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 Reinforcement Learning


Robotic Table Wiping via Reinforcement Learning and Whole-body Trajectory Optimization

arXiv.org Artificial Intelligence

We propose a framework to enable multipurpose assistive mobile robots to autonomously wipe tables to clean spills and crumbs. This problem is challenging, as it requires planning wiping actions while reasoning over uncertain latent dynamics of crumbs and spills captured via high-dimensional visual observations. Simultaneously, we must guarantee constraints satisfaction to enable safe deployment in unstructured cluttered environments. To tackle this problem, we first propose a stochastic differential equation to model crumbs and spill dynamics and absorption with a robot wiper. Using this model, we train a vision-based policy for planning wiping actions in simulation using reinforcement learning (RL). To enable zero-shot sim-to-real deployment, we dovetail the RL policy with a whole-body trajectory optimization framework to compute base and arm joint trajectories that execute the desired wiping motions while guaranteeing constraints satisfaction. We extensively validate our approach in simulation and on hardware. Video: https://youtu.be/inORKP4F3EI


Learning Preferences for Interactive Autonomy

arXiv.org Artificial Intelligence

When robots enter everyday human environments, they need to understand their tasks and how they should perform those tasks. To encode these, reward functions, which specify the objective of a robot, are employed. However, designing reward functions can be extremely challenging for complex tasks and environments. A promising approach is to learn reward functions from humans. Recently, several robot learning works embrace this approach and leverage human demonstrations to learn the reward functions. Known as inverse reinforcement learning, this approach relies on a fundamental assumption: humans can provide near-optimal demonstrations to the robot. Unfortunately, this is rarely the case: human demonstrations to the robot are often suboptimal due to various reasons, e.g., difficulty of teleoperation, robot having high degrees of freedom, or humans' cognitive limitations. This thesis is an attempt towards learning reward functions from human users by using other, more reliable data modalities. Specifically, we study how reward functions can be learned using comparative feedback, in which the human user compares multiple robot trajectories instead of (or in addition to) providing demonstrations. To this end, we first propose various forms of comparative feedback, e.g., pairwise comparisons, best-of-many choices, rankings, scaled comparisons; and describe how a robot can use these various forms of human feedback to infer a reward function, which may be parametric or non-parametric. Next, we propose active learning techniques to enable the robot to ask for comparison feedback that optimizes for the expected information that will be gained from that user feedback. Finally, we demonstrate the applicability of our methods in a wide variety of domains, ranging from autonomous driving simulations to home robotics, from standard reinforcement learning benchmarks to lower-body exoskeletons.


DIAMBRA Arena: a New Reinforcement Learning Platform for Research and Experimentation

arXiv.org Artificial Intelligence

The recent advances in reinforcement learning have led to effective methods able to obtain above human-level performances in very complex environments. However, once solved, these environments become less valuable, and new challenges with different or more complex scenarios are needed to support research advances. This work presents DIAMBRA Arena, a new platform for reinforcement learning research and experimentation, featuring a collection of high-quality environments exposing a Python API fully compliant with OpenAI Gym standard. They are episodic tasks with discrete actions and observations composed by raw pixels plus additional numerical values, all supporting both single player and two players mode, allowing to work on standard reinforcement learning, competitive multi-agent, human-agent competition, self-play, human-in-the-loop training and imitation learning. Software capabilities are demonstrated by successfully training multiple deep reinforcement learning agents with proximal policy optimization obtaining human-like behavior. Results confirm the utility of DIAMBRA Arena as a reinforcement learning research tool, providing environments designed to study some of the most challenging topics in the field.


Hierarchical Reinforcement Learning for Furniture Layout in Virtual Indoor Scenes

arXiv.org Artificial Intelligence

In real life, the decoration of 3D indoor scenes through designing furniture layout provides a rich experience for people. In this paper, we explore the furniture layout task as a Markov decision process (MDP) in virtual reality, which is solved by hierarchical reinforcement learning (HRL). The goal is to produce a proper two-furniture layout in the virtual reality of the indoor scenes. In particular, we first design a simulation environment and introduce the HRL formulation for a two-furniture layout. We then apply a hierarchical actor-critic algorithm with curriculum learning to solve the MDP. We conduct our experiments on a large-scale real-world interior layout dataset that contains industrial designs from professional designers. Our numerical results demonstrate that the proposed model yields higher-quality layouts as compared with the state-of-art models.


Symbol Guided Hindsight Priors for Reward Learning from Human Preferences

arXiv.org Artificial Intelligence

Specifying rewards for reinforcement learned (RL) agents is challenging. Preference-based RL (PbRL) mitigates these challenges by inferring a reward from feedback over sets of trajectories. However, the effectiveness of PbRL is limited by the amount of feedback needed to reliably recover the structure of the target reward. We present the PRIor Over Rewards (PRIOR) framework, which incorporates priors about the structure of the reward function and the preference feedback into the reward learning process. Imposing these priors as soft constraints on the reward learning objective reduces the amount of feedback required by half and improves overall reward recovery. Additionally, we demonstrate that using an abstract state space for the computation of the priors further improves the reward learning and the agent's performance.


