Reinforcement Learning
A Framework for Studying Reinforcement Learning and Sim-to-Real in Robot Soccer
Bassani, Hansenclever F., Delgado, Renie A., Junior, José Nilton de O. Lima, Medeiros, Heitor R., Braga, Pedro H. M., Machado, Mateus G., Santos, Lucas H. C., Tapp, Alain
This article introduces an open framework, called VSSS-RL, for studying Reinforcement Learning (RL) and sim-to-real in robot soccer, focusing on the IEEE Very Small Size Soccer (VSSS) league. We propose a simulated environment in which continuous or discrete control policies can be trained to control the complete behavior of soccer agents and a sim-to-real method based on domain adaptation to adapt the obtained policies to real robots. Our results show that the trained policies learned a broad repertoire of behaviors that are difficult to implement with handcrafted control policies. With VSSS-RL, we were able to beat human-designed policies in the 2019 Latin American Robotics Competition (LARC), achieving 4th place out of 21 teams, being the first to apply Reinforcement Learning (RL) successfully in this competition. Both environment and hardware specifications are available open-source to allow reproducibility of our results and further studies.
Super-Human Performance in Gran Turismo Sport Using Deep Reinforcement Learning
Fuchs, Florian, Song, Yunlong, Kaufmann, Elia, Scaramuzza, Davide, Duerr, Peter
Autonomous car racing raises fundamental robotics challenges such as planning minimum-time trajectories under uncertain dynamics and controlling the car at its friction limits. In this project, we consider the task of autonomous car racing in the top-selling car racing game Gran Turismo Sport. Gran Turismo Sport is known for its detailed physics simulation of various cars and tracks. Our approach makes use of maximum-entropy deep reinforcement learning and a new reward design to train a sensorimotor policy to complete a given race track as fast as possible. We evaluate our approach in three different time trial settings with different cars and tracks. Our results show that the obtained controllers not only beat the built-in non-player character of Gran Turismo Sport, but also outperform the fastest known times in a dataset of personal best lap times of over 50,000 human drivers.
ReLMoGen: Leveraging Motion Generation in Reinforcement Learning for Mobile Manipulation
Xia, Fei, Li, Chengshu, Martín-Martín, Roberto, Litany, Or, Toshev, Alexander, Savarese, Silvio
Many Reinforcement Learning (RL) approaches use joint control signals (positions, velocities, torques) as action space for continuous control tasks. We propose to lift the action space to a higher level in the form of subgoals for a motion generator (a combination of motion planner and trajectory executor). We argue that, by lifting the action space and by leveraging sampling-based motion planners, we can efficiently use RL to solve complex, long-horizon tasks that could not be solved with existing RL methods in the original action space. We propose ReLMoGen -- a framework that combines a learned policy to predict subgoals and a motion generator to plan and execute the motion needed to reach these subgoals. To validate our method, we apply ReLMoGen to two types of tasks: 1) Interactive Navigation tasks, navigation problems where interactions with the environment are required to reach the destination, and 2) Mobile Manipulation tasks, manipulation tasks that require moving the robot base. These problems are challenging because they are usually long-horizon, hard to explore during training, and comprise alternating phases of navigation and interaction. Our method is benchmarked on a diverse set of seven robotics tasks in photo-realistic simulation environments. In all settings, ReLMoGen outperforms state-of-the-art Reinforcement Learning and Hierarchical Reinforcement Learning baselines. ReLMoGen also shows outstanding transferability between different motion generators at test time, indicating a great potential to transfer to real robots.
Learning Fair Policies in Multiobjective (Deep) Reinforcement Learning with Average and Discounted Rewards
Siddique, Umer, Weng, Paul, Zimmer, Matthieu
As the operations of autonomous systems generally affect simultaneously several users, it is crucial that their designs account for fairness considerations. In contrast to standard (deep) reinforcement learning (RL), we investigate the problem of learning a policy that treats its users equitably. In this paper, we formulate this novel RL problem, in which an objective function, which encodes a notion of fairness that we formally define, is optimized. For this problem, we provide a theoretical discussion where we examine the case of discounted rewards and that of average rewards. During this analysis, we notably derive a new result in the standard RL setting, which is of independent interest: it states a novel bound on the approximation error with respect to the optimal average reward of that of a policy optimal for the discounted reward. Since learning with discounted rewards is generally easier, this discussion further justifies finding a fair policy for the average reward by learning a fair policy for the discounted reward. Thus, we describe how several classic deep RL algorithms can be adapted to our fair optimization problem, and we validate our approach with extensive experiments in three different domains.
Intelligence Primer
This primer explores the exciting subject of intelligence. Intelligence is a fundamental component of all living things, as well as Artificial Intelligence(AI). Artificial Intelligence has the potential to affect all of our lives and a new era for modern humans. This paper is an attempt to explore the ideas associated with intelligence, and by doing so understand the implications, constraints, and potentially the capabilities of future Artificial Intelligence. As an exploration, we journey into different parts of intelligence that appear essential. We hope that people find this useful in determining where Artificial Intelligence may be headed. Also, during the exploration, we hope to create new thought-provoking questions. Intelligence is not a single weighable quantity but a subject that spans Biology, Physics, Philosophy, Cognitive Science, Neuroscience, Psychology, and Computer Science. Historian Yuval Noah Harari pointed out that engineers and scientists in the future will have to broaden their understandings to include disciplines such as Psychology, Philosophy, and Ethics. Fiction writers have long portrayed engineers and scientists as deficient in these areas. Today, modern society, the emergence of Artificial Intelligence, and legal requirements all act as forcing functions to push these broader subjects into the foreground. We start with an introduction to intelligence and move quickly onto more profound thoughts and ideas. We call this a Life, the Universe and Everything primer, after the famous science fiction book by Douglas Adams. Forty-two may very well be the right answer, but what are the questions?
