Reinforcement Learning
Meta-Reinforcement Learning in Broad and Non-Parametric Environments
Bing, Zhenshan, Knak, Lukas, Robin, Fabrice Oliver, Huang, Kai, Knoll, Alois
Recent state-of-the-art artificial agents lack the ability to adapt rapidly to new tasks, as they are trained exclusively for specific objectives and require massive amounts of interaction to learn new skills. Meta-reinforcement learning (meta-RL) addresses this challenge by leveraging knowledge learned from training tasks to perform well in previously unseen tasks. However, current meta-RL approaches limit themselves to narrow parametric task distributions, ignoring qualitative differences between tasks that occur in the real world. In this paper, we introduce TIGR, a Task-Inference-based meta-RL algorithm using Gaussian mixture models (GMM) and gated Recurrent units, designed for tasks in non-parametric environments. We employ a generative model involving a GMM to capture the multi-modality of the tasks. We decouple the policy training from the task-inference learning and efficiently train the inference mechanism on the basis of an unsupervised reconstruction objective. We provide a benchmark with qualitatively distinct tasks based on the half-cheetah environment and demonstrate the superior performance of TIGR compared to state-of-the-art meta-RL approaches in terms of sample efficiency (3-10 times faster), asymptotic performance, and applicability in non-parametric environments with zero-shot adaptation.
Online Bootstrap Inference For Policy Evaluation in Reinforcement Learning
Ramprasad, Pratik, Li, Yuantong, Yang, Zhuoran, Wang, Zhaoran, Sun, Will Wei, Cheng, Guang
The recent emergence of reinforcement learning has created a demand for robust statistical inference methods for the parameter estimates computed using these algorithms. Existing methods for statistical inference in online learning are restricted to settings involving independently sampled observations, while existing statistical inference methods in reinforcement learning (RL) are limited to the batch setting. The online bootstrap is a flexible and efficient approach for statistical inference in linear stochastic approximation algorithms, but its efficacy in settings involving Markov noise, such as RL, has yet to be explored. In this paper, we study the use of the online bootstrap method for statistical inference in RL. In particular, we focus on the temporal difference (TD) learning and Gradient TD (GTD) learning algorithms, which are themselves special instances of linear stochastic approximation under Markov noise. The method is shown to be distributionally consistent for statistical inference in policy evaluation, and numerical experiments are included to demonstrate the effectiveness of this algorithm at statistical inference tasks across a range of real RL environments.
Starter page for Reinforcement Learning
Ever since DeepMind published its work on the application of Deep Reinforcement Learning on playing Atari games, the attraction to this subdomain of AI has increased by many manifolds. RL is truly a giant step forward towards achieving general intelligence for autonomous agents and promises to revolutionise the way the world works. But even though this field has caught up the attention of many people with hundreds of researchers making contributions to it, it's still in a rudimentary stage which is ever evolving. For a fresher it can be quite a daunting task about how to get started with RL with numerous resources available. I was in the same boat a year before.
Model-Based Reinforcement Learning via Latent-Space Collocation
Rybkin, Oleh, Zhu, Chuning, Nagabandi, Anusha, Daniilidis, Kostas, Mordatch, Igor, Levine, Sergey
The ability to plan into the future while utilizing only raw high-dimensional observations, such as images, can provide autonomous agents with broad capabilities. Visual model-based reinforcement learning (RL) methods that plan future actions directly have shown impressive results on tasks that require only short-horizon reasoning, however, these methods struggle on temporally extended tasks. We argue that it is easier to solve long-horizon tasks by planning sequences of states rather than just actions, as the effects of actions greatly compound over time and are harder to optimize. To achieve this, we draw on the idea of collocation, which has shown good results on long-horizon tasks in optimal control literature, and adapt it to the image-based setting by utilizing learned latent state space models. The resulting latent collocation method (LatCo) optimizes trajectories of latent states, which improves over previously proposed shooting methods for visual model-based RL on tasks with sparse rewards and long-term goals. Videos and code at https://orybkin.github.io/latco/.
