Reinforcement Learning
A Survey on Active Simultaneous Localization and Mapping: State of the Art and New Frontiers
Placed, Julio A., Strader, Jared, Carrillo, Henry, Atanasov, Nikolay, Indelman, Vadim, Carlone, Luca, Castellanos, José A.
Active Simultaneous Localization and Mapping (SLAM) is the problem of planning and controlling the motion of a robot to build the most accurate and complete model of the surrounding environment. Since the first foundational work in active perception appeared, more than three decades ago, this field has received increasing attention across different scientific communities. This has brought about many different approaches and formulations, and makes a review of the current trends necessary and extremely valuable for both new and experienced researchers. In this work, we survey the state-of-the-art in active SLAM and take an in-depth look at the open challenges that still require attention to meet the needs of modern applications. After providing a historical perspective, we present a unified problem formulation and review the well-established modular solution scheme, which decouples the problem into three stages that identify, select, and execute potential navigation actions. We then analyze alternative approaches, including belief-space planning and deep reinforcement learning techniques, and review related work on multi-robot coordination. The manuscript concludes with a discussion of new research directions, addressing reproducible research, active spatial perception, and practical applications, among other topics.
Improving robot navigation in crowded environments using intrinsic rewards
Martinez-Baselga, Diego, Riazuelo, Luis, Montano, Luis
Autonomous navigation in crowded environments is an open problem with many applications, essential for the coexistence of robots and humans in the smart cities of the future. In recent years, deep reinforcement learning approaches have proven to outperform model-based algorithms. Nevertheless, even though the results provided are promising, the works are not able to take advantage of the capabilities that their models offer. They usually get trapped in local optima in the training process, that prevent them from learning the optimal policy. They are not able to visit and interact with every possible state appropriately, such as with the states near the goal or near the dynamic obstacles. In this work, we propose using intrinsic rewards to balance between exploration and exploitation and explore depending on the uncertainty of the states instead of on the time the agent has been trained, encouraging the agent to get more curious about unknown states. We explain the benefits of the approach and compare it with other exploration algorithms that may be used for crowd navigation. Many simulation experiments are performed modifying several algorithms of the state-of-the-art, showing that the use of intrinsic rewards makes the robot learn faster and reach higher rewards and success rates (fewer collisions) in shorter navigation times, outperforming the state-of-the-art.
Unlabeled Imperfect Demonstrations in Adversarial Imitation Learning
Wang, Yunke, Du, Bo, Xu, Chang
Adversarial imitation learning has become a widely used imitation learning framework. The discriminator is often trained by taking expert demonstrations and policy trajectories as examples respectively from two categories (positive vs. negative) and the policy is then expected to produce trajectories that are indistinguishable from the expert demonstrations. But in the real world, the collected expert demonstrations are more likely to be imperfect, where only an unknown fraction of the demonstrations are optimal. Instead of treating imperfect expert demonstrations as absolutely positive or negative, we investigate unlabeled imperfect expert demonstrations as they are. A positive-unlabeled adversarial imitation learning algorithm is developed to dynamically sample expert demonstrations that can well match the trajectories from the constantly optimized agent policy. The trajectories of an initial agent policy could be closer to those non-optimal expert demonstrations, but within the framework of adversarial imitation learning, agent policy will be optimized to cheat the discriminator and produce trajectories that are similar to those optimal expert demonstrations. Theoretical analysis shows that our method learns from the imperfect demonstrations via a self-paced way. Experimental results on MuJoCo and RoboSuite platforms demonstrate the effectiveness of our method from different aspects.
ALAN: Autonomously Exploring Robotic Agents in the Real World
Mendonca, Russell, Bahl, Shikhar, Pathak, Deepak
Robotic agents that operate autonomously in the real world need to continuously explore their environment and learn from the data collected, with minimal human supervision. While it is possible to build agents that can learn in such a manner without supervision, current methods struggle to scale to the real world. Thus, we propose ALAN, an autonomously exploring robotic agent, that can perform tasks in the real world with little training and interaction time. This is enabled by measuring environment change, which reflects object movement and ignores changes in the robot position. We use this metric directly as an environment-centric signal, and also maximize the uncertainty of predicted environment change, which provides agent-centric exploration signal. We evaluate our approach on two different real-world play kitchen settings, enabling a robot to efficiently explore and discover manipulation skills, and perform tasks specified via goal images. Website at https://robo-explorer.github.io/
Online Safety Property Collection and Refinement for Safe Deep Reinforcement Learning in Mapless Navigation
Marzari, Luca, Marchesini, Enrico, Farinelli, Alessandro
Safety is essential for deploying Deep Reinforcement Learning (DRL) algorithms in real-world scenarios. Recently, verification approaches have been proposed to allow quantifying the number of violations of a DRL policy over input-output relationships, called properties. However, such properties are hard-coded and require task-level knowledge, making their application intractable in challenging safety-critical tasks. To this end, we introduce the Collection and Refinement of Online Properties (CROP) framework to design properties at training time. CROP employs a cost signal to identify unsafe interactions and use them to shape safety properties. Hence, we propose a refinement strategy to combine properties that model similar unsafe interactions. Our evaluation compares the benefits of computing the number of violations using standard hard-coded properties and the ones generated with CROP. We evaluate our approach in several robotic mapless navigation tasks and demonstrate that the violation metric computed with CROP allows higher returns and lower violations over previous Safe DRL approaches.
