Reinforcement Learning
End-to-End Robotic Reinforcement Learning without Reward Engineering
Singh, Avi, Yang, Larry, Hartikainen, Kristian, Finn, Chelsea, Levine, Sergey
The combination of deep neural network models and reinforcement learning algorithms can make it possible to learn policies for robotic behaviors that directly read in raw sensory inputs, such as camera images, effectively subsuming both estimation and control into one model. However, real-world applications of reinforcement learning must specify the goal of the task by means of a manually programmed reward function, which in practice requires either designing the very same perception pipeline that end-to-end reinforcement learning promises to avoid, or else instrumenting the environment with additional sensors to determine if the task has been performed successfully. In this paper, we propose an approach for removing the need for manual engineering of reward specifications by enabling a robot to learn from a modest number of examples of successful outcomes, followed by actively solicited queries, where the robot shows the user a state and asks for a label to determine whether that state represents successful completion of the task. While requesting labels for every single state would amount to asking the user to manually provide the reward signal, our method requires labels for only a tiny fraction of the states seen during training, making it an efficient and practical approach for learning skills without manually engineered rewards. We evaluate our method on real-world robotic manipulation tasks where the observations consist of images viewed by the robot's camera. In our experiments, our method effectively learns to arrange objects, place books, and drape cloth, directly from images and without any manually specified reward functions, and with only 1-4 hours of interaction with the real world.
Simion Zoo: A Workbench for Distributed Experimentation with Reinforcement Learning for Continuous Control Tasks
Fernandez-Gauna, Borja, Graรฑa, Manuel, Zimmermann, Roland S.
In recent years, Reinforcement Learning (RL) has become a very popular area of research, because of the almost exponential increase in computing power due to the advent of dedicated GPUs that have empowered researchers to face previously unaffordable problems. In particular, the successful applications of Deep Reinforcement Learning (DRL)to produce master videogame players [10, 7] have created great expectations about the potential of DRL, even outside the academic research community. As a result of this popularity boost, the number of RL software packages has grown significantly. Nevertheless, these projects are mostly oriented towards the research community, i.e. they assume sophisticated programming users with powerful computing resources to run the software. Even for sophisticated programmers, these packages impose a steep learning curve that hinders their user experience. This is in stark contrast with the de-facto user standards forSupervised Learning (SL) software, which customarily allow users to design/run experiments, and to analyze the results on an intuitive Graphical User Interface (GUI) that allows a swift learning curve. Users without programming skills that intend to design and run RL experiments quickly on inexpensive and commonly available hardware will obviously appreciate such kind of facilities.
Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning
Debard, Quentin, Dibangoye, Jilles Steeve, Canu, Stรฉphane, Wolf, Christian
Using touch devices to navigate in virtual 3D environments such as computer assisted design (CAD) models or geographical information systems (GIS) is inherently difficult for humans, as the 3D operations have to be performed by the user on a 2D touch surface. This ill-posed problem is classically solved with a fixed and handcrafted interaction protocol, which must be learned by the user. We propose to automatically learn a new interaction protocol allowing to map a 2D user input to 3D actions in virtual environments using reinforcement learning (RL). A fundamental problem of RL methods is the vast amount of interactions often required, which are difficult to come by when humans are involved. To overcome this limitation, we make use of two collaborative agents. The first agent models the human by learning to perform the 2D finger trajectories. The second agent acts as the interaction protocol, interpreting and translating to 3D operations the 2D finger trajectories from the first agent. We restrict the learned 2D trajectories to be similar to a training set of collected human gestures by first performing state representation learning, prior to reinforcement learning. This state representation learning is addressed by projecting the gestures into a latent space learned by a variational auto encoder (VAE).
Efficient Supervision for Robot Learning via Imitation, Simulation, and Adaptation
Recent successes in machine learning have led to a shift in the design of autonomous systems, improving performance on existing tasks and rendering new applications possible. Data-focused approaches gain relevance across diverse, intricate applications when developing data collection and curation pipelines becomes more effective than manual behaviour design. The following work aims at increasing the efficiency of this pipeline in two principal ways: by utilising more powerful sources of informative data and by extracting additional information from existing data. In particular, we target three orthogonal fronts: imitation learning, domain adaptation, and transfer from simulation.
Disentangling Options with Hellinger Distance Regularizer
Hyun, Minsung, Choi, Junyoung, Kwak, Nojun
In reinforcement learning (RL), temporal abstraction still remains as an important and unsolved problem. The options framework provided clues to temporal abstraction in the RL, and the option-critic architecture elegantly solved the two problems of finding options and learning RL agents in an end-to-end manner. However, it is necessary to examine whether the options learned through this method play a mutually exclusive role. In this paper, we propose a Hellinger distance regularizer, a method for disentangling options. In addition, we will shed light on various indicators from the statistical point of view to compare with the options learned through the existing option-critic architecture.
