Reinforcement Learning
Dynamic Dialogue Policy for Continual Reinforcement Learning
Geishauser, Christian, van Niekerk, Carel, Lubis, Nurul, Heck, Michael, Lin, Hsien-Chin, Feng, Shutong, Gašić, Milica
Continual learning is one of the key components of human learning and a necessary requirement of artificial intelligence. As dialogue can potentially span infinitely many topics and tasks, a task-oriented dialogue system must have the capability to continually learn, dynamically adapting to new challenges while preserving the knowledge it already acquired. Despite the importance, continual reinforcement learning of the dialogue policy has remained largely unaddressed. The lack of a framework with training protocols, baseline models and suitable metrics, has so far hindered research in this direction. In this work we fill precisely this gap, enabling research in dialogue policy optimisation to go from static to dynamic learning. We provide a continual learning algorithm, baseline architectures and metrics for assessing continual learning models. Moreover, we propose the dynamic dialogue policy transformer (DDPT), a novel dynamic architecture that can integrate new knowledge seamlessly, is capable of handling large state spaces and obtains significant zero-shot performance when being exposed to unseen domains, without any growth in network parameter size.
Human-AI Coordination via Human-Regularized Search and Learning
Hu, Hengyuan, Wu, David J, Lerer, Adam, Foerster, Jakob, Brown, Noam
We consider the problem of making AI agents that collaborate well with humans in partially observable fully cooperative environments given datasets of human behavior. Inspired by piKL, a human-data-regularized search method that improves upon a behavioral cloning policy without diverging far away from it, we develop a three-step algorithm that achieve strong performance in coordinating with real humans in the Hanabi benchmark. We first use a regularized search algorithm and behavioral cloning to produce a better human model that captures diverse skill levels. Then, we integrate the policy regularization idea into reinforcement learning to train a human-like best response to the human model. Finally, we apply regularized search on top of the best response policy at test time to handle outof-distribution challenges when playing with humans. We evaluate our method in two large scale experiments with humans. First, we show that our method outperforms experts when playing with a group of diverse human players in ad-hoc teams. Second, we show that our method beats a vanilla best response to behavioral cloning baseline by having experts play repeatedly with the two agents. One of the most fundamental goals of artificial intelligence research, especially multi-agent research, is to produce agents that can successfully collaborate with humans to achieve common goals. Although search and reinforcement learning (RL) from scratch without human knowledge have achieved impressive superhuman performance in competitive games (Silver et al., 2017; Brown & Sandholm, 2019), prior works (Hu et al., 2020; Carroll et al., 2019) have shown that agents produced by vanilla multi-agent reinforcement learning do not collaborate well with humans.
Towards a Theoretical Foundation of Policy Optimization for Learning Control Policies
Hu, Bin, Zhang, Kaiqing, Li, Na, Mesbahi, Mehran, Fazel, Maryam, Başar, Tamer
Gradient-based methods have been widely used for system design and optimization in diverse application domains. Recently, there has been a renewed interest in studying theoretical properties of these methods in the context of control and reinforcement learning. This article surveys some of the recent developments on policy optimization, a gradient-based iterative approach for feedback control synthesis, popularized by successes of reinforcement learning. We take an interdisciplinary perspective in our exposition that connects control theory, reinforcement learning, and large-scale optimization. We review a number of recently-developed theoretical results on the optimization landscape, global convergence, and sample complexity of gradient-based methods for various continuous control problems such as the linear quadratic regulator (LQR), $\mathcal{H}_\infty$ control, risk-sensitive control, linear quadratic Gaussian (LQG) control, and output feedback synthesis. In conjunction with these optimization results, we also discuss how direct policy optimization handles stability and robustness concerns in learning-based control, two main desiderata in control engineering. We conclude the survey by pointing out several challenges and opportunities at the intersection of learning and control.
