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 Reinforcement Learning


Tan

AAAI Conferences

In this paper, we propose to use an adaptive control method as the basis of a reinforcement learning algorithm for robotic imitation learning. In the learning stage, robots use adaptive control method-based reinforcement learning algorithm to learn the parameters of dynamical systems. In the generation stage, robots use the learned dynamic system parameters and the pre-defined controller to drive the configuration states of the robot to move along desired state trajectories. One simu-lation experiment and one practical experiment on a robot are carried out to validate the effectiveness of our algorithm. The experimental results validate that the learning of the system parameters converges very fast and the learning results can improve the system performance of generating similar motion trajectories.


Loftin

AAAI Conferences

Inverse reinforcement learning algorithms recover an unknown reward function for a Markov decision process, based on observations of user behaviors that optimize this reward function. Here we consider the complementary problem of learning the unknown transition dynamics of an MDP based on such observations. We describe the behavior-aware modeling (BAM) algorithm, which learns models of transition dynamics from user generated state-action trajectories. BAM makes assumptions about how users select their actions that are similar to those used in inverse reinforcement learning, and searches for a model that maximizes the probability of the observed actions. The BAM algorithm is based on policy gradient algorithms, essentially reversing the roles of the policy and transition distribution in those algorithms. As a result, BAM is highly flexible, and can be applied to continuous state spaces using a wide variety of model representations. In this preliminary work, we discuss why the model learning problem is interesting, describe algorithms to solve this problem, and discuss directions for future work.


Curran

AAAI Conferences

State-of-the-art personal robots need to perform complex manipulation tasks to be viable in assistive scenarios. However, many of these robots, like the PR2, use manipulators with high degrees-of-freedom, and the problem is made worse in bimanual manipulation tasks. The complexity of these robots lead to large dimensional state spaces, which are difficult to learn in. We reduce the state space by using demonstrations to discover a representative low-dimensional hyperplane in which to learn. This allows the agent to converge quickly to a good policy. We call this Dimensionality Reduced Reinforcement Learning (DRRL). However, when performing dimensionality reduction, not all dimensions can be fully represented. We extend this work by first learning in a single dimension, and then transferring that knowledge to a higher-dimensional hyperplane.


Stocco

AAAI Conferences

This paper proposes a reinterpretation of selective attention as a form of control of working memory based on self-generated reward signals and model-free reinforcement learning.


Wu

AAAI Conferences

In recent artificial intelligence (AI) research, convolutional neural networks (CNNs) can create artificial agents capable of self-learning. Self-learning autonomous moving objects utilize machine vision techniques based on processing and recognizing objects in digital images. Afterwards, deep reinforcement learning (Deep-RL) is applied to understand and learn intelligent actions and controls. The objective of our research is to study methods and designs on how machine vision and deep machine learning algorithms can be implemented in a virtual world (e.g., a computer game) for moving objects (e.g., vehicles or aircrafts) to improve their navigation and detection of threats in real life. In this paper, we create a framework for generating and using data from computer games to be used in CNNs and Deep-RL to perform intelligent actions. We show the initial results of applying the framework and identify various military applications that may benefit from this research.


Senft

AAAI Conferences

Social interacting is a complex task for which machine learning holds particular promise. However, as no sufficiently accurate simulator of human interactions exists today, the learning of social interaction strategies has to happen online in the real world. Actions executed by the robot impact on humans, and as such have to be carefully selected, making it impossible to rely on random exploration. Additionally, no clear reward function exists for social interactions. This implies that traditional approaches used for Reinforcement Learning cannot be directly applied for learning how to interact with the social world. As such we argue that robots will profit from human expertise and guidance to learn social interactions. However, as the quantity of input a human can provide is limited, new methods have to be designed to use human input more efficiently. In this paper we describe a setup in which we combine a framework called Supervised Progressively Autonomous Robot Competencies (SPARC), which allows safer online learning with Reinforcement Learning, with the use of partial states rather than full states to accelerate generalisation and obtain a usable action policy more quickly.


Sridharan

AAAI Conferences

Robots interacting with humans often have to represent and reason with different descriptions of incomplete domain knowledge and uncertainty, and revise this knowledge over time. Towards achieving these capabilities, the architecture described in this paper combines the complementary strengths of declarative programming, probabilistic graphical models, and reinforcement learning. For any given goal, non-monotonic logical reasoning with a coarse-resolution representation of the domain is used to compute a tentative plan of abstract actions. Each abstract action is implemented as a sequence of concrete actions by reasoning probabilistically over the relevant part of a fine-resolution representation tightly-coupled to the coarse-resolution representation. The outcomes of executing the concrete actions are used for subsequenct reasoning at the coarse resolution. Furthermore, the task of interactively learning axioms governing action capabilities, preconditions and effects, is posed as a relational reinforcement learning problem, using decision tree regression and sampling to construct and generalize over candidate axioms. These capabilities are illustrated in simulation and on a physical robot moving objects to specific people or locations in an indoor domain.


Brown

AAAI Conferences

Learning from demonstration is a popular method for teaching robots new skills. However, little work has looked at how to measure safety in the context of learning from demonstrations. We discuss three different types of safety problems that are important for robot learning from human demonstrations: (1) using demonstrations to evaluate the safety of a robot's current policy, (2) using demonstrations to enable risk-aware policy improvement, and (3) determining when the demonstrations received by the robot are sufficient to ensure a desired safety level. We propose a risk-aware Bayesian sampling approach based on inverse reinforcement learning that provides a first step towards addressing these problems. We demonstrate the validity of our approach on a simulated navigation task and discuss promising areas for future work.


Mohan

AAAI Conferences

In this work, we look at the challenge of learning in an action game,Infinite Mario. Learning to play an action game can be divided intotwo distinct but related problems, learning an object-relatedbehavior and selecting a primitive action. We propose a framework that allows for the use of reinforcement learning for both ofthese problems. We present promising results in some instances of thegame and identify some problems that might affect learning.


Jaidee

AAAI Conferences

We present CLASSQ-L (for: class Q-learning) an application of the Q-learning reinforcement learning algorithm to play complete Wargus games. Wargus is a real-time strategy game where players control armies consisting of units of different classes (e.g., archers, knights). CLASSQ-L uses a single table for each class of unit so that each unit is controlled and updates its class' Q-table. This enables rapid learning as in Wargus there are many units of the same class.