Goto

Collaborating Authors

 Reinforcement Learning


Training Robots to Evaluate Robots: Example-Based Interactive Reward Functions for Policy Learning

arXiv.org Artificial Intelligence

Physical interactions can often help reveal information that is not readily apparent. For example, we may tug at a table leg to evaluate whether it is built well, or turn a water bottle upside down to check that it is watertight. We propose to train robots to acquire such interactive behaviors automatically, for the purpose of evaluating the result of an attempted robotic skill execution. These evaluations in turn serve as "interactive reward functions" (IRFs) for training reinforcement learning policies to perform the target skill, such as screwing the table leg tightly. In addition, even after task policies are fully trained, IRFs can serve as verification mechanisms that improve online task execution. For any given task, our IRFs can be conveniently trained using only examples of successful outcomes, and no further specification is needed to train the task policy thereafter. In our evaluations on door locking and weighted block stacking in simulation, and screw tightening on a real robot, IRFs enable large performance improvements, even outperforming baselines with access to demonstrations or carefully engineered rewards. Project website: https://sites.google.com/view/lirf-corl-2022/


Comparison of Model-Free and Model-Based Learning-Informed Planning for PointGoal Navigation

arXiv.org Artificial Intelligence

In recent years several learning approaches to point goal navigation in previously unseen environments have been proposed. They vary in the representations of the environments, problem decomposition, and experimental evaluation. In this work, we compare the state-of-the-art Deep Reinforcement Learning based approaches with Partially Observable Markov Decision Process (POMDP) formulation of the point goal navigation problem. We adapt the (POMDP) sub-goal framework proposed by [1] and modify the component that estimates frontier properties by using partial semantic maps of indoor scenes built from images' semantic segmentation. In addition to the well-known completeness of the model-based approach, we demonstrate that it is robust and efficient in that it leverages informative, learned properties of the frontiers compared to an optimistic frontier-based planner. We also demonstrate its data efficiency compared to the end-to-end deep reinforcement learning approaches. We compare our results against an optimistic planner, ANS and DD-PPO on Matterport3D dataset using the Habitat Simulator. We show comparable, though slightly worse performance than the SOTA DD-PPO approach, yet with far fewer data.


Pre-Trained Image Encoder for Generalizable Visual Reinforcement Learning

arXiv.org Artificial Intelligence

Learning generalizable policies that can adapt to unseen environments remains challenging in visual Reinforcement Learning (RL). Existing approaches try to acquire a robust representation via diversifying the appearances of in-domain observations for better generalization. Limited by the specific observations of the environment, these methods ignore the possibility of exploring diverse real-world image datasets. In this paper, we investigate how a visual RL agent would benefit from the off-the-shelf visual representations. Surprisingly, we find that the early layers in an ImageNet pre-trained ResNet model could provide rather generalizable representations for visual RL. Hence, we propose Pre-trained Image Encoder for Generalizable visual reinforcement learning (PIE-G), a simple yet effective framework that can generalize to the unseen visual scenarios in a zero-shot manner. Extensive experiments are conducted on DMControl Generalization Benchmark, DMControl Manipulation Tasks, Drawer World, and CARLA to verify the effectiveness of PIE-G. Empirical evidence suggests PIE-G improves sample efficiency and significantly outperforms previous state-of-the-art methods in terms of generalization performance. In particular, PIE-G boasts a 55% generalization performance gain on average in the challenging video background setting. Project Page: https://sites.google.com/view/pie-g/home.


Multi-Agent Reinforcement Learning with Shared Resources for Inventory Management

arXiv.org Artificial Intelligence

In this paper, we consider the inventory management (IM) problem where we need to make replenishment decisions for a large number of stock keeping units (SKUs) to balance their supply and demand. In our setting, the constraint on the shared resources (such as the inventory capacity) couples the otherwise independent control for each SKU. We formulate the problem with this structure as Shared-Resource Stochastic Game (SRSG)and propose an efficient algorithm called Context-aware Decentralized PPO (CD-PPO). Through extensive experiments, we demonstrate that CD-PPO can accelerate the learning procedure compared with standard MARL algorithms.


Learning Performance Graphs from Demonstrations via Task-Based Evaluations

arXiv.org Artificial Intelligence

In the learning from demonstration (LfD) paradigm, understanding and evaluating the demonstrated behaviors plays a critical role in extracting control policies for robots. Without this knowledge, a robot may infer incorrect reward functions that lead to undesirable or unsafe control policies. Recent work has proposed an LfD framework where a user provides a set of formal task specifications to guide LfD, to address the challenge of reward shaping. However, in this framework, specifications are manually ordered in a performance graph (a partial order that specifies relative importance between the specifications). The main contribution of this paper is an algorithm to learn the performance graph directly from the user-provided demonstrations, and show that the reward functions generated using the learned performance graph generate similar policies to those from manually specified performance graphs. We perform a user study that shows that priorities specified by users on behaviors in a simulated highway driving domain match the automatically inferred performance graph. This establishes that we can accurately evaluate user demonstrations with respect to task specifications without expert criteria.


