Reinforcement Learning
Learning Time-optimized Path Tracking with or without Sensory Feedback
Kiemel, Jonas C., Kröger, Torsten
In this paper, we present a learning-based approach that allows a robot to quickly follow a reference path defined in joint space without exceeding limits on the position, velocity, acceleration and jerk of each robot joint. Contrary to offline methods for time-optimal path parameterization, the reference path can be changed during motion execution. In addition, our approach can utilize sensory feedback, for instance, to follow a reference path with a bipedal robot without losing balance. With our method, the robot is controlled by a neural network that is trained via reinforcement learning using data generated by a physics simulator. From a mathematical perspective, the problem of tracking a reference path in a time-optimized manner is formalized as a Markov decision process. Each state includes a fixed number of waypoints specifying the next part of the reference path. The action space is designed in such a way that all resulting motions comply with the specified kinematic joint limits. The reward function finally reflects the trade-off between the execution time, the deviation from the desired reference path and optional additional objectives like balancing. We evaluate our approach with and without additional objectives and show that time-optimized path tracking can be successfully learned for both industrial and humanoid robots. In addition, we demonstrate that networks trained in simulation can be successfully transferred to a real robot.
Imitation Learning: Progress, Taxonomies and Challenges
Zheng, Boyuan, Verma, Sunny, Zhou, Jianlong, Tsang, Ivor, Chen, Fang
Imitation learning aims to extract knowledge from human experts' demonstrations or artificially created agents in order to replicate their behaviors. Its success has been demonstrated in areas such as video games, autonomous driving, robotic simulations and object manipulation. However, this replicating process could be problematic, such as the performance is highly dependent on the demonstration quality, and most trained agents are limited to perform well in task-specific environments. In this survey, we provide a systematic review on imitation learning. We first introduce the background knowledge from development history and preliminaries, followed by presenting different taxonomies within Imitation Learning and key milestones of the field. We then detail challenges in learning strategies and present research opportunities with learning policy from suboptimal demonstration, voice instructions and other associated optimization schemes.
Hypernetworks in Meta-Reinforcement Learning
Beck, Jacob, Jackson, Matthew Thomas, Vuorio, Risto, Whiteson, Shimon
Training a reinforcement learning (RL) agent on a real-world robotics task remains generally impractical due to sample inefficiency. Multi-task RL and meta-RL aim to improve sample efficiency by generalizing over a distribution of related tasks. However, doing so is difficult in practice: In multi-task RL, state of the art methods often fail to outperform a degenerate solution that simply learns each task separately. Hypernetworks are a promising path forward since they replicate the separate policies of the degenerate solution while also allowing for generalization across tasks, and are applicable to meta-RL. However, evidence from supervised learning suggests hypernetwork performance is highly sensitive to the initialization. In this paper, we 1) show that hypernetwork initialization is also a critical factor in meta-RL, and that naive initializations yield poor performance; 2) propose a novel hypernetwork initialization scheme that matches or exceeds the performance of a state-of-the-art approach proposed for supervised settings, as well as being simpler and more general; and 3) use this method to show that hypernetworks can improve performance in meta-RL by evaluating on multiple simulated robotics benchmarks.
The Phenomenon of Policy Churn
Schaul, Tom, Barreto, André, Quan, John, Ostrovski, Georg
We identify and study the phenomenon of policy churn, that is, the rapid change of the greedy policy in value-based reinforcement learning. Policy churn operates at a surprisingly rapid pace, changing the greedy action in a large fraction of states within a handful of learning updates (in a typical deep RL set-up such as DQN on Atari). We characterise the phenomenon empirically, verifying that it is not limited to specific algorithm or environment properties. A number of ablations help whittle down the plausible explanations on why churn occurs to just a handful, all related to deep learning. Finally, we hypothesise that policy churn is a beneficial but overlooked form of implicit exploration that casts $\epsilon$-greedy exploration in a fresh light, namely that $\epsilon$-noise plays a much smaller role than expected.
How can a Radar Mask its Cognition?
Pattanayak, Kunal, Krishnamurthy, Vikram, Berry, Christopher
A cognitive radar is a constrained utility maximizer that adapts its sensing mode in response to a changing environment. If an adversary can estimate the utility function of a cognitive radar, it can determine the radar's sensing strategy and mitigate the radar performance via electronic countermeasures (ECM). This paper discusses how a cognitive radar can {\em hide} its strategy from an adversary that detects cognition. The radar does so by transmitting purposefully designed sub-optimal responses to spoof the adversary's Neyman-Pearson detector. We provide theoretical guarantees by ensuring the Type-I error probability of the adversary's detector exceeds a pre-defined level for a specified tolerance on the radar's performance loss. We illustrate our cognition masking scheme via numerical examples involving waveform adaptation and beam allocation. We show that small purposeful deviations from the optimal strategy of the radar confuse the adversary by significant amounts, thereby masking the radar's cognition. Our approach uses novel ideas from revealed preference in microeconomics and adversarial inverse reinforcement learning. Our proposed algorithms provide a principled approach for system-level electronic counter-countermeasures (ECCM) to mask the radar's cognition, i.e., hide the radar's strategy from an adversary. We also provide performance bounds for our cognition masking scheme when the adversary has misspecified measurements of the radar's response.
