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 Reinforcement Learning


Understanding the effect of varying amounts of replay per step

arXiv.org Artificial Intelligence

Model-based reinforcement learning uses models to plan, where the predictions and policies of an agent can be improved by using more computation without additional data from the environment, thereby improving sample efficiency. However, learning accurate estimates of the model is hard. Subsequently, the natural question is whether we can get similar benefits as planning with model-free methods. Experience replay is an essential component of many model-free algorithms enabling sample-efficient learning and stability by providing a mechanism to store past experiences for further reuse in the gradient computational process. Prior works have established connections between models and experience replay by planning with the latter. This involves increasing the number of times a mini-batch is sampled and used for updates at each step (amount of replay per step). We attempt to exploit this connection by doing a systematic study on the effect of varying amounts of replay per step in a well-known model-free algorithm: Deep Q-Network (DQN) in the Mountain Car environment. We empirically show that increasing replay improves DQN's sample efficiency, reduces the variation in its performance, and makes it more robust to change in hyperparameters. Altogether, this takes a step toward a better algorithm for deployment.


Demonstration-Guided Reinforcement Learning with Efficient Exploration for Task Automation of Surgical Robot

arXiv.org Artificial Intelligence

Task automation of surgical robot has the potentials to improve surgical efficiency. Recent reinforcement learning (RL) based approaches provide scalable solutions to surgical automation, but typically require extensive data collection to solve a task if no prior knowledge is given. This issue is known as the exploration challenge, which can be alleviated by providing expert demonstrations to an RL agent. Yet, how to make effective use of demonstration data to improve exploration efficiency still remains an open challenge. In this work, we introduce Demonstration-guided EXploration (DEX), an efficient reinforcement learning algorithm that aims to overcome the exploration problem with expert demonstrations for surgical automation. To effectively exploit demonstrations, our method estimates expert-like behaviors with higher values to facilitate productive interactions, and adopts non-parametric regression to enable such guidance at states unobserved in demonstration data. Extensive experiments on $10$ surgical manipulation tasks from SurRoL, a comprehensive surgical simulation platform, demonstrate significant improvements in the exploration efficiency and task success rates of our method. Moreover, we also deploy the learned policies to the da Vinci Research Kit (dVRK) platform to show the effectiveness on the real robot. Code is available at https://github.com/med-air/DEX.


Meta-World Conditional Neural Processes

arXiv.org Artificial Intelligence

We propose Meta-World Conditional Neural Processes (MW-CNP), a conditional world model generator that leverages sample efficiency and scalability of Conditional Neural Processes to enable an agent to sample from its own "hallucination". We intend to reduce the agent's interaction with the target environment at test time as much as possible. To reduce the number of samples required at test time, we first obtain a latent representation of the transition dynamics from a single rollout from the test environment with hidden parameters. Then, we obtain rollouts for few-shot learning by interacting with the "hallucination" generated by the meta-world model. Using the world model representation from MW-CNP, the meta-RL agent can adapt to an unseen target environment with significantly fewer samples collected from the target environment compared to the baselines. We emphasize that the agent does not have access to the task parameters throughout training and testing, and MW-CNP is trained on offline interaction data logged during meta-training.


CLARE: Conservative Model-Based Reward Learning for Offline Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

