Reinforcement Learning
Batch Exploration with Examples for Scalable Robotic Reinforcement Learning
Chen, Annie S., Nam, HyunJi, Nair, Suraj, Finn, Chelsea
Learning from diverse offline datasets is a promising path towards learning general purpose robotic agents. However, a core challenge in this paradigm lies in collecting large amounts of meaningful data, while not depending on a human in the loop for data collection. One way to address this challenge is through task-agnostic exploration, where an agent attempts to explore without a task-specific reward function, and collect data that can be useful for any downstream task. While these approaches have shown some promise in simple domains, they often struggle to explore the relevant regions of the state space in more challenging settings, such as vision based robotic manipulation. This challenge stems from an objective that encourages exploring everything in a potentially vast state space. To mitigate this challenge, we propose to focus exploration on the important parts of the state space using weak human supervision. Concretely, we propose an exploration technique, Batch Exploration with Examples (BEE), that explores relevant regions of the state-space, guided by a modest number of human provided images of important states. These human provided images only need to be collected once at the beginning of data collection and can be collected in a matter of minutes, allowing us to scalably collect diverse datasets, which can then be combined with any batch RL algorithm. We find that BEE is able to tackle challenging vision-based manipulation tasks both in simulation and on a real Franka robot, and observe that compared to task-agnostic and weakly-supervised exploration techniques, it (1) interacts more than twice as often with relevant objects, and (2) improves downstream task performance when used in conjunction with offline RL.
Motion Planner Augmented Reinforcement Learning for Robot Manipulation in Obstructed Environments
Yamada, Jun, Lee, Youngwoon, Salhotra, Gautam, Pertsch, Karl, Pflueger, Max, Sukhatme, Gaurav S., Lim, Joseph J., Englert, Peter
Deep reinforcement learning (RL) agents are able to learn contact-rich manipulation tasks by maximizing a reward signal, but require large amounts of experience, especially in environments with many obstacles that complicate exploration. In contrast, motion planners use explicit models of the agent and environment to plan collision-free paths to faraway goals, but suffer from inaccurate models in tasks that require contacts with the environment. To combine the benefits of both approaches, we propose motion planner augmented RL (MoPA-RL) which augments the action space of an RL agent with the long-horizon planning capabilities of motion planners. Based on the magnitude of the action, our approach smoothly transitions between directly executing the action and invoking a motion planner. We evaluate our approach on various simulated manipulation tasks and compare it to alternative action spaces in terms of learning efficiency and safety. The experiments demonstrate that MoPA-RL increases learning efficiency, leads to a faster exploration, and results in safer policies that avoid collisions with the environment. Videos and code are available at https://clvrai.com/mopa-rl .
CoinDICE: Off-Policy Confidence Interval Estimation
Dai, Bo, Nachum, Ofir, Chow, Yinlam, Li, Lihong, Szepesvรกri, Csaba, Schuurmans, Dale
We study high-confidence behavior-agnostic off-policy evaluation in reinforcement learning, where the goal is to estimate a confidence interval on a target policy's value, given only access to a static experience dataset collected by unknown behavior policies. Starting from a function space embedding of the linear program formulation of the $Q$-function, we obtain an optimization problem with generalized estimating equation constraints. By applying the generalized empirical likelihood method to the resulting Lagrangian, we propose CoinDICE, a novel and efficient algorithm for computing confidence intervals. Theoretically, we prove the obtained confidence intervals are valid, in both asymptotic and finite-sample regimes. Empirically, we show in a variety of benchmarks that the confidence interval estimates are tighter and more accurate than existing methods.
Model updating after interventions paradoxically introduces bias
Liley, James, Emerson, Samuel R, Mateen, Bilal A, Vallejos, Catalina A, Aslett, Louis J M, Vollmer, Sebastian J
Machine learning is increasingly being used to generate prediction models for use in a number of real-world settings, from credit risk assessment to clinical decision support. Recent discussions have highlighted potential problems in the updating of a predictive score for a binary outcome when an existing predictive score forms part of the standard workflow, driving interventions. In this setting, the existing score induces an additional causative pathway which leads to miscalibration when the original score is replaced. We propose a general causal framework to describe and address this problem, and demonstrate an equivalent formulation as a partially observed Markov decision process. We use this model to demonstrate the impact of such `naive updating' when performed repeatedly. Namely, we show that successive predictive scores may converge to a point where they predict their own effect, or may eventually oscillate between two values, and we argue that neither outcome is desirable. Furthermore, we demonstrate that even if model-fitting procedures improve, actual performance may worsen. We complement these findings with a discussion of several potential routes to overcome these problems.
An Equivalence between Loss Functions and Non-Uniform Sampling in Experience Replay
Fujimoto, Scott, Meger, David, Precup, Doina
Prioritized Experience Replay (PER) is a deep reinforcement learning technique in which agents learn from transitions sampled with non-uniform probability proportionate to their temporal-difference error. We show that any loss function evaluated with non-uniformly sampled data can be transformed into another uniformly sampled loss function with the same expected gradient. Surprisingly, we find in some environments PER can be replaced entirely by this new loss function without impact to empirical performance. Furthermore, this relationship suggests a new branch of improvements to PER by correcting its uniformly sampled loss function equivalent. We demonstrate the effectiveness of our proposed modifications to PER and the equivalent loss function in several MuJoCo and Atari environments.
