Reinforcement Learning
MedSelect: Selective Labeling for Medical Image Classification Combining Meta-Learning with Deep Reinforcement Learning
Smit, Akshay, Vrabac, Damir, He, Yujie, Ng, Andrew Y., Beam, Andrew L., Rajpurkar, Pranav
We propose a selective learning method using meta-learning and deep reinforcement learning for medical image interpretation in the setting of limited labeling resources. Our method, MedSelect, consists of a trainable deep learning selector that uses image embeddings obtained from contrastive pretraining for determining which images to label, and a non-parametric selector that uses cosine similarity to classify unseen images. We demonstrate that MedSelect learns an effective selection strategy outperforming baseline selection strategies across seen and unseen medical conditions for chest X-ray interpretation. We also perform an analysis of the selections performed by MedSelect comparing the distribution of latent embeddings and clinical features, and find significant differences compared to the strongest performing baseline. We believe that our method may be broadly applicable across medical imaging settings where labels are expensive to acquire.
Reinforcement Learning for Robust Parameterized Locomotion Control of Bipedal Robots
Li, Zhongyu, Cheng, Xuxin, Peng, Xue Bin, Abbeel, Pieter, Levine, Sergey, Berseth, Glen, Sreenath, Koushil
Developing robust walking controllers for bipedal robots is a challenging endeavor. Traditional model-based locomotion controllers require simplifying assumptions and careful modelling; any small errors can result in unstable control. To address these challenges for bipedal locomotion, we present a model-free reinforcement learning framework for training robust locomotion policies in simulation, which can then be transferred to a real bipedal Cassie robot. To facilitate sim-to-real transfer, domain randomization is used to encourage the policies to learn behaviors that are robust across variations in system dynamics. The learned policies enable Cassie to perform a set of diverse and dynamic behaviors, while also being more robust than traditional controllers and prior learning-based methods that use residual control. We demonstrate this on versatile walking behaviors such as tracking a target walking velocity, walking height, and turning yaw.
OmniHang: Learning to Hang Arbitrary Objects using Contact Point Correspondences and Neural Collision Estimation
You, Yifan, Shao, Lin, Migimatsu, Toki, Bohg, Jeannette
In this paper, we explore whether a robot can learn to hang arbitrary objects onto a diverse set of supporting items such as racks or hooks. Endowing robots with such an ability has applications in many domains such as domestic services, logistics, or manufacturing. Yet, it is a challenging manipulation task due to the large diversity of geometry and topology of everyday objects. In this paper, we propose a system that takes partial point clouds of an object and a supporting item as input and learns to decide where and how to hang the object stably. Our system learns to estimate the contact point correspondences between the object and supporting item to get an estimated stable pose. We then run a deep reinforcement learning algorithm to refine the predicted stable pose. Then, the robot needs to find a collision-free path to move the object from its initial pose to stable hanging pose. To this end, we train a neural network based collision estimator that takes as input partial point clouds of the object and supporting item. We generate a new and challenging, large-scale, synthetic dataset annotated with stable poses of objects hung on various supporting items and their contact point correspondences. In this dataset, we show that our system is able to achieve a 68.3% success rate of predicting stable object poses and has a 52.1% F1 score in terms of finding feasible paths. Supplemental material and videos are available on our project webpage.
Nearly Horizon-Free Offline Reinforcement Learning
Ren, Tongzheng, Li, Jialian, Dai, Bo, Du, Simon S., Sanghavi, Sujay
We revisit offline reinforcement learning on episodic time-homogeneous tabular Markov Decision Processes with $S$ states, $A$ actions and planning horizon $H$. Given the collected $N$ episodes data with minimum cumulative reaching probability $d_m$, we obtain the first set of nearly $H$-free sample complexity bounds for evaluation and planning using the empirical MDPs: 1.For the offline evaluation, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Nd_m}} \right)$ error rate, which matches the lower bound and does not have additional dependency on $\poly\left(S,A\right)$ in higher-order term, that is different from previous works~\citep{yin2020near,yin2020asymptotically}. 2.For the offline policy optimization, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Nd_m}} + \frac{S}{Nd_m}\right)$ error rate, improving upon the best known result by \cite{cui2020plug}, which has additional $H$ and $S$ factors in the main term. Furthermore, this bound approaches the $\Omega\left(\sqrt{\frac{1}{Nd_m}}\right)$ lower bound up to logarithmic factors and a high-order term. To the best of our knowledge, these are the first set of nearly horizon-free bounds in offline reinforcement learning.
