Reinforcement Learning
Benchmarking Lane-changing Decision-making for Deep Reinforcement Learning
Wang, Junjie, Zhang, Qichao, Zhao, Dongbin
It is expected that by 2050, the application of this technology can reduce vehicle emissions by 50%, and the road traffic casualty rate will be close to zero [1]. For industry players, the main testing method is the real vehicle road test. However, Kalra et al. [2] of RAND Corporation conclude that at the 95% confidence level, road testing of more than 14.2 billion km is required to prove that the fatality rate of autonomous vehicles is 20% lower than that of human drivers. Therefore, virtual testing will be the primary way of validation and verification of autonomous vehicles. Reinforcement Learning (RL) agents learn by interacting with the environment, adjust their policy by obtaining rewards, and maximize the reward function by balancing exploration and exploitation, expecting to find the optimal policy corresponding to the maximum cumulative reward [3]. Deep Reinforcement Learning (DRL), combining the perception capability of Deep Learning (DL) and the decision-making capability of RL [4], is suitable for solving the autonomous driving decision-making problem, which is a typical application of timeseries decisions in a complex environment. Many existing studies apply DRL to the intersection [5], lane changing [6], [7] scenarios, etc. Still, to the best of our knowledge, there is no standardized system for training and testing scenarios, evaluation metrics, and baseline methods performance comparisons.
Learning Robust Agents for Visual Navigation in Dynamic Environments: The Winning Entry of iGibson Challenge 2021
Yokoyama, Naoki, Luo, Qian, Batra, Dhruv, Ha, Sehoon
This paper presents an approach for improving navigation in dynamic and interactive environments, which won the 1st place in the iGibson Interactive Navigation Challenge 2021. While the last few years have produced impressive progress on PointGoal Navigation in static environments, relatively little effort has been made on more realistic dynamic environments. The iGibson Challenge proposed two new navigation tasks, Interactive Navigation and Social Navigation, which add displaceable obstacles and moving pedestrians into the simulator environment. Our approach to study these problems uses two key ideas. First, we employ large-scale reinforcement learning by leveraging the Habitat simulator, which supports high performance parallel computing for both simulation and synchronized learning. Second, we employ a new data augmentation technique that adds more dynamic objects into the environment, which can also be combined with traditional image-based augmentation techniques to boost the performance further. Lastly, we achieve sim-to-sim transfer from Habitat to the iGibson simulator, and demonstrate that our proposed methods allow us to train robust agents in dynamic environments with interactive objects or moving humans. Video link: https://www.youtube.com/watch?v=HxUX2HeOSE4
Deep Policies for Online Bipartite Matching: A Reinforcement Learning Approach
Alomrani, Mohammad Ali, Moravej, Reza, Khalil, Elias B.
From assigning computing tasks to servers and advertisements to users, sequential online matching problems arise in a wide variety of domains. The challenge in online matching lies in making irrevocable assignments while there is uncertainty about future inputs. In the theoretical computer science literature, most policies are myopic or greedy in nature. In real-world applications where the matching process is repeated on a regular basis, the underlying data distribution can be leveraged for better decision-making. We present an end-to-end Reinforcement Learning framework for deriving better matching policies based on trial-and-error on historical data. We devise a set of neural network architectures, design feature representations, and empirically evaluate them across two online matching problems: Edge-Weighted Online Bipartite Matching and Online Submodular Bipartite Matching. We show that most of the learning approaches perform significantly better than classical greedy algorithms on four synthetic and real-world datasets. Our code is publicly available at https://github.com/lyeskhalil/CORL.git.
Example-Driven Model-Based Reinforcement Learning for Solving Long-Horizon Visuomotor Tasks
Wu, Bohan, Nair, Suraj, Fei-Fei, Li, Finn, Chelsea
In this paper, we study the problem of learning a repertoire of low-level skills from raw images that can be sequenced to complete long-horizon visuomotor tasks. Reinforcement learning (RL) is a promising approach for acquiring short-horizon skills autonomously. However, the focus of RL algorithms has largely been on the success of those individual skills, more so than learning and grounding a large repertoire of skills that can be sequenced to complete extended multi-stage tasks. The latter demands robustness and persistence, as errors in skills can compound over time, and may require the robot to have a number of primitive skills in its repertoire, rather than just one. To this end, we introduce EMBR, a model-based RL method for learning primitive skills that are suitable for completing long-horizon visuomotor tasks. EMBR learns and plans using a learned model, critic, and success classifier, where the success classifier serves both as a reward function for RL and as a grounding mechanism to continuously detect if the robot should retry a skill when unsuccessful or under perturbations. Further, the learned model is task-agnostic and trained using data from all skills, enabling the robot to efficiently learn a number of distinct primitives. These visuomotor primitive skills and their associated pre- and post-conditions can then be directly combined with off-the-shelf symbolic planners to complete long-horizon tasks. On a Franka Emika robot arm, we find that EMBR enables the robot to complete three long-horizon visuomotor tasks at 85% success rate, such as organizing an office desk, a file cabinet, and drawers, which require sequencing up to 12 skills, involve 14 unique learned primitives, and demand generalization to novel objects.