Simulated Contextual Bandits for Personalization Tasks from Recommendation Datasets

arXiv.org Artificial Intelligence

We propose a method for generating simulated contextual bandit environments for personalization tasks from recommendation datasets like MovieLens, Netflix, Last.fm, Million Song, etc. This allows for personalization environments to be developed based on real-life data to reflect the nuanced nature of real-world user interactions. The obtained environments can be used to develop methods for solving personalization tasks, algorithm benchmarking, model simulation, and more. We demonstrate our approach with numerical examples on MovieLens and IMDb datasets.


Safe Evaluation For Offline Learning: Are We Ready To Deploy?

arXiv.org Artificial Intelligence

The world currently offers an abundance of data in multiple domains, from which we can learn reinforcement learning (RL) policies without further interaction with the environment. RL agents learning offline from such data is possible but deploying them while learning might be dangerous in domains where safety is critical. Therefore, it is essential to find a way to estimate how a newly-learned agent will perform if deployed in the target environment before actually deploying it and without the risk of overestimating its true performance. To achieve this, we introduce a framework for safe evaluation of offline learning using approximate high-confidence off-policy evaluation (HCOPE) to estimate the performance of offline policies during learning. In our setting, we assume a source of data, which we split into a train-set, to learn an offline policy, and a test-set, to estimate a lower-bound on the offline policy using off-policy evaluation with bootstrapping. A lower-bound estimate tells us how good a newly-learned target policy would perform before it is deployed in the real environment, and therefore allows us to decide when to deploy our learned policy.


Large-Scale Retrieval for Reinforcement Learning

arXiv.org Artificial Intelligence

Effective decision making involves flexibly relating past experiences and relevant contextual information to a novel situation. In deep reinforcement learning (RL), the dominant paradigm is for an agent to amortise information that helps decision making into its network weights via gradient descent on training losses. Here, we pursue an alternative approach in which agents can utilise large-scale context sensitive database lookups to support their parametric computations. This allows agents to directly learn in an end-to-end manner to utilise relevant information to inform their outputs. In addition, new information can be attended to by the agent, without retraining, by simply augmenting the retrieval dataset. We study this approach for offline RL in 9x9 Go, a challenging game for which the vast combinatorial state space privileges generalisation over direct matching to past experiences. We leverage fast, approximate nearest neighbor techniques in order to retrieve relevant data from a set of tens of millions of expert demonstration states. Attending to this information provides a significant boost to prediction accuracy and game-play performance over simply using these demonstrations as training trajectories, providing a compelling demonstration of the value of large-scale retrieval in offline RL agents.


Top 15 Free Resources to learn Reinforcement Learning

#artificialintelligence

Reinforcement learning is an area of Machine Learning. It is about taking suitable action to maximize reward in a particular situation. It is employed by various software and machines to find the best possible behavior or path it should take in a specific situation. In Reinforcement learning, the machine learns from its mistakes. Reinforcement learning helps determine if an algorithm is producing a correct right answer or a reward indicating it was a good decision.


Reinforcement Learning to solve Rubik's cube (and other complex problems!)

#artificialintelligence

Half a year has passed since my book "Deep Reinforcement Learning Hands-On" has seen the light. It took me almost a year to write the book and after some time of rest from writing I've discovered that explaining RL methods and turning theoretical papers into working code is a lot of fun for me and I don't want to stop. Luckily, RL domain is evolving, so, there are lots of topics to write about. In mass perception, Deep Reinforcement Learning is a tool to be used mostly for game playing. This is not surprising, given the fact, that historically, the first success in the field was achieved in Atari game suite by Deep Mind in 2015. Atari benchmark suite turned out to be very successful for RL problems and, even now, lots of research papers are using it for demonstrating the efficiency of their methods. As the RL field progresses, the classical 53 Atari games continue to become less and less challenging (at the time of writing more than half of games are solved with super-human accuracy) and researches turn to more complex games, like StarCraft and Dota2. But this bias towards games creates a false impression "RL is about playing games'', which is very far from the truth. In my book, published in June 2018, I've tried to counterbalance this by accompanying Atari games with the examples from other domains, including stock trading (chapter 8), chatbots and NLP problems (chapter 12), web navigation automation (chapter 13), continuous control (chapters 14…16) and boards games (chapter 18). In fact RL having very flexible MDP model potentially could be applied to a wide variety of domains, where computer games is just one convenient and spectacular example of the complicated decision making. In this article I've tried to write a detailed description of the recent attempt to apply RL to a field of combinatorial optimisation. The paper discussed was published by the group of researchers from UCI (University of California, Irvine) and called "Solving the Rubik's Cube Without Human Knowledge''.