Reinforcement Learning
Rule-Based Reinforcement Learning for Efficient Robot Navigation with Space Reduction
Zhu, Yuanyang, Wang, Zhi, Chen, Chunlin, Dong, Daoyi
For real-world deployments, it is critical to allow robots to navigate in complex environments autonomously. Traditional methods usually maintain an internal map of the environment, and then design several simple rules, in conjunction with a localization and planning approach, to navigate through the internal map. These approaches often involve a variety of assumptions and prior knowledge. In contrast, recent reinforcement learning (RL) methods can provide a model-free, self-learning mechanism as the robot interacts with an initially unknown environment, but are expensive to deploy in real-world scenarios due to inefficient exploration. In this paper, we focus on efficient navigation with the RL technique and combine the advantages of these two kinds of methods into a rule-based RL (RuRL) algorithm for reducing the sample complexity and cost of time. First, we use the rule of wall-following to generate a closed-loop trajectory. Second, we employ a reduction rule to shrink the trajectory, which in turn effectively reduces the redundant exploration space. Besides, we give the detailed theoretical guarantee that the optimal navigation path is still in the reduced space. Third, in the reduced space, we utilize the Pledge rule to guide the exploration strategy for accelerating the RL process at the early stage. Experiments conducted on real robot navigation problems in hex-grid environments demonstrate that RuRL can achieve improved navigation performance.
Maximum entropy RL (provably) solves some robust RL problems
Nearly all real-world applications of reinforcement learning involve some degree of shift between the training environment and the testing environment. However, prior work has observed that even small shifts in the environment cause most RL algorithms to perform markedly worse. As we aim to scale reinforcement learning algorithms and apply them in the real world, it is increasingly important to learn policies that are robust to changes in the environment. Broadly, prior approaches to handling distribution shift in RL aim to maximize performance in either the average case or the worst case. While these methods have been successfully applied to a number of areas (e.g., self-driving cars, robot locomotion and manipulation), their success rests critically on the design of the distribution of environments.
Learning Multimodal Contact-Rich Skills from Demonstrations Without Reward Engineering
Balakuntala, Mythra V., Kaur, Upinder, Ma, Xin, Wachs, Juan, Voyles, Richard M.
Everyday contact-rich tasks, such as peeling, cleaning, and writing, demand multimodal perception for effective and precise task execution. However, these present a novel challenge to robots as they lack the ability to combine these multimodal stimuli for performing contact-rich tasks. Learning-based methods have attempted to model multi-modal contact-rich tasks, but they often require extensive training examples and task-specific reward functions which limits their practicality and scope. Hence, we propose a generalizable model-free learning-from-demonstration framework for robots to learn contact-rich skills without explicit reward engineering. We present a novel multi-modal sensor data representation which improves the learning performance for contact-rich skills. We performed training and experiments using the real-life Sawyer robot for three everyday contact-rich skills -- cleaning, writing, and peeling. Notably, the framework achieves a success rate of 100\% for the peeling and writing skill, and 80\% for the cleaning skill. Hence, this skill learning framework can be extended for learning other physical manipulation skills.
GridToPix: Training Embodied Agents with Minimal Supervision
Jain, Unnat, Liu, Iou-Jen, Lazebnik, Svetlana, Kembhavi, Aniruddha, Weihs, Luca, Schwing, Alexander
While deep reinforcement learning (RL) promises freedom from hand-labeled data, great successes, especially for Embodied AI, require significant work to create supervision via carefully shaped rewards. Indeed, without shaped rewards, i.e., with only terminal rewards, present-day Embodied AI results degrade significantly across Embodied AI problems from single-agent Habitat-based PointGoal Navigation (SPL drops from 55 to 0) and two-agent AI2-THOR-based Furniture Moving (success drops from 58% to 1%) to three-agent Google Football-based 3 vs. 1 with Keeper (game score drops from 0.6 to 0.1). As training from shaped rewards doesn't scale to more realistic tasks, the community needs to improve the success of training with terminal rewards. For this we propose GridToPix: 1) train agents with terminal rewards in gridworlds that generically mirror Embodied AI environments, i.e., they are independent of the task; 2) distill the learned policy into agents that reside in complex visual worlds. Despite learning from only terminal rewards with identical models and RL algorithms, GridToPix significantly improves results across tasks: from PointGoal Navigation (SPL improves from 0 to 64) and Furniture Moving (success improves from 1% to 25%) to football gameplay (game score improves from 0.1 to 0.6). GridToPix even helps to improve the results of shaped reward training.
