Reinforcement Learning
DREAM Architecture: a Developmental Approach to Open-Ended Learning in Robotics
Doncieux, Stephane, Bredeche, Nicolas, Goff, Léni Le, Girard, Benoît, Coninx, Alexandre, Sigaud, Olivier, Khamassi, Mehdi, Díaz-Rodríguez, Natalia, Filliat, David, Hospedales, Timothy, Eiben, A., Duro, Richard
Robots are still limited to controlled conditions, that the robot designer knows with enough details to endow the robot with the appropriate models or behaviors. Learning algorithms add some flexibility with the ability to discover the appropriate behavior given either some demonstrations or a reward to guide its exploration with a reinforcement learning algorithm. Reinforcement learning algorithms rely on the definition of state and action spaces that define reachable behaviors. Their adaptation capability critically depends on the representations of these spaces: small and discrete spaces result in fast learning while large and continuous spaces are challenging and either require a long training period or prevent the robot from converging to an appropriate behavior. Beside the operational cycle of policy execution and the learning cycle, which works at a slower time scale to acquire new policies, we introduce the redescription cycle, a third cycle working at an even slower time scale to generate or adapt the required representations to the robot, its environment and the task. We introduce the challenges raised by this cycle and we present DREAM (Deferred Restructuring of Experience in Autonomous Machines), a developmental cognitive architecture to bootstrap this redescription process stage by stage, build new state representations with appropriate motivations, and transfer the acquired knowledge across domains or tasks or even across robots. We describe results obtained so far with this approach and end up with a discussion of the questions it raises in Neuroscience.
Training spiking neural networks using reinforcement learning
Neurons in the brain communicate with each other through discrete action spikes as opposed to continuous signal transmission in artificial neural networks. Therefore, the traditional techniques for optimization of parameters in neural networks which rely on the assumption of differentiability of activation functions are no longer applicable to modeling the learning processes in the brain. In this project, we propose biologically-plausible alternatives to backpropagation to facilitate the training of spiking neural networks. We primarily focus on investigating the candidacy of reinforcement learning (RL) rules in solving the spatial and temporal credit assignment problems to enable decision-making in complex tasks. In one approach, we consider each neuron in a multi-layer neural network as an independent RL agent forming a different representation of the feature space while the network as a whole forms the representation of the complex policy to solve the task at hand. In other approach, we apply the reparameterization trick to enable differentiation through stochastic transformations in spiking neural networks. We compare and contrast the two approaches by applying them to traditional RL domains such as gridworld, cartpole and mountain car. Further we also suggest variations and enhancements to enable future research in this area.
Generalized State-Dependent Exploration for Deep Reinforcement Learning in Robotics
Reinforcement learning (RL) enables robots to learn skills from interactions with the real world. In practice, the unstructured step-based exploration used in Deep RL -- often very successful in simulation -- leads to jerky motion patterns on real robots. Consequences of the resulting shaky behavior are poor exploration, or even damage to the robot. We address these issues by adapting state-dependent exploration (SDE) to current Deep RL algorithms. To enable this adaptation, we propose three extensions to the original SDE, which leads to a new exploration method generalized state-dependent exploration (gSDE). We evaluate gSDE both in simulation, on PyBullet continuous control tasks, and directly on a tendon-driven elastic robot. gSDE yields competitive results in simulation but outperforms the unstructured exploration on the real robot. The code is available at https://github.com/DLR-RM/stable-baselines3/tree/sde.
Token Manipulation Generative Adversarial Network for Text Generation
MaskGAN opens the query for the conditional language model by filling in the blanks between the given tokens. In this paper, we focus on addressing the limitations caused by having to specify blanks to be filled. We decompose conditional text generation problem into two tasks, make-a-blank and fill-in-the-blank, and extend the former to handle more complex manipulations on the given tokens. We cast these tasks as a hierarchical multi agent RL problem and introduce a conditional adversarial learning that allows the agents to reach a goal, producing realistic texts, in cooperative setting. We show that the proposed model not only addresses the limitations but also provides good results without compromising the performance in terms of quality and diversity.
Unbiased Deep Reinforcement Learning: A General Training Framework for Existing and Future Algorithms
In recent years deep neural networks have been successfully applied to the domains of reinforcement learning \cite{bengio2009learning,krizhevsky2012imagenet,hinton2006reducing}. Deep reinforcement learning \cite{mnih2015human} is reported to have the advantage of learning effective policies directly from high-dimensional sensory inputs over traditional agents. However, within the scope of the literature, there is no fundamental change or improvement on the existing training framework. Here we propose a novel training framework that is conceptually comprehensible and potentially easy to be generalized to all feasible algorithms for reinforcement learning. We employ Monte-carlo sampling to achieve raw data inputs, and train them in batch to achieve Markov decision process sequences and synchronously update the network parameters instead of experience replay. This training framework proves to optimize the unbiased approximation of loss function whose estimation exactly matches the real probability distribution data inputs follow, and thus have overwhelming advantages of sample efficiency and convergence rate over existing deep reinforcement learning after evaluating it on both discrete action spaces and continuous control problems. Besides, we propose several algorithms embedded with our new framework to deal with typical discrete and continuous scenarios. These algorithms prove to be far more efficient than their original versions under the framework of deep reinforcement learning, and provide examples for existing and future algorithms to generalize to our new framework.
