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 Reinforcement Learning


Deep reinforcement learning applied to an assembly sequence planning problem with user preferences

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has demonstrated its potential in solving complex manufacturing decision-making problems, especially in a context where the system learns over time with actual operation in the absence of training data. One interesting and challenging application for such methods is the assembly sequence planning (ASP) problem. In this paper, we propose an approach to the implementation of DRL methods in ASP. The proposed approach introduces in the RL environment parametric actions to improve training time and sample efficiency and uses two different reward signals: (1) user's preferences and (2) total assembly time duration. The user's preferences signal addresses the difficulties and non-ergonomic properties of the assembly faced by the human and the total assembly time signal enforces the optimization of the assembly. Three of the most powerful deep RL methods were studied, Advantage Actor-Critic (A2C), Deep Q-Learning (DQN), and Rainbow, in two different scenarios: a stochastic and a deterministic one. Finally, the performance of the DRL algorithms was compared to tabular Q-Learnings performance. After 10,000 episodes, the system achieved near optimal behaviour for the algorithms tabular Q-Learning, A2C, and Rainbow. Though, for more complex scenarios, the algorithm tabular Q-Learning is expected to underperform in comparison to the other 2 algorithms. The results support the potential for the application of deep reinforcement learning in assembly sequence planning problems with human interaction.


Model-based Dynamic Shielding for Safe and Efficient Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-Agent Reinforcement Learning (MARL) discovers policies that maximize reward but do not have safety guarantees during the learning and deployment phases. Although shielding with Linear Temporal Logic (LTL) is a promising formal method to ensure safety in single-agent Reinforcement Learning (RL), it results in conservative behaviors when scaling to multi-agent scenarios. Additionally, it poses computational challenges for synthesizing shields in complex multi-agent environments. This work introduces Model-based Dynamic Shielding (MBDS) to support MARL algorithm design. Our algorithm synthesizes distributive shields, which are reactive systems running in parallel with each MARL agent, to monitor and rectify unsafe behaviors. The shields can dynamically split, merge, and recompute based on agents' states. This design enables efficient synthesis of shields to monitor agents in complex environments without coordination overheads. We also propose an algorithm to synthesize shields without prior knowledge of the dynamics model. The proposed algorithm obtains an approximate world model by interacting with the environment during the early stage of exploration, making our MBDS enjoy formal safety guarantees with high probability. We demonstrate in simulations that our framework can surpass existing baselines in terms of safety guarantees and learning performance.


Generalized Policy Improvement Algorithms with Theoretically Supported Sample Reuse

arXiv.org Artificial Intelligence

Data-driven, learning-based control methods offer the potential to improve operations in complex systems, and model-free deep reinforcement learning represents a popular approach to data-driven control. However, existing classes of algorithms present a trade-off between two important deployment requirements for real-world control: (i) practical performance guarantees and (ii) data efficiency. Off-policy algorithms make efficient use of data through sample reuse but lack theoretical guarantees, while on-policy algorithms guarantee approximate policy improvement throughout training but suffer from high sample complexity. In order to balance these competing goals, we develop a class of Generalized Policy Improvement algorithms that combines the policy improvement guarantees of on-policy methods with the efficiency of sample reuse. We demonstrate the benefits of this new class of algorithms through extensive experimental analysis on a variety of continuous control tasks from the DeepMind Control Suite.


Off-Policy Actor-Critic with Emphatic Weightings

arXiv.org Artificial Intelligence

A variety of theoretically-sound policy gradient algorithms exist for the on-policy setting due to the policy gradient theorem, which provides a simplified form for the gradient. The off-policy setting, however, has been less clear due to the existence of multiple objectives and the lack of an explicit off-policy policy gradient theorem. In this work, we unify these objectives into one off-policy objective, and provide a policy gradient theorem for this unified objective. The derivation involves emphatic weightings and interest functions. We show multiple strategies to approximate the gradients, in an algorithm called Actor Critic with Emphatic weightings (ACE). We prove in a counterexample that previous (semi-gradient) off-policy actor-critic methods--particularly Off-Policy Actor-Critic (OffPAC) and Deterministic Policy Gradient (DPG)--converge to the wrong solution whereas ACE finds the optimal solution. We also highlight why these semi-gradient approaches can still perform well in practice, suggesting strategies for variance reduction in ACE. We empirically study several variants of ACE on two classic control environments and an image-based environment designed to illustrate the tradeoffs made by each gradient approximation. We find that by approximating the emphatic weightings directly, ACE performs as well as or better than OffPAC in all settings tested.


Regularization of the policy updates for stabilizing Mean Field Games

arXiv.org Artificial Intelligence

This work studies non-cooperative Multi-Agent Reinforcement Learning (MARL) where multiple agents interact in the same environment and whose goal is to maximize the individual returns. Challenges arise when scaling up the number of agents due to the resultant non-stationarity that the many agents introduce. In order to address this issue, Mean Field Games (MFG) rely on the symmetry and homogeneity assumptions to approximate games with very large populations. Recently, deep Reinforcement Learning has been used to scale MFG to games with larger number of states. Current methods rely on smoothing techniques such as averaging the q-values or the updates on the mean-field distribution. This work presents a different approach to stabilize the learning based on proximal updates on the mean-field policy. We name our algorithm Mean Field Proximal Policy Optimization (MF-PPO), and we empirically show the effectiveness of our method in the OpenSpiel framework.


