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 Reinforcement Learning


Learning Category-Level Generalizable Object Manipulation Policy via Generative Adversarial Self-Imitation Learning from Demonstrations

arXiv.org Artificial Intelligence

Generalizable object manipulation skills are critical for intelligent and multi-functional robots to work in real-world complex scenes. Despite the recent progress in reinforcement learning, it is still very challenging to learn a generalizable manipulation policy that can handle a category of geometrically diverse articulated objects. In this work, we tackle this category-level object manipulation policy learning problem via imitation learning in a task-agnostic manner, where we assume no handcrafted dense rewards but only a terminal reward. Given this novel and challenging generalizable policy learning problem, we identify several key issues that can fail the previous imitation learning algorithms and hinder the generalization to unseen instances. We then propose several general but critical techniques, including generative adversarial self-imitation learning from demonstrations, progressive growing of discriminator, and instance-balancing for expert buffer, that accurately pinpoints and tackles these issues and can benefit category-level manipulation policy learning regardless of the tasks. Our experiments on ManiSkill benchmarks demonstrate a remarkable improvement on all tasks and our ablation studies further validate the contribution of each proposed technique.


Model-based Reinforcement Learning with Multi-step Plan Value Estimation

arXiv.org Artificial Intelligence

A promising way to improve the sample efficiency of reinforcement learning is model-based methods, in which many explorations and evaluations can happen in the learned models to save real-world samples. However, when the learned model has a non-negligible model error, sequential steps in the model are hard to be accurately evaluated, limiting the model's utilization. This paper proposes to alleviate this issue by introducing multi-step plans to replace multi-step actions for model-based RL. We employ the multi-step plan value estimation, which evaluates the expected discounted return after executing a sequence of action plans at a given state, and updates the policy by directly computing the multi-step policy gradient via plan value estimation. The new model-based reinforcement learning algorithm MPPVE (Model-based Planning Policy Learning with Multi-step Plan Value Estimation) shows a better utilization of the learned model and achieves a better sample efficiency than state-of-the-art model-based RL approaches.


Skip Training for Multi-Agent Reinforcement Learning Controller for Industrial Wave Energy Converters

arXiv.org Artificial Intelligence

Recent Wave Energy Converters (WEC) are equipped with multiple legs and generators to maximize energy generation. Traditional controllers have shown limitations to capture complex wave patterns and the controllers must efficiently maximize the energy capture. This paper introduces a Multi-Agent Reinforcement Learning controller (MARL), which outperforms the traditionally used spring damper controller. Our initial studies show that the complex nature of problems makes it hard for training to converge. Hence, we propose a novel skip training approach which enables the MARL training to overcome performance saturation and converge to more optimum controllers compared to default MARL training, boosting power generation. We also present another novel hybrid training initialization (STHTI) approach, where the individual agents of the MARL controllers can be initially trained against the baseline Spring Damper (SD) controller individually and then be trained one agent at a time or all together in future iterations to accelerate convergence. We achieved double-digit gains in energy efficiency over the baseline Spring Damper controller with the proposed MARL controllers using the Asynchronous Advantage Actor-Critic (A3C) algorithm.


Memory-Augmented Reinforcement Learning for Image-Goal Navigation

arXiv.org Artificial Intelligence

In this work, we present a memory-augmented approach for image-goal navigation. Earlier attempts, including RL-based and SLAM-based approaches have either shown poor generalization performance, or are heavily-reliant on pose/depth sensors. Our method is based on an attention-based end-to-end model that leverages an episodic memory to learn to navigate. First, we train a state-embedding network in a self-supervised fashion, and then use it to embed previously-visited states into the agent's memory. Our navigation policy takes advantage of this information through an attention mechanism. We validate our approach with extensive evaluations, and show that our model establishes a new state of the art on the challenging Gibson dataset. Furthermore, we achieve this impressive performance from RGB input alone, without access to additional information such as position or depth, in stark contrast to related work.


Unified State Representation Learning under Data Augmentation

arXiv.org Artificial Intelligence

The capacity for rapid domain adaptation is important to increasing the applicability of reinforcement learning (RL) to real world problems. Generalization of RL agents is critical to success in the real world, yet zero-shot policy transfer is a challenging problem since even minor visual changes could make the trained agent completely fail in the new task. We propose USRA: Unified State Representation Learning under Data Augmentation, a representation learning framework that learns a latent unified state representation by performing data augmentations on its observations to improve its ability to generalize to unseen target domains. We showcase the success of our approach on the DeepMind Control Generalization Benchmark for the Walker environment and find that USRA achieves higher sample efficiency and 14.3% better domain adaptation performance compared to the best baseline results.