Risk Bounds and Rademacher Complexity in Batch Reinforcement Learning
Duan, Yaqi, Jin, Chi, Li, Zhiyuan
This paper considers batch Reinforcement Learning (RL) with general value function approximation. Our study investigates the minimal assumptions to reliably estimate/minimize Bellman error, and characterizes the generalization performance by (local) Rademacher complexities of general function classes, which makes initial steps in bridging the gap between statistical learning theory and batch RL. Concretely, we view the Bellman error as a surrogate loss for the optimality gap, and prove the followings: (1) In double sampling regime, the excess risk of Empirical Risk Minimizer (ERM) is bounded by the Rademacher complexity of the function class. (2) In the single sampling regime, sample-efficient risk minimization is not possible without further assumptions, regardless of algorithms. However, with completeness assumptions, the excess risk of FQI and a minimax style algorithm can be again bounded by the Rademacher complexity of the corresponding function classes. (3) Fast statistical rates can be achieved by using tools of local Rademacher complexity. Our analysis covers a wide range of function classes, including finite classes, linear spaces, kernel spaces, sparse linear features, etc.
Hierarchical Program-Triggered Reinforcement Learning Agents For Automated Driving
Gangopadhyay, Briti, Soora, Harshit, Dasgupta, Pallab
Recent advances in Reinforcement Learning (RL) combined with Deep Learning (DL) have demonstrated impressive performance in complex tasks, including autonomous driving. The use of RL agents in autonomous driving leads to a smooth human-like driving experience, but the limited interpretability of Deep Reinforcement Learning (DRL) creates a verification and certification bottleneck. Instead of relying on RL agents to learn complex tasks, we propose HPRL - Hierarchical Program-triggered Reinforcement Learning, which uses a hierarchy consisting of a structured program along with multiple RL agents, each trained to perform a relatively simple task. The focus of verification shifts to the master program under simple guarantees from the RL agents, leading to a significantly more interpretable and verifiable implementation as compared to a complex RL agent. The evaluation of the framework is demonstrated on different driving tasks, and NHTSA precrash scenarios using CARLA, an open-source dynamic urban simulation environment.
Self-Imitation Learning by Planning
Luo, Sha, Kasaei, Hamidreza, Schomaker, Lambert
Imitation learning (IL) enables robots to acquire skills quickly by transferring expert knowledge, which is widely adopted in reinforcement learning (RL) to initialize exploration. However, in long-horizon motion planning tasks, a challenging problem in deploying IL and RL methods is how to generate and collect massive, broadly distributed data such that these methods can generalize effectively. In this work, we solve this problem using our proposed approach called {self-imitation learning by planning (SILP)}, where demonstration data are collected automatically by planning on the visited states from the current policy. SILP is inspired by the observation that successfully visited states in the early reinforcement learning stage are collision-free nodes in the graph-search based motion planner, so we can plan and relabel robot's own trials as demonstrations for policy learning. Due to these self-generated demonstrations, we relieve the human operator from the laborious data preparation process required by IL and RL methods in solving complex motion planning tasks. The evaluation results show that our SILP method achieves higher success rates and enhances sample efficiency compared to selected baselines, and the policy learned in simulation performs well in a real-world placement task with changing goals and obstacles.
Artificial Intelligence for Simple Games
Artificial Intelligence for Simple Games - Learn how to use powerful Deep Reinforcement Learning and Artificial Intelligence tools on examples of AI simple games! Created by Jan Warchocki, Ligency TeamPreview this Course - GET COUPON CODE Ever wish you could harness the power of Deep Learning and Machine Learning to craft intelligent bots built for gaming? If you're looking for a creative way to dive into Artificial Intelligence, then'Artificial Intelligence for Simple Games' is your key to building lasting knowledge. Learn and test your AI knowledge of fundamental DL and ML algorithms using the fun and flexible environment of simple games such as Snake, the Travelling Salesman problem, mazes and more. Whether you're an absolute beginner or seasoned Machine Learning expert, this course provides a solid foundation of the basic and advanced concepts you need to build AI within a gaming environment and beyond.
Reading and Acting while Blindfolded: The Need for Semantics in Text Game Agents
Yao, Shunyu, Narasimhan, Karthik, Hausknecht, Matthew
Text-based games simulate worlds and interact with players using natural language. Recent work has used them as a testbed for autonomous language-understanding agents, with the motivation being that understanding the meanings of words or semantics is a key component of how humans understand, reason, and act in these worlds. However, it remains unclear to what extent artificial agents utilize semantic understanding of the text. To this end, we perform experiments to systematically reduce the amount of semantic information available to a learning agent. Surprisingly, we find that an agent is capable of achieving high scores even in the complete absence of language semantics, indicating that the currently popular experimental setup and models may be poorly designed to understand and leverage game texts. To remedy this deficiency, we propose an inverse dynamics decoder to regularize the representation space and encourage exploration, which shows improved performance on several games including Zork I. We discuss the implications of our findings for designing future agents with stronger semantic understanding.