Reinforcement Learning
Efficient Skill Acquisition for Complex Manipulation Tasks in Obstructed Environments
Yamada, Jun, Collins, Jack, Posner, Ingmar
Data efficiency in robotic skill acquisition is crucial for operating robots in varied small-batch assembly settings. To operate in such environments, robots must have robust obstacle avoidance and versatile goal conditioning acquired from only a few simple demonstrations. Existing approaches, however, fall short of these requirements. Deep reinforcement learning (RL) enables a robot to learn complex manipulation tasks but is often limited to small task spaces in the real world due to sample inefficiency and safety concerns. Motion planning (MP) can generate collision-free paths in obstructed environments, but cannot solve complex manipulation tasks and requires goal states often specified by a user or object-specific pose estimator. In this work, we propose a system for efficient skill acquisition that leverages an object-centric generative model (OCGM) for versatile goal identification to specify a goal for MP combined with RL to solve complex manipulation tasks in obstructed environments. Specifically, OCGM enables one-shot target object identification and re-identification in new scenes, allowing MP to guide the robot to the target object while avoiding obstacles. This is combined with a skill transition network, which bridges the gap between terminal states of MP and feasible start states of a sample-efficient RL policy. The experiments demonstrate that our OCGM-based one-shot goal identification provides competitive accuracy to other baseline approaches and that our modular framework outperforms competitive baselines, including a state-of-the-art RL algorithm, by a significant margin for complex manipulation tasks in obstructed environments.
Controlled Diversity with Preference : Towards Learning a Diverse Set of Desired Skills
Hussonnois, Maxence, Karimpanal, Thommen George, Rana, Santu
Autonomously learning diverse behaviors without an extrinsic reward signal has been a problem of interest in reinforcement learning. However, the nature of learning in such mechanisms is unconstrained, often resulting in the accumulation of several unusable, unsafe or misaligned skills. In order to avoid such issues and ensure the discovery of safe and human-aligned skills, it is necessary to incorporate humans into the unsupervised training process, which remains a largely unexplored research area. In this work, we propose Controlled Diversity with Preference (CDP), a novel, collaborative human-guided mechanism for an agent to learn a set of skills that is diverse as well as desirable. The key principle is to restrict the discovery of skills to those regions that are deemed to be desirable as per a preference model trained using human preference labels on trajectory pairs. We evaluate our approach on 2D navigation and Mujoco environments and demonstrate the ability to discover diverse, yet desirable skills.
MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning
Samvelyan, Mikayel, Khan, Akbir, Dennis, Michael, Jiang, Minqi, Parker-Holder, Jack, Foerster, Jakob, Raileanu, Roberta, Rocktäschel, Tim
Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.
Simple Emergent Action Representations from Multi-Task Policy Training
Hua, Pu, Chen, Yubei, Xu, Huazhe
Deep reinforcement learning (RL) has shown great success in learning near-optimal policies for performing low-level actions with pre-defined reward functions. However, reusing this learned knowledge to efficiently accomplish new tasks remains challenging. In contrast, humans naturally summarize low-level muscle movements into high-level action representations, such as "pick up" or "turn left", which can be reused in novel tasks with slight modifications. As a result, we carry out the most complicated movements without thinking about the detailed joint motions or muscle contractions, relying instead on high-level action representations (Kandel et al., 2021). By analogy with such abilities of humans, we ask the question: can RL agents have action representations of low-level motor controls, which can be reused, modified, or composed to perform new tasks? As pointed out in Kandel et al. (2021), "the task of the motor systems is the reverse of the task of the sensory systems. Sensory processing generates an internal representation in the brain of the outside world or of the state of the body. Motor processing begins with an internal representation: the desired purpose of movement."
Flexible Gear Assembly With Visual Servoing and Force Feedback
Ming, Junjie, Bargmann, Daniel, Cao, Hongpeng, Caccamo, Marco
Gear assembly is an essential but challenging task in industrial automation. This paper presents a novel two-stage approach for achieving high-precision and flexible gear assembly. The proposed approach integrates YOLO to coarsely localize the workpiece in a searching phase and deep reinforcement learning (DRL) to complete the insertion. Specifically, DRL addresses the challenge of partial visibility when the on-wrist camera is too close to the workpiece. Additionally, force feedback is used to smoothly transit the process from the first phase to the second phase. To reduce the data collection effort for training deep neural networks, we use synthetic RGB images for training YOLO and construct an offline interaction environment leveraging sampled real-world data for training DRL agents. We evaluate the proposed approach in a gear assembly experiment with a precision tolerance of 0.3mm. The results show that our method can robustly and efficiently complete searching and insertion from arbitrary positions within an average of 15 seconds.
