Reinforcement Learning
Explainable Hierarchical Imitation Learning for Robotic Drink Pouring
Zhang, Dandan, Zheng, Yu, Li, Qiang, Wei, Lei, Zhang, Dongsheng, Zhang, Zhengyou
To accurately pour drinks into various containers is an essential skill for service robots. However, drink pouring is a dynamic process and difficult to model. Traditional deep imitation learning techniques for implementing autonomous robotic pouring have an inherent black-box effect and require a large amount of demonstration data for model training. To address these issues, an Explainable Hierarchical Imitation Learning (EHIL) method is proposed in this paper such that a robot can learn high-level general knowledge and execute low-level actions across multiple drink pouring scenarios. Moreover, with EHIL, a logical graph can be constructed for task execution, through which the decision-making process for action generation can be made explainable to users and the causes of failure can be traced out. Based on the logical graph, the framework is manipulable to achieve different targets while the adaptability to unseen scenarios can be achieved in an explainable manner. A series of experiments have been conducted to verify the effectiveness of the proposed method. Results indicate that EHIL outperforms the traditional behavior cloning method in terms of success rate, adaptability, manipulability and explainability.
Learning Control Policies for Imitating Human Gaits
The work presented in this report introduces a framework aimed towards learning to imitate human gaits. Humans exhibit movements like walking, running, and jumping in the most efficient manner, which served as the source of motivation for this project. Skeletal and Musculoskeletal human models were considered for motions in the sagittal plane, and results from both were compared exhaustively. While skeletal models are driven with motor actuation, musculoskeletal models perform through muscle-tendon actuation. Model-free reinforcement learning algorithms were used to optimize inverse dynamics control actions to satisfy the objective of imitating a reference motion along with secondary objectives of minimizing effort in terms of power spent by motors and metabolic energy consumed by the muscles. On the one hand, the control actions for the motor actuated model is the target joint angles converted into joint torques through a Proportional-Differential controller. While on the other hand, the control actions for the muscle-tendon actuated model is the muscle excitations converted implicitly to muscle activations and then to muscle forces which apply moments on joints. Muscle-tendon actuated models were found to have superiority over motor actuation as they are inherently smooth due to muscle activation dynamics and don't need any external regularizers. Finally, a strategy that was used to obtain an optimal configuration of the significant decision variables in the framework was discussed. All the results and analysis are presented in an illustrative, qualitative, and quantitative manner. Supporting video links are provided in the Appendix.
Feature-Based Interpretable Reinforcement Learning based on State-Transition Models
Growing concerns regarding the operational usage of AI models in the real-world has caused a surge of interest in explaining AI models' decisions to humans. Reinforcement Learning is not an exception in this regard. In this work, we propose a method for offering local explanations on risk in reinforcement learning. Our method only requires a log of previous interactions between the agent and the environment to create a state-transition model. It is designed to work on RL environments with either continuous or discrete state and action spaces. After creating the model, actions of any agent can be explained in terms of the features most influential in increasing or decreasing risk or any other desirable objective function in the locality of the agent. Through experiments, we demonstrate the effectiveness of the proposed method in providing such explanations.
Non-decreasing Quantile Function Network with Efficient Exploration for Distributional Reinforcement Learning
Zhou, Fan, Zhu, Zhoufan, Kuang, Qi, Zhang, Liwen
Although distributional reinforcement learning The theoretical validity of QR-DQN [Dabney et al., (DRL) has been widely examined in the past few 2018b], IQN [Dabney et al., 2018a] and FQF [Yang et al., years, there are two open questions people are still 2019] heavily depends on a prerequisite that the approximated trying to address. One is how to ensure the validity quantile curve is non-decreasing. Unfortunately, since of the learned quantile function, the other is how to no global constraint is imposed when simultaneously estimating efficiently utilize the distribution information. This the quantile values at multiple locations, the monotonicity paper attempts to provide some new perspectives to can not be ensured using their network designs. At encourage the future in-depth studies in these two early training stage, the crossing issue is even more severe fields. We first propose a non-decreasing quantile given limited training samples. Some existing studies try to function network (NDQFN) to guarantee the monotonicity solve this problem [Zhou et al., 2020; Tang Nguyen et al., of the obtained quantile estimates and then 2020]. However, their main architecture is built on a set of design a general exploration framework called distributional fixed quantile locations and not applicable to quantile value prediction error (DPE) for DRL which based algorithms such as IQN and FQF.
Estimating Disentangled Belief about Hidden State and Hidden Task for Meta-RL
Akuzawa, Kei, Iwasawa, Yusuke, Matsuo, Yutaka
There is considerable interest in designing meta-reinforcement learning (meta-RL) algorithms, which enable autonomous agents to adapt new tasks from small amount of experience. In meta-RL, the specification (such as reward function) of current task is hidden from the agent. In addition, states are hidden within each task owing to sensor noise or limitations in realistic environments. Therefore, the meta-RL agent faces the challenge of specifying both the hidden task and states based on small amount of experience. To address this, we propose estimating disentangled belief about task and states, leveraging an inductive bias that the task and states can be regarded as global and local features of each task. Specifically, we train a hierarchical state-space model (HSSM) parameterized by deep neural networks as an environment model, whose global and local latent variables correspond to task and states, respectively. Because the HSSM does not allow analytical computation of posterior distribution, i.e., belief, we employ amortized inference to approximate it. After the belief is obtained, we can augment observations of a model-free policy with the belief to efficiently train the policy. Moreover, because task and state information are factorized and interpretable, the downstream policy training is facilitated compared with the prior methods that did not consider the hierarchical nature. Empirical validations on a GridWorld environment confirm that the HSSM can separate the hidden task and states information. Then, we compare the meta-RL agent with the HSSM to prior meta-RL methods in MuJoCo environments, and confirm that our agent requires less training data and reaches higher final performance.