This work aims to tackle a major challenge in offline Inverse Reinforcement Learning (IRL), namely the reward extrapolation error, where the learned reward function may fail to explain the task correctly and misguide the agent in unseen environments due to the intrinsic covariate shift. Leveraging both expert data and lower-quality diverse data, we devise a principled algorithm (namely CLARE) that solves offline IRL efficiently via integrating "conservatism" into a learned reward function and utilizing an estimated dynamics model. Our theoretical analysis provides an upper bound on the return gap between the learned policy and the expert policy, based on which we characterize the impact of covariate shift by examining subtle two-tier tradeoffs between the "exploitation" (on both expert and diverse data) and "exploration" (on the estimated dynamics model). We show that CLARE can provably alleviate the reward extrapolation error by striking the right "exploitation-exploration" balance therein. Extensive experiments corroborate the significant performance gains of CLARE over existing state-of-the-art algorithms on MuJoCo continuous control tasks (especially with a small offline dataset), and the learned reward is highly instructive for further learning (source code). The primary objective of Inverse Reinforcement Learning (IRL) is to learn a reward function from demonstrations (Arora & Doshi, 2021; Russell, 1998). In general, conventional IRL methods rely on extensive online trials and errors that can be costly or require a fully known transition model (Abbeel & Ng, 2004; Ratliff et al., 2006; Ziebart et al., 2008; Syed & Schapire, 2007; Boularias et al., 2011; Osa et al., 2018), struggling to scale in many real-world applications. To tackle this problem, this paper studies offline IRL, with focus on learning from a previously collected dataset without online interaction with the environment.


Neural Optimal Control using Learned System Dynamics

arXiv.org Artificial Intelligence

We study the problem of generating control laws for systems with unknown dynamics. Our approach is to represent the controller and the value function with neural networks, and to train them using loss functions adapted from the Hamilton-Jacobi-Bellman (HJB) equations. In the absence of a known dynamics model, our method first learns the state transitions from data collected by interacting with the system in an offline process. The learned transition function is then integrated to the HJB equations and used to forward simulate the control signals produced by our controller in a feedback loop. In contrast to trajectory optimization methods that optimize the controller for a single initial state, our controller can generate near-optimal control signals for initial states from a large portion of the state space. Compared to recent model-based reinforcement learning algorithms, we show that our method is more sample efficient and trains faster by an order of magnitude. We demonstrate our method in a number of tasks, including the control of a quadrotor with 12 state variables.


Improving Deep Policy Gradients with Value Function Search

arXiv.org Artificial Intelligence

Deep Policy Gradient (PG) algorithms employ value networks to drive the learning of parameterized policies and reduce the variance of the gradient estimates. However, value function approximation gets stuck in local optima and struggles to fit the actual return, limiting the variance reduction efficacy and leading policies to sub-optimal performance. This paper focuses on improving value approximation and analyzing the effects on Deep PG primitives such as value prediction, variance reduction, and correlation of gradient estimates with the true gradient. To this end, we introduce a Value Function Search that employs a population of perturbed value networks to search for a better approximation. Our framework does not require additional environment interactions, gradient computations, or ensembles, providing a computationally inexpensive approach to enhance the supervised learning task on which value networks train. Crucially, we show that improving Deep PG primitives results in improved sample efficiency and policies with higher returns using common continuous control benchmark domains.


Safe Deep Reinforcement Learning by Verifying Task-Level Properties

arXiv.org Artificial Intelligence

Cost functions are commonly employed in Safe Deep Reinforcement Learning (DRL). However, the cost is typically encoded as an indicator function due to the difficulty of quantifying the risk of policy decisions in the state space. Such an encoding requires the agent to visit numerous unsafe states to learn a cost-value function to drive the learning process toward safety. Hence, increasing the number of unsafe interactions and decreasing sample efficiency. In this paper, we investigate an alternative approach that uses domain knowledge to quantify the risk in the proximity of such states by defining a violation metric. This metric is computed by verifying task-level properties, shaped as input-output conditions, and it is used as a penalty to bias the policy away from unsafe states without learning an additional value function. We investigate the benefits of using the violation metric in standard Safe DRL benchmarks and robotic mapless navigation tasks. The navigation experiments bridge the gap between Safe DRL and robotics, introducing a framework that allows rapid testing on real robots. Our experiments show that policies trained with the violation penalty achieve higher performance over Safe DRL baselines and significantly reduce the number of visited unsafe states.