Learning When to Treat Business Processes: Prescriptive Process Monitoring with Causal Inference and Reinforcement Learning
Bozorgi, Zahra Dasht, Dumas, Marlon, La Rosa, Marcello, Polyvyanyy, Artem, Shoush, Mahmoud, Teinemaa, Irene
Increasing the success rate of a process, i.e. the percentage of cases that end in a positive outcome, is a recurrent process improvement goal. At runtime, there are often certain actions (a.k.a. treatments) that workers may execute to lift the probability that a case ends in a positive outcome. For example, in a loan origination process, a possible treatment is to issue multiple loan offers to increase the probability that the customer takes a loan. Each treatment has a cost. Thus, when defining policies for prescribing treatments to cases, managers need to consider the net gain of the treatments. Also, the effect of a treatment varies over time: treating a case earlier may be more effective than later in a case. This paper presents a prescriptive monitoring method that automates this decision-making task. The method combines causal inference and reinforcement learning to learn treatment policies that maximize the net gain. The method leverages a conformal prediction technique to speed up the convergence of the reinforcement learning mechanism by separating cases that are likely to end up in a positive or negative outcome, from uncertain cases. An evaluation on two real-life datasets shows that the proposed method outperforms a state-of-the-art baseline.
VIP: Towards Universal Visual Reward and Representation via Value-Implicit Pre-Training
Ma, Yecheng Jason, Sodhani, Shagun, Jayaraman, Dinesh, Bastani, Osbert, Kumar, Vikash, Zhang, Amy
Reward and representation learning are two long-standing challenges for learning an expanding set of robot manipulation skills from sensory observations. Given the inherent cost and scarcity of in-domain, task-specific robot data, learning from large, diverse, offline human videos has emerged as a promising path towards acquiring a generally useful visual representation for control; however, how these human videos can be used for general-purpose reward learning remains an open question. We introduce $\textbf{V}$alue-$\textbf{I}$mplicit $\textbf{P}$re-training (VIP), a self-supervised pre-trained visual representation capable of generating dense and smooth reward functions for unseen robotic tasks. VIP casts representation learning from human videos as an offline goal-conditioned reinforcement learning problem and derives a self-supervised dual goal-conditioned value-function objective that does not depend on actions, enabling pre-training on unlabeled human videos. Theoretically, VIP can be understood as a novel implicit time contrastive objective that generates a temporally smooth embedding, enabling the value function to be implicitly defined via the embedding distance, which can then be used to construct the reward for any goal-image specified downstream task. Trained on large-scale Ego4D human videos and without any fine-tuning on in-domain, task-specific data, VIP's frozen representation can provide dense visual reward for an extensive set of simulated and $\textbf{real-robot}$ tasks, enabling diverse reward-based visual control methods and significantly outperforming all prior pre-trained representations. Notably, VIP can enable simple, $\textbf{few-shot}$ offline RL on a suite of real-world robot tasks with as few as 20 trajectories.
A Deep Reinforcement Learning Approach for Finding Non-Exploitable Strategies in Two-Player Atari Games
Ding, Zihan, Su, Dijia, Liu, Qinghua, Jin, Chi
This paper proposes new, end-to-end deep reinforcement learning algorithms for learning two-player zero-sum Markov games. Different from prior efforts on training agents to beat a fixed set of opponents, our objective is to find the Nash equilibrium policies that are free from exploitation by even the adversarial opponents. We propose (a) Nash-DQN algorithm, which integrates the deep learning techniques from single DQN into the classic Nash Q-learning algorithm for solving tabular Markov games; (b) Nash-DQN-Exploiter algorithm, which additionally adopts an exploiter to guide the exploration of the main agent. We conduct experimental evaluation on tabular examples as well as various two-player Atari games. Our empirical results demonstrate that (i) the policies found by many existing methods including Neural Fictitious Self Play and Policy Space Response Oracle can be prone to exploitation by adversarial opponents; (ii) the output policies of our algorithms are robust to exploitation, and thus outperform existing methods.
On the Limitations of Elo: Real-World Games, are Transitive, not Additive
Bertrand, Quentin, Czarnecki, Wojciech Marian, Gidel, Gauthier
Real-world competitive games, such as chess, go, or StarCraft II, rely on Elo models to measure the strength of their players. Since these games are not fully transitive, using Elo implicitly assumes they have a strong transitive component that can correctly be identified and extracted. In this study, we investigate the challenge of identifying the strength of the transitive component in games. First, we show that Elo models can fail to extract this transitive component, even in elementary transitive games. Then, based on this observation, we propose an extension of the Elo score: we end up with a disc ranking system that assigns each player two scores, which we refer to as skill and consistency. Finally, we propose an empirical validation on payoff matrices coming from real-world games played by bots and humans.
Safe Reinforcement Learning via Probabilistic Logic Shields
Yang, Wen-Chi, Marra, Giuseppe, Rens, Gavin, De Raedt, Luc
Safe Reinforcement learning (Safe RL) aims at learning optimal policies while staying safe. A popular solution to Safe RL is shielding, which uses a logical safety specification to prevent an RL agent from taking unsafe actions. However, traditional shielding techniques are difficult to integrate with continuous, end-to-end deep RL methods. To this end, we introduce Probabilistic Logic Policy Gradient (PLPG). PLPG is a model-based Safe RL technique that uses probabilistic logic programming to model logical safety constraints as differentiable functions. Therefore, PLPG can be seamlessly applied to any policy gradient algorithm while still providing the same convergence guarantees. In our experiments, we show that PLPG learns safer and more rewarding policies compared to other state-of-the-art shielding techniques.