Reinforcement Learning
Human-in-the-Loop Imitation Learning using Remote Teleoperation
Mandlekar, Ajay, Xu, Danfei, Martín-Martín, Roberto, Zhu, Yuke, Fei-Fei, Li, Savarese, Silvio
Imitation Learning is a promising paradigm for learning complex robot manipulation skills by reproducing behavior from human demonstrations. However, manipulation tasks often contain bottleneck regions that require a sequence of precise actions to make meaningful progress, such as a robot inserting a pod into a coffee machine to make coffee. Trained policies can fail in these regions because small deviations in actions can lead the policy into states not covered by the demonstrations. Intervention-based policy learning is an alternative that can address this issue -- it allows human operators to monitor trained policies and take over control when they encounter failures. In this paper, we build a data collection system tailored to 6-DoF manipulation settings, that enables remote human operators to monitor and intervene on trained policies. We develop a simple and effective algorithm to train the policy iteratively on new data collected by the system that encourages the policy to learn how to traverse bottlenecks through the interventions. We demonstrate that agents trained on data collected by our intervention-based system and algorithm outperform agents trained on an equivalent number of samples collected by non-interventional demonstrators, and further show that our method outperforms multiple state-of-the-art baselines for learning from the human interventions on a challenging robot threading task and a coffee making task. Additional results and videos at https://sites.google.com/stanford.edu/iwr .
OPAC: Opportunistic Actor-Critic
Roy, Srinjoy, Bakshi, Saptam, Maharaj, Tamal
Actor-critic methods, a type of model-free reinforcement learning (RL), have achieved state-of-the-art performances in many real-world domains in continuous control. Despite their success, the wide-scale deployment of these models is still a far cry. The main problems in these actor-critic methods are inefficient exploration and sub-optimal policies. Soft Actor-Critic (SAC) and Twin Delayed Deep Deterministic Policy Gradient (TD3), two cutting edge such algorithms, suffer from these issues. SAC effectively addressed the problems of sample complexity and convergence brittleness to hyper-parameters and thus outperformed all state-of-the-art algorithms including TD3 in harder tasks, whereas TD3 produced moderate results in all environments. SAC suffers from inefficient exploration owing to the Gaussian nature of its policy which causes borderline performance in simpler tasks. In this paper, we introduce Opportunistic Actor-Critic (OPAC), a novel model-free deep RL algorithm that employs better exploration policy and lesser variance. OPAC combines some of the most powerful features of TD3 and SAC and aims to optimize a stochastic policy in an off-policy way. For calculating the target Q-values, instead of two critics, OPAC uses three critics and based on the environment complexity, opportunistically chooses how the target Q-value is computed from the critics' evaluation. We have systematically evaluated the algorithm on MuJoCo environments where it achieves state-of-the-art performance and outperforms or at least equals the performance of TD3 and SAC.
OpenHoldem: An Open Toolkit for Large-Scale Imperfect-Information Game Research
Li, Kai, Xu, Hang, Zhang, Meng, Zhao, Enmin, Wu, Zhe, Xing, Junliang, Huang, Kaiqi
Owning to the unremitting efforts by a few institutes, significant progress has recently been made in designing superhuman AIs in No-limit Texas Hold'em (NLTH), the primary testbed for large-scale imperfect-information game research. However, it remains challenging for new researchers to study this problem since there are no standard benchmarks for comparing with existing methods, which seriously hinders further developments in this research area. In this work, we present OpenHoldem, an integrated toolkit for large-scale imperfect-information game research using NLTH. OpenHoldem makes three main contributions to this research direction: 1) a standardized evaluation protocol for thoroughly evaluating different NLTH AIs, 2) three publicly available strong baselines for NLTH AI, and 3) an online testing platform with easy-to-use APIs for public NLTH AI evaluation. We have released OpenHoldem at http://holdem.ia.ac.cn/, hoping it facilitates further studies on the unsolved theoretical and computational issues in this area and cultivate crucial research problems like opponent modeling, large-scale equilibrium-finding, and human-computer interactive learning.
