Reinforcement Learning
Model-Based Deep Reinforcement Learning for High-Dimensional Problems, a Survey
Plaat, Aske, Kosters, Walter, Preuss, Mike
Deep reinforcement learning has shown remarkable success in the past few years. Highly complex sequential decision making problems have been solved in tasks such as game playing and robotics. Unfortunately, the sample complexity of most deep reinforcement learning methods is high, precluding their use in some important applications. Model-based reinforcement learning creates an explicit model of the environment dynamics to reduce the need for environment samples. Current deep learning methods use high-capacity networks to solve high-dimensional problems. Unfortunately, high-capacity models typically require many samples, negating the potential benefit of lower sample complexity in model-based methods. A challenge for deep model-based methods is therefore to achieve high predictive power while maintaining low sample complexity. In recent years, many model-based methods have been introduced to address this challenge. In this paper, we survey the contemporary model-based landscape. First we discuss definitions and relations to other fields. We propose a taxonomy based on three approaches: using explicit planning on given transitions, using explicit planning on learned transitions, and end-to-end learning of both planning and transitions. We use these approaches to organize a comprehensive overview of important recent developments such as latent models. We describe methods and benchmarks, and we suggest directions for future work for each of the approaches. Among promising research directions are curriculum learning, uncertainty modeling, and use of latent models for transfer learning.
An ocular biomechanics environment for reinforcement learning
Iskander, Julie, Hossny, Mohammed
Reinforcement learning has been applied to human movement through physiologically-based biomechanical models to add insights into the neural control of these movements; it is also useful in the design of prosthetics and robotics. In this paper, we extend the use of reinforcement learning into controlling an ocular biomechanical system to perform saccades, which is one of the fastest eye movement systems. We describe an ocular environment and an agent trained using Deep Deterministic Policy Gradients method to perform saccades. The agent was able to match the desired eye position with a mean deviation angle of 3:5+/-1:25 degrees. The proposed framework is a first step towards using the capabilities of deep reinforcement learning to enhance our understanding of ocular biomechanics.
HEX and Neurodynamic Programming
Hex is a complex game with a high branching factor. For the first time Hex is being attempted to be solved without the use of game tree structures and associated methods of pruning. We also are abstaining from any heuristic information about Virtual Connections or Semi Virtual Connections which were previously used in all previous known computer versions of the game. The H-search algorithm which was the basis of finding such connections and had been used with success in previous Hex playing agents has been forgone. Instead what we use is reinforcement learning through self play and approximations through neural networks to by pass the problem of high branching factor and maintaining large tables for state-action evaluations. Our code is based primarily on NeuroHex. The inspiration is drawn from the recent success of AlphaGo Zero.
Army advances learning capabilities of drone swarms
Army researchers developed a reinforcement learning approach that will allow swarms of unmanned aerial and ground vehicles to optimally accomplish various missions while minimizing performance uncertainty.Swarming is a method of operations where multiple autonomous systems act as a cohesive unit by actively coordinating their actions.Army researchers said future multi-domain battles will require swarms of dynamically coupled, coordinated heterogeneous mobile platforms to overmatch enemy capabilities and threats targeting U.S. forces.The Army is looking to swarming technology to be able to execute time-consuming or dangerous tasks, said Dr. Jemin George of the U.S. Army Combat Capabilities Development Command's Army Research Laboratory."Finding optimal guidance policies for these swarming vehicles in real-time is a key requirement for enhancing warfighters' tactical situational awareness, allowing the U.S. Army to dominate in a contested environment," George said.Reinforcement learning ...
Maintaining the illusion of reality: transfer in RL by keeping agents in the DARC
Reinforcement learning (RL) is often touted as a promising approach for costly and risk-sensitive applications, yet practicing and learning in those domains directly is expensive. It costs time (e.g., OpenAI's Dota2 project used 10,000 years of experience), it costs money (e.g., "inexpensive" robotic arms used in research typically cost 10,000 to 30,000 dollars), and it could even be dangerous to humans. How can an intelligent agent learn to solve tasks in environments in which it cannot practice? For many tasks, such as assistive robotics and self-driving cars, we may have access to a different practice area, which we will call the source domain. While the source domain has different dynamics than the target domain, experience in the source domain is much cheaper to collect.
Comparison of Model Predictive and Reinforcement Learning Methods for Fault Tolerant Control
Ahmed, Ibrahim, Khorasgani, Hamed, Biswas, Gautam
A desirable property in fault-tolerant controllers is adaptability to system changes as they evolve during systems operations. An adaptive controller does not require optimal control policies to be enumerated for possible faults. Instead it can approximate one in real-time. We present two adaptive fault-tolerant control schemes for a discrete time system based on hierarchical reinforcement learning. We compare their performance against a model predictive controller in presence of sensor noise and persistent faults. The controllers are tested on a fuel tank model of a C-130 plane. Our experiments demonstrate that reinforcement learning-based controllers perform more robustly than model predictive controllers under faults, partially observable system models, and varying sensor noise levels.
