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 Reinforcement Learning


Dynamical Distance Learning for Unsupervised and Semi-Supervised Skill Discovery

arXiv.org Artificial Intelligence

Reinforcement learning requires manual specification of a reward function to learn a task. While in principle this reward function only needs to specify the task goal, in practice reinforcement learning can be very time-consuming or even infeasible unless the reward function is shaped so as to provide a smooth gradient towards a successful outcome. This shaping is difficult to specify by hand, particularly when the task is learned from raw observations, such as images. In this paper, we study how we can automatically learn dynamical distances: a measure of the expected number of time steps to reach a given goal state from any other state. These dynamical distances can be used to provide well-shaped reward functions for reaching new goals, making it possible to learn complex tasks efficiently. We also show that dynamical distances can be used in a semi-supervised regime, where unsupervised interaction with the environment is used to learn the dynamical distances, while a small amount of preference supervision is used to determine the task goal, without any manually engineered reward function or goal examples. We evaluate our method both in simulation and on a real-world robot. We show that our method can learn locomotion skills in simulation without any supervision. We also show that it can learn to turn a valve with a real-world 9-DoF hand, using raw image observations and ten preference labels, without any other supervision. Videos of the learned skills can be found on the project website: https://sites.google.com/view/skills-via-distance-learning.


Credit Assignment as a Proxy for Transfer in Reinforcement Learning

arXiv.org Artificial Intelligence

The ability to transfer representations to novel environments and tasks is a sensible requirement for general learning agents. Despite the apparent promises, transfer in Reinforcement Learning is still an open and under-exploited research area. In this paper, we suggest that credit assignment, regarded as a supervised learning task, could be used to accomplish transfer. Our contribution is twofold: we introduce a new credit assignment mechanism based on self-attention, and show that the learned credit can be transferred to in-domain and out-of-domain scenarios.


Transfer Learning Across Simulated Robots With Different Sensors

arXiv.org Artificial Intelligence

For a robot to learn a good policy, it often requires expensive equipment (such as sophisticated sensors) and a prepared training environment conducive to learning. However, it is seldom possible to perfectly equip robots for economic reasons, nor to guarantee ideal learning conditions, when deployed in real-life environments. A solution would be to prepare the robot in the lab environment, when all necessary material is available to learn a good policy. After training in the lab, the robot should be able to get by without the expensive equipment that used to be available to it, and yet still be guaranteed to perform well on the field. The transition between the lab (source) and the real-world environment (target) is related to transfer learning, where the state-space between the source and target tasks differ. We tackle a simulated task with continuous states and discrete actions presenting this challenge, using Bootstrapped Dual Policy Iteration, a model-free actor-critic reinforcement learning algorithm, and Policy Shaping. Specifically, we train a BDPI agent, embodied by a virtual robot performing a task in the V-Rep simulator, sensing its environment through several proximity sensors. The resulting policy is then used by a second agent learning the same task in the same environment, but with camera images as input. The goal is to obtain a policy able to perform the task relying on merely camera images.


Researchers' deep learning algorithm solves Rubik's Cube faster than any human

#artificialintelligence

Since its invention by a Hungarian architect in 1974, the Rubik's Cube has furrowed the brows of many who have tried to solve it, but the 3-D logic puzzle is no match for an artificial intelligence system created by researchers at the University of California, Irvine. DeepCubeA, a deep reinforcement learning algorithm programmed by UCI computer scientists and mathematicians, can find the solution in a fraction of a second, without any specific domain knowledge or in-game coaching from humans. This is no simple task considering that the cube has completion paths numbering in the billions but only one goal state--each of six sides displaying a solid color--which apparently can't be found through random moves. For a study published today in Nature Machine Intelligence, the researchers demonstrated that DeepCubeA solved 100 percent of all test configurations, finding the shortest path to the goal state about 60 percent of the time. The algorithm also works on other combinatorial games such as the sliding tile puzzle, Lights Out and Sokoban.


Artificial Intelligence (AI) in Machine Learning

#artificialintelligence

Is a learning methodology that interacts with its setting by manufacturing actions and discovers errors or rewards. Trial and error search and delayed reward area unit the foremost relevant characteristics of reinforcement learning. This methodology permits machines and computer code agents to mechanically verify the best behavior among a selected context so as to maximise its performance. Machine learning allows analysis of huge quantities of information, whereas it typically delivers quicker, a lot of correct leads to order to spot profitable opportunities or dangerous risks, It's going to conjointly need beyond regular time and resources to coach it properly. Combining machine learning with AI and psychological feature technologies will create it even simpler in process massive volumes of knowledge.


