Reinforcement Learning
Leveraging Demonstrations with Latent Space Priors
Demonstrations provide insight into relevant state or action space regions, bearing great potential to boost the efficiency and practicality of reinforcement learning agents. In this work, we propose to leverage demonstration datasets by combining skill learning and sequence modeling. Starting with a learned joint latent space, we separately train a generative model of demonstration sequences and an accompanying low-level policy. The sequence model forms a latent space prior over plausible demonstration behaviors to accelerate learning of high-level policies. We show how to acquire such priors from state-only motion capture demonstrations and explore several methods for integrating them into policy learning on transfer tasks. Our experimental results confirm that latent space priors provide significant gains in learning speed and final performance in a set of challenging sparse-reward environments with a complex, simulated humanoid. Videos, source code and pre-trained models are available at the corresponding project website at https://facebookresearch.github.io/latent-space-priors .
Adaptive Environment Modeling Based Reinforcement Learning for Collision Avoidance in Complex Scenes
Wang, Shuaijun, Gao, Rui, Han, Ruihua, Chen, Shengduo, Li, Chengyang, Hao, Qi
The major challenges of collision avoidance for robot navigation in crowded scenes lie in accurate environment modeling, fast perceptions, and trustworthy motion planning policies. This paper presents a novel adaptive environment model based collision avoidance reinforcement learning (i.e., AEMCARL) framework for an unmanned robot to achieve collision-free motions in challenging navigation scenarios. The novelty of this work is threefold: (1) developing a hierarchical network of gated-recurrent-unit (GRU) for environment modeling; (2) developing an adaptive perception mechanism with an attention module; (3) developing an adaptive reward function for the reinforcement learning (RL) framework to jointly train the environment model, perception function and motion planning policy. The proposed method is tested with the Gym-Gazebo simulator and a group of robots (Husky and Turtlebot) under various crowded scenes. Both simulation and experimental results have demonstrated the superior performance of the proposed method over baseline methods.
Unified Algorithms for RL with Decision-Estimation Coefficients: No-Regret, PAC, and Reward-Free Learning
Finding unified complexity measures and algorithms for sample-efficient learning is a central topic of research in reinforcement learning (RL). The Decision-Estimation Coefficient (DEC) is recently proposed by Foster et al. (2021) as a necessary and sufficient complexity measure for sample-efficient no-regret RL. This paper makes progress towards a unified theory for RL with the DEC framework. First, we propose two new DEC-type complexity measures: Explorative DEC (EDEC), and Reward-Free DEC (RFDEC). We show that they are necessary and sufficient for sample-efficient PAC learning and reward-free learning, thereby extending the original DEC which only captures no-regret learning. Next, we design new unified sample-efficient algorithms for all three learning goals. Our algorithms instantiate variants of the Estimation-To-Decisions (E2D) meta-algorithm with a strong and general model estimation subroutine. Even in the no-regret setting, our algorithm E2D-TA improves upon the algorithms of Foster et al. (2021) which require either bounding a variant of the DEC which may be prohibitively large, or designing problem-specific estimation subroutines. As applications, we recover existing and obtain new sample-efficient learning results for a wide range of tractable RL problems using essentially a single algorithm. We also generalize the DEC to give sample-efficient algorithms for all-policy model estimation, with applications for learning equilibria in Markov Games. Finally, as a connection, we re-analyze two existing optimistic model-based algorithms based on Posterior Sampling or Maximum Likelihood Estimation, showing that they enjoy similar regret bounds as E2D-TA under similar structural conditions as the DEC.
Confident Approximate Policy Iteration for Efficient Local Planning in $q^\pi$-realizable MDPs
Weisz, Gellért, György, András, Kozuno, Tadashi, Szepesvári, Csaba
We consider approximate dynamic programming in $\gamma$-discounted Markov decision processes and apply it to approximate planning with linear value-function approximation. Our first contribution is a new variant of Approximate Policy Iteration (API), called Confident Approximate Policy Iteration (CAPI), which computes a deterministic stationary policy with an optimal error bound scaling linearly with the product of the effective horizon $H$ and the worst-case approximation error $\epsilon$ of the action-value functions of stationary policies. This improvement over API (whose error scales with $H^2$) comes at the price of an $H$-fold increase in memory cost. Unlike Scherrer and Lesner [2012], who recommended computing a non-stationary policy to achieve a similar improvement (with the same memory overhead), we are able to stick to stationary policies. This allows for our second contribution, the application of CAPI to planning with local access to a simulator and $d$-dimensional linear function approximation. As such, we design a planning algorithm that applies CAPI to obtain a sequence of policies with successively refined accuracies on a dynamically evolving set of states. The algorithm outputs an $\tilde O(\sqrt{d}H\epsilon)$-optimal policy after issuing $\tilde O(dH^4/\epsilon^2)$ queries to the simulator, simultaneously achieving the optimal accuracy bound and the best known query complexity bound, while earlier algorithms in the literature achieve only one of them. This query complexity is shown to be tight in all parameters except $H$. These improvements come at the expense of a mild (polynomial) increase in memory and computational costs of both the algorithm and its output policy.