Flatland-RL : Multi-Agent Reinforcement Learning on Trains
Mohanty, Sharada, Nygren, Erik, Laurent, Florian, Schneider, Manuel, Scheller, Christian, Bhattacharya, Nilabha, Watson, Jeremy, Egli, Adrian, Eichenberger, Christian, Baumberger, Christian, Vienken, Gereon, Sturm, Irene, Sartoretti, Guillaume, Spigler, Giacomo
Efficient automated scheduling of trains remains a major challenge for modern railway systems. The underlying vehicle rescheduling problem (VRSP) has been a major focus of Operations Research (OR) since decades. Traditional approaches use complex simulators to study VRSP, where experimenting with a broad range of novel ideas is time consuming and has a huge computational overhead. In this paper, we introduce a two-dimensional simplified grid environment called "Flatland" that allows for faster experimentation. Flatland does not only reduce the complexity of the full physical simulation, but also provides an easy-to-use interface to test novel approaches for the VRSP, such as Reinforcement Learning (RL) and Imitation Learning (IL). In order to probe the potential of Machine Learning (ML) research on Flatland, we (1) ran a first series of RL and IL experiments and (2) design and executed a public Benchmark at NeurIPS 2020 to engage a large community of researchers to work on this problem. Our own experimental results, on the one hand, demonstrate that ML has potential in solving the VRSP on Flatland. On the other hand, we identify key topics that need further research. Overall, the Flatland environment has proven to be a robust and valuable framework to investigate the VRSP for railway networks. Our experiments provide a good starting point for further research and for the participants of the NeurIPS 2020 Flatland Benchmark. All of these efforts together have the potential to have a substantial impact on shaping the mobility of the future.
Semi-Supervised Off Policy Reinforcement Learning
Sonabend-W, Aaron, Laha, Nilanjana, Mukherjee, Rajarshi, Cai, Tianxi
Reinforcement learning (RL) has shown great success in estimating sequential treatment strategies which account for patient heterogeneity. However, health-outcome information is often not well coded but rather embedded in clinical notes. Extracting precise outcome information is a resource intensive task. This translates into only small well-annotated cohorts available. We propose a semi-supervised learning (SSL) approach that can efficiently leverage a small sized labeled data $\mathcal{L}$ with true outcome observed, and a large sized unlabeled data $\mathcal{U}$ with outcome surrogates $\pmb W$. In particular we propose a theoretically justified SSL approach to Q-learning and develop a robust and efficient SSL approach to estimating the value function of the derived optimal STR, defined as the expected counterfactual outcome under the optimal STR. Generalizing SSL to learning STR brings interesting challenges. First, the feature distribution for predicting $Y_t$ is unknown in the $Q$-learning procedure, as it includes unknown $Y_{t-1}$ due to the sequential nature. Our methods for estimating optimal STR and its associated value function, carefully adapts to this sequentially missing data structure. Second, we modify the SSL framework to handle the use of surrogate variables $\pmb W$ which are predictive of the outcome through the joint law $\mathbb{P}_{Y,\pmb O,\pmb W}$, but are not part of the conditional distribution of interest $\mathbb{P}_{Y|\pmb O}$. We provide theoretical results to understand when and to what degree efficiency can be gained from $\pmb W$ and $\pmb O$. Our approach is robust to misspecification of the imputation models. Further, we provide a doubly robust value function estimator for the derived STR. If either the Q functions or the propensity score functions are correctly specified, our value function estimators are consistent for the true value function.
With reinforcement learning, Microsoft brings a new class of AI solutions to customers - The AI Blog
Someone looking to book a vacation online today might have very different preferences than they did before the COVID-19 pandemic. Instead of flying to an exotic beach, they might feel more comfortable driving locally. With limited options for dining out, having a full kitchen might be essential. Motel rooms or cabins might be more appealing than hotels with shared lobbies. Countless companies use online recommendation engines to show customers products and experiences that match their interests. And yet, traditional machine learning models that predict what people might prefer are often based on data from past experience.