Learning Implicit Credit Assignment for Cooperative Multi-Agent Reinforcement Learning
Zhou, Meng, Liu, Ziyu, Sui, Pengwei, Li, Yixuan, Chung, Yuk Ying
We present a multi-agent actor-critic method that aims to implicitly address the credit assignment problem under fully cooperative settings. Our key motivation is that credit assignment among agents may not require an explicit formulation as long as (1) the policy gradients derived from a centralized critic carry sufficient information for the decentralized agents to maximize their joint action value through optimal cooperation and (2) a sustained level of exploration is enforced throughout training. Under the centralized training with decentralized execution (CTDE) paradigm, we achieve the former by formulating the centralized critic as a hypernetwork such that a latent state representation is integrated into the policy gradients through its multiplicative association with the stochastic policies; to achieve the latter, we derive a simple technique called adaptive entropy regularization where magnitudes of the entropy gradients are dynamically rescaled based on the current policy stochasticity to encourage consistent levels of exploration. Our algorithm, referred to as LICA, is evaluated on several benchmarks including the multi-agent particle environments and a set of challenging StarCraft II micromanagement tasks, and we show that LICA significantly outperforms previous methods.
Weighted QMIX: Expanding Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
Rashid, Tabish, Farquhar, Gregory, Peng, Bei, Whiteson, Shimon
QMIX is a popular $Q$-learning algorithm for cooperative MARL in the centralised training and decentralised execution paradigm. In order to enable easy decentralisation, QMIX restricts the joint action $Q$-values it can represent to be a monotonic mixing of each agent's utilities. However, this restriction prevents it from representing value functions in which an agent's ordering over its actions can depend on other agents' actions. To analyse this representational limitation, we first formalise the objective QMIX optimises, which allows us to view QMIX as an operator that first computes the $Q$-learning targets and then projects them into the space representable by QMIX. This projection returns a representable $Q$-value that minimises the unweighted squared error across all joint actions. We show in particular that this projection can fail to recover the optimal policy even with access to $Q^*$, which primarily stems from the equal weighting placed on each joint action. We rectify this by introducing a weighting into the projection, in order to place more importance on the better joint actions. We propose two weighting schemes and prove that they recover the correct maximal action for any joint action $Q$-values, and therefore for $Q^*$ as well. Based on our analysis and results in the tabular setting, we introduce two scalable versions of our algorithm, Centrally-Weighted (CW) QMIX and Optimistically-Weighted (OW) QMIX and demonstrate improved performance on both predator-prey and challenging multi-agent StarCraft benchmark tasks.
Residual Force Control for Agile Human Behavior Imitation and Extended Motion Synthesis
Reinforcement learning has shown great promise for synthesizing realistic human behaviors by learning humanoid control policies from motion capture data. However, it is still very challenging to reproduce sophisticated human skills like ballet dance, or to stably imitate long-term human behaviors with complex transitions. The main difficulty lies in the dynamics mismatch between the humanoid model and real humans. That is, motions of real humans may not be physically possible for the humanoid model. To overcome the dynamics mismatch, we propose a novel approach, residual force control (RFC), that augments a humanoid control policy by adding external residual forces into the action space. During training, the RFC-based policy learns to apply residual forces to the humanoid to compensate for the dynamics mismatch and better imitate the reference motion. Experiments on a wide range of dynamic motions demonstrate that our approach outperforms state-of-the-art methods in terms of convergence speed and the quality of learned motions. Notably, we showcase a physics-based virtual character empowered by RFC that can perform highly agile ballet dance moves such as pirouette, arabesque and jet\'e. Furthermore, we propose a dual-policy control framework, where a kinematic policy and an RFC-based policy work in tandem to synthesize multi-modal infinite-horizon human motions without any task guidance or user input. Our approach is the first humanoid control method that successfully learns from a large-scale human motion dataset (Human3.6M) and generates diverse long-term motions. Code and videos are available at https://www.ye-yuan.com/rfc.
Reinforcement Learning with Combinatorial Actions: An Application to Vehicle Routing
Delarue, Arthur, Anderson, Ross, Tjandraatmadja, Christian
Value-function-based methods have long played an important role in reinforcement learning. However, finding the best next action given a value function of arbitrary complexity is nontrivial when the action space is too large for enumeration. We develop a framework for value-function-based deep reinforcement learning with a combinatorial action space, in which the action selection problem is explicitly formulated as a mixed-integer optimization problem. As a motivating example, we present an application of this framework to the capacitated vehicle routing problem (CVRP), a combinatorial optimization problem in which a set of locations must be covered by a single vehicle with limited capacity. On each instance, we model an action as the construction of a single route, and consider a deterministic policy which is improved through a simple policy iteration algorithm. Our approach is competitive with other reinforcement learning methods and achieves an average gap of 1.7% with state-of-the-art OR methods on standard library instances of medium size.