Reinforcement Learning
Accelerated Sim-to-Real Deep Reinforcement Learning: Learning Collision Avoidance from Human Player
Niu, Hanlin, Ji, Ze, Arvin, Farshad, Lennox, Barry, Yin, Hujun, Carrasco, Joaquin
This paper presents a sensor-level mapless collision avoidance algorithm for use in mobile robots that map raw sensor data to linear and angular velocities and navigate in an unknown environment without a map. An efficient training strategy is proposed to allow a robot to learn from both human experience data and self-exploratory data. A game format simulation framework is designed to allow the human player to tele-operate the mobile robot to a goal and human action is also scored using the reward function. Both human player data and self-playing data are sampled using prioritized experience replay algorithm. The proposed algorithm and training strategy have been evaluated in two different experimental configurations: \textit{Environment 1}, a simulated cluttered environment, and \textit{Environment 2}, a simulated corridor environment, to investigate the performance. It was demonstrated that the proposed method achieved the same level of reward using only 16\% of the training steps required by the standard Deep Deterministic Policy Gradient (DDPG) method in Environment 1 and 20\% of that in Environment 2. In the evaluation of 20 random missions, the proposed method achieved no collision in less than 2~h and 2.5~h of training time in the two Gazebo environments respectively. The method also generated smoother trajectories than DDPG. The proposed method has also been implemented on a real robot in the real-world environment for performance evaluation. We can confirm that the trained model with the simulation software can be directly applied into the real-world scenario without further fine-tuning, further demonstrating its higher robustness than DDPG. The video and code are available: https://youtu.be/BmwxevgsdGc https://github.com/hanlinniu/turtlebot3_ddpg_collision_avoidance
Learning Efficient Navigation in Vortical Flow Fields
Gunnarson, Peter, Mandralis, Ioannis, Novati, Guido, Koumoutsakos, Petros, Dabiri, John O.
Efficient point-to-point navigation in the presence of a background flow field is important for robotic applications such as ocean surveying. In such applications, robots may only have knowledge of their immediate surroundings or be faced with time-varying currents, which limits the use of optimal control techniques for planning trajectories. Here, we apply a novel Reinforcement Learning algorithm to discover time-efficient navigation policies to steer a fixed-speed swimmer through an unsteady two-dimensional flow field. The algorithm entails inputting environmental cues into a deep neural network that determines the swimmer's actions, and deploying Remember and Forget Experience replay. We find that the resulting swimmers successfully exploit the background flow to reach the target, but that this success depends on the type of sensed environmental cue. Surprisingly, a velocity sensing approach outperformed a bio-mimetic vorticity sensing approach by nearly two-fold in success rate. Equipped with local velocity measurements, the reinforcement learning algorithm achieved near 100% success in reaching the target locations while approaching the time-efficiency of paths found by a global optimal control planner.
Communication Efficient Parallel Reinforcement Learning
Agarwal, Mridul, Ganguly, Bhargav, Aggarwal, Vaneet
We consider the problem where $M$ agents interact with $M$ identical and independent environments with $S$ states and $A$ actions using reinforcement learning for $T$ rounds. The agents share their data with a central server to minimize their regret. We aim to find an algorithm that allows the agents to minimize the regret with infrequent communication rounds. We provide \NAM\ which runs at each agent and prove that the total cumulative regret of $M$ agents is upper bounded as $\Tilde{O}(DS\sqrt{MAT})$ for a Markov Decision Process with diameter $D$, number of states $S$, and number of actions $A$. The agents synchronize after their visitations to any state-action pair exceeds a certain threshold. Using this, we obtain a bound of $O\left(MSA\log(MT)\right)$ on the total number of communications rounds. Finally, we evaluate the algorithm against multiple environments and demonstrate that the proposed algorithm performs at par with an always communication version of the UCRL2 algorithm, while with significantly lower communication.
Optimism is All You Need: Model-Based Imitation Learning From Observation Alone
Kidambi, Rahul, Chang, Jonathan, Sun, Wen
This paper studies Imitation Learning from Observations alone (ILFO) where the learner is presented with expert demonstrations that only consist of states encountered by an expert (without access to actions taken by the expert). We present a provably efficient model-based framework MobILE to solve the ILFO problem. MobILE involves carefully trading off exploration against imitation - this is achieved by integrating the idea of optimism in the face of uncertainty into the distribution matching imitation learning (IL) framework. We provide a unified analysis for MobILE, and demonstrate that MobILE enjoys strong performance guarantees for classes of MDP dynamics that satisfy certain well studied notions of complexity. We also show that the ILFO problem is strictly harder than the standard IL problem by reducing ILFO to a multi-armed bandit problem indicating that exploration is necessary for ILFO. We complement these theoretical results with experimental simulations on benchmark OpenAI Gym tasks that indicate the efficacy of MobILE.