Characterising the Robustness of Reinforcement Learning for Continuous Control using Disturbance Injection
Glossop, Catherine R., Panerati, Jacopo, Krishnan, Amrit, Yuan, Zhaocong, Schoellig, Angela P.
In this study, we leverage the deliberate and systematic fault-injection capabilities of an open-source benchmark suite to perform a series of experiments on state-of-the-art deep and robust reinforcement learning algorithms. We aim to benchmark robustness in the context of continuous action spaces -- crucial for deployment in robot control. We find that robustness is more prominent for action disturbances than it is for disturbances to observations and dynamics. We also observe that state-of-the-art approaches that are not explicitly designed to improve robustness perform at a level comparable to that achieved by those that are. Our study and results are intended to provide insight into the current state of safe and robust reinforcement learning and a foundation for the advancement of the field, in particular, for deployment in robotic systems.
Meta-Reinforcement Learning Using Model Parameters
Hartmann, Gabriel, Azaria, Amos
In meta-reinforcement learning, an agent is trained in multiple different environments and attempts to learn a meta-policy that can efficiently adapt to a new environment. This paper presents RAMP, a Reinforcement learning Agent using Model Parameters that utilizes the idea that a neural network trained to predict environment dynamics encapsulates the environment information. RAMP is constructed in two phases: in the first phase, a multi-environment parameterized dynamic model is learned. In the second phase, the model parameters of the dynamic model are used as context for the multi-environment policy of the model-free reinforcement learning agent.
Beyond the Return: Off-policy Function Estimation under User-specified Error-measuring Distributions
Off-policy evaluation often refers to two related tasks: estimating the expected return of a policy and estimating its value function (or other functions of interest, such as density ratios). While recent works on marginalized importance sampling (MIS) show that the former can enjoy provable guarantees under realizable function approximation, the latter is only known to be feasible under much stronger assumptions such as prohibitively expressive discriminators. In this work, we provide guarantees for off-policy function estimation under only realizability, by imposing proper regularization on the MIS objectives. Compared to commonly used regularization in MIS, our regularizer is much more flexible and can account for an arbitrary user-specified distribution, under which the learned function will be close to the groundtruth. We provide exact characterization of the optimal dual solution that needs to be realized by the discriminator class, which determines the data-coverage assumption in the case of value-function learning. As another surprising observation, the regularizer can be altered to relax the data-coverage requirement, and completely eliminate it in the ideal case with strong side information.
Low-Rank Representation of Reinforcement Learning Policies
Mazoure, Bogdan (a:1:{s:5:"en_US";s:17:"McGill University";}) | Doan, Thang (McGill University) | Li, Tianyu (McGill University) | Makarenkov, Vladimir (UQÀM University) | Pineau, Joelle (McGill University) | Precup, Doina (Facebook AI Research) | Rabusseau, Guillaume (CIFAR AI Chair)
We propose a general framework for policy representation for reinforcement learning tasks. This framework involves finding a low-dimensional embedding of the policy on a reproducing kernel Hilbert space (RKHS). The usage of RKHS based methods allows us to derive strong theoretical guarantees on the expected return of the reconstructed policy. Such guarantees are typically lacking in black-box models, but are very desirable in tasks requiring stability and convergence guarantees. We conduct several experiments on classic RL domains. The results confirm that the policies can be robustly represented in a low-dimensional space while the embedded policy incurs almost no decrease in returns.
Low-Rank Modular Reinforcement Learning via Muscle Synergy
Dong, Heng, Wang, Tonghan, Liu, Jiayuan, Zhang, Chongjie
Modular Reinforcement Learning (RL) decentralizes the control of multi-joint robots by learning policies for each actuator. Previous work on modular RL has proven its ability to control morphologically different agents with a shared actuator policy. However, with the increase in the Degree of Freedom (DoF) of robots, training a morphology-generalizable modular controller becomes exponentially difficult. Motivated by the way the human central nervous system controls numerous muscles, we propose a Synergy-Oriented LeARning (SOLAR) framework that exploits the redundant nature of DoF in robot control. Actuators are grouped into synergies by an unsupervised learning method, and a synergy action is learned to control multiple actuators in synchrony. In this way, we achieve a low-rank control at the synergy level. We extensively evaluate our method on a variety of robot morphologies, and the results show its superior efficiency and generalizability, especially on robots with a large DoF like Humanoids++ and UNIMALs.
Environment Design for Inverse Reinforcement Learning
Buening, Thomas Kleine, Dimitrakakis, Christos
The task of learning a reward function from expert demonstrations suffers from high sample complexity as well as inherent limitations to what can be learned from demonstrations in a given environment. As the samples used for reward learning require human input, which is generally expensive, much effort has been dedicated towards designing more sample-efficient algorithms. Moreover, even with abundant data, current methods can still fail to learn insightful reward functions that are robust to minor changes in the environment dynamics. We approach these challenges differently than prior work by improving the sample-efficiency as well as the robustness of learned rewards through adaptively designing a sequence of demonstration environments for the expert to act in. We formalise a framework for this environment design process in which learner and expert repeatedly interact, and construct algorithms that actively seek information about the rewards by carefully curating environments for the human to demonstrate the task in.