect the global and local path choices of agents. Moreover, unlike most adaptive path choice models, the proposed model can be estimated based on revealed path observations (without the information of plans) and as efficiently as deterministic recursive path choice models. The model was applied to the real pedestrian path choice observations in an urban street network where the green view index was extracted as a visual street quality from Google Street View images. The result revealed that pedestrians locally perceive and react to the visual street quality, rather than they have the pre-trip global perception on it. Furthermore, the simulation results using the estimated models suggested the importance of location selection of interventions when policy-related attributes are only locally perceived by travelers.
Curiosity in Hindsight: Intrinsic Exploration in Stochastic Environments
Jarrett, Daniel, Tallec, Corentin, Altché, Florent, Mesnard, Thomas, Munos, Rémi, Valko, Michal
Consider the problem of exploration in sparse-reward or reward-free environments, such as in Montezuma's Revenge. In the curiosity-driven paradigm, the agent is rewarded for how much each realized outcome differs from their predicted outcome. But using predictive error as intrinsic motivation is fragile in stochastic environments, as the agent may become trapped by high-entropy areas of the state-action space, such as a "noisy TV". In this work, we study a natural solution derived from structural causal models of the world: Our key idea is to learn representations of the future that capture precisely the unpredictable aspects of each outcome -- which we use as additional input for predictions, such that intrinsic rewards only reflect the predictable aspects of world dynamics. First, we propose incorporating such hindsight representations into models to disentangle "noise" from "novelty", yielding Curiosity in Hindsight: a simple and scalable generalization of curiosity that is robust to stochasticity. Second, we instantiate this framework for the recently introduced BYOL-Explore algorithm as our prime example, resulting in the noise-robust BYOL-Hindsight. Third, we illustrate its behavior under a variety of different stochasticities in a grid world, and find improvements over BYOL-Explore in hard-exploration Atari games with sticky actions. Notably, we show state-of-the-art results in exploring Montezuma's Revenge with sticky actions, while preserving performance in the non-sticky setting.
Efficient Adversarial Attacks on Online Multi-agent Reinforcement Learning
Due to the broad range of applications of multi-agent reinforcement learning (MARL), understanding the effects of adversarial attacks against MARL model is essential for the safe applications of this model. Motivated by this, we investigate the impact of adversarial attacks on MARL. In the considered setup, there is an exogenous attacker who is able to modify the rewards before the agents receive them or manipulate the actions before the environment receives them. The attacker aims to guide each agent into a target policy or maximize the cumulative rewards under some specific reward function chosen by the attacker, while minimizing the amount of manipulation on feedback and action. We first show the limitations of the action poisoning only attacks and the reward poisoning only attacks. We then introduce a mixed attack strategy with both the action poisoning and the reward poisoning. We show that the mixed attack strategy can efficiently attack MARL agents even if the attacker has no prior information about the underlying environment and the agents' algorithms.
SAR: Generalization of Physiological Agility and Dexterity via Synergistic Action Representation
Berg, Cameron, Caggiano, Vittorio, Kumar, Vikash
Learning effective continuous control policies in high-dimensional systems, including musculoskeletal agents, remains a significant challenge. Over the course of biological evolution, organisms have developed robust mechanisms for overcoming this complexity to learn highly sophisticated strategies for motor control. What accounts for this robust behavioral flexibility? Modular control via muscle synergies, i.e. coordinated muscle co-contractions, is considered to be one putative mechanism that enables organisms to learn muscle control in a simplified and generalizable action space. Drawing inspiration from this evolved motor control strategy, we use physiologically accurate human hand and leg models as a testbed for determining the extent to which a Synergistic Action Representation (SAR) acquired from simpler tasks facilitates learning more complex tasks. We find in both cases that SAR-exploiting policies significantly outperform end-to-end reinforcement learning. Policies trained with SAR were able to achieve robust locomotion on a wide set of terrains with high sample efficiency, while baseline approaches failed to learn meaningful behaviors. Additionally, policies trained with SAR on a multiobject manipulation task significantly outperformed (>70% success) baseline approaches (<20% success). Both of these SAR-exploiting policies were also found to generalize zero-shot to out-of-domain environmental conditions, while policies that did not adopt SAR failed to generalize. Finally, we establish the generality of SAR on broader high-dimensional control problems using a robotic manipulation task set and a full-body humanoid locomotion task. To the best of our knowledge, this investigation is the first of its kind to present an end-to-end pipeline for discovering synergies and using this representation to learn high-dimensional continuous control across a wide diversity of tasks.
Edit Distance based RL for RNNT decoding
Hwang, Dongseong, Ryu, Changwan, Sim, Khe Chai
RNN-T is currently considered the industry standard in ASR due to its exceptional WERs in various benchmark tests and its ability to support seamless streaming and longform transcription. However, its biggest drawback lies in the significant discrepancy between its training and inference objectives. During training, RNN-T maximizes all alignment probabilities by teacher forcing, while during inference, it uses beam search which may not necessarily find the maximum probable alignment. Additionally, RNN-T's inability to experience mistakes during teacher forcing training makes it more problematic when a mistake occurs in inference. To address this issue, this paper proposes a Reinforcement Learning method that minimizes the gap between training and inference time. Our Edit Distance based RL (EDRL) approach computes rewards based on the edit distance, and trains the network at every action level. The proposed approach yielded SoTA WERs on LibriSpeech for the 600M Conformer RNN-T model.
Deep Explainable Relational Reinforcement Learning: A Neuro-Symbolic Approach
Despite numerous successes in Deep Reinforcement Learning (DRL), the learned policies are not interpretable. Moreover, since DRL does not exploit symbolic relational representations, it has difficulties in coping with structural changes in its environment (such as increasing the number of objects). Relational Reinforcement Learning, on the other hand, inherits the relational representations from symbolic planning to learn reusable policies. However, it has so far been unable to scale up and exploit the power of deep neural networks. We propose Deep Explainable Relational Reinforcement Learning (DERRL), a framework that exploits the best of both -- neural and symbolic worlds. By resorting to a neuro-symbolic approach, DERRL combines relational representations and constraints from symbolic planning with deep learning to extract interpretable policies. These policies are in the form of logical rules that explain how each decision (or action) is arrived at. Through several experiments, in setups like the Countdown Game, Blocks World, Gridworld, and Traffic, we show that the policies learned by DERRL can be applied to different configurations and contexts, hence generalizing to environmental modifications.