On Proximal Policy Optimization's Heavy-tailed Gradients
Garg, Saurabh, Zhanson, Joshua, Parisotto, Emilio, Prasad, Adarsh, Kolter, J. Zico, Balakrishnan, Sivaraman, Lipton, Zachary C., Salakhutdinov, Ruslan, Ravikumar, Pradeep
Modern policy gradient algorithms, notably Proximal Policy Optimization (PPO), rely on an arsenal of heuristics, including loss clipping and gradient clipping, to ensure successful learning. These heuristics are reminiscent of techniques from robust statistics, commonly used for estimation in outlier-rich ("heavy-tailed") regimes. In this paper, we present a detailed empirical study to characterize the heavy-tailed nature of the gradients of the PPO surrogate reward function. We demonstrate that the gradients, especially for the actor network, exhibit pronounced heavy-tailedness and that it increases as the agent's policy diverges from the behavioral policy (i.e., as the agent goes further off policy). Further examination implicates the likelihood ratios and advantages in the surrogate reward as the main sources of the observed heavy-tailedness. We then highlight issues arising due to the heavy-tailed nature of the gradients. In this light, we study the effects of the standard PPO clipping heuristics, demonstrating that these tricks primarily serve to offset heavy-tailedness in gradients. Thus motivated, we propose incorporating GMOM, a high-dimensional robust estimator, into PPO as a substitute for three clipping tricks. Despite requiring less hyperparameter tuning, our method matches the performance of PPO (with all heuristics enabled) on a battery of MuJoCo continuous control tasks.
Decaying Clipping Range in Proximal Policy Optimization
Farsang, Mónika, Szegletes, Luca
Proximal Policy Optimization (PPO) is among the most widely used algorithms in reinforcement learning, which achieves state-of-the-art performance in many challenging problems. The keys to its success are the reliable policy updates through the clipping mechanism and the multiple epochs of minibatch updates. The aim of this research is to give new simple but effective alternatives to the former. For this, we propose linearly and exponentially decaying clipping range approaches throughout the training. With these, we would like to provide higher exploration at the beginning and stronger restrictions at the end of the learning phase. We investigate their performance in several classical control and locomotive robotic environments. During the analysis, we found that they influence the achieved rewards and are effective alternatives to the constant clipping method in many reinforcement learning tasks.
Importance of Environment Design in Reinforcement Learning: A Study of a Robotic Environment
Farsang, Mónika, Szegletes, Luca
An in-depth understanding of the particular environment is crucial in reinforcement learning (RL). To address this challenge, the decision-making process of a mobile collaborative robotic assistant modeled by the Markov decision process (MDP) framework is studied in this paper. The optimal state-action combinations of the MDP are calculated with the non-linear Bellman optimality equations. This system of equations can be solved with relative ease by the computational power of Wolfram Mathematica, where the obtained optimal action-values results point to the optimal policy. Unlike other RL algorithms, this methodology does not approximate the optimal behavior, it provides the exact, explicit solution, which provides a strong foundation for our study. With this, we offer new insights into understanding the action selection mechanisms in RL. During the analysis of the robotic environment, we present various small modifications on the very same schema that lead to different optimal policies. Finally, we emphasize that beyond building efficient RL algorithms, only the proper design of the environment can ensure the desired results.
Causal Policy Gradients
Spooner, Thomas, Vadori, Nelson, Ganesh, Sumitra
Policy gradient methods can solve complex tasks but often fail when the dimensionality of the action-space or objective multiplicity grow very large. This occurs, in part, because the variance on score-based gradient estimators scales quadratically with the number of targets. In this paper, we propose a causal baseline which exploits independence structure encoded in a novel action-target influence network. Causal policy gradients (CPGs), which follow, provide a common framework for analysing key state-of-the-art algorithms, are shown to generalise traditional policy gradients, and yield a principled way of incorporating prior knowledge of a problem domain's generative processes. We provide an analysis of the proposed estimator and identify the conditions under which variance is guaranteed to improve. The algorithmic aspects of CPGs are also discussed, including optimal policy factorisations, their complexity, and the use of conditioning to efficiently scale to extremely large, concurrent tasks. The performance advantages for two variants of the algorithm are demonstrated on large-scale bandit and concurrent inventory management problems.
Decoupling Value and Policy for Generalization in Reinforcement Learning
Raileanu, Roberta, Fergus, Rob
Standard deep reinforcement learning algorithms use a shared representation for the policy and value function. However, we argue that more information is needed to accurately estimate the value function than to learn the optimal policy. Consequently, the use of a shared representation for the policy and value function can lead to overfitting. To alleviate this problem, we propose two approaches which are combined to create IDAAC: Invariant Decoupled Advantage Actor-Critic. First, IDAAC decouples the optimization of the policy and value function, using separate networks to model them. Second, it introduces an auxiliary loss which encourages the representation to be invariant to task-irrelevant properties of the environment. IDAAC shows good generalization to unseen environments, achieving a new state-of-the-art on the Procgen benchmark and outperforming popular methods on DeepMind Control tasks with distractors. Moreover, IDAAC learns representations, value predictions, and policies that are more robust to aesthetic changes in the observations that do not change the underlying state of the environment.
Best of arXiv.org for AI, Machine Learning, and Deep Learning – January 2021 - insideBIGDATA
Researchers from all over the world contribute to this repository as a prelude to the peer review process for publication in traditional journals. The articles listed below represent a small fraction of all articles appearing on the preprint server. They are listed in no particular order with a link to each paper along with a brief overview. Links to GitHub repos are provided when available. Especially relevant articles are marked with a "thumbs up" icon.