Reinforced Rewards Framework for Text Style Transfer
Sancheti, Abhilasha, Krishna, Kundan, Srinivasan, Balaji Vasan, Natarajan, Anandhavelu
Style transfer deals with the algorithms to transfer the stylistic properties of a piece of text into that of another while ensuring that the core content is preserved. There has been a lot of interest in the field of text style transfer due to its wide application to tailored text generation. Existing works evaluate the style transfer models based on content preservation and transfer strength. In this work, we propose a reinforcement learning based framework that directly rewards the framework on these target metrics yielding a better transfer of the target style. We show the improved performance of our proposed framework based on automatic and human evaluation on three independent tasks: wherein we transfer the style of text from formal to informal, high excitement to low excitement, modern English to Shakespearean English, and vice-versa in all the three cases. Improved performance of the proposed framework over existing state-of-the-art frameworks indicates the viability of the approach.
Maximizing Information Gain in Partially Observable Environments via Prediction Reward
Satsangi, Yash, Lim, Sungsu, Whiteson, Shimon, Oliehoek, Frans, White, Martha
Information gathering in a partially observable environment can be formulated as a reinforcement learning (RL), problem where the reward depends on the agent's uncertainty. For example, the reward can be the negative entropy of the agent's belief over an unknown (or hidden) variable. Typically, the rewards of an RL agent are defined as a function of the state-action pairs and not as a function of the belief of the agent; this hinders the direct application of deep RL methods for such tasks. This paper tackles the challenge of using belief-based rewards for a deep RL agent, by offering a simple insight that maximizing any convex function of the belief of the agent can be approximated by instead maximizing a prediction reward: a reward based on prediction accuracy. In particular, we derive the exact error between negative entropy and the expected prediction reward. This insight provides theoretical motivation for several fields using prediction rewards---namely visual attention, question answering systems, and intrinsic motivation---and highlights their connection to the usually distinct fields of active perception, active sensing, and sensor placement. Based on this insight we present deep anticipatory networks (DANs), which enables an agent to take actions to reduce its uncertainty without performing explicit belief inference. We present two applications of DANs: building a sensor selection system for tracking people in a shopping mall and learning discrete models of attention on fashion MNIST and MNIST digit classification.
Delay-Aware Model-Based Reinforcement Learning for Continuous Control
Chen, Baiming, Xu, Mengdi, Li, Liang, Zhao, Ding
Action delays degrade the performance of reinforcement learning in many real-world systems. This paper proposes a formal definition of delay-aware Markov Decision Process and proves it can be transformed into standard MDP with augmented states using the Markov reward process. We develop a delay-aware model-based reinforcement learning framework that can incorporate the multi-step delay into the learned system models without learning effort. Experiments with the Gym and MuJoCo platforms show that the proposed delay-aware model-based algorithm is more efficient in training and transferable between systems with various durations of delay compared with off-policy model-free reinforcement learning methods. Codes available at: https://github.com/baimingc/dambrl.
CARL: Controllable Agent with Reinforcement Learning for Quadruped Locomotion
Luo, Ying-Sheng, Soeseno, Jonathan Hans, Chen, Trista Pei-Chun, Chen, Wei-Chao
Motion synthesis in a dynamic environment has been a long-standing problem for character animation. Methods using motion capture data tend to scale poorly in complex environments because of their larger capturing and labeling requirement. Physics-based controllers are effective in this regard, albeit less controllable. In this paper, we present CARL, a quadruped agent that can be controlled with high-level directives and react naturally to dynamic environments. Starting with an agent that can imitate individual animation clips, we use Generative Adversarial Networks to adapt high-level controls, such as speed and heading, to action distributions that correspond to the original animations. Further fine-tuning through the deep reinforcement learning enables the agent to recover from unseen external perturbations while producing smooth transitions. It then becomes straightforward to create autonomous agents in dynamic environments by adding navigation modules over the entire process. We evaluate our approach by measuring the agent's ability to follow user control and provide a visual analysis of the generated motion to show its effectiveness.
Reinforcement Learning for Thermostatically Controlled Loads Control using Modelica and Python
Lukianykhin, Oleh, Bogodorova, Tetiana
The aim of the project is to investigate and assess opportunities for applying reinforcement learning (RL) for power system control. As a proof of concept (PoC), voltage control of thermostatically controlled loads (TCLs) for power consumption regulation was developed using Modelica-based pipeline. The Q-learning RL algorithm has been validated for deterministic and stochastic initialization of TCLs. The latter modelling is closer to real grid behaviour, which challenges the control development, considering the stochastic nature of load switching. In addition, the paper shows the influence of Q-learning parameters, including discretization of state-action space, on the controller performance.