Simulating Coverage Path Planning with Roomba
Coverage Path Planning involves visiting every unoccupied state in an environment with obstacles. In this paper, we explore this problem in environments which are initially unknown to the agent, for purposes of simulating the task of a vacuum cleaning robot. A survey of prior work reveals sparse effort in applying learning to solve this problem. In this paper, we explore modeling a Cover Path Planning problem using Deep Reinforcement Learning, and compare it with the performance of the built-in algorithm of the Roomba, a popular vacuum cleaning robot.
Creating a Dynamic Quadrupedal Robotic Goalkeeper with Reinforcement Learning
Huang, Xiaoyu, Li, Zhongyu, Xiang, Yanzhen, Ni, Yiming, Chi, Yufeng, Li, Yunhao, Yang, Lizhi, Peng, Xue Bin, Sreenath, Koushil
We present a reinforcement learning (RL) framework that enables quadrupedal robots to perform soccer goalkeeping tasks in the real world. Soccer goalkeeping using quadrupeds is a challenging problem, that combines highly dynamic locomotion with precise and fast non-prehensile object (ball) manipulation. The robot needs to react to and intercept a potentially flying ball using dynamic locomotion maneuvers in a very short amount of time, usually less than one second. In this paper, we propose to address this problem using a hierarchical model-free RL framework. The first component of the framework contains multiple control policies for distinct locomotion skills, which can be used to cover different regions of the goal. Each control policy enables the robot to track random parametric end-effector trajectories while performing one specific locomotion skill, such as jump, dive, and sidestep. These skills are then utilized by the second part of the framework which is a high-level planner to determine a desired skill and end-effector trajectory in order to intercept a ball flying to different regions of the goal. We deploy the proposed framework on a Mini Cheetah quadrupedal robot and demonstrate the effectiveness of our framework for various agile interceptions of a fast-moving ball in the real world.
Asynchronous Actor-Critic for Multi-Agent Reinforcement Learning
Xiao, Yuchen, Tan, Weihao, Amato, Christopher
Synchronizing decisions across multiple agents in realistic settings is problematic since it requires agents to wait for other agents to terminate and communicate about termination reliably. Ideally, agents should learn and execute asynchronously instead. Such asynchronous methods also allow temporally extended actions that can take different amounts of time based on the situation and action executed. Unfortunately, current policy gradient methods are not applicable in asynchronous settings, as they assume that agents synchronously reason about action selection at every time step. To allow asynchronous learning and decision-making, we formulate a set of asynchronous multi-agent actor-critic methods that allow agents to directly optimize asynchronous policies in three standard training paradigms: decentralized learning, centralized learning, and centralized training for decentralized execution. Empirical results (in simulation and hardware) in a variety of realistic domains demonstrate the superiority of our approaches in large multi-agent problems and validate the effectiveness of our algorithms for learning high-quality and asynchronous solutions.
VER: Scaling On-Policy RL Leads to the Emergence of Navigation in Embodied Rearrangement
Wijmans, Erik, Essa, Irfan, Batra, Dhruv
We present Variable Experience Rollout (VER), a technique for efficiently scaling batched on-policy reinforcement learning in heterogenous environments (where different environments take vastly different times to generate rollouts) to many GPUs residing on, potentially, many machines. VER combines the strengths of and blurs the line between synchronous and asynchronous on-policy RL methods (SyncOnRL and AsyncOnRL, respectively). VER learns from on-policy experience (like SyncOnRL) and has no synchronization points (like AsyncOnRL). VER leads to significant and consistent speed-ups across a broad range of embodied navigation and mobile manipulation tasks in photorealistic 3D simulation environments. Specifically, for PointGoal navigation and ObjectGoal navigation in Habitat 1.0, VER is 60-100% faster (1.6-2x speedup) than DD-PPO, the current state of art distributed SyncOnRL, with similar sample efficiency. For mobile manipulation tasks (open fridge/cabinet, pick/place objects) in Habitat 2.0 VER is 150% faster (2.5x speedup) on 1 GPU and 170% faster (2.7x speedup) on 8 GPUs than DD-PPO. Compared to SampleFactory (the current state-of-the-art AsyncOnRL), VER matches its speed on 1 GPU, and is 70% faster (1.7x speedup) on 8 GPUs with better sample efficiency. We leverage these speed-ups to train chained skills for GeometricGoal rearrangement tasks in the Home Assistant Benchmark (HAB). We find a surprising emergence of navigation in skills that do not ostensible require any navigation. Specifically, the Pick skill involves a robot picking an object from a table. During training the robot was always spawned close to the table and never needed to navigate. However, we find that if base movement is part of the action space, the robot learns to navigate then pick an object in new environments with 50% success, demonstrating surprisingly high out-of-distribution generalization.
