Reinforcement Learning
Inverse Reinforcement Learning with Natural Language Goals
Humans generally use natural language to communicate task requirements amongst each other. It is desirable that this would be similar for autonomous machines (e.g. robots) such that humans can convey goals or assign tasks more easily. However, understanding natural language goals and mapping them to sequences of states and actions is challenging. Previous research has encountered difficulty generalizing learned policies to new natural language goals and environments. In this paper, we propose an adversarial inverse reinforcement learning algorithm that learns a language-conditioned policy and reward function. To improve the generalization of the learned policy and reward function, we use a variational goal generator that relabels trajectories and samples diverse goals during training. Our algorithm outperforms baselines by a large margin on a vision-based natural language instruction following dataset, demonstrating a promising advance in providing natural language instructions to agents without reliance on instruction templates.
Biomechanic Posture Stabilisation via Iterative Training of Multi-policy Deep Reinforcement Learning Agents
Hossny, Mohammed, Iskander, Julie
It is not until we become senior citizens do we recognise how much we took maintaining a simple standing posture for granted. It is truly fascinating to observe the magnitude of control the human brain exercises, in real time, to activate and deactivate the lower body muscles and solve a multi-link 3D inverted pendulum problem in order to maintain a stable standing posture. This realisation is even more apparent when training an artificial intelligence (AI) agent to maintain a standing posture of a digital musculoskeletal avatar due to the error propagation problem. In this work we address the error propagation problem by introducing an iterative training procedure for deep reinforcement learning which allows the agent to learn a finite set of actions and how to coordinate between them in order to achieve a stable standing posture. The proposed training approach allowed the agent to increase standing duration from 4 seconds using the traditional training method to 348 seconds using the proposed method. The proposed training method allowed the agent to generalise and accommodate perception and actuation noise for almost 108 seconds.
Curriculum Learning with Hindsight Experience Replay for Sequential Object Manipulation Tasks
Manela, Binyamin, Biess, Armin
Learning complex tasks from scratch is challenging and often impossible for humans as well as for artificial agents. A curriculum can be used instead, which decomposes a complex task (target task) into a sequence of source tasks (the curriculum). Each source task is a simplified version of the next source task with increasing complexity. Learning then occurs gradually by training on each source task while using knowledge from the curriculum's prior source tasks. In this study, we present a new algorithm that combines curriculum learning with Hindsight Experience Replay (HER), to learn sequential object manipulation tasks for multiple goals and sparse feedback. The algorithm exploits the recurrent structure inherent in many object manipulation tasks and implements the entire learning process in the original simulation without adjusting it to each source task. We have tested our algorithm on three challenging throwing tasks and show vast improvements compared to vanilla-HER.
Reinforcement Learning-based Admission Control in Delay-sensitive Service Systems
Raeis, Majid, Tizghadam, Ali, Leon-Garcia, Alberto
Ensuring quality of service (QoS) guarantees in service systems is a challenging task, particularly when the system is composed of more fine-grained services, such as service function chains. An important QoS metric in service systems is the end-to-end delay, which becomes even more important in delay-sensitive applications, where the jobs must be completed within a time deadline. Admission control is one way of providing end-to-end delay guarantee, where the controller accepts a job only if it has a high probability of meeting the deadline. In this paper, we propose a reinforcement learning-based admission controller that guarantees a probabilistic upper-bound on the end-to-end delay of the service system, while minimizes the probability of unnecessary rejections. Our controller only uses the queue length information of the network and requires no knowledge about the network topology or system parameters. Since long-term performance metrics are of great importance in service systems, we take an average-reward reinforcement learning approach, which is well suited to infinite horizon problems. Our evaluations verify that the proposed RL-based admission controller is capable of providing probabilistic bounds on the end-to-end delay of the network, without using system model information.