Towards Closing the Sim-to-Real Gap in Collaborative Multi-Robot Deep Reinforcement Learning
Zhao, Wenshuai, Queralta, Jorge Peña, Qingqing, Li, Westerlund, Tomi
Current research directions in deep reinforcement learning include bridging the simulation-reality gap, improving sample efficiency of experiences in distributed multi-agent reinforcement learning, together with the development of robust methods against adversarial agents in distributed learning, among many others. In this work, we are particularly interested in analyzing how multi-agent reinforcement learning can bridge the gap to reality in distributed multi-robot systems where the operation of the different robots is not necessarily homogeneous. These variations can happen due to sensing mismatches, inherent errors in terms of calibration of the mechanical joints, or simple differences in accuracy. While our results are simulation-based, we introduce the effect of sensing, calibration, and accuracy mismatches in distributed reinforcement learning with proximal policy optimization (PPO). We discuss on how both the different types of perturbances and how the number of agents experiencing those perturbances affect the collaborative learning effort. The simulations are carried out using a Kuka arm model in the Bullet physics engine. This is, to the best of our knowledge, the first work exploring the limitations of PPO in multi-robot systems when considering that different robots might be exposed to different environments where their sensors or actuators have induced errors. With the conclusions of this work, we set the initial point for future work on designing and developing methods to achieve robust reinforcement learning on the presence of real-world perturbances that might differ within a multi-robot system.
Interactive Visualization for Debugging RL
Deshpande, Shuby, Eysenbach, Benjamin, Schneider, Jeff
Visualization tools for supervised learning allow users to interpret, introspect, and gain an intuition for the successes and failures of their models. While reinforcement learning practitioners ask many of the same questions, existing tools are not applicable to the RL setting as these tools address challenges typically found in the supervised learning regime. In this work, we design and implement an interactive visualization tool for debugging and interpreting RL algorithms. Our system addresses many features missing from previous tools such as (1) tools for supervised learning often are not interactive; (2) while debugging RL policies researchers use state representations that are different from those seen by the agent; (3) a framework designed to make the debugging RL policies more conducive. We provide an example workflow of how this system could be used, along with ideas for future extensions.
D4RL: building better benchmarks for offline reinforcement learning
In the last decade, one of the biggest drivers for success in machine learning has arguably been the rise of high-capacity models such as neural networks along with large datasets such as ImageNet to produce accurate models. While we have seen deep neural networks being applied to success in reinforcement learning (RL) in domains such as robotics, poker, board games, and team-based video games, a significant barrier to getting these methods working on real-world problems is the difficulty of large-scale online data collection. Not only is online data collection time-consuming and expensive, it can also be dangerous in safety-critical domains such as driving or healthcare. For example, it would be unreasonable to allow reinforcement learning agents to explore, make mistakes, and learn while controlling an autonomous vehicle or treating patients in a hospital. This makes learning from pre-collected experience enticing, and we are fortunate in that many of these domains, there already exist large datasets for applications such as self-driving cars, healthcare, or robotics.
Residual Learning from Demonstration
Davchev, Todor, Luck, Kevin Sebastian, Burke, Michael, Meier, Franziska, Schaal, Stefan, Ramamoorthy, Subramanian
Contacts and friction are inherent to nearly all robotic manipulation tasks. Through the motor skill of insertion, we study how robots can learn to cope when these attributes play a salient role. In this work we propose residual learning from demonstration (rLfD), a framework that combines dynamic movement primitives (DMP) that rely on behavioural cloning with a reinforcement learning (RL) based residual correction policy. The proposed solution is applied directly in task space and operates on the full pose of the robot. We show that rLfD outperforms alternatives and improves the generalisation abilities of DMPs. We evaluate this approach by training an agent to successfully perform both simulated and real world insertions of pegs, gears and plugs into respective sockets.
Runtime-Safety-Guided Policy Repair
Zhou, Weichao, Gao, Ruihan, Kim, BaekGyu, Kang, Eunsuk, Li, Wenchao
We study the problem of policy repair for learning-based control policies in safety-critical settings. We consider an architecture where a high-performance learning-based control policy (e.g. one trained as a neural network) is paired with a model-based safety controller. The safety controller is endowed with the abilities to predict whether the trained policy will lead the system to an unsafe state, and take over control when necessary. While this architecture can provide added safety assurances, intermittent and frequent switching between the trained policy and the safety controller can result in undesirable behaviors and reduced performance. We propose to reduce or even eliminate control switching by `repairing' the trained policy based on runtime data produced by the safety controller in a way that deviates minimally from the original policy. The key idea behind our approach is the formulation of a trajectory optimization problem that allows the joint reasoning of policy update and safety constraints. Experimental results demonstrate that our approach is effective even when the system model in the safety controller is unknown and only approximated.