A Lifetime Extended Energy Management Strategy for Fuel Cell Hybrid Electric Vehicles via Self-Learning Fuzzy Reinforcement Learning
Guo, Liang, Li, Zhongliang, Outbib, Rachid
Modeling difficulty, time-varying model, and uncertain external inputs are the main challenges for energy management of fuel cell hybrid electric vehicles. In the paper, a fuzzy reinforcement learning-based energy management strategy for fuel cell hybrid electric vehicles is proposed to reduce fuel consumption, maintain the batteries' long-term operation, and extend the lifetime of the fuel cells system. Fuzzy Q-learning is a model-free reinforcement learning that can learn itself by interacting with the environment, so there is no need for modeling the fuel cells system. In addition, frequent startup of the fuel cells will reduce the remaining useful life of the fuel cells system. The proposed method suppresses frequent fuel cells startup by considering the penalty for the times of fuel cell startups in the reward of reinforcement learning. Moreover, applying fuzzy logic to approximate the value function in Q-Learning can solve continuous state and action space problems. Finally, a python-based training and testing platform verify the effectiveness and self-learning improvement of the proposed method under conditions of initial state change, model change and driving condition change.
COACH: Cooperative Robot Teaching
Yu, Cunjun, Xu, Yiqing, Li, Linfeng, Hsu, David
Knowledge and skills can transfer from human teachers to human students. However, such direct transfer is often not scalable for physical tasks, as they require one-to-one interaction, and human teachers are not available in sufficient numbers. Machine learning enables robots to become experts and play the role of teachers to help in this situation. In this work, we formalize cooperative robot teaching as a Markov game, consisting of four key elements: the target task, the student model, the teacher model, and the interactive teaching-learning process. Under a moderate assumption, the Markov game reduces to a partially observable Markov decision process, with an efficient approximate solution. We illustrate our approach on two cooperative tasks, one in a simulated video game and one with a real robot.
Automatic Noise Filtering with Dynamic Sparse Training in Deep Reinforcement Learning
Grooten, Bram, Sokar, Ghada, Dohare, Shibhansh, Mocanu, Elena, Taylor, Matthew E., Pechenizkiy, Mykola, Mocanu, Decebal Constantin
Tomorrow's robots will need to distinguish useful information from noise when performing different tasks. A household robot for instance may continuously receive a plethora of information about the home, but needs to focus on just a small subset to successfully execute its current chore. Filtering distracting inputs that contain irrelevant data has received little attention in the reinforcement learning literature. To start resolving this, we formulate a problem setting in reinforcement learning called the $\textit{extremely noisy environment}$ (ENE), where up to $99\%$ of the input features are pure noise. Agents need to detect which features provide task-relevant information about the state of the environment. Consequently, we propose a new method termed $\textit{Automatic Noise Filtering}$ (ANF), which uses the principles of dynamic sparse training in synergy with various deep reinforcement learning algorithms. The sparse input layer learns to focus its connectivity on task-relevant features, such that ANF-SAC and ANF-TD3 outperform standard SAC and TD3 by a large margin, while using up to $95\%$ fewer weights. Furthermore, we devise a transfer learning setting for ENEs, by permuting all features of the environment after 1M timesteps to simulate the fact that other information sources can become relevant as the world evolves. Again, ANF surpasses the baselines in final performance and sample complexity. Our code is available at https://github.com/bramgrooten/automatic-noise-filtering
Review of Deep Reinforcement Learning for Autonomous Driving
Since deep neural networks' resurgence, reinforcement learning has gradually strengthened and surpassed humans in many conventional games. However, it is not easy to copy these accomplishments to autonomous driving because state spaces are immensely complicated in the real world and action spaces are continuous and fine control is necessary. Besides, autonomous driving systems must also maintain their functionality regardless of the environment's complexity. The deep reinforcement learning domain (DRL) has become a robust learning framework to handle complex policies in high dimensional surroundings with deep representation learning. This research outlines deep, reinforcement learning algorithms (DRL). It presents a nomenclature of autonomous driving in which DRL techniques have been used, thus discussing important computational issues in evaluating autonomous driving agents in the real environment. Instead, it involves similar but not standard RL techniques, adjoining fields such as emulation of actions, modelling imitation, inverse reinforcement learning. The simulators' role in training agents is addressed, as are the methods for validating, checking and robustness of existing RL solutions.
Imitation from Observation With Bootstrapped Contrastive Learning
Sonwa, Medric, Hansen, Johanna, Belilovsky, Eugene
Imitation from observation (IfO) is a learning paradigm that consists of training autonomous agents in a Markov Decision Process (MDP) by observing expert demonstrations without access to its actions. These demonstrations could be sequences of environment states or raw visual observations of the environment. Recent work in IfO has focused on this problem in the case of observations of low-dimensional environment states, however, access to these highly-specific observations is unlikely in practice. In this paper, we adopt a challenging, but more realistic problem formulation, learning control policies that operate on a learned latent space with access only to visual demonstrations of an expert completing a task. We present BootIfOL, an IfO algorithm that aims to learn a reward function that takes an agent trajectory and compares it to an expert, providing rewards based on similarity to agent behavior and implicit goal. We consider this reward function to be a distance metric between trajectories of agent behavior and learn it via contrastive learning. The contrastive learning objective aims to closely represent expert trajectories and to distance them from non-expert trajectories. The set of non-expert trajectories used in contrastive learning is made progressively more complex by bootstrapping from roll-outs of the agent learned through RL using the current reward function. We evaluate our approach on a variety of control tasks showing that we can train effective policies using a limited number of demonstrative trajectories, greatly improving on prior approaches that consider raw observations.