Statistical Estimation of Confounded Linear MDPs: An Instrumental Variable Approach

arXiv.org Artificial Intelligence

In an Markov decision process (MDP), unobservable confounders may exist and have impacts on the data generating process, so that the classic off-policy evaluation (OPE) estimators may fail to identify the true value function of the target policy. In this paper, we study the statistical properties of OPE in confounded MDPs with observable instrumental variables. Specifically, we propose a two-stage estimator based on the instrumental variables and establish its statistical properties in the confounded MDPs with a linear structure. For non-asymptotic analysis, we prove a $\mathcal{O}(n^{-1/2})$-error bound where $n$ is the number of samples. For asymptotic analysis, we prove that the two-stage estimator is asymptotically normal with a typical rate of $n^{1/2}$. To the best of our knowledge, we are the first to show such statistical results of the two-stage estimator for confounded linear MDPs via instrumental variables.


Self-supervised Sequential Information Bottleneck for Robust Exploration in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Effective exploration is critical for reinforcement learning agents in environments with sparse rewards or high-dimensional state-action spaces. Recent works based on state-visitation counts, curiosity and entropy-maximization generate intrinsic reward signals to motivate the agent to visit novel states for exploration. However, the agent can get distracted by perturbations to sensor inputs that contain novel but task-irrelevant information, e.g. due to sensor noise or changing background. In this work, we introduce the sequential information bottleneck objective for learning compressed and temporally coherent representations by modelling and compressing sequential predictive information in time-series observations. For efficient exploration in noisy environments, we further construct intrinsic rewards that capture task-relevant state novelty based on the learned representations. We derive a variational upper bound of our sequential information bottleneck objective for practical optimization and provide an information-theoretic interpretation of the derived upper bound. Our experiments on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to state-of-art methods based on curiosity, entropy maximization and information-gain.


An Analysis of Deep Reinforcement Learning Agents for Text-based Games

arXiv.org Artificial Intelligence

Text-based games(TBG) are complex environments which allow users or computer agents to make textual interactions and achieve game goals.In TBG agent design and training process, balancing the efficiency and performance of the agent models is a major challenge. Finding TBG agent deep learning modules' performance in standardized environments, and testing their performance among different evaluation types is also important for TBG agent research. We constructed a standardized TBG agent with no hand-crafted rules, formally categorized TBG evaluation types, and analyzed selected methods in our environment.


Double Q-Learning for Citizen Relocation During Natural Hazards

arXiv.org Artificial Intelligence

Abstract--Natural disasters can cause substantial negative socio-economic impacts around the world, due to mortality, relocation, rates, and reconstruction decisions. Robotics has been successfully applied to identify and rescue victims during the occurrence of a natural hazard. However, little effort has been taken to deploy solutions where an autonomous robot can save the life of a citizen by itself relocating it, without the need to wait for a rescue team composed of humans. Reinforcement learning approaches can be used to deploy such a solution, however, one of the most famous algorithms to deploy it, the Q-learning, suffers from biased results generated when performing its learning routines. In this research a solution for citizen relocation based on Partially Observable Markov Decision Processes is adopted, where the capability of the Double Q-learning in relocating citizens during a natural hazard is evaluated under a proposed hazard simulation engine based on a grid world. The performance of the solution was measured as a success rate of a citizen relocation procedure, where the results show that the technique portrays a performance above 100% for easy scenarios and near 50% for hard ones.


Functional Optimization Reinforcement Learning for Real-Time Bidding

arXiv.org Artificial Intelligence

Real-time bidding is the new paradigm of programmatic advertising. An advertiser wants to make the intelligent choice of utilizing a \textbf{Demand-Side Platform} to improve the performance of their ad campaigns. Existing approaches are struggling to provide a satisfactory solution for bidding optimization due to stochastic bidding behavior. In this paper, we proposed a multi-agent reinforcement learning architecture for RTB with functional optimization. We designed four agents bidding environment: three Lagrange-multiplier based functional optimization agents and one baseline agent (without any attribute of functional optimization) First, numerous attributes have been assigned to each agent, including biased or unbiased win probability, Lagrange multiplier, and click-through rate. In order to evaluate the proposed RTB strategy's performance, we demonstrate the results on ten sequential simulated auction campaigns. The results show that agents with functional actions and rewards had the most significant average winning rate and winning surplus, given biased and unbiased winning information respectively. The experimental evaluations show that our approach significantly improve the campaign's efficacy and profitability.