Reinforcement Learning
Wasserstein Robust Reinforcement Learning
Abdullah, Mohammed Amin, Ren, Hang, Ammar, Haitham Bou, Milenkovic, Vladimir, Luo, Rui, Zhang, Mingtian, Wang, Jun
Reinforcement learning algorithms, though successful, tend to over-fit to training environments hampering their application to the real-world. This paper proposes WR$^{2}$L; a robust reinforcement learning algorithm with significant robust performance on low and high-dimensional control tasks. Our method formalises robust reinforcement learning as a novel min-max game with a Wasserstein constraint for a correct and convergent solver. Apart from the formulation, we also propose an efficient and scalable solver following a novel zero-order optimisation method that we believe can be useful to numerical optimisation in general. We contribute both theoretically and empirically. On the theory side, we prove that WR$^{2}$L converges to a stationary point in the general setting of continuous state and action spaces. Empirically, we demonstrate significant gains compared to standard and robust state-of-the-art algorithms on high-dimensional MuJuCo environments.
Learning to Grasp from 2.5D images: a Deep Reinforcement Learning Approach
Bertugli, Alessia, Galeone, Paolo
--In this paper, we propose a deep reinforcement learning (DRL) solution to the grasping problem using 2.5D images as the only source of information. In particular, we developed a simulated environment where a robot equipped with a vacuum gripper has the aim of reaching blocks with planar surfaces. These blocks can have different dimensions, shapes, position and orientation. The experiments demonstrated the effectiveness of the proposed DRL algorithm applied to grasp tasks guided by visual depth camera inputs. When using the proper policy, the proposed method estimates a robot tool configuration that reaches the object surface with negligible position and orientation errors. This is, to the best of our knowledge, the first successful attempt of using 2.5D images only as of the input of a DRL algorithm, to solve the grasping problem regressing 3D world coordinates. I. INTRODUCTION In industrial environments, manipulator robots are usually designed to solve precise and predefined tasks. However, there are situations where it may be required to generalize the behaviour of the robots due to variations of size, shape, position, and orientation of the object to grasp. In these cases, the development of solutions according to mainstream standard computer vision and robotic control approaches can be complex and may lead to customized algorithms that cannot be easily generalized to different scenarios. Deep Reinforcement Learning addresses this task by merging the reinforcement learning and the deep learning domains, approximating the policy to learn with a deep neural network.
Trajectory-wise Control Variates for Variance Reduction in Policy Gradient Methods
Cheng, Ching-An, Yan, Xinyan, Boots, Byron
Policy gradient methods have demonstrated success in reinforcement learning tasks that have high-dimensional continuous state and action spaces. However, policy gradient methods are also notoriously sample inefficient. This can be attributed, at least in part, to the high variance in estimating the gradient of the task objective with Monte Carlo methods. Previous research has endeavored to contend with this problem by studying control variates (CVs) that can reduce the variance of estimates without introducing bias, including the early use of baselines, state dependent CVs, and the more recent state-action dependent CVs. In this work, we analyze the properties and drawbacks of previous CV techniques and, surprisingly, we find that these works have overlooked an important fact that Monte Carlo gradient estimates are generated by trajectories of states and actions. We show that ignoring the correlation across the trajectories can result in suboptimal variance reduction, and we propose a simple fix: a class of "trajectory-wise" CVs, that can further drive down the variance. We show that constructing trajectory-wise CVs can be done recursively and requires only learning state-action value functions like the previous CVs for policy gradient. We further prove that the proposed trajectory-wise CVs are optimal for variance reduction under reasonable assumptions.
Incremental Reinforcement Learning --- a New Continuous Reinforcement Learning Frame Based on Stochastic Differential Equation methods
Chen, Tianhao, Cheng, Limei, Liu, Yang, Jia, Wenchuan, Ma, Shugen
Continuous reinforcement learning such as DDPG and A3C are widely used in robot control and autonomous driving. However, both methods have theoretical weaknesses. While DDPG cannot control noises in the control process, A3C does not satisfy the continuity conditions under the Gaussian policy. To address these concerns, we propose a new continues reinforcement learning method based on stochastic differential equations and we call it Incremental Reinforcement Learning (IRL). This method not only guarantees the continuity of actions within any time interval, but controls the variance of actions in the training process. In addition, our method does not assume Markov control in agents' action control and allows agents to predict scene changes for action selection. With our method, agents no longer passively adapt to the environment. Instead, they positively interact with the environment for maximum rewards.
Vision-based Navigation Using Deep Reinforcement Learning
Kulhánek, Jonáš, Derner, Erik, de Bruin, Tim, Babuška, Robert
Jon a ˇ s Kulh anek 1, Erik Derner 2, Tim de Bruin 1, and Robert Babu ˇ ska 3 Abstract -- Deep reinforcement learning (RL) has been successfully applied to a variety of game-like environments. However, the application of deep RL to visual navigation with realistic environments is a challenging task. We propose a novel learning architecture capable of navigating an agent, e.g. a mobile robot, to a target given by an image. T o achieve this, we have extended the batched A2C algorithm with auxiliary tasks designed to improve visual navigation performance. We propose three additional auxiliary tasks: predicting the segmentation of the observation image and of the target image and predicting the depth-map. These tasks enable the use of supervised learning to pre-train a large part of the network and to reduce the number of training steps substantially. The training performance has been further improved by increasing the environment complexity gradually over time. An efficient neural network structure is proposed, which is capable of learning for multiple targets in multiple environments. Our method navigates in continuous state spaces and on the AI2-THOR environment simulator outperforms state-of-the-art goal-oriented visual navigation methods from the literature. I NTRODUCTION Visual navigation is the problem of navigating an agent, e.g. a mobile robot, in an environment using camera input only. The agent is given a target image (an image it will see from the target position), and its goal is to move from its current position to the target by applying a sequence of actions, based on the camera observations only. We focus on the case when the environment is initially unknown, i.e., no explicit map is available.