Adversarial Imitation Learning via Random Search
Shin, MyungJae, Kim, Joongheon
Developing agents that can perform challenging complex tasks is the goal of reinforcement learning. The model-free reinforcement learning has been considered as a feasible solution. However, the state of the art research has been to develop increasingly complicated techniques. This increasing complexity makes the reconstruction difficult. Furthermore, the problem of reward dependency is still exists. As a result, research on imitation learning, which learns policy from a demonstration of experts, has begun to attract attention. Imitation learning directly learns policy based on data on the behavior of the experts without the explicit reward signal provided by the environment. However, imitation learning tries to optimize policies based on deep reinforcement learning such as trust region policy optimization. As a result, deep reinforcement learning based imitation learning also poses a crisis of reproducibility. The issue of complex model-free model has received considerable critical attention. A derivative-free optimization based reinforcement learning and the simplification on policies obtain competitive performance on the dynamic complex tasks. The simplified policies and derivative free methods make algorithm be simple. The reconfiguration of research demo becomes easy. In this paper, we propose an imitation learning method that takes advantage of the derivative-free optimization with simple linear policies. The proposed method performs simple random search in the parameter space of policies and shows computational efficiency. Experiments in this paper show that the proposed model, without a direct reward signal from the environment, obtains competitive performance on the MuJoCo locomotion tasks.
Audio-Visual Waypoints for Navigation
Chen, Changan, Majumder, Sagnik, Al-Halah, Ziad, Gao, Ruohan, Ramakrishnan, Santhosh Kumar, Grauman, Kristen
In audio-visual navigation, an agent intelligently travels through a complex, unmapped 3D environment using both sights and sounds to find a sound source (e.g., a phone ringing in another room). Existing models learn to act at a fixed granularity of agent motion and rely on simple recurrent aggregations of the audio observations. We introduce a reinforcement learning approach to audio-visual navigation with two key novel elements 1) audio-visual waypoints that are dynamically set and learned end-to-end within the navigation policy, and 2) an acoustic memory that provides a structured, spatially grounded record of what the agent has heard as it moves. Both new ideas capitalize on the synergy of audio and visual data for revealing the geometry of an unmapped space. We demonstrate our approach on the challenging Replica environments of real-world 3D scenes. Our model improves the state of the art by a substantial margin, and our experiments reveal that learning the links between sights, sounds, and space is essential for audio-visual navigation.
Multi-Agent Reinforcement Learning with Graph Clustering
Zhou, Tianze, Zhang, Fubiao, Wang, Chenfei
In this paper, we introduce the group concept into multi-agent reinforcement learning. In this method, agents are divided into several groups and each group completes a specific subtask so that agents can cooperate to complete the main task. Existing methods use the communication vector to exchange information between agents. This may encounter communication redundancy. To solve this problem, we propose a MARL method based on graph clustering. It allows agents to adaptively learn group features and replaces the communication operation. In our method, agent features are divide into two types, including in-group features and individual features. They represent the generality and differences between agents, respectively. Based on the graph attention network(GAT), we introduce the graph clustering method as a punishment to optimize agent group feature. Then these features are used to generate individual Q value. To overcome the consistent problem brought by GAT, we introduce the split loss to distinguish agent features. Our method is easy to convert into the CTDE framework via using Kullback-Leibler divergence method. Empirical results are evaluated on a challenging set of StarCraft II micromanagement tasks. The result shows that our method outperforms existing multi-agent reinforcement learning methods and the performance increases with the number of agents increasing.
Expressing Diverse Human Driving Behavior with Probabilistic Rewards and Online Inference
Sun, Liting, Wu, Zheng, Ma, Hengbo, Tomizuka, Masayoshi
In human-robot interaction (HRI) systems, such as autonomous vehicles, understanding and representing human behavior are important. Human behavior is naturally rich and diverse. Cost/reward learning, as an efficient way to learn and represent human behavior, has been successfully applied in many domains. Most of traditional inverse reinforcement learning (IRL) algorithms, however, cannot adequately capture the diversity of human behavior since they assume that all behavior in a given dataset is generated by a single cost function.In this paper, we propose a probabilistic IRL framework that directly learns a distribution of cost functions in continuous domain. Evaluations on both synthetic data and real human driving data are conducted. Both the quantitative and subjective results show that our proposed framework can better express diverse human driving behaviors, as well as extracting different driving styles that match what human participants interpret in our user study.
A Composable Specification Language for Reinforcement Learning Tasks
Jothimurugan, Kishor, Alur, Rajeev, Bastani, Osbert
Reinforcement learning is a promising approach for learning control policies for robot tasks. However, specifying complex tasks (e.g., with multiple objectives and safety constraints) can be challenging, since the user must design a reward function that encodes the entire task. Furthermore, the user often needs to manually shape the reward to ensure convergence of the learning algorithm. We propose a language for specifying complex control tasks, along with an algorithm that compiles specifications in our language into a reward function and automatically performs reward shaping. We implement our approach in a tool called SPECTRL, and show that it outperforms several state-of-the-art baselines.