Zermelo's problem: Optimal point-to-point navigation in 2D turbulent flows using Reinforcement Learning

arXiv.org Artificial Intelligence

To find the path that minimizes the time to navigate between two given points in a fluid flow is known as the Zermelo's problem. Here, we investigate it by using a Reinforcement Learning (RL) approach for the case of a vessel which has a slip velocity with fixed intensity, V_s, but variable direction and navigating in a 2D turbulent sea. We use an Actor-Critic RL algorithm, and compare the results with strategies obtained analytically from continuous Optimal Navigation (ON) protocols. We show that for our application, ON solutions are unstable for the typical duration of the navigation process, and are therefore not useful in practice. On the other hand, RL solutions are much more robust with respect to small changes in the initial conditions and to external noise, and are able to find optimal trajectories even when V_s is much smaller than the maximum flow velocity. Furthermore, we show how the RL approach is able to take advantage of the flow properties in order to reach the target, especially when the steering speed is small.


Photonic architecture for reinforcement learning

arXiv.org Artificial Intelligence

The last decade has seen an unprecedented growth in artificial intelligence and photonic technologies, both of which drive the limits of modern-day computing devices. In line with these recent developments, this work brings together the state of the art of both fields within the framework of reinforcement learning. We present the blueprint for a photonic implementation of an active learning machine incorporating contemporary algorithms such as SARSA, Q-learning, and projective simulation. We numerically investigate its performance within typical reinforcement learning environments, showing that realistic levels of experimental noise can be tolerated or even be beneficial for the learning process. Remarkably, the architecture itself enables mechanisms of abstraction and generalization, two features which are often considered key ingredients for artificial intelligence. The proposed architecture, based on single-photon evolution on a mesh of tunable beamsplitters, is simple, scalable, and a first integration in portable systems appears to be within the reach of near-term technology.


Learning Variable Impedance Control for Contact Sensitive Tasks

arXiv.org Artificial Intelligence

Reinforcement learning algorithms have shown great success in solving different problems ranging from playing video games to robotics. However, they struggle to solve delicate robotic problems, especially those involving contact interactions. Though in principle a policy outputting joint torques should be able to learn these tasks, in practice we see that they have difficulty to robustly solve the problem without any structure in the action space. In this paper, we investigate how the choice of action space can give robust performance in presence of contact uncertainties. We propose to learn a policy that outputs impedance and desired position in joint space as a function of system states without imposing any other structure to the problem. We compare the performance of this approach to torque and position control policies under different contact uncertainties. Extensive simulation results on two different systems, a hopper (floating-base) with intermittent contacts and a manipulator (fixed-base) wiping a table, show that our proposed approach outperforms policies outputting torque or position in terms of both learning rate and robustness to environment uncertainty.


PPO Dash: Improving Generalization in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning is prone to overfitting, and traditional benchmarks such as Atari 2600 benchmark can exacerbate this problem. The Obstacle Tower Challenge addresses this by using randomized environments and separate seeds for training, validation, and test runs. This paper examines various improvements and best practices to the PPO algorithm using the Obstacle Tower Challenge to empirically study their impact with regards to generalization. Our experiments show that the combination provides state-of-the-art performance on the Obstacle Tower Challenge.


Adaptive Prior Selection for Repertoire-based Online Learning in Robotics

arXiv.org Artificial Intelligence

Among the data-efficient approaches for online adaptation in robotics (meta-learning, model-based reinforcement learning, etc.), repertoire-based learning (1) generates a large and diverse set policies in simulation that acts as a "reservoir" for future adaptations and (2) learns to pick online the best working policies according to the current situation (e.g., a damaged robot, a new object, etc.). Each of these policies performs a different task, for instance, walking in different directions; these policies are then sequenced with a planning algorithm to achieve the given task. In this paper, we relax the assumption of previous works that a single repertoire is enough for adaptation. Instead, we generate repertoires for many different situations (e.g., with a missing leg, on different floors, etc.) in simulation that act as priors for adaptation. Our main contribution is an algorithm, APROL (Adaptive Prior selection for Repertoire-based Online Learning) to plan the next action by incorporating these priors when the robot has no information about the current situation. We evaluate APROL on two simulated tasks: (1) pushing unknown objects of various shapes and sizes with a kuka arm and (2) a goal reaching task with a damaged hexapod robot. We compare with "Reset-free Trial and Error" (RTE) and various single repertoire-based baselines. The results show that APROL solves both tasks in less interaction time than the baselines. Additionally, we demonstrate APROL on a real, damaged hexapod that quickly learns compensatory policies to reach a goal by avoiding obstacle in the path.