Discover the Hidden Attack Path in Multi-domain Cyberspace Based on Reinforcement Learning
Zhang, Lei, Bai, Wei, Li, Wei, Xia, Shiming, Zheng, Qibin
In this work, we present a learning-based approach to analysis cyberspace security configuration. Unlike prior methods, our approach has the ability to learn from past experience and improve over time. In particular, as we train over a greater number of agents as attackers, our method becomes better at discovering hidden attack paths for previously methods, especially in multi-domain cyberspace. To achieve these results, we pose discovering attack paths as a Reinforcement Learning (RL) problem and train an agent to discover multi-domain cyberspace attack paths. To enable our RL policy to discover more hidden attack paths and shorter attack paths, we ground representation introduction an multi-domain action select module in RL. Our objective is to discover more hidden attack paths and shorter attack paths by our proposed method, to analysis the weakness of cyberspace security configuration. At last, we designed a simulated cyberspace experimental environment to verify our proposed method, the experimental results show that our method can discover more hidden multi-domain attack paths and shorter attack paths than existing baseline methods.
An Introduction of mini-AlphaStar
Liu, Ruo-Ze, Wang, Wenhai, Shen, Yanjie, Li, Zhiqi, Yu, Yang, Lu, Tong
StarCraft II (SC2) is a real-time strategy game, in which players produce and control multiple units to win. Due to its difficulties, such as huge state space, various action space, a long time horizon, and imperfect information, SC2 has been a research highlight in reinforcement learning research. Recently, an SC2 agent called AlphaStar is proposed which shows excellent performance, obtaining a high win-rates of 99.8% against Grandmaster level human players. We implemented a mini-scaled version of it called mini-AlphaStar based on their paper and the pseudocode they provided. The usage and analysis of it are shown in this technical report. The difference between AlphaStar and mini-AlphaStar is that we substituted the hyper-parameters in the former version with much smaller ones for mini-scale training. The codes of mini-AlphaStar are all open-sourced. The objective of mini-AlphaStar is to provide a reproduction of the original AlphaStar and facilitate the future research of RL on large-scale problems.
Reward function shape exploration in adversarial imitation learning: an empirical study
For adversarial imitation learning algorithms (AILs), no true rewards are obtained from the environment for learning the strategy. However, the pseudo rewards based on the output of the discriminator are still required. Given the implicit reward bias problem in AILs, we design several representative reward function shapes and compare their performances by large-scale experiments. To ensure our results' reliability, we conduct the experiments on a series of Mujoco and Box2D continuous control tasks based on four different AILs. Besides, we also compare the performance of various reward function shapes using varying numbers of expert trajectories. The empirical results reveal that the positive logarithmic reward function works well in typical continuous control tasks. In contrast, the so-called unbiased reward function is limited to specific kinds of tasks. Furthermore, several designed reward functions perform excellently in these environments as well.
RECON: Rapid Exploration for Open-World Navigation with Latent Goal Models
Shah, Dhruv, Eysenbach, Benjamin, Rhinehart, Nicholas, Levine, Sergey
We describe a robotic learning system for autonomous navigation in diverse environments. At the core of our method are two components: (i) a non-parametric map that reflects the connectivity of the environment but does not require geometric reconstruction or localization, and (ii) a latent variable model of distances and actions that enables efficiently constructing and traversing this map. The model is trained on a large dataset of prior experience to predict the expected amount of time and next action needed to transit between the current image and a goal image. Training the model in this way enables it to develop a representation of goals robust to distracting information in the input images, which aids in deploying the system to quickly explore new environments. We demonstrate our method on a mobile ground robot in a range of outdoor navigation scenarios. Our method can learn to reach new goals, specified as images, in a radius of up to 80 meters in just 20 minutes, and reliably revisit these goals in changing environments. We also demonstrate our method's robustness to previously-unseen obstacles and variable weather conditions. We encourage the reader to visit the project website for videos of our experiments and demonstrations https://sites.google.com/view/recon-robot
Artificial Intelligence: Reinforcement Learning in Python
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Portfolio Optimization using Reinforcement Learning
Reinforcement learning is arguably the coolest branch of artificial intelligence. It has already proven its prowess: stunning the world, beating the world champions in games of Chess, Go, and even DotA 2. Using RL for stock trading has always been a holy grail among data scientists. Stock trading has drawn our imaginations because of its ease of access and to misquote Cardi B, we like diamond and we like dollars . There are several ways of using Machine Learning for stock trading. One approach is to use forecasting techniques to predict the movement of the stock and build some heuristic based bot that uses the prediction to make decisions.