Multi-agent Policy Reciprocity with Theoretical Guarantee

arXiv.org Artificial Intelligence

Modern multi-agent reinforcement learning (RL) algorithms hold great potential for solving a variety of real-world problems. However, they do not fully exploit cross-agent knowledge to reduce sample complexity and improve performance. Although transfer RL supports knowledge sharing, it is hyperparameter sensitive and complex. To solve this problem, we propose a novel multi-agent policy reciprocity (PR) framework, where each agent can fully exploit cross-agent policies even in mismatched states. We then define an adjacency space for mismatched states and design a plug-and-play module for value iteration, which enables agents to infer more precise returns. To improve the scalability of PR, deep PR is proposed for continuous control tasks. Moreover, theoretical analysis shows that agents can asymptotically reach consensus through individual perceived rewards and converge to an optimal value function, which implies the stability and effectiveness of PR, respectively. Experimental results on discrete and continuous environments demonstrate that PR outperforms various existing RL and transfer RL methods.


Iterative Teaching by Data Hallucination

arXiv.org Artificial Intelligence

We consider the problem of iterative machine teaching, where a teacher sequentially provides examples based on the status of a learner under a discrete input space (i.e., a pool of finite samples), which greatly limits the teacher's capability. To address this issue, we study iterative teaching under a continuous input space where the input example (i.e., image) can be either generated by solving an optimization problem or drawn directly from a continuous distribution. Specifically, we propose data hallucination teaching (DHT) where the teacher can generate input data intelligently based on labels, the learner's status and the target concept. We study a number of challenging teaching setups (e.g., linear/neural learners in omniscient and black-box settings). Extensive empirical results verify the effectiveness of DHT.


Fast Lifelong Adaptive Inverse Reinforcement Learning from Demonstrations

arXiv.org Artificial Intelligence

Learning from Demonstration (LfD) approaches empower end-users to teach robots novel tasks via demonstrations of the desired behaviors, democratizing access to robotics. However, current LfD frameworks are not capable of fast adaptation to heterogeneous human demonstrations nor the large-scale deployment in ubiquitous robotics applications. In this paper, we propose a novel LfD framework, Fast Lifelong Adaptive Inverse Reinforcement learning (FLAIR). Our approach (1) leverages learned strategies to construct policy mixtures for fast adaptation to new demonstrations, allowing for quick end-user personalization, (2) distills common knowledge across demonstrations, achieving accurate task inference; and (3) expands its model only when needed in lifelong deployments, maintaining a concise set of prototypical strategies that can approximate all behaviors via policy mixtures. We empirically validate that FLAIR achieves adaptability (i.e., the robot adapts to heterogeneous, user-specific task preferences), efficiency (i.e., the robot achieves sample-efficient adaptation), and scalability (i.e., the model grows sublinearly with the number of demonstrations while maintaining high performance). FLAIR surpasses benchmarks across three control tasks with an average 57% improvement in policy returns and an average 78% fewer episodes required for demonstration modeling using policy mixtures. Finally, we demonstrate the success of FLAIR in a table tennis task and find users rate FLAIR as having higher task (p<.05) and personalization (p<.05) performance.


Anticipatory Fleet Repositioning for Shared-use Autonomous Mobility Services: An Optimization and Learning-Based Approach

arXiv.org Artificial Intelligence

The development of mobility-on-demand services, rich transportation data sources, and autonomous vehicles (AVs) creates significant opportunities for shared-use AV mobility services (SAMSs) to provide accessible and demand-responsive personal mobility. SAMS fleet operation involves multiple interrelated decisions, with a primary focus on efficiently fulfilling passenger ride requests with a high level of service quality. This paper focuses on improving the efficiency and service quality of a SAMS vehicle fleet via anticipatory repositioning of idle vehicles. The rebalancing problem is formulated as a Markov Decision Process, which we propose solving using an advantage actor critic (A2C) reinforcement learning-based method. The proposed approach learns a rebalancing policy that anticipates future demand and cooperates with an optimization-based assignment strategy. The approach allows for centralized repositioning decisions and can handle large vehicle fleets since the problem size does not change with the fleet size. Using New York City taxi data and an agent-based simulation tool, two versions of the A2C AV repositioning approach are tested. The first version, A2C-AVR(A), learns to anticipate future demand based on past observations, while the second, A2C-AVR(B), uses demand forecasts. The models are compared to an optimization-based rebalancing approach and show significant reduction in mean passenger waiting times, with a slightly increased percentage of empty fleet miles travelled. The experiments demonstrate the model's ability to anticipate future demand and its transferability to cases unseen at the training stage.


Exploiting Symmetry and Heuristic Demonstrations in Off-policy Reinforcement Learning for Robotic Manipulation

arXiv.org Artificial Intelligence

Reinforcement learning demonstrates significant potential in automatically building control policies in numerous domains, but shows low efficiency when applied to robot manipulation tasks due to the curse of dimensionality. To facilitate the learning of such tasks, prior knowledge or heuristics that incorporate inherent simplification can effectively improve the learning performance. This paper aims to define and incorporate the natural symmetry present in physical robotic environments. Then, sample-efficient policies are trained by exploiting the expert demonstrations in symmetrical environments through an amalgamation of reinforcement and behavior cloning, which gives the off-policy learning process a diverse yet compact initiation. Furthermore, it presents a rigorous framework for a recent concept and explores its scope for robot manipulation tasks. The proposed method is validated via two point-to-point reaching tasks of an industrial arm, with and without an obstacle, in a simulation experiment study. A PID controller, which tracks the linear joint-space trajectories with hard-coded temporal logic to produce interim midpoints, is used to generate demonstrations in the study. The results of the study present the effect of the number of demonstrations and quantify the magnitude of behavior cloning to exemplify the possible improvement of model-free reinforcement learning in common manipulation tasks. A comparison study between the proposed method and a traditional off-policy reinforcement learning algorithm indicates its advantage in learning performance and potential value for applications.