Goto

Collaborating Authors

 Reinforcement Learning


Brick-by-Brick: Combinatorial Construction with Deep Reinforcement Learning

arXiv.org Machine Learning

Discovering a solution in a combinatorial space is prevalent in many real-world problems but it is also challenging due to diverse complex constraints and the vast number of possible combinations. To address such a problem, we introduce a novel formulation, combinatorial construction, which requires a building agent to assemble unit primitives (i.e., LEGO bricks) sequentially -- every connection between two bricks must follow a fixed rule, while no bricks mutually overlap. To construct a target object, we provide incomplete knowledge about the desired target (i.e., 2D images) instead of exact and explicit volumetric information to the agent. This problem requires a comprehensive understanding of partial information and long-term planning to append a brick sequentially, which leads us to employ reinforcement learning. The approach has to consider a variable-sized action space where a large number of invalid actions, which would cause overlap between bricks, exist. To resolve these issues, our model, dubbed Brick-by-Brick, adopts an action validity prediction network that efficiently filters invalid actions for an actor-critic network. We demonstrate that the proposed method successfully learns to construct an unseen object conditioned on a single image or multiple views of a target object.


Proximal Reinforcement Learning: Efficient Off-Policy Evaluation in Partially Observed Markov Decision Processes

arXiv.org Machine Learning

In applications of offline reinforcement learning to observational data, such as in healthcare or education, a general concern is that observed actions might be affected by unobserved factors, inducing confounding and biasing estimates derived under the assumption of a perfect Markov decision process (MDP) model. Here we tackle this by considering off-policy evaluation in a partially observed MDP (POMDP). Specifically, we consider estimating the value of a given target policy in a POMDP given trajectories with only partial state observations generated by a different and unknown policy that may depend on the unobserved state. We tackle two questions: what conditions allow us to identify the target policy value from the observed data and, given identification, how to best estimate it. To answer these, we extend the framework of proximal causal inference to our POMDP setting, providing a variety of settings where identification is made possible by the existence of so-called bridge functions. We then show how to construct semiparametrically efficient estimators in these settings. We term the resulting framework proximal reinforcement learning (PRL). We demonstrate the benefits of PRL in an extensive simulation study.


GalilAI: Out-of-Task Distribution Detection using Causal Active Experimentation for Safe Transfer RL

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.