Rethinking of AlphaStar
We present a different view for AlphaStar (AS), the program achieving Grand-Master level in the game StarCraft II. It is considered big progress for AI research. However, in this paper, we present problems with the AS, some of which are the defects of it, and some of which are important details that are neglected in its article. These problems arise two questions. One is that what can we get from the built of AS? The other is that does the battle between it with humans fair? After the discussion, we present the future research directions for these problems. Our study is based on a reproduction code of the AS, and the codes are available online.
Generative Adversarial Imitation Learning: Advantages & Limits
A growing number of AI projects rely on learning a mapping between observations and actions. For strategic and technical reasons, learning from demonstrations will play a crucial role in developing several use cases (robots, video games, self-driving vehicles). In my latest project, I had the chance to gain a solid understanding of Generative Adversarial Imitation Learning (GAIL). As part of a team, my goal was to use GAIL to help a robot predict and understand human behaviors for safety purposes. In this article, I will explain Generative Adversarial Imitation Learning, introduce its advantages and explain the limits of this approach.
BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments
Srivastava, Sanjana, Li, Chengshu, Lingelbach, Michael, Martín-Martín, Roberto, Xia, Fei, Vainio, Kent, Lian, Zheng, Gokmen, Cem, Buch, Shyamal, Liu, C. Karen, Savarese, Silvio, Gweon, Hyowon, Wu, Jiajun, Fei-Fei, Li
Embodied AI refers to the study and development of artificial agents that can perceive, reason, and interact with the environment with the capabilities and limitations of a physical body. Recently, significant progress has been made in developing solutions to embodied AI problems such as (visual) navigation [1-5], interactive Q&A [6-10], instruction following [11-15], and manipulation [16-22]. To calibrate the progress, several lines of pioneering efforts have been made towards benchmarking embodied AI in simulated environments, including Rearrangement [23, 24], TDW Transport Challenge [25], VirtualHome [26], ALFRED [11], Interactive Gibson Benchmark [27], MetaWorld [28], and RLBench [29], among others [30-32]). These efforts are inspiring, but their activities represent only a fraction of challenges that humans face in their daily lives. To develop artificial agents that can eventually perform and assist with everyday activities with human-level robustness and flexibility, we need a comprehensive benchmark with activities that are more realistic, diverse, and complex. But this is easier said than done. There are three major challenges that have prevented existing benchmarks to accommodate more realistic, diverse, and complex activities: - Definition: Identifying and defining meaningful activities for benchmarking; - Realization: Developing simulated environments that realistically support such activities; - Evaluation: Defining success and objective metrics for evaluating performance.
Semantic Tracklets: An Object-Centric Representation for Visual Multi-Agent Reinforcement Learning
Liu, Iou-Jen, Ren, Zhongzheng, Yeh, Raymond A., Schwing, Alexander G.
Solving complex real-world tasks, e.g., autonomous fleet control, often involves a coordinated team of multiple agents which learn strategies from visual inputs via reinforcement learning. Many existing multi-agent reinforcement learning (MARL) algorithms however don't scale to environments where agents operate on visual inputs. To address this issue, algorithmically, recent works have focused on non-stationarity and exploration. In contrast, we study whether scalability can also be achieved via a disentangled representation. For this, we explicitly construct an object-centric intermediate representation to characterize the states of an environment, which we refer to as `semantic tracklets.' We evaluate `semantic tracklets' on the visual multi-agent particle environment (VMPE) and on the challenging visual multi-agent GFootball environment. `Semantic tracklets' consistently outperform baselines on VMPE, and achieve a +2.4 higher score difference than baselines on GFootball. Notably, this method is the first to successfully learn a strategy for five players in the GFootball environment using only visual data.
What Matters in Learning from Offline Human Demonstrations for Robot Manipulation
Mandlekar, Ajay, Xu, Danfei, Wong, Josiah, Nasiriany, Soroush, Wang, Chen, Kulkarni, Rohun, Fei-Fei, Li, Savarese, Silvio, Zhu, Yuke, Martín-Martín, Roberto
Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/