Reinforcement Learning
Autonomous Highway Driving using Deep Reinforcement Learning
Nageshrao, Subramanya, Tseng, Eric, Filev, Dimitar
The operational space of an autonomous vehicle (AV) can be diverse and vary significantly. This may lead to a scenario that was not postulated in the design phase. Due to this, formulating a rule based decision maker for selecting maneuvers may not be ideal. Similarly, it may not be effective to design an a-priori cost function and then solve the optimal control problem in real-time. In order to address these issues and to avoid peculiar behaviors when encountering unforeseen scenario, we propose a reinforcement learning (RL) based method, where the ego car, i.e., an autonomous vehicle, learns to make decisions by directly interacting with simulated traffic. The decision maker for AV is implemented as a deep neural network providing an action choice for a given system state. In a critical application such as driving, an RL agent without explicit notion of safety may not converge or it may need extremely large number of samples before finding a reliable policy. To best address the issue, this paper incorporates reinforcement learning with an additional short horizon safety check (SC). In a critical scenario, the safety check will also provide an alternate safe action to the agent provided if it exists. This leads to two novel contributions. First, it generalizes the states that could lead to undesirable "near-misses" or "collisions ". Second, inclusion of safety check can provide a safe and stable training environment. This significantly enhances learning efficiency without inhibiting meaningful exploration to ensure safe and optimal learned behavior. We demonstrate the performance of the developed algorithm in highway driving scenario where the trained AV encounters varying traffic density in a highway setting.
Towards Brain-inspired System: Deep Recurrent Reinforcement Learning for Simulated Self-driving Agent
Chen, Jieneng, Chen, Jingye, Zhang, Ruiming, Hu, Xiaobin
An effective way to achieve intelligence is to simulate various intelligent behaviors in the human brain. In recent years, bio-inspired learning methods have emerged, and they are different from the classical mathematical programming principle. In the perspective of brain inspiration, reinforcement learning has gained additional interest in solving decision-making tasks as increasing neuroscientific research demonstrates that significant links exist between reinforcement learning and specific neural substrates. Because of the tremendous research that focuses on human brains and reinforcement learning, scientists have investigated how robots can autonomously tackle complex tasks in the form of a self-driving agent control in a human-like way. In this study, we propose an end-to-end architecture using novel deep-Q-network architecture in conjunction with a recurrence to resolve the problem in the field of simulated self-driving. The main contribution of this study is that we trained the driving agent using a brain-inspired trial-and-error technique, which was in line with the real world situation. Besides, there are three innovations in the proposed learning network: raw screen outputs are the only information which the driving agent can rely on, a weighted layer that enhances the differences of the lengthy episode, and a modified replay mechanism that overcomes the problem of sparsity and accelerates learning. The proposed network was trained and tested under a third-partied OpenAI Gym environment. After training for several episodes, the resulting driving agent performed advanced behaviors in the given scene. We hope that in the future, the proposed brain-inspired learning system would inspire practicable self-driving control solutions.
Meta-Learning surrogate models for sequential decision making
Galashov, Alexandre, Schwarz, Jonathan, Kim, Hyunjik, Garnelo, Marta, Saxton, David, Kohli, Pushmeet, Eslami, S. M. Ali, Teh, Yee Whye
Meta-learning methods leverage past experience to learn data-driven inductive biases from related problems, increasing learning efficiency on new tasks. This ability renders them particularly suitable for sequential decision making with limited experience. Within this problem family, we argue for the use of such approaches in the study of model-based approaches to Bayesian Optimisation, contextual bandits and Reinforcement Learning. We approach the problem by learning distributions over functions using Neural Processes (NPs), a recently introduced probabilistic meta-learning method. This allows the treatment of model uncertainty to tackle the exploration/exploitation dilemma. We show that NPs are suitable for sequential decision making on a diverse set of domains, including adversarial task search, recommender systems and model-based reinforcement learning.
Q-Learning for Continuous Actions with Cross-Entropy Guided Policies
Simmons-Edler, Riley, Eisner, Ben, Mitchell, Eric, Seung, Sebastian, Lee, Daniel
Off-Policy reinforcement learning (RL) is an important class of methods for many problem domains, such as robotics, where the cost of collecting data is high and on-policy methods are consequently intractable. Standard methods for applying Q-learning to continuous-valued action domains involve iteratively sampling the Q-function to find a good action (e.g. via hill-climbing), or by learning a policy network at the same time as the Q-function (e.g. DDPG). Both approaches make tradeoffs between stability, speed, and accuracy. We propose a novel approach, called Cross-Entropy Guided Policies, or CGP, that draws inspiration from both classes of techniques. CGP aims to combine the stability and performance of iterative sampling policies with the low computational cost of a policy network. Our approach trains the Q-function using iterative sampling with the Cross-Entropy Method (CEM), while training a policy network to imitate CEM's sampling behavior. We demonstrate that our method is more stable to train than state of the art policy network methods, while preserving equivalent inference time compute costs, and achieving competitive total reward on standard benchmarks.
Improved Reinforcement Learning with Curriculum
West, Joseph, Maire, Frederic, Browne, Cameron, Denman, Simon
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-games first is that once the actions which lead to a terminal state are understood, it becomes possible to incrementally learn the consequences of actions that are further away from a terminal state - we call this an end-game-first curriculum. Currently the state-of-the-art machine learning player for general board games, AlphaZero by Google DeepMind, does not employ a structured training curriculum; instead learning from the entire game at all times. By employing an end-game-first training curriculum to train an AlphaZero inspired player, we empirically show that the rate of learning of an artificial player can be improved during the early stages of training when compared to a player not using a training curriculum.
