Reinforcement Learning
GalilAI: Out-of-Task Distribution Detection using Causal Active Experimentation for Safe Transfer RL
Sontakke, Sumedh A, Iota, Stephen, Hu, Zizhao, Mehrjou, Arash, Itti, Laurent, Schölkopf, Bernhard
Out-of-distribution (OOD) detection is a well-studied topic in supervised learning. Extending the successes in supervised learning methods to the reinforcement learning (RL) setting, however, is difficult due to the data generating process - RL agents actively query their environment for data, and the data are a function of the policy followed by the agent. An agent could thus neglect a shift in the environment if its policy did not lead it to explore the aspect of the environment that shifted. Therefore, to achieve safe and robust generalization in RL, there exists an unmet need for OOD detection through active experimentation. Here, we attempt to bridge this lacuna by first defining a causal framework for OOD scenarios or environments encountered by RL agents in the wild. Then, we propose a novel task: that of Out-of-Task Distribution (OOTD) detection. We introduce an RL agent that actively experiments in a test environment and subsequently concludes whether it is OOTD or not. We name our method GalilAI, in honor of Galileo Galilei, as it discovers, among other causal processes, that gravitational acceleration is independent of the mass of a body. Finally, we propose a simple probabilistic neural network baseline for comparison, which extends extant Model-Based RL. We find that GalilAI outperforms the baseline significantly. See visualizations of our method https://galil-ai.github.io/
Accelerating Robotic Reinforcement Learning via Parameterized Action Primitives
Dalal, Murtaza, Pathak, Deepak, Salakhutdinov, Ruslan
Despite the potential of reinforcement learning (RL) for building general-purpose robotic systems, training RL agents to solve robotics tasks still remains challenging due to the difficulty of exploration in purely continuous action spaces. Addressing this problem is an active area of research with the majority of focus on improving RL methods via better optimization or more efficient exploration. An alternate but important component to consider improving is the interface of the RL algorithm with the robot. In this work, we manually specify a library of robot action primitives (RAPS), parameterized with arguments that are learned by an RL policy. These parameterized primitives are expressive, simple to implement, enable efficient exploration and can be transferred across robots, tasks and environments. We perform a thorough empirical study across challenging tasks in three distinct domains with image input and a sparse terminal reward. We find that our simple change to the action interface substantially improves both the learning efficiency and task performance irrespective of the underlying RL algorithm, significantly outperforming prior methods which learn skills from offline expert data.
Cooperative Deep $Q$-learning Framework for Environments Providing Image Feedback
Raghavan, Krishnan, Narayanan, Vignesh, Sarangapani, Jagannathan
In this paper, we address two key challenges in deep reinforcement learning setting, sample inefficiency and slow learning, with a dual NN-driven learning approach. In the proposed approach, we use two deep NNs with independent initialization to robustly approximate the action-value function in the presence of image inputs. In particular, we develop a temporal difference (TD) error-driven learning approach, where we introduce a set of linear transformations of the TD error to directly update the parameters of each layer in the deep NN. We demonstrate theoretically that the cost minimized by the error-driven learning (EDL) regime is an approximation of the empirical cost and the approximation error reduces as learning progresses, irrespective of the size of the network. Using simulation analysis, we show that the proposed methods enables faster learning and convergence and requires reduced buffer size (thereby increasing the sample efficiency).
Learning to Control using Image Feedback
Raghavan, Krishnan, Narayanan, Vignesh, Saraangapani, Jagannathan
Learning to control complex systems using non-traditional feedback, e.g., in the form of snapshot images, is an important task encountered in diverse domains such as robotics, neuroscience, and biology (cellular systems). In this paper, we present a two neural-network (NN)-based feedback control framework to design control policies for systems that generate feedback in the form of images. In particular, we develop a deep $Q$-network (DQN)-driven learning control strategy to synthesize a sequence of control inputs from snapshot images that encode the information pertaining to the current state and control action of the system. Further, to train the networks we employ a direct error-driven learning (EDL) approach that utilizes a set of linear transformations of the NN training error to update the NN weights in each layer. We verify the efficacy of the proposed control strategy using numerical examples.
URLB: Unsupervised Reinforcement Learning Benchmark
Laskin, Michael, Yarats, Denis, Liu, Hao, Lee, Kimin, Zhan, Albert, Lu, Kevin, Cang, Catherine, Pinto, Lerrel, Abbeel, Pieter
Deep Reinforcement Learning (RL) has emerged as a powerful paradigm to solve a range of complex yet specific control tasks. Yet training generalist agents that can quickly adapt to new tasks remains an outstanding challenge. Recent advances in unsupervised RL have shown that pre-training RL agents with self-supervised intrinsic rewards can result in efficient adaptation. However, these algorithms have been hard to compare and develop due to the lack of a unified benchmark. To this end, we introduce the Unsupervised Reinforcement Learning Benchmark (URLB). URLB consists of two phases: reward-free pre-training and downstream task adaptation with extrinsic rewards. Building on the DeepMind Control Suite, we provide twelve continuous control tasks from three domains for evaluation and open-source code for eight leading unsupervised RL methods. We find that the implemented baselines make progress but are not able to solve URLB and propose directions for future research.
