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 Reinforcement Learning


Deep Instance Segmentation and Visual Servoing to Play Jenga with a Cost-Effective Robotic System

arXiv.org Artificial Intelligence

The game of Jenga represents an inspiring benchmark for developing innovative manipulation solutions for complex tasks. Indeed, it encouraged the study of novel robotics methods to successfully extract blocks from the tower. A Jenga game round undoubtedly embeds many traits of complex industrial or surgical manipulation tasks, requiring a multi-step strategy, the combination of visual and tactile data, and the highly precise motion of the robotic arm to perform a single block extraction. In this work, we propose a novel, cost-effective architecture for playing Jenga with e.Do, a 6-DOF anthropomorphic manipulator manufactured by Comau, a standard depth camera, and an inexpensive monodirectional force sensor. Our solution focuses on a visual-based control strategy to accurately align the end-effector with the desired block, enabling block extraction by pushing. To this aim, we train an instance segmentation deep learning model on a synthetic custom dataset to segment each piece of the Jenga tower, allowing visual tracking of the desired block's pose during the motion of the manipulator. We integrate the visual-based strategy with a 1D force sensor to detect whether the block can be safely removed by identifying a force threshold value. Our experimentation shows that our low-cost solution allows e.DO to precisely reach removable blocks and perform up to 14 consecutive extractions in a row.


Enabling AI-Generated Content (AIGC) Services in Wireless Edge Networks

arXiv.org Artificial Intelligence

Artificial Intelligence-Generated Content (AIGC) refers to the use of AI to automate the information creation process while fulfilling the personalized requirements of users. However, due to the instability of AIGC models, e.g., the stochastic nature of diffusion models, the quality and accuracy of the generated content can vary significantly. In wireless edge networks, the transmission of incorrectly generated content may unnecessarily consume network resources. Thus, a dynamic AIGC service provider (ASP) selection scheme is required to enable users to connect to the most suited ASP, improving the users' satisfaction and quality of generated content. In this article, we first review the AIGC techniques and their applications in wireless networks. We then present the AIGC-as-a-service (AaaS) concept and discuss the challenges in deploying AaaS at the edge networks. Yet, it is essential to have performance metrics to evaluate the accuracy of AIGC services. Thus, we introduce several image-based perceived quality evaluation metrics. Then, we propose a general and effective model to illustrate the relationship between computational resources and user-perceived quality evaluation metrics. To achieve efficient AaaS and maximize the quality of generated content in wireless edge networks, we propose a deep reinforcement learning-enabled algorithm for optimal ASP selection. Simulation results show that the proposed algorithm can provide a higher quality of generated content to users and achieve fewer crashed tasks by comparing with four benchmarks, i.e., overloading-avoidance, random, round-robin policies, and the upper-bound schemes.


Transformers as Policies for Variable Action Environments

arXiv.org Artificial Intelligence

In this project we demonstrate the effectiveness of the transformer encoder as a viable architecture for policies in variable action environments. Using it, we train an agent using Proximal Policy Optimisation (PPO) on multiple maps against scripted opponents in the Gym-$\mu$RTS environment. The final agent is able to achieve a higher return using half the computational resources of the next-best RL agent, which used the GridNet architecture. The source code and pre-trained models are available here: https://github.com/NiklasZ/transformers-for-variable-action-envs


On the Convergence of Discounted Policy Gradient Methods

arXiv.org Artificial Intelligence

Policy gradient methods are a class of reinforcement learning (RL) algorithms that attempt to directly maximize the expected performance of an agent's policy by following the gradient of an objective function (Sutton et al., 2000), typically the expected sum of rewards, using a stochastic estimator generated by interacting with the environment. Unbiased estimators of this gradient can suffer from high variance due to high variance in the sum of future rewards. A common approach is to instead consider an exponentially discounted sum of future rewards. This approach reduces the variance of most estimators but introduces bias (Thomas, 2014). Frequently, the discounted sum of future rewards is estimated by a critic (Konda and Tsitsiklis, 2000). It has been argued that when a critic is used, discounting has the additional benefit of reducing approximation error (Zhang et al., 2020). The "discounted" policy gradient was originally introduced as the gradient of a discounted objective (Sutton et al., 2000). However, it has been shown that the gradient of the discounted objective does not produce the update direction followed by most discounted policy gradient algorithms (Thomas, 2014; Nota and Thomas, 2019).


Tuning Path Tracking Controllers for Autonomous Cars Using Reinforcement Learning

arXiv.org Artificial Intelligence

This paper proposes an adaptable path tracking control system based on Reinforcement Learning (RL) for autonomous cars. A four-parameter controller shapes the behavior of the vehicle to navigate on lane changes and roundabouts. The tuning of the tracker uses an educated Q-Learning algorithm to minimize the lateral and steering trajectory errors. The CARLA simulation environment was used both for training and testing. The results show the vehicle is able to adapt its behavior to the different types of reference trajectories, navigating safely with low tracking errors. The use of a ROS bridge between the CARLA and the tracker results (i) in a realistic system, and (ii) simplifies the replacement of the CARLA by a real vehicle. An argument on the dependability of the overall architecture based on stability results of non-smooth systems is presented at the end of the paper.


