Reinforcement Learning
Safe Reinforcement Learning of Dynamic High-Dimensional Robotic Tasks: Navigation, Manipulation, Interaction
Liu, Puze, Zhang, Kuo, Tateo, Davide, Jauhri, Snehal, Hu, Zhiyuan, Peters, Jan, Chalvatzaki, Georgia
Safety is a crucial property of every robotic platform: any control policy should always comply with actuator limits and avoid collisions with the environment and humans. In reinforcement learning, safety is even more fundamental for exploring an environment without causing any damage. While there are many proposed solutions to the safe exploration problem, only a few of them can deal with the complexity of the real world. This paper introduces a new formulation of safe exploration for reinforcement learning of various robotic tasks. Our approach applies to a wide class of robotic platforms and enforces safety even under complex collision constraints learned from data by exploring the tangent space of the constraint manifold. Our proposed approach achieves state-of-the-art performance in simulated high-dimensional and dynamic tasks while avoiding collisions with the environment. We show safe real-world deployment of our learned controller on a TIAGo++ robot, achieving remarkable performance in manipulation and human-robot interaction tasks.
Multiagent Inverse Reinforcement Learning via Theory of Mind Reasoning
Wu, Haochen, Sequeira, Pedro, Pynadath, David V.
We approach the problem of understanding how people interact with each other in collaborative settings, especially when individuals know little about their teammates, via Multiagent Inverse Reinforcement Learning (MIRL), where the goal is to infer the reward functions guiding the behavior of each individual given trajectories of a team's behavior during some task. Unlike current MIRL approaches, we do not assume that team members know each other's goals a priori; rather, that they collaborate by adapting to the goals of others perceived by observing their behavior, all while jointly performing a task. To address this problem, we propose a novel approach to MIRL via Theory of Mind (MIRL-ToM). For each agent, we first use ToM reasoning to estimate a posterior distribution over baseline reward profiles given their demonstrated behavior. We then perform MIRL via decentralized equilibrium by employing single-agent Maximum Entropy IRL to infer a reward function for each agent, where we simulate the behavior of other teammates according to the time-varying distribution over profiles. We evaluate our approach in a simulated 2-player search-and-rescue operation where the goal of the agents, playing different roles, is to search for and evacuate victims in the environment. Our results show that the choice of baseline profiles is paramount to the recovery of the ground-truth rewards, and that MIRL-ToM is able to recover the rewards used by agents interacting both with known and unknown teammates.
Preference Transformer: Modeling Human Preferences using Transformers for RL
Kim, Changyeon, Park, Jongjin, Shin, Jinwoo, Lee, Honglak, Abbeel, Pieter, Lee, Kimin
Preference-based reinforcement learning (RL) provides a framework to train agents using human preferences between two behaviors. However, preference-based RL has been challenging to scale since it requires a large amount of human feedback to learn a reward function aligned with human intent. In this paper, we present Preference Transformer, a neural architecture that models human preferences using transformers. Unlike prior approaches assuming human judgment is based on the Markovian rewards which contribute to the decision equally, we introduce a new preference model based on the weighted sum of non-Markovian rewards. We then design the proposed preference model using a transformer architecture that stacks causal and bidirectional self-attention layers. We demonstrate that Preference Transformer can solve a variety of control tasks using real human preferences, while prior approaches fail to work. We also show that Preference Transformer can induce a well-specified reward and attend to critical events in the trajectory by automatically capturing the temporal dependencies in human decision-making. Code is available on the project website: https://sites.google.com/view/preference-transformer.
The Virtues of Laziness in Model-based RL: A Unified Objective and Algorithms
Vemula, Anirudh, Song, Yuda, Singh, Aarti, Bagnell, J. Andrew, Choudhury, Sanjiban
We propose a novel approach to addressing two fundamental challenges in Model-based Reinforcement Learning (MBRL): the computational expense of repeatedly finding a good policy in the learned model, and the objective mismatch between model fitting and policy computation. Our "lazy" method leverages a novel unified objective, Performance Difference via Advantage in Model, to capture the performance difference between the learned policy and expert policy under the true dynamics. This objective demonstrates that optimizing the expected policy advantage in the learned model under an exploration distribution is sufficient for policy computation, resulting in a significant boost in computational efficiency compared to traditional planning methods. Additionally, the unified objective uses a value moment matching term for model fitting, which is aligned with the model's usage during policy computation. We present two no-regret algorithms to optimize the proposed objective, and demonstrate their statistical and computational gains compared to existing MBRL methods through simulated benchmarks.
Extraneousness-Aware Imitation Learning
Zheng, Ray Chen, Hu, Kaizhe, Yuan, Zhecheng, Chen, Boyuan, Xu, Huazhe
Visual imitation learning provides an effective framework to learn skills from demonstrations. However, the quality of the provided demonstrations usually significantly affects the ability of an agent to acquire desired skills. Therefore, the standard visual imitation learning assumes near-optimal demonstrations, which are expensive or sometimes prohibitive to collect. Previous works propose to learn from noisy demonstrations; however, the noise is usually assumed to follow a context-independent distribution such as a uniform or gaussian distribution. In this paper, we consider another crucial yet underexplored setting -- imitation learning with task-irrelevant yet locally consistent segments in the demonstrations (e.g., wiping sweat while cutting potatoes in a cooking tutorial). We argue that such noise is common in real world data and term them "extraneous" segments. To tackle this problem, we introduce Extraneousness-Aware Imitation Learning (EIL), a self-supervised approach that learns visuomotor policies from third-person demonstrations with extraneous subsequences. EIL learns action-conditioned observation embeddings in a self-supervised manner and retrieves task-relevant observations across visual demonstrations while excluding the extraneous ones. Experimental results show that EIL outperforms strong baselines and achieves comparable policies to those trained with perfect demonstration on both simulated and real-world robot control tasks. The project page can be found at https://sites.google.com/view/eil-website.