Macro-Action-Based Multi-Agent/Robot Deep Reinforcement Learning under Partial Observability
The state-of-the-art multi-agent reinforcement learning (MARL) methods have provided promising solutions to a variety of complex problems. Yet, these methods all assume that agents perform synchronized primitive-action executions so that they are not genuinely scalable to long-horizon real-world multi-agent/robot tasks that inherently require agents/robots to asynchronously reason about high-level action selection at varying time durations. The Macro-Action Decentralized Partially Observable Markov Decision Process (MacDec-POMDP) is a general formalization for asynchronous decision-making under uncertainty in fully cooperative multi-agent tasks. In this thesis, we first propose a group of value-based RL approaches for MacDec-POMDPs, where agents are allowed to perform asynchronous learning and decision-making with macro-action-value functions in three paradigms: decentralized learning and control, centralized learning and control, and centralized training for decentralized execution (CTDE). Building on the above work, we formulate a set of macro-action-based policy gradient algorithms under the three training paradigms, where agents are allowed to directly optimize their parameterized policies in an asynchronous manner. We evaluate our methods both in simulation and on real robots over a variety of realistic domains. Empirical results demonstrate the superiority of our approaches in large multi-agent problems and validate the effectiveness of our algorithms for learning high-quality and asynchronous solutions with macro-actions.
Long N-step Surrogate Stage Reward to Reduce Variances of Deep Reinforcement Learning in Complex Problems
Zhong, Junmin, Wu, Ruofan, Si, Jennie
High variances in reinforcement learning have shown impeding successful convergence and hurting task performance. As reward signal plays an important role in learning behavior, multi-step methods have been considered to mitigate the problem, and are believed to be more effective than single step methods. However, there is a lack of comprehensive and systematic study on this important aspect to demonstrate the effectiveness of multi-step methods in solving highly complex continuous control problems. In this study, we introduce a new long $N$-step surrogate stage (LNSS) reward approach to effectively account for complex environment dynamics while previous methods are usually feasible for limited number of steps. The LNSS method is simple, low computational cost, and applicable to value based or policy gradient reinforcement learning. We systematically evaluate LNSS in OpenAI Gym and DeepMind Control Suite to address some complex benchmark environments that have been challenging to obtain good results by DRL in general. We demonstrate performance improvement in terms of total reward, convergence speed, and coefficient of variation (CV) by LNSS. We also provide analytical insights on how LNSS exponentially reduces the upper bound on the variances of Q value from a respective single step method
Non-Markovian Reward Modelling from Trajectory Labels via Interpretable Multiple Instance Learning
Early, Joseph, Bewley, Tom, Evers, Christine, Ramchurn, Sarvapali
We generalise the problem of reward modelling (RM) for reinforcement learning (RL) to handle non-Markovian rewards. Existing work assumes that human evaluators observe each step in a trajectory independently when providing feedback on agent behaviour. In this work, we remove this assumption, extending RM to capture temporal dependencies in human assessment of trajectories. We show how RM can be approached as a multiple instance learning (MIL) problem, where trajectories are treated as bags with return labels, and steps within the trajectories are instances with unseen reward labels. We go on to develop new MIL models that are able to capture the time dependencies in labelled trajectories. We demonstrate on a range of RL tasks that our novel MIL models can reconstruct reward functions to a high level of accuracy, and can be used to train high-performing agent policies.