Outcome-directed Reinforcement Learning by Uncertainty & Temporal Distance-Aware Curriculum Goal Generation

arXiv.org Artificial Intelligence

While reinforcement learning (RL) shows promising results in automated learning of behavioral skills, it is still not enough to solve a challenging uninformed search problem where the desired behavior and rewards are sparsely observed. Some techniques tackle this problem by utilizing the shaped reward (Hartikainen et al., 2019) or combining representation learning for efficient exploration (Ghosh et al., 2018). But, these not only become prohibitively time-consuming in terms of the required human efforts, but also require significant domain knowledge for shaping the reward or designing the task-specific representation learning objective. What if we could design the algorithm that automatically progresses toward the desired behavior without any domain knowledge and human efforts, while distilling the experiences into the general purpose policy? An effective scheme for designing such an algorithm is one that learns on a tailored sequence of curriculum goals, allowing the agent to autonomously practice the intermediate tasks. However, a fundamental challenge is that proposing the curriculum goal to the agent is intimately connected to the efficient desired outcome-directed exploration and vice versa. If the curriculum generation is ineffective for recognizing frontier parts of the explored and feasible areas, an efficient exploration toward the desired outcome states cannot be performed. Even though some prior works propose to modify the curriculum distribution into a uniform one over the feasible state space (Pong et al., 2019; Klink et al., 2022) or generate a curriculum based on the level of difficulty (Florensa et al., 2018; Sukhbaatar et al., 2017), most of these methods show slow curriculum progress due to the process of skewing the curriculum distribution toward the uniform one rather than the frontier of the explored region or the properties that are susceptible to focusing on infeasible goals where the agent's capability stagnates in the intermediate level of difficulty.


Kernel-Based Distributed Q-Learning: A Scalable Reinforcement Learning Approach for Dynamic Treatment Regimes

arXiv.org Artificial Intelligence

In recent years, large amounts of electronic health records (EHRs) concerning chronic diseases, such as cancer, diabetes, and mental disease, have been collected to facilitate medical diagnosis. Modeling the dynamic properties of EHRs related to chronic diseases can be efficiently done using dynamic treatment regimes (DTRs), which are a set of sequential decision rules. While Reinforcement learning (RL) is a widely used method for creating DTRs, there is ongoing research in developing RL algorithms that can effectively handle large amounts of data. In this paper, we present a novel approach, a distributed Q-learning algorithm, for generating DTRs. The novelties of our research are as follows: 1) From a methodological perspective, we present a novel and scalable approach for generating DTRs by combining distributed learning with Q-learning. The proposed approach is specifically designed to handle large amounts of data and effectively generate DTRs. 2) From a theoretical standpoint, we provide generalization error bounds for the proposed distributed Q-learning algorithm, which are derived within the framework of statistical learning theory. These bounds quantify the relationships between sample size, prediction accuracy, and computational burden, providing insights into the performance of the algorithm. 3) From an applied perspective, we demonstrate the effectiveness of our proposed distributed Q-learning algorithm for DTRs by applying it to clinical cancer treatments. The results show that our algorithm outperforms both traditional linear Q-learning and commonly used deep Q-learning in terms of both prediction accuracy and computation cost.


Deep Reinforcement Learning Based Tracking Control of an Autonomous Surface Vessel in Natural Waters

arXiv.org Artificial Intelligence

Accurate control of autonomous marine robots still poses challenges due to the complex dynamics of the environment. In this paper, we propose a Deep Reinforcement Learning (DRL) approach to train a controller for autonomous surface vessel (ASV) trajectory tracking and compare its performance with an advanced nonlinear model predictive controller (NMPC) in real environments. Taking into account environmental disturbances (e.g., wind, waves, and currents), noisy measurements, and non-ideal actuators presented in the physical ASV, several effective reward functions for DRL tracking control policies are carefully designed. The control policies were trained in a simulation environment with diverse tracking trajectories and disturbances. The performance of the DRL controller has been verified and compared with the NMPC in both simulations with model-based environmental disturbances and in natural waters. Simulations show that the DRL controller has 53.33% lower tracking error than that of NMPC. Experimental results further show that, compared to NMPC, the DRL controller has 35.51% lower tracking error, indicating that DRL controllers offer better disturbance rejection in river environments than NMPC.