Acting upon Imagination: when to trust imagined trajectories in model based reinforcement learning
Remonda, Adrian, Veas, Eduardo, Luzhnica, Granit
Model based reinforcement learning (MBRL) uses an imperfect model of the world to imagine trajectories of future states and plan the best actions to maximize a reward function. These trajectories are imperfect and MBRL attempts to overcome this by relying on model predictive control (MPC) to continuously re-imagine trajectories from scratch. Such re-generation of imagined trajectories carries the major computational cost and increasing complexity in tasks with longer receding horizon. This paper aims to investigate how far in the future the imagined trajectories can be relied upon while still maintaining acceptable reward. Firstly, an error analysis is presented for systematic skipping recalculations for varying number of consecutive steps.% in several challenging benchmark control tasks. Secondly, we propose two methods offering when to trust and act upon imagined trajectories, looking at recent errors with respect to expectations, or comparing the confidence in an action imagined against its execution. Thirdly, we evaluate the effects of acting upon imagination while training the model of the world. Results show that acting upon imagination can reduce calculations by at least 20% and up to 80%, depending on the environment, while retaining acceptable reward.
Intelligence and Unambitiousness Using Algorithmic Information Theory
Cohen, Michael K., Vellambi, Badri, Hutter, Marcus
Algorithmic Information Theory has inspired intractable constructions of general intelligence (AGI), and undiscovered tractable approximations are likely feasible. Reinforcement Learning (RL), the dominant paradigm by which an agent might learn to solve arbitrary solvable problems, gives an agent a dangerous incentive: to gain arbitrary "power" in order to intervene in the provision of their own reward. We review the arguments that generally intelligent algorithmic-information-theoretic reinforcement learners such as Hutter's (2005) AIXI would seek arbitrary power, including over us. Then, using an information-theoretic exploration schedule, and a setup inspired by causal influence theory, we present a variant of AIXI which learns to not seek arbitrary power; we call it "unambitious". We show that our agent learns to accrue reward at least as well as a human mentor, while relying on that mentor with diminishing probability. And given a formal assumption that we probe empirically, we show that eventually, the agent's world-model incorporates the following true fact: intervening in the "outside world" will have no effect on reward acquisition; hence, it has no incentive to shape the outside world.
Adaptive Warm-Start MCTS in AlphaZero-like Deep Reinforcement Learning
Wang, Hui, Preuss, Mike, Plaat, Aske
AlphaZero has achieved impressive performance in deep reinforcement learning by utilizing an architecture that combines search and training of a neural network in self-play. Many researchers are looking for ways to reproduce and improve results for other games/tasks. However, the architecture is designed to learn from scratch, tabula rasa, accepting a cold-start problem in self-play. Recently, a warm-start enhancement method for Monte Carlo Tree Search was proposed to improve the self-play starting phase. It employs a fixed parameter $I^\prime$ to control the warm-start length. Improved performance was reported in small board games. In this paper we present results with an adaptive switch method. Experiments show that our approach works better than the fixed $I^\prime$, especially for "deep," tactical, games (Othello and Connect Four). We conjecture that the adaptive value for $I^\prime$ is also influenced by the size of the game, and that on average $I^\prime$ will increase with game size. We conclude that AlphaZero-like deep reinforcement learning benefits from adaptive rollout based warm-start, as Rapid Action Value Estimate did for rollout-based reinforcement learning 15 years ago.
Policy Optimization in Bayesian Network Hybrid Models of Biomanufacturing Processes
Zheng, Hua, Xie, Wei, Ryzhov, Ilya O., Xie, Dongming
Biopharmaceutical manufacturing is a rapidly growing industry with impact in virtually all branches of medicine. Biomanufacturing processes require close monitoring and control, in the presence of complex bioprocess dynamics with many interdependent factors, as well as extremely limited data due to the high cost and long duration of experiments. We develop a novel model-based reinforcement learning framework that can achieve human-level control in low-data environments. The model uses a probabilistic knowledge graph to capture causal interdependencies between factors in the underlying stochastic decision process, leveraging information from existing kinetic models from different unit operations while incorporating real-world experimental data. We then present a computationally efficient, provably convergent stochastic gradient method for policy optimization. Validation is conducted on a realistic application with a multi-dimensional, continuous state variable.
Reinforcement Learning Based Safe Decision Making for Highway Autonomous Driving
Mohammadhasani, Arash, Mehrivash, Hamed, Lynch, Alan, Shu, Zhan
In this paper, we develop a safe decision-making method for self-driving cars in a multi-lane, single-agent setting. The proposed approach utilizes deep reinforcement learning (RL) to achieve a high-level policy for safe tactical decision-making. We address two major challenges that arise solely in autonomous navigation. First, the proposed algorithm ensures that collisions never happen, and therefore accelerate the learning process. Second, the proposed algorithm takes into account the unobservable states in the environment. These states appear mainly due to the unpredictable behavior of other agents, such as cars, and pedestrians, and make the Markov Decision Process (MDP) problematic when dealing with autonomous navigation. Simulations from a well-known self-driving car simulator demonstrate the applicability of the proposed method