Generalized Off-Policy Actor-Critic
Zhang, Shangtong, Boehmer, Wendelin, Whiteson, Shimon
We propose a new objective, the counterfactual objective, unifying existing objectives for off-policy policy gradient algorithms in the continuing reinforcement learning (RL) setting. Compared to the commonly used excursion objective, which can be misleading about the performance of the target policy when deployed, our new objective better predicts such performance. We prove the Generalized Off-Policy Policy Gradient Theorem to compute the policy gradient of the counterfactual objective and use an emphatic approach to get an unbiased sample from this policy gradient, yielding the Generalized Off-Policy Actor-Critic (Geoff-PAC) algorithm. We demonstrate the merits of Geoff-PAC over existing algorithms in Mujoco robot simulation tasks, the first empirical success of emphatic algorithms in prevailing deep RL benchmarks.
Symbolic Regression for Constructing Analytic Models in Reinforcement Learning
Derner, Erik, Kubalรญk, Jiลรญ, Ancona, Nicola, Babuลกka, Robert
Reinforcement learning (RL) is a widely used approach for controlling systems with unknown or time-varying dynamics. Even though RL does not require a model of the system, it is known to be faster and safer when using models learned online. We propose to employ symbolic regression (SR) to construct parsimonious process models described by analytic equations for real-time RL control. We have tested our method with two different state-of-the-art SR algorithms which automatically search for equations that fit the measured data. In addition to the standard problem formulation in the state-space domain, we show how the method can also be applied to input-output models of the NARX (nonlinear autoregressive with exogenous input) type. We present the approach on three simulated examples with up to 14-dimensional state space: an inverted pendulum, a mobile robot, and a biped walking robot. A comparison with deep neural networks and local linear regression shows that SR in most cases outperforms these commonly used alternative methods. We demonstrate on a real pendulum system that the analytic model found enables RL to successfully perform the swing-up task, based on a model constructed from only 100 data samples.
Dynamic Control of Stochastic Evolution: A Deep Reinforcement Learning Approach to Adaptively Targeting Emergent Drug Resistance
The challenge in controlling stochastic systems in which random events can set the system on catastrophic trajectories is to develop a robust ability to respond to such events without significantly compromising the optimality of the baseline control policy. Drug resistance can emerge from random and variable mutations in targeted cell populations; in the absence of an appropriate dosing policy, emergent resistant subpopulations can proliferate and lead to treatment failure. Dynamic feedback dosage control holds promise in combatting this phenomenon, but cell population evolutionary dynamics are complex, stochastic, and often high-dimensional, posing significant challenges to system control. This paper presents CelluDose, a deep reinforcement learning closed-loop dynamic control prototype for automated precision drug dosing targeting stochastic and heterogeneous cell proliferation. Developing optimal dosing schedules for preventing therapy-induced drug resistance involves a tradeoff between the effective suppression of emergent resistant cell subpopulations and the use of conservative dosages and a preference for first-line drugs. CelluDose is trained on model simulations of cell population evolutionary dynamics that combine a system of stochastic differential equations and the additional occurrence of random perturbing events. Both the single-drug and combination therapy policies obtained in training exhibit a 100% success rate at suppressing simulated heterogeneous harmful cell growth and responding to diverse system fluctuations and perturbations within the alloted time and using conservative dosing. The policies obtained were found to be highly robust to model parameter changes and fluctuations not introduced during training.
How to pick the domain randomization parameters for sim-to-real transfer of reinforcement learning policies?
Vuong, Quan, Vikram, Sharad, Su, Hao, Gao, Sicun, Christensen, Henrik I.
Recently, reinforcement learning (RL) algorithms have demonstrated remarkable success in learning complicated behaviors from minimally processed input. However, most of this success is limited to simulation. While there are promising successes in applying RL algorithms directly on real systems, their performance on more complex systems remains bottle-necked by the relative data inefficiency of RL algorithms. Domain randomization is a promising direction of research that has demonstrated impressive results using RL algorithms to control real robots. At a high level, domain randomization works by training a policy on a distribution of environmental conditions in simulation. If the environments are diverse enough, then the policy trained on this distribution will plausibly generalize to the real world. A human-specified design choice in domain randomization is the form and parameters of the distribution of simulated environments. It is unclear how to the best pick the form and parameters of this distribution and prior work uses hand-tuned distributions. This extended abstract demonstrates that the choice of the distribution plays a major role in the performance of the trained policies in the real world and that the parameter of this distribution can be optimized to maximize the performance of the trained policies in the real world
Autoregressive Policies for Continuous Control Deep Reinforcement Learning
Korenkevych, Dmytro, Mahmood, A. Rupam, Vasan, Gautham, Bergstra, James
Reinforcement learning algorithms rely on exploration to discover new behaviors, which is typically achieved by following a stochastic policy. In continuous control tasks, policies with a Gaussian distribution have been widely adopted. Gaussian exploration however does not result in smooth trajectories that generally correspond to safe and rewarding behaviors in practical tasks. In addition, Gaussian policies do not result in an effective exploration of an environment and become increasingly inefficient as the action rate increases. This contributes to a low sample efficiency often observed in learning continuous control tasks. We introduce a family of stationary autoregressive (AR) stochastic processes to facilitate exploration in continuous control domains. We show that proposed processes possess two desirable features: subsequent process observations are temporally coherent with continuously adjustable degree of coherence, and the process stationary distribution is standard normal. We derive an autoregressive policy (ARP) that implements such processes maintaining the standard agent-environment interface. We show how ARPs can be easily used with the existing off-the-shelf learning algorithms. Empirically we demonstrate that using ARPs results in improved exploration and sample efficiency in both simulated and real world domains, and, furthermore, provides smooth exploration trajectories that enable safe operation of robotic hardware.