Deep Reinforcement Learning Aided Packet-Routing For Aeronautical Ad-Hoc Networks Formed by Passenger Planes
Liu, Dong, Cui, Jingjing, Zhang, Jiankang, Yang, Chenyang, Hanzo, Lajos
Data packet routing in aeronautical ad-hoc networks (AANETs) is challenging due to their high-dynamic topology. In this paper, we invoke deep reinforcement learning for routing in AANETs aiming at minimizing the end-to-end (E2E) delay. Specifically, a deep Q-network (DQN) is conceived for capturing the relationship between the optimal routing decision and the local geographic information observed by the forwarding node. The DQN is trained in an offline manner based on historical flight data and then stored by each airplane for assisting their routing decisions during flight. To boost the learning efficiency and the online adaptability of the proposed DQN-routing, we further exploit the knowledge concerning the system's dynamics by using a deep value network (DVN) conceived with a feedback mechanism. Our simulation results show that both DQN-routing and DVN-routing achieve lower E2E delay than the benchmark protocol, and DVN-routing performs similarly to the optimal routing that relies on perfect global information.
D2RLIR : an improved and diversified ranking function in interactive recommendation systems based on deep reinforcement learning
Baghi, Vahid, Motehayeri, Seyed Mohammad Seyed, Moeini, Ali, Abedian, Rooholah
Recently, interactive recommendation systems based on reinforcement learning have been attended by researchers due to the consider recommendation procedure as a dynamic process and update the recommendation model based on immediate user feedback, which is neglected in traditional methods. The existing works have two significant drawbacks. Firstly, inefficient ranking function to produce the Top-N recommendation list. Secondly, focusing on recommendation accuracy and inattention to other evaluation metrics such as diversity. This paper proposes a deep reinforcement learning based recommendation system by utilizing Actor-Critic architecture to model dynamic users' interaction with the recommender agent and maximize the expected long-term reward. Furthermore, we propose utilizing Spotify's ANNoy algorithm to find the most similar items to generated action by actor-network. After that, the Total Diversity Effect Ranking algorithm is used to generate the recommendations concerning relevancy and diversity. Moreover, we apply positional encoding to compute representations of the user's interaction sequence without using sequence-aligned recurrent neural networks. Extensive experiments on the MovieLens dataset demonstrate that our proposed model is able to generate a diverse while relevance recommendation list based on the user's preferences.
An Adaptable Approach to Learn Realistic Legged Locomotion without Examples
Apraez, Daniel Felipe Ordoñez, Agudo, Antonio, Moreno-Noguer, Francesc, Martin, Mario
Learning controllers that reproduce legged locomotion in nature have been a long-time goal in robotics and computer graphics. While yielding promising results, recent approaches are not yet flexible enough to be applicable to legged systems of different morphologies. This is partly because they often rely on precise motion capture references or elaborate learning environments that ensure the naturality of the emergent locomotion gaits but prevent generalization. This work proposes a generic approach for ensuring realism in locomotion by guiding the learning process with the spring-loaded inverted pendulum model as a reference. Leveraging on the exploration capacities of Reinforcement Learning (RL), we learn a control policy that fills in the information gap between the template model and full-body dynamics required to maintain stable and periodic locomotion. The proposed approach can be applied to robots of different sizes and morphologies and adapted to any RL technique and control architecture. We present experimental results showing that even in a model-free setup and with a simple reactive control architecture, the learned policies can generate realistic and energy-efficient locomotion gaits for a bipedal and a quadrupedal robot. And most importantly, this is achieved without using motion capture, strong constraints in the dynamics or kinematics of the robot, nor prescribing limb coordination. We provide supplemental videos for qualitative analysis of the naturality of the learned gaits.
What is Machine Learning?
Machine learning is a branch of artificial intelligence (AI) and computer science that focuses on using data and algorithms to simulate the way humans learn, gradually increasing its accuracy. IBM has a rich history of machine learning. One of them, Arthur Samuel, is famous for coining the term "machine learning" in his research on the game of checkers. Robert Neely, a self-proclaimed checkers master, played the game on an IBM 7094 computer in 1962 and lost to the computer. This feat appears almost trivial in comparison to what can be done today, but it is regarded as a significant milestone in the field of artificial intelligence. Over the next two decades, data storage and processing technology will create some of the innovative products we know and love today, like the Netflix recommendation engine or self-driving cars.
V-Learning -- A Simple, Efficient, Decentralized Algorithm for Multiagent RL
Jin, Chi, Liu, Qinghua, Wang, Yuanhao, Yu, Tiancheng
A major challenge of multiagent reinforcement learning (MARL) is the curse of multiagents, where the size of the joint action space scales exponentially with the number of agents. This remains to be a bottleneck for designing efficient MARL algorithms even in a basic scenario with finitely many states and actions. This paper resolves this challenge for the model of episodic Markov games. We design a new class of fully decentralized algorithms -- V-learning, which provably learns Nash equilibria (in the two-player zero-sum setting), correlated equilibria and coarse correlated equilibria (in the multiplayer general-sum setting) in a number of samples that only scales with $\max_{i\in[m]} A_i$, where $A_i$ is the number of actions for the $i^{\rm th}$ player. This is in sharp contrast to the size of the joint action space which is $\prod_{i=1}^m A_i$. V-learning (in its basic form) is a new class of single-agent RL algorithms that convert any adversarial bandit algorithm with suitable regret guarantees into a RL algorithm. Similar to the classical Q-learning algorithm, it performs incremental updates to the value functions. Different from Q-learning, it only maintains the estimates of V-values instead of Q-values. This key difference allows V-learning to achieve the claimed guarantees in the MARL setting by simply letting all agents run V-learning independently.