Personalized Federated Hypernetworks for Privacy Preservation in Multi-Task Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-Agent Reinforcement Learning currently focuses on implementations where all data and training can be centralized to one machine. But what if local agents are split across multiple tasks, and need to keep data private between each? We develop the first application of Personalized Federated Hypernetworks (PFH) to Reinforcement Learning (RL). We then present a novel application of PFH to few-shot transfer, and demonstrate significant initial increases in learning. PFH has never been demonstrated beyond supervised learning benchmarks, so we apply PFH to an important domain: RL price-setting for energy demand response. We consider a general case across where agents are split across multiple microgrids, wherein energy consumption data must be kept private within each microgrid. Together, our work explores how the fields of personalized federated learning and RL can come together to make learning efficient across multiple tasks while keeping data secure. As Reinforcement Learning (RL) is brought to bear on pressing societal issues such as the green energy transition, the types of environments that RL must perform well in may display characteristics exotic to classical RL environments. Real applications at scale may require privacy guarantees which are not provided by modern multi-agent RL algorithms as they may train on privileged or corporate data (Lowe et al., 2017; Sunehag et al., 2017; Rashid et al., 2018); any app that personalizes an RL agent to individual users must take care to protect their privacy by not storing all their data in a central server. Real world applications will also likely feature heterogeneous tasks; every user, robot, energy system will have different traits that cannot be accounted for by "one size fits all" algorithms.


Scaling Laws for Reward Model Overoptimization

arXiv.org Artificial Intelligence

In reinforcement learning from human feedback, it is common to optimize against a reward model trained to predict human preferences. Because the reward model is an imperfect proxy, optimizing its value too much can hinder ground truth performance, in accordance with Goodhart's law. This effect has been frequently observed, but not carefully measured due to the expense of collecting human preference data. In this work, we use a synthetic setup in which a fixed "gold-standard" reward model plays the role of humans, providing labels used to train a proxy reward model. We study how the gold reward model score changes as we optimize against the proxy reward model using either reinforcement learning or best-of-$n$ sampling. We find that this relationship follows a different functional form depending on the method of optimization, and that in both cases its coefficients scale smoothly with the number of reward model parameters. We also study the effect on this relationship of the size of the reward model dataset, the number of reward model and policy parameters, and the coefficient of the KL penalty added to the reward in the reinforcement learning setup. We explore the implications of these empirical results for theoretical considerations in AI alignment.


Robot Navigation with Reinforcement Learned Path Generation and Fine-Tuned Motion Control

arXiv.org Artificial Intelligence

In this paper, we propose a novel reinforcement learning (RL) based path generation (RL-PG) approach for mobile robot navigation without a prior exploration of an unknown environment. Multiple predictive path points are dynamically generated by a deep Markov model optimized using RL approach for robot to track. To ensure the safety when tracking the predictive points, the robot's motion is fine-tuned by a motion fine-tuning module. Such an approach, using the deep Markov model with RL algorithm for planning, focuses on the relationship between adjacent path points. We analyze the benefits that our proposed approach are more effective and are with higher success rate than RL-Based approach DWA-RL and a traditional navigation approach APF. We deploy our model on both simulation and physical platforms and demonstrate our model performs robot navigation effectively and safely.


Robust Offline Reinforcement Learning with Gradient Penalty and Constraint Relaxation

arXiv.org Artificial Intelligence

A promising paradigm for offline reinforcement learning (RL) is to constrain the learned policy to stay close to the dataset behaviors, known as policy constraint offline RL. However, existing works heavily rely on the purity of the data, exhibiting performance degradation or even catastrophic failure when learning from contaminated datasets containing impure trajectories of diverse levels. e.g., expert level, medium level, etc., while offline contaminated data logs exist commonly in the real world. To mitigate this, we first introduce gradient penalty over the learned value function to tackle the exploding Q-functions. We then relax the closeness constraints towards non-optimal actions with critic weighted constraint relaxation. Experimental results show that the proposed techniques effectively tame the non-optimal trajectories for policy constraint offline RL methods, evaluated on a set of contaminated D4RL Mujoco and Adroit datasets.


Learning Multi-Objective Curricula for Robotic Policy Learning

arXiv.org Artificial Intelligence

Various automatic curriculum learning (ACL) methods have been proposed to improve the sample efficiency and final performance of deep reinforcement learning (DRL). They are designed to control how a DRL agent collects data, which is inspired by how humans gradually adapt their learning processes to their capabilities. For example, ACL can be used for subgoal generation, reward shaping, environment generation, or initial state generation. However, prior work only considers curriculum learning following one of the aforementioned predefined paradigms. It is unclear which of these paradigms are complementary, and how the combination of them can be learned from interactions with the environment. Therefore, in this paper, we propose a unified automatic curriculum learning framework to create multi-objective but coherent curricula that are generated by a set of parametric curriculum modules. Each curriculum module is instantiated as a neural network and is responsible for generating a particular curriculum. In order to coordinate those potentially conflicting modules in unified parameter space, we propose a multi-task hyper-net learning framework that uses a single hyper-net to parameterize all those curriculum modules. In addition to existing hand-designed curricula paradigms, we further design a flexible memory mechanism to learn an abstract curriculum, which may otherwise be difficult to design manually. We evaluate our method on a series of robotic manipulation tasks and demonstrate its superiority over other state-of-the-art ACL methods in terms of sample efficiency and final performance.