Off-line approximate dynamic programming for the vehicle routing problem with stochastic customers and demands via decentralized decision-making
Dastpak, Mohsen, Errico, Fausto
This paper studies a stochastic variant of the vehicle routing problem (VRP) where both customer locations and demands are uncertain. In particular, potential customers are not restricted to a predefined customer set but are continuously spatially distributed in a given service area. The objective is to maximize the served demands while fulfilling vehicle capacities and time restrictions. We call this problem the VRP with stochastic customers and demands (VRPSCD). For this problem, we first propose a Markov Decision Process (MDP) formulation representing the classical centralized decision-making perspective where one decision-maker establishes the routes of all vehicles. While the resulting formulation turns out to be intractable, it provides us with the ground to develop a new MDP formulation of the VRPSCD representing a decentralized decision-making framework, where vehicles autonomously establish their own routes. This new formulation allows us to develop several strategies to reduce the dimension of the state and action spaces, resulting in a considerably more tractable problem. We solve the decentralized problem via Reinforcement Learning, and in particular, we develop a Q-learning algorithm featuring state-of-the-art acceleration techniques such as Replay Memory and Double Q Network. Computational results show that our method considerably outperforms two commonly adopted benchmark policies (random and heuristic). Moreover, when comparing with existing literature, we show that our approach can compete with specialized methods developed for the particular case of the VRPSCD where customer locations and expected demands are known in advance. Finally, we show that the value functions and policies obtained by our algorithm can be easily embedded in Rollout algorithms, thus further improving their performances.
Long-Term Exploration in Persistent MDPs
Ugadiarov, Leonid, Skrynnik, Alexey, Panov, Aleksandr I.
Exploration is an essential part of reinforcement learning, which restricts the quality of learned policy. Hard-exploration environments are defined by huge state space and sparse rewards. In such conditions, an exhaustive exploration of the environment is often impossible, and the successful training of an agent requires a lot of interaction steps. In this paper, we propose an exploration method called Rollback-Explore (RbExplore), which utilizes the concept of the persistent Markov decision process, in which agents during training can roll back to visited states. We test our algorithm in the hard-exploration Prince of Persia game, without rewards and domain knowledge. At all used levels of the game, our agent outperforms or shows comparable results with state-of-the-art curiosity methods with knowledge-based intrinsic motivation: ICM and RND.
Search For Deep Graph Neural Networks
Feng, Guosheng, Wang, Chunnan, Wang, Hongzhi
Current GNN-oriented NAS methods focus on the search for different layer aggregate components with shallow and simple architectures, which are limited by the 'over-smooth' problem. To further explore the benefits from structural diversity and depth of GNN architectures, we propose a GNN generation pipeline with a novel two-stage search space, which aims at automatically generating high-performance while transferable deep GNN models in a block-wise manner. Meanwhile, to alleviate the 'over-smooth' problem, we incorporate multiple flexible residual connection in our search space and apply identity mapping in the basic GNN layers. For the search algorithm, we use deep-q-learning with epsilon-greedy exploration strategy and reward reshaping. Extensive experiments on real-world datasets show that our generated GNN models outperforms existing manually designed and NAS-based ones.
Learning offline: memory replay in biological and artificial reinforcement learning
Roscow, Emma L., Chua, Raymond, Costa, Rui Ponte, Jones, Matt W., Lepora, Nathan
Learning to act in an environment to maximise rewards is among the brain's key functions. This process has often been conceptualised within the framework of reinforcement learning, which has also gained prominence in machine learning and artificial intelligence (AI) as a way to optimise decision-making. A common aspect of both biological and machine reinforcement learning is the reactivation of previously experienced episodes, referred to as replay. Replay is important for memory consolidation in biological neural networks, and is key to stabilising learning in deep neural networks. Here, we review recent developments concerning the functional roles of replay in the fields of neuroscience and AI. Complementary progress suggests how replay might support learning processes, including generalisation and continual learning, affording opportunities to transfer knowledge across the two fields to advance the understanding of biological and artificial learning and memory.
Generalization in Text-based Games via Hierarchical Reinforcement Learning
Xu, Yunqiu, Fang, Meng, Chen, Ling, Du, Yali, Zhang, Chengqi
Deep reinforcement learning provides a promising approach for text-based games in studying natural language communication between humans and artificial agents. However, the generalization still remains a big challenge as the agents depend critically on the complexity and variety of training tasks. In this paper, we address this problem by introducing a hierarchical framework built upon the knowledge graph-based RL agent. In the high level, a meta-policy is executed to decompose the whole game into a set of subtasks specified by textual goals, and select one of them based on the KG. Then a sub-policy in the low level is executed to conduct goal-conditioned reinforcement learning. We carry out experiments on games with various difficulty levels and show that the proposed method enjoys favorable generalizability.
Causal Inference in Network Economics
Network economics is the study of a rich class of equilibrium problems that occur in the real world, from traffic management to supply chains and two-sided online marketplaces. In this paper we explore causal inference in network economics, building on the mathematical framework of variational inequalities, which is a generalization of classical optimization. Our framework can be viewed as a synthesis of the well-known variational inequality formalism with the broad principles of causal inference.