State-of-the-art generalisation research in NLP: A taxonomy and review

arXiv.org Artificial Intelligence

The ability to generalise well is one of the primary desiderata of natural language processing (NLP). Yet, what 'good generalisation' entails and how it should be evaluated is not well understood, nor are there any evaluation standards for generalisation. In this paper, we lay the groundwork to address both of these issues. We present a taxonomy for characterising and understanding generalisation research in NLP. Our taxonomy is based on an extensive literature review of generalisation research, and contains five axes along which studies can differ: their main motivation, the type of generalisation they investigate, the type of data shift they consider, the source of this data shift, and the locus of the shift within the modelling pipeline. We use our taxonomy to classify over 400 papers that test generalisation, for a total of more than 600 individual experiments. Considering the results of this review, we present an in-depth analysis that maps out the current state of generalisation research in NLP, and we make recommendations for which areas might deserve attention in the future. Along with this paper, we release a webpage where the results of our review can be dynamically explored, and which we intend to update as new NLP generalisation studies are published. With this work, we aim to take steps towards making state-of-the-art generalisation testing the new status quo in NLP.


On The Fragility of Learned Reward Functions

arXiv.org Artificial Intelligence

Reward functions are notoriously difficult to specify, especially for tasks with complex goals. Reward learning approaches attempt to infer reward functions from human feedback and preferences. Prior works on reward learning have mainly focused on the performance of policies trained alongside the reward function. This practice, however, may fail to detect learned rewards that are not capable of training new policies from scratch and thus do not capture the intended behavior. Our work focuses on demonstrating and studying the causes of these relearning failures in the domain of preference-based reward learning. We demonstrate with experiments in tabular and continuous control environments that the severity of relearning failures can be sensitive to changes in reward model design and the trajectory dataset composition. Based on our findings, we emphasize the need for more retraining-based evaluations in the literature.


Robust Deep Reinforcement Learning through Bootstrapped Opportunistic Curriculum

arXiv.org Artificial Intelligence

Despite considerable advances in deep reinforcement learning, it has been shown to be highly vulnerable to adversarial perturbations to state observations. Recent efforts that have attempted to improve adversarial robustness of reinforcement learning can nevertheless tolerate only very small perturbations, and remain fragile as perturbation size increases. We propose Bootstrapped Opportunistic Adversarial Curriculum Learning (BCL), a novel flexible adversarial curriculum learning framework for robust reinforcement learning. Our framework combines two ideas: conservatively bootstrapping each curriculum phase with highest quality solutions obtained from multiple runs of the previous phase, and opportunistically skipping forward in the curriculum. In our experiments we show that the proposed BCL framework enables dramatic improvements in robustness of learned policies to adversarial perturbations. The greatest improvement is for Pong, where our framework yields robustness to perturbations of up to 25/255; in contrast, the best existing approach can only tolerate adversarial noise up to 5/255. Our code is available at: https://github.com/jlwu002/BCL.


A Survey of Zero-shot Generalisation in Deep Reinforcement Learning

Journal of Artificial Intelligence Research

The study of zero-shot generalisation (ZSG) in deep Reinforcement Learning (RL) aims to produce RL algorithms whose policies generalise well to novel unseen situations at deployment time, avoiding overfitting to their training environments. Tackling this is vital if we are to deploy reinforcement learning algorithms in real world scenarios, where the environment will be diverse, dynamic and unpredictable. This survey is an overview of this nascent field. We rely on a unifying formalism and terminology for discussing different ZSG problems, building upon previous works. We go on to categorise existing benchmarks for ZSG, as well as current methods for tackling these problems. Finally, we provide a critical discussion of the current state of the field, including recommendations for future work. Among other conclusions, we argue that taking a purely procedural content generation approach to benchmark design is not conducive to progress in ZSG, we suggest fast online adaptation and tackling RL-specific problems as some areas for future work on methods for ZSG, and we recommend building benchmarks in underexplored problem settings such as offline RL ZSG and reward-function variation.


Exploration in Model-based Reinforcement Learning with Randomized Reward

arXiv.org Artificial Intelligence

Model-based Reinforcement Learning (MBRL) has been widely adapted due to its sample efficiency. However, existing worst-case regret analysis typically requires optimistic planning, which is not realistic in general. In contrast, motivated by the theory, empirical study utilizes ensemble of models, which achieve state-of-the-art performance on various testing environments. Such deviation between theory and empirical study leads us to question whether randomized model ensemble guarantee optimism, and hence the optimal worst-case regret? This paper partially answers such question from the perspective of reward randomization, a scarcely explored direction of exploration with MBRL. We show that under the kernelized linear regulator (KNR) model, reward randomization guarantees a partial optimism, which further yields a near-optimal worst-case regret in terms of the number of interactions. We further extend our theory to generalized function approximation and identified conditions for reward randomization to attain provably efficient exploration. Correspondingly, we propose concrete examples of efficient reward randomization. To the best of our knowledge, our analysis establishes the first worst-case regret analysis on randomized MBRL with function approximation.