Reinforcement Learning
Evaluating Soccer Player: from Live Camera to Deep Reinforcement Learning
Scientifically evaluating soccer players represents a challenging Machine Learning problem. Unfortunately, most existing answers have very opaque algorithm training procedures; relevant data are scarcely accessible and almost impossible to generate. In this paper, we will introduce a two-part solution: an open-source Player Tracking model and a new approach to evaluate these players based solely on Deep Reinforcement Learning, without human data training nor guidance. Our tracking model was trained in a supervised fashion on datasets we will also release, and our Evaluation Model relies only on simulations of virtual soccer games. Combining those two architectures allows one to evaluate Soccer Players directly from a live camera without large datasets constraints.
Deep Reinforcement Learning for Haptic Shared Control in Unknown Tasks
Fernandez, Franklin Cardeñoso, Caarls, Wouter
Recent years have shown a growing interest in using haptic shared control (HSC) in teleoperated systems. In HSC, the application of virtual guiding forces decreases the user's control effort and improves execution time in various tasks, presenting a good alternative in comparison with direct teleoperation. HSC, despite demonstrating good performance, opens a new gap: how to design the guiding forces. For this reason, the challenge lies in developing controllers to provide the optimal guiding forces for the tasks that are being performed. This work addresses this challenge by designing a controller based on the deep deterministic policy gradient (DDPG) algorithm to provide the assistance, and a convolutional neural network (CNN) to perform the task detection, called TAHSC (Task Agnostic Haptic Shared Controller). The agent learns to minimize the time it takes the human to execute the desired task, while simultaneously minimizing their resistance to the provided feedback. This resistance thus provides the learning algorithm with information about which direction the human is trying to follow, in this case, the pick-and-place task. Diverse results demonstrate the successful application of the proposed approach by learning custom policies for each user who was asked to test the system. It exhibits stable convergence and aids the user in completing the task with the least amount of time possible.
Local Navigation and Docking of an Autonomous Robot Mower using Reinforcement Learning and Computer Vision
Taghibakhshi, Ali, Ogden, Nathan, West, Matthew
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
Chen, Xinyue, Wang, Che, Zhou, Zijian, Ross, Keith
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
Agarwal, Tanmay, Arora, Hitesh, Schneider, Jeff
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
Omnes, Loïc, Marot, Antoine, Donnot, Benjamin
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
Wang, Xiaoyang, Li, Bo, Zhang, Yibo, Kailkhura, Bhavya, Nahrstedt, Klara
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
OpenAI, OpenAI, Plappert, Matthias, Sampedro, Raul, Xu, Tao, Akkaya, Ilge, Kosaraju, Vineet, Welinder, Peter, D'Sa, Ruben, Petron, Arthur, Pinto, Henrique Ponde de Oliveira, Paino, Alex, Noh, Hyeonwoo, Weng, Lilian, Yuan, Qiming, Chu, Casey, Zaremba, Wojciech
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
Ikemoto, Junya, Ushio, Toshimitsu
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
Agarwal, Rishabh, Machado, Marlos C., Castro, Pablo Samuel, Bellemare, Marc G.
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.