Imitating Interactive Intelligence
Abramson, Josh, Ahuja, Arun, Brussee, Arthur, Carnevale, Federico, Cassin, Mary, Clark, Stephen, Dudzik, Andrew, Georgiev, Petko, Guy, Aurelia, Harley, Tim, Hill, Felix, Hung, Alden, Kenton, Zachary, Landon, Jessica, Lillicrap, Timothy, Mathewson, Kory, Muldal, Alistair, Santoro, Adam, Savinov, Nikolay, Varma, Vikrant, Wayne, Greg, Wong, Nathaniel, Yan, Chen, Zhu, Rui
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. This setting nevertheless integrates a number of the central challenges of artificial intelligence (AI) research: complex visual perception and goal-directed physical control, grounded language comprehension and production, and multi-agent social interaction. To build agents that can robustly interact with humans, we would ideally train them while they interact with humans. However, this is presently impractical. Therefore, we approximate the role of the human with another learned agent, and use ideas from inverse reinforcement learning to reduce the disparities between human-human and agent-agent interactive behaviour. Rigorously evaluating our agents poses a great challenge, so we develop a variety of behavioural tests, including evaluation by humans who watch videos of agents or interact directly with them. These evaluations convincingly demonstrate that interactive training and auxiliary losses improve agent behaviour beyond what is achieved by supervised learning of actions alone. Further, we demonstrate that agent capabilities generalise beyond literal experiences in the dataset. Finally, we train evaluation models whose ratings of agents agree well with human judgement, thus permitting the evaluation of new agent models without additional effort. Taken together, our results in this virtual environment provide evidence that large-scale human behavioural imitation is a promising tool to create intelligent, interactive agents, and the challenge of reliably evaluating such agents is possible to surmount.
Reinforcement Learning Agents for Ubisoft's Roller Champions
Iskander, Nancy, Simoni, Aurelien, Alonso, Eloi, Peter, Maxim
In recent years, Reinforcement Learning (RL) has seen increasing popularity in research and popular culture. However, skepticism still surrounds the practicality of RL in modern video game development. In this paper, we demonstrate by example that RL can be a great tool for Artificial Intelligence (AI) design in modern, non-trivial video games. We present our RL system for Ubisoft's Roller Champions, a 3v3 Competitive Multiplayer Sports Game played on an oval-shaped skating arena. Our system is designed to keep up with agile, fast-paced development, taking 1--4 days to train a new model following gameplay changes. The AIs are adapted for various game modes, including a 2v2 mode, a Training with Bots mode, in addition to the Classic game mode where they replace players who have disconnected. We observe that the AIs develop sophisticated co-ordinated strategies, and can aid in balancing the game as an added bonus. Please see the accompanying video at https://vimeo.com/466780171 (password: rollerRWRL2020) for examples.
Image Captioning with Context-Aware Auxiliary Guidance
Song, Zeliang, Zhou, Xiaofei, Mao, Zhendong, Tan, Jianlong
Image captioning is a challenging computer vision task, which aims to generate a natural language description of an image. Most recent researches follow the encoder-decoder framework which depends heavily on the previous generated words for the current prediction. Such methods can not effectively take advantage of the future predicted information to learn complete semantics. In this paper, we propose Context-Aware Auxiliary Guidance (CAAG) mechanism that can guide the captioning model to perceive global contexts. Upon the captioning model, CAAG performs semantic attention that selectively concentrates on useful information of the global predictions to reproduce the current generation. To validate the adaptability of the method, we apply CAAG to three popular captioners and our proposal achieves competitive performance on the challenging Microsoft COCO image captioning benchmark, e.g. 132.2 CIDEr-D score on Karpathy split and 130.7 CIDEr-D (c40) score on official online evaluation server.