Fault-Tolerant Control of Degrading Systems with On-Policy Reinforcement Learning
Ahmed, Ibrahim, Quiรฑones-Grueiro, Marcos, Biswas, Gautam
We propose a novel adaptive reinforcement learning control approach for fault tolerant control of degrading systems that is not preceded by a fault detection and diagnosis step. Therefore, \textit{a priori} knowledge of faults that may occur in the system is not required. The adaptive scheme combines online and offline learning of the on-policy control method to improve exploration and sample efficiency, while guaranteeing stable learning. The offline learning phase is performed using a data-driven model of the system, which is frequently updated to track the system's operating conditions. We conduct experiments on an aircraft fuel transfer system to demonstrate the effectiveness of our approach.
GRIMGEP: Learning Progress for Robust Goal Sampling in Visual Deep Reinforcement Learning
Kovaฤ, Grgur, Laversanne-Finot, Adrien, Oudeyer, Pierre-Yves
Although recent work in reinforcement learning has shown that robots can learn complex individual skills such as grasping [2], locomotion [3, 4], and manipulation tasks [5], designing reinforcement learning algorithms that perform well in sparse reward scenarios is still an open challenge of artificial intelligence. Standard reinforcement learning algorithms struggle in the sparse reward scenario because they rely on simple exploration behavior such as random actions. As a result, learning complex tasks often requires manually collecting examples [6, 7] or running learning algorithms over a long period of time which may not be possible in real life scenarios. Designing better exploration schemes would help agents autonomously discover interesting features that can then be used to learn the long term objective. Developing efficient exploration algorithms would thus help create a more autonomous learning agent. Several approaches have been considered in order to improve the exploration performances of reinforcement learning algorithms. One approach is to reward the agent for discovering novel observations in the form of an intrinsic reward that is added to the original reward of the environment [8].
Bilevel Learning Model Towards Industrial Scheduling
Li, Longkang, Zhen, Hui-Ling, Yuan, Mingxuan, Lu, Jiawen, XialiangTong, null, Zeng, Jia, Wang, Jun, Schnieders, Dirk
Automatic industrial scheduling, aiming at optimizing the sequence of jobs over limited resources, is widely needed in manufacturing industries. However, existing scheduling systems heavily rely on heuristic algorithms, which either generate ineffective solutions or compute inefficiently when job scale increases. Thus, it is of great importance to develop new large-scale algorithms that are not only efficient and effective, but also capable of satisfying complex constraints in practice. In this paper, we propose a Bilevel Deep reinforcement learning Scheduler, \textit{BDS}, in which the higher level is responsible for exploring an initial global sequence, whereas the lower level is aiming at exploitation for partial sequence refinements, and the two levels are connected by a sliding-window sampling mechanism. In the implementation, a Double Deep Q Network (DDQN) is used in the upper level and Graph Pointer Network (GPN) lies within the lower level. After the theoretical guarantee for the convergence of BDS, we evaluate it in an industrial automatic warehouse scenario, with job number up to $5000$ in each production line. It is shown that our proposed BDS significantly outperforms two most used heuristics, three strong deep networks, and another bilevel baseline approach. In particular, compared with the most used greedy-based heuristic algorithm in real world which takes nearly an hour, our BDS can decrease the makespan by 27.5\%, 28.6\% and 22.1\% for 3 largest datasets respectively, with computational time less than 200 seconds.
Goal-Aware Prediction: Learning to Model What Matters
Nair, Suraj, Savarese, Silvio, Finn, Chelsea
Learned dynamics models combined with both planning and policy learning algorithms have shown promise in enabling artificial agents to learn to perform many diverse tasks with limited supervision. However, one of the fundamental challenges in using a learned forward dynamics model is the mismatch between the objective of the learned model (future state reconstruction), and that of the downstream planner or policy (completing a specified task). This issue is exacerbated by vision-based control tasks in diverse real-world environments, where the complexity of the real world dwarfs model capacity. In this paper, we propose to direct prediction towards task relevant information, enabling the model to be aware of the current task and encouraging it to only model relevant quantities of the state space, resulting in a learning objective that more closely matches the downstream task. Further, we do so in an entirely self-supervised manner, without the need for a reward function or image labels. We find that our method more effectively models the relevant parts of the scene conditioned on the goal, and as a result outperforms standard task-agnostic dynamics models and model-free reinforcement learning.