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 Reinforcement Learning


Local Navigation and Docking of an Autonomous Robot Mower using Reinforcement Learning and Computer Vision

arXiv.org Artificial Intelligence

We demonstrate a successful navigation and docking control system for the John Deere Tango autonomous mower, using only a single camera as the input. This vision-only system is of interest because it is inexpensive, simple for production, and requires no external sensing. This is in contrast to existing systems that rely on integrated position sensors and global positioning system (GPS) technologies. To produce our system we combined a state-of-the-art object detection architecture, YOLO, with a reinforcement learning (RL) architecture, Double Deep QNetworks (Double DQN). The object detection network identifies features on the mower and passes its output to the RL network, providing it with a low-dimensional representation that enables rapid and robust training. Finally, the RL network learns how to navigate the machine to the desired spot in a custom simulation environment. When tested on mower hardware the system is able to dock with centimeter-level accuracy from arbitrary initial locations and orientations.


Randomized Ensembled Double Q-Learning: Learning Fast Without a Model

arXiv.org Artificial Intelligence

Using a high Update-To-Data (UTD) ratio, model-based methods have recently achieved much higher sample efficiency than previous model-free methods for continuous-action DRL benchmarks. In this paper, we introduce a simple model-free algorithm, Randomized Ensembled Double Q-Learning (REDQ), and show that its performance is just as good as, if not better than, a state-of-the-art model-based algorithm for the MuJoCo benchmark. Moreover, REDQ can achieve this performance using fewer parameters than the model-based method, and with less wall-clock run time. REDQ has three carefully integrated ingredients which allow it to achieve its high performance: (i) a UTD ratio >> 1; (ii) an ensemble of Q functions; (iii) in-target minimization across a random subset of Q functions from the ensemble. Through carefully designed experiments, we provide a detailed analysis of REDQ and related model-free algorithms. To our knowledge, REDQ is the first successful model-free DRL algorithm for continuous-action spaces using a UTD ratio >> 1.


Affordance-based Reinforcement Learning for Urban Driving

arXiv.org Artificial Intelligence

Traditional autonomous vehicle pipelines that follow a modular approach have been very successful in the past both in academia and industry, which has led to autonomy deployed on road. Though this approach provides ease of interpretation, its generalizability to unseen environments is limited and hand-engineering of numerous parameters is required, especially in the prediction and planning systems. Recently, deep reinforcement learning has been shown to learn complex strategic games and perform challenging robotic tasks, which provides an appealing framework for learning to drive. In this work, we propose a deep reinforcement learning framework to learn optimal control policy using waypoints and low-dimensional visual representations, also known as affordances. We demonstrate that our agents when trained from scratch learn the tasks of lane-following, driving around inter-sections as well as stopping in front of other actors or traffic lights even in the dense traffic setting. We note that our method achieves comparable or better performance than the baseline methods on the original and NoCrash benchmarks on the CARLA simulator.


Adversarial Training for a Continuous Robustness Control Problem in Power Systems

arXiv.org Machine Learning

We propose a new adversarial training approach for injecting robustness when designing controllers for upcoming cyber-physical power systems. Previous approaches relying deeply on simulations are not able to cope with the rising complexity and are too costly when used online in terms of computation budget. In comparison, our method proves to be computationally efficient online while displaying useful robustness properties. To do so we model an adversarial framework, propose the implementation of a fixed opponent policy and test it on a L2RPN (Learning to Run a Power Network) environment. That environment is a synthetic but realistic modeling of a cyber-physical system accounting for one third of the IEEE 118 grid. Using adversarial testing, we analyze the results of submitted trained agents from the robustness track of the L2RPN competition. We then further assess the performance of those agents in regards to the continuous N-1 problem through tailored evaluation metrics. We discover that some agents trained in an adversarial way demonstrate interesting preventive behaviors in that regard, which we discuss.


Robusta: Robust AutoML for Feature Selection via Reinforcement Learning

arXiv.org Artificial Intelligence

Several AutoML approaches have been proposed to automate the machine learning (ML) process, such as searching for the ML model architectures and hyper-parameters. However, these AutoML pipelines only focus on improving the learning accuracy of benign samples while ignoring the ML model robustness under adversarial attacks. As ML systems are increasingly being used in a variety of mission-critical applications, improving the robustness of ML systems has become of utmost importance. In this paper, we propose the first robust AutoML framework, Robusta--based on reinforcement learning (RL)--to perform feature selection, aiming to select features that lead to both accurate and robust ML systems. We show that a variation of the 0-1 robust loss can be directly optimized via an RL-based combinatorial search in the feature selection scenario. In addition, we employ heuristics to accelerate the search procedure based on feature scoring metrics, which are mutual information scores, tree-based classifiers feature importance scores, F scores, and Integrated Gradient (IG) scores, as well as their combinations. We conduct extensive experiments and show that the proposed framework is able to improve the model robustness by up to 22% while maintaining competitive accuracy on benign samples compared with other feature selection methods.