Multi-Objective Autonomous Braking System using Naturalistic Dataset
Vasquez, Rafael, Farooq, Bilal
A deep reinforcement learning based multi-objective autonomous braking system is presented. The design of the system is formulated in a continuous action space and seeks to maximize both pedestrian safety and perception as well as passenger comfort. The vehicle agent is trained against a large naturalistic dataset containing pedestrian road-crossing trials in which respondents walked across a road under various traffic conditions within an interactive virtual reality environment. The policy for brake control is learned through computer simulation using two reinforcement learning methods i.e. Proximal Policy Optimization and Deep Deterministic Policy Gradient and the efficiency of each are compared. Results show that the system is able to reduce the negative influence on passenger comfort by half while maintaining safe braking operation.
A Solution for Dynamic Spectrum Management in Mission-Critical UAV Networks
Shamsoshoara, Alireza, Khaledi, Mehrdad, Afghah, Fatemeh, Razi, Abolfazl, Ashdown, Jonathan, Turck, Kurt
In this paper, we study the problem of spectrum scarcity in a network of unmanned aerial vehicles (UAVs) during mission-critical applications such as disaster monitoring and public safety missions, where the pre-allocated spectrum is not sufficient to offer a high data transmission rate for real-time video-streaming. In such scenarios, the UAV network can lease part of the spectrum of a terrestrial licensed network in exchange for providing relaying service. In order to optimize the performance of the UAV network and prolong its lifetime, some of the UAVs will function as a relay for the primary network while the rest of the UAVs carry out their sensing tasks. Here, we propose a team reinforcement learning algorithm performed by the UAV's controller unit to determine the optimum allocation of sensing and relaying tasks among the UAVs as well as their relocation strategy at each time. We analyze the convergence of our algorithm and present simulation results to evaluate the system throughput in different scenarios.
Reinforcement Learning with Probabilistic Guarantees for Autonomous Driving
Bouton, Maxime, Karlsson, Jesper, Nakhaei, Alireza, Fujimura, Kikuo, Kochenderfer, Mykel J., Tumova, Jana
Designing reliable decision strategies for autonomous urban driving is challenging. Reinforcement learning (RL) has been used to automatically derive suitable behavior in uncertain environments, but it does not provide any guarantee on the performance of the resulting policy. We propose a generic approach to enforce probabilistic guarantees on an RL agent. An exploration strategy is derived prior to training that constrains the agent to choose among actions that satisfy a desired probabilistic specification expressed with linear temporal logic (LTL). Reducing the search space to policies satisfying the LTL formula helps training and simplifies reward design. This paper outlines a case study of an intersection scenario involving multiple traffic participants. The resulting policy outperforms a rule-based heuristic approach in terms of efficiency while exhibiting strong guarantees on safety.
Improving interactive reinforcement learning: What makes a good teacher?
Cruz, Francisco, Magg, Sven, Nagai, Yukie, Wermter, Stefan
Interactive reinforcement learning has become an important apprenticeship approach to speed up convergence in classic reinforcement learning problems. In this regard, a variant of interactive reinforcement learning is policy shaping which uses a parent-like trainer to propose the next action to be performed and by doing so reduces the search space by advice. On some occasions, the trainer may be another artificial agent which in turn was trained using reinforcement learning methods to afterward becoming an advisor for other learner-agents. In this work, we analyze internal representations and characteristics of artificial agents to determine which agent may outperform others to become a better trainer-agent. Using a polymath agent, as compared to a specialist agent, an advisor leads to a larger reward and faster convergence of the reward signal and also to a more stable behavior in terms of the state visit frequency of the learner-agents. Moreover, we analyze system interaction parameters in order to determine how influential they are in the apprenticeship process, where the consistency of feedback is much more relevant when dealing with different learner obedience parameters.
Dot-to-Dot: Achieving Structured Robotic Manipulation through Hierarchical Reinforcement Learning
Beyret, Benjamin, Shafti, Ali, Faisal, A. Aldo
Robotic systems are ever more capable of automation and fulfilment of complex tasks, particularly with reliance on recent advances in intelligent systems, deep learning and artificial intelligence in general. However, as robots and humans come closer together in their interactions, the matter of interpretability, or explainability of robot decision-making processes for the human grows in importance. A successful interaction and collaboration would only be possible through mutual understanding of underlying representations of the environment and the task at hand. This is currently a challenge in deep learning systems. We present a hierarchical deep reinforcement learning system, consisting of a low-level agent handling the large actions/states space of a robotic system efficiently, by following the directives of a high-level agent which is learning the high-level dynamics of the environment and task. This high-level agent forms a representation of the world and task at hand that is interpretable for a human operator. The method, which we call Dot-to-Dot, is tested on a MuJoCo-based model of the Fetch Robotics Manipulator, as well as a Shadow Hand, to test its performance. Results show efficient learning of complex actions/states spaces by the low-level agent, and an interpretable representation of the task and decision-making process learned by the high-level agent.