A Deep Reinforcement Learning Trader without Offline Training
In this paper we pursue the question of a fully online trading algorithm (i.e. one that does not need offline training on previously gathered data). For this task we use Double Deep $Q$-learning in the episodic setting with Fast Learning Networks approximating the expected reward $Q$. Additionally, we define the possible terminal states of an episode in such a way as to introduce a mechanism to conserve some of the money in the trading pool when market conditions are seen as unfavourable. Some of these money are taken as profit and some are reused at a later time according to certain criteria. After describing the algorithm, we test it using the 1-minute-tick data for Cardano's price on Binance. We see that the agent performs better than trading with randomly chosen actions on each timestep. And it does so when tested on the whole dataset as well as on different subsets, capturing different market trends.
Multi-Arm Robot Task Planning for Fruit Harvesting Using Multi-Agent Reinforcement Learning
Li, Tao, Xie, Feng, Xiong, Ya, Feng, Qingchun
The emergence of harvesting robotics offers a promising solution to the issue of limited agricultural labor resources and the increasing demand for fruits. Despite notable advancements in the field of harvesting robotics, the utilization of such technology in orchards is still limited. The key challenge is to improve operational efficiency. Taking into account inner-arm conflicts, couplings of DoFs, and dynamic tasks, we propose a task planning strategy for a harvesting robot with four arms in this paper. The proposed method employs a Markov game framework to formulate the four-arm robotic harvesting task, which avoids the computational complexity of solving an NP-hard scheduling problem. Furthermore, a multi-agent reinforcement learning (MARL) structure with a fully centralized collaboration protocol is used to train a MARL-based task planning network. Several simulations and orchard experiments are conducted to validate the effectiveness of the proposed method for a multi-arm harvesting robot in comparison with the existing method.
Parameter Sharing with Network Pruning for Scalable Multi-Agent Deep Reinforcement Learning
Handling the problem of scalability is one of the essential issues for multi-agent reinforcement learning (MARL) algorithms to be applied to real-world problems typically involving massively many agents. For this, parameter sharing across multiple agents has widely been used since it reduces the training time by decreasing the number of parameters and increasing the sample efficiency. However, using the same parameters across agents limits the representational capacity of the joint policy and consequently, the performance can be degraded in multi-agent tasks that require different behaviors for different agents. In this paper, we propose a simple method that adopts structured pruning for a deep neural network to increase the representational capacity of the joint policy without introducing additional parameters. We evaluate the proposed method on several benchmark tasks, and numerical results show that the proposed method significantly outperforms other parameter-sharing methods.
LS-IQ: Implicit Reward Regularization for Inverse Reinforcement Learning
Al-Hafez, Firas, Tateo, Davide, Arenz, Oleg, Zhao, Guoping, Peters, Jan
Recent methods for imitation learning directly learn a Q-function using an implicit reward formulation rather than an explicit reward function. However, these methods generally require implicit reward regularization to improve stability and often mistreat absorbing states. Previous works show that a squared norm regularization on the implicit reward function is effective, but do not provide a theoretical analysis of the resulting properties of the algorithms. This perspective allows us to address instabilities and properly treat absorbing states. We show that our method, Least Squares Inverse Q-Learning (LS-IQ), outperforms state-of-the-art algorithms, particularly in environments with absorbing states. Finally, we propose to use an inverse dynamics model to learn from observations only. Using this approach, we retain performance in settings where no expert actions are available. Inverse Reinforcement Learning (IRL) techniques have been developed to robustly extract behaviors from expert demonstration and solve the problems of classical Imitation Learning (IL) methods (Ng et al., 1999; Ziebart et al., 2008). Among the recent methods for IRL, the Adversarial Imitation Learning (AIL) approach (Ho & Ermon, 2016; Fu et al., 2018; Peng et al., 2021), which casts the optimization over rewards and policies into an adversarial setting, have been proven particularly successful. These methods, inspired by Generative Adversarial Networks (GANs) (Goodfellow et al., 2014), alternate between learning a discriminator, and improving the agent's policy w.r.t. a reward function, computed based on the discriminator's output. These explicit reward methods require many interactions with the environment as they learn both a reward and a value function.
Robust Average-Reward Markov Decision Processes
Wang, Yue, Velasquez, Alvaro, Atia, George, Prater-Bennette, Ashley, Zou, Shaofeng
In robust Markov decision processes (MDPs), the uncertainty in the transition kernel is addressed by finding a policy that optimizes the worst-case performance over an uncertainty set of MDPs. While much of the literature has focused on discounted MDPs, robust average-reward MDPs remain largely unexplored. In this paper, we focus on robust average-reward MDPs, where the goal is to find a policy that optimizes the worst-case average reward over an uncertainty set. We first take an approach that approximates average-reward MDPs using discounted MDPs. We prove that the robust discounted value function converges to the robust average-reward as the discount factor $\gamma$ goes to $1$, and moreover, when $\gamma$ is large, any optimal policy of the robust discounted MDP is also an optimal policy of the robust average-reward. We further design a robust dynamic programming approach, and theoretically characterize its convergence to the optimum. Then, we investigate robust average-reward MDPs directly without using discounted MDPs as an intermediate step. We derive the robust Bellman equation for robust average-reward MDPs, prove that the optimal policy can be derived from its solution, and further design a robust relative value iteration algorithm that provably finds its solution, or equivalently, the optimal robust policy.