Asymmetric self-play for automatic goal discovery in robotic manipulation

arXiv.org Artificial Intelligence

We train a single, goal-conditioned policy that can solve many robotic manipulation tasks, including tasks with previously unseen goals and objects. We rely on asymmetric self-play for goal discovery, where two agents, Alice and Bob, play a game. Alice is asked to propose challenging goals and Bob aims to solve them. We show that this method can discover highly diverse and complex goals without any human priors. Bob can be trained with only sparse rewards, because the interaction between Alice and Bob results in a natural curriculum and Bob can learn from Alice's trajectory when relabeled as a goal-conditioned demonstration. Finally, our method scales, resulting in a single policy that can generalize to many unseen tasks such as setting a table, stacking blocks, and solving simple puzzles. We are motivated to train a single goal-conditioned policy (Kaelbling, 1993) that can solve any robotic manipulation task that a human may request in a given environment. In this work, we make progress towards this goal by solving a robotic manipulation problem in a tabletop setting where the robot's task is to change the initial configuration of a variable number of objects on a table to match a given goal configuration. This problem is simple in its formulation but likely to challenge a wide variety of cognitive abilities of a robot as objects become diverse and goals become complex. Motivated by the recent success of deep reinforcement learning for robotics (Levine et al., 2016; Gu et al., 2017; Hwangbo et al., 2019; OpenAI et al., 2019a), we tackle this problem using deep reinforcement learning on a very large training distribution. An open question in this approach is how we can build a training distribution rich enough to achieve generalization to many unseen manipulation tasks. This involves defining both an environment's initial state distribution and a goal distribution.


Continuous Deep Q-Learning with Simulator for Stabilization of Uncertain Discrete-Time Systems

arXiv.org Machine Learning

Applications of reinforcement learning (RL) to stabilization problems of real systems are restricted since an agent needs many experiences to learn an optimal policy and may determine dangerous actions during its exploration. If we know a mathematical model of a real system, a simulator is useful because it predicates behaviors of the real system using the mathematical model with a given system parameter vector. We can collect many experiences more efficiently than interactions with the real system. However, it is difficult to identify the system parameter vector accurately. If we have an identification error, experiences obtained by the simulator may degrade the performance of the learned policy. Thus, we propose a practical RL algorithm that consists of two stages. At the first stage, we choose multiple system parameter vectors. Then, we have a mathematical model for each system parameter vector, which is called a virtual system. We obtain optimal Q-functions for multiple virtual systems using the continuous deep Q-learning algorithm. At the second stage, we represent a Q-function for the real system by a linear approximated function whose basis functions are optimal Q-functions learned at the first stage. The agent learns the Q-function through interactions with the real system online. By numerical simulations, we show the usefulness of our proposed method.


Contrastive Behavioral Similarity Embeddings for Generalization in Reinforcement Learning

arXiv.org Machine Learning

Reinforcement learning methods trained on few environments rarely learn policies that generalize to unseen environments. To improve generalization, we incorporate the inherent sequential structure in reinforcement learning into the representation learning process. This approach is orthogonal to recent approaches, which rarely exploit this structure explicitly. Specifically, we introduce a theoretically motivated policy similarity metric (PSM) for measuring behavioral similarity between states. PSM assigns high similarity to states for which the optimal policies in those states as well as in future states are similar. We also present a contrastive representation learning procedure to embed any state similarity metric, which we instantiate with PSM to obtain policy similarity embeddings (PSEs). We demonstrate that PSEs improve generalization on diverse benchmarks, including LQR with spurious correlations, a jumping task from pixels, and Distracting DM Control Suite.


Queue-Learning: A Reinforcement Learning Approach for Providing Quality of Service

arXiv.org Artificial Intelligence

End-to-end delay is a critical attribute of quality of service (QoS) in application domains such as cloud computing and computer networks. This metric is particularly important in tandem service systems, where the end-to-end service is provided through a chain of services. Service-rate control is a common mechanism for providing QoS guarantees in service systems. In this paper, we introduce a reinforcement learning-based (RL-based) service-rate controller that provides probabilistic upper-bounds on the end-to-end delay of the system, while preventing the overuse of service resources. In order to have a general framework, we use queueing theory to model the service systems. However, we adopt an RL-based approach to avoid the limitations of queueing-theoretic methods. In particular, we use Deep Deterministic Policy Gradient (DDPG) to learn the service rates (action) as a function of the queue lengths (state) in tandem service systems. In contrast to existing RL-based methods that quantify their performance by the achieved overall reward, which could be hard to interpret or even misleading, our proposed controller provides explicit probabilistic guarantees on the end-to-end delay of the system. The evaluations are presented for a tandem queueing system with non-exponential inter-arrival and service times, the results of which validate our controller's capability in meeting QoS constraints.


Automated Synthesis of Steady-State Continuous Processes using Reinforcement Learning

arXiv.org Artificial Intelligence

Computer-aided process synthesis has been an important field of chemical engineering for decades [2]. There exists a vast amount of methods in computer-aided process synthesis, in which the roles of human and computer are quite different and vary in their proportions. On one end of the spectrum, humans invent flowsheets, provide mechanistic models of apparatus and physicochemical properties, and employ computers solely in simulations to evaluate and check the invented designs. On the other end of the spectrum, there is automated flowsheet synthesis, which we call rather human-aided process synthesis by a computer. Therein, the structure of the process and operating levels are chosen autonomously by the computer based on input by the human (typically a problem statement and the physicochemical property data). Siirola [3] classified automated flowsheet synthesis into three categories: superstructure optimization, evolutionary modification and systematic generation. In superstructure optimization, a large flowsheet structure (the superstructure) is set up in a way, so that a large set of process alternatives can be obtained by removing parts of that structure [4,5]. An objective function or cost function is defined and the optimal configuration for the flowsheet is determined by an optimization algorithm that uses decision variables to remove parts of the superstructure. Evolutionary modification works as follows: A process flowsheet is devised (by any method at hand), analyzed and changed in one or more ways repeatedly to improve it.