Large-scale traffic signal control using machine learning: some traffic flow considerations
This paper uses supervised learning, random search and deep reinforcement learning (DRL) methods to control large signalized intersection networks. The traffic model is Cellular Automaton rule 184, which has been shown to be a parameter-free representation of traffic flow, and is the most efficient implementation of the Kinematic Wave model with triangular fundamental diagram. We are interested in the steady-state performance of the system, both spatially and temporally: we consider a homogeneous grid network inscribed on a torus, which makes the network boundary-free, and drivers choose random routes. As a benchmark we use the longest-queue-first (LQF) greedy algorithm. We find that: (i) a policy trained with supervised learning with only two examples outperforms LQF, (ii) random search is able to generate near-optimal policies, (iii) the prevailing average network occupancy during training is the major determinant of the effectiveness of DRL policies. When trained under free-flow conditions one obtains DRL policies that are optimal for all traffic conditions, but this performance deteriorates as the occupancy during training increases. For occupancies > 75% during training, DRL policies perform very poorly for all traffic conditions, which means that DRL methods cannot learn under highly congested conditions. We conjecture that DRL's inability to learn under congestion might be explained by a property of urban networks found here, whereby even a very bad policy produces an intersection throughput higher than downstream capacity. This means that the actual throughput tends to be independent of the policy. Our findings imply that it is advisable for current DRL methods in the literature to discard any congested data when training, and that doing this will improve their performance under all traffic conditions.
A 20-Year Community Roadmap for Artificial Intelligence Research in the US
Decades of research in artificial intelligence (AI) have produced formidable technologies that are providing immense benefit to industry, government, and society. AI systems can now translate across multiple languages, identify objects in images and video, streamline manufacturing processes, and control cars. The deployment of AI systems has not only created a trillion-dollar industry that is projected to quadruple in three years, but has also exposed the need to make AI systems fair, explainable, trustworthy, and secure. Future AI systems will rightfully be expected to reason effectively about the world in which they (and people) operate, handling complex tasks and responsibilities effectively and ethically, engaging in meaningful communication, and improving their awareness through experience. Achieving the full potential of AI technologies poses research challenges that require a radical transformation of the AI research enterprise, facilitated by significant and sustained investment. These are the major recommendations of a recent community effort coordinated by the Computing Community Consortium and the Association for the Advancement of Artificial Intelligence to formulate a Roadmap for AI research and development over the next two decades.
Free-Lunch Saliency via Attention in Atari Agents
Nikulin, Dmitry, Ianina, Anastasia, Aliev, Vladimir, Nikolenko, Sergey
We propose a new approach to visualize saliency maps for deep neural network models and apply it to deep reinforcement learning agents trained on Atari environments. Our method adds an attention module that we call FLS (Free Lunch Saliency) to the feature extractor from an established baseline (Mnih et al., 2015). This addition results in a trainable model that can produce saliency maps, i.e., visualizations of the importance of different parts of the input for the agent's current decision making. We show experimentally that a network with an FLS module exhibits performance similar to the baseline (i.e., it is "free", with no performance cost) and can be used as a drop-in replacement for reinforcement learning agents. We also design another feature extractor that scores slightly lower but provides higher-fidelity visualizations. In addition to attained scores, we report saliency metrics evaluated on the Atari-HEAD dataset of human gameplay.
DoorGym: A Scalable Door Opening Environment And Baseline Agent
Urakami, Yusuke, Hodgkinson, Alec, Carlin, Casey, Leu, Randall, Rigazio, Luca, Abbeel, Pieter
Reinforcement Learning (RL) has brought forth ideas of autonomous robots that can navigate real-world environments with ease, aiding humans in a variety of tasks. RL agents have just begun to make their way out of simulation into the real world. Once in the real world, benchmark tasks often fail to transfer into useful skills. We introduce DoorGym, a simulation environment intended to be the first step to move RL from toy environments towards useful atomic skills that can be composed and extended towards a broader goal. DoorGym is an open-source door simulation framework designed to be highly configurable. We also provide a baseline PPO (Proximal Policy Optimization) and SAC (Soft Actor-Critic)implementation, which achieves a success rate of up to 70% for common tasks in this environment. Environment kit available here:https://github.com/PSVL/DoorGym/
Benchmarking Bonus-Based Exploration Methods on the Arcade Learning Environment
Taïga, Adrien Ali, Fedus, William, Machado, Marlos C., Courville, Aaron, Bellemare, Marc G.
This paper provides an empirical evaluation of recently developed exploration algorithms within the Arcade Learning Environment (ALE). We study the use of different reward bonuses that incentives exploration in reinforcement learning. We do so by fixing the learning algorithm used and focusing only on the impact of the different exploration bonuses in the agent's performance. We use Rainbow, the state-of-the-art algorithm for value-based agents, and focus on some of the bonuses proposed in the last few years. We consider the impact these algorithms have on performance within the popular game Montezuma's Revenge which has gathered a lot of interest from the exploration community, across the the set of seven games identified by Bellemare et al. (2016) as challenging for exploration, and easier games where exploration is not an issue. We find that, in our setting, recently developed bonuses do not provide significantly improved performance on Montezuma's Revenge or hard exploration games. We also find that existing bonus-based methods may negatively impact performance on games in which exploration is not an issue and may even perform worse than $\epsilon$-greedy exploration.