Value Function Decomposition for Iterative Design of Reinforcement Learning Agents
MacGlashan, James, Archer, Evan, Devlic, Alisa, Seno, Takuma, Sherstan, Craig, Wurman, Peter R., Stone, Peter
Designing reinforcement learning (RL) agents is typically a difficult process that requires numerous design iterations. Learning can fail for a multitude of reasons, and standard RL methods provide too few tools to provide insight into the exact cause. In this paper, we show how to integrate value decomposition into a broad class of actor-critic algorithms and use it to assist in the iterative agent-design process. Value decomposition separates a reward function into distinct components and learns value estimates for each. These value estimates provide insight into an agent's learning and decision-making process and enable new training methods to mitigate common problems. As a demonstration, we introduce SAC-D, a variant of soft actor-critic (SAC) adapted for value decomposition. SAC-D maintains similar performance to SAC, while learning a larger set of value predictions. We also introduce decomposition-based tools that exploit this information, including a new reward influence metric, which measures each reward component's effect on agent decision-making. Using these tools, we provide several demonstrations of decomposition's use in identifying and addressing problems in the design of both environments and agents. Value decomposition is broadly applicable and easy to incorporate into existing algorithms and workflows, making it a powerful tool in an RL practitioner's toolbox.
Dynamic selection of p-norm in linear adaptive filtering via online kernel-based reinforcement learning
Vu, Minh, Akiyama, Yuki, Slavakis, Konstantinos
This study addresses the problem of selecting dynamically, at each time instance, the ``optimal'' p-norm to combat outliers in linear adaptive filtering without any knowledge on the potentially time-varying probability distribution function of the outliers. To this end, an online and data-driven framework is designed via kernel-based reinforcement learning (KBRL). Novel Bellman mappings on reproducing kernel Hilbert spaces (RKHSs) are introduced that need no knowledge on transition probabilities of Markov decision processes, and are nonexpansive with respect to the underlying Hilbertian norm. An approximate policy-iteration framework is finally offered via the introduction of a finite-dimensional affine superset of the fixed-point set of the proposed Bellman mappings. The well-known ``curse of dimensionality'' in RKHSs is addressed by building a basis of vectors via an approximate linear dependency criterion. Numerical tests on synthetic data demonstrate that the proposed framework selects always the ``optimal'' p-norm for the outlier scenario at hand, outperforming at the same time several non-RL and KBRL schemes.
Deep reinforcement learning oriented for real world dynamic scenarios
Martinez, Diego, Riazuelo, Luis, Montano, Luis
Autonomous navigation in dynamic environments is a complex but essential task for autonomous robots. Recent deep reinforcement learning approaches show promising results to solve the problem, but it is not solved yet, as they typically assume no robot kinodynamic restrictions, holonomic movement or perfect environment knowledge. Moreover, most algorithms fail in the real world due to the inability to generate real-world training data for the huge variability of possible scenarios. In this work, we present a novel planner, DQN-DOVS, that uses deep reinforcement learning on a descriptive robocentric velocity space model to navigate in highly dynamic environments. It is trained using a smart curriculum learning approach on a simulator that faithfully reproduces the real world, reducing the gap between the reality and simulation. We test the resulting algorithm in scenarios with different number of obstacles and compare it with many state-of-the-art approaches, obtaining a better performance. Finally, we try the algorithm in a ground robot, using the same setup as in the simulation experiments.
Co-Training an Observer and an Evading Target
Brandenburger, André, Hoffmann, Folker, Charlish, Alexander
Reinforcement learning (RL) is already widely applied to applications such as robotics, but it is only sparsely used in sensor management. In this paper, we apply the popular Proximal Policy Optimization (PPO) approach to a multi-agent UAV tracking scenario. While recorded data of real scenarios can accurately reflect the real world, the required amount of data is not always available. Simulation data, however, is typically cheap to generate, but the utilized target behavior is often naive and only vaguely represents the real world. In this paper, we utilize multi-agent RL to jointly generate protagonistic and antagonistic policies and overcome the data generation problem, as the policies are generated on-the-fly and adapt continuously. This way, we are able to clearly outperform baseline methods and robustly generate competitive policies. In addition, we investigate explainable artificial intelligence (XAI) by interpreting feature saliency and generating an easy-to-read decision tree as a simplified policy.
GitHub - perseus784/SaturnMind: A repo to understand Q Learning and Deep Q learning
Run grid_environment.py to run just the Qlearning. The experimental setup is simple, it's a grid with 8x8 nodes and some blocks. The aim is to navigate to the diagonally opposite side of the grid with minimal number of steps. As the state space grows and number of actions gets complex, we cannot use the Q table techinque. It will cause a memory overflow or even if you have huge memory, it is just not efficient.