Reinforcement Learning
Stochastic Reinforcement Learning
Kuang, Nikki Lijing, Leung, Clement H. C., Sung, Vienne W. K.
In reinforcement learning episodes, the rewards and punishments are often non-deterministic, and there are invariably stochastic elements governing the underlying situation. Such stochastic elements are often numerous and cannot be known in advance, and they have a tendency to obscure the underlying rewards and punishments patterns. Indeed, if stochastic elements were absent, the same outcome would occur every time and the learning problems involved could be greatly simplified. In addition, in most practical situations, the cost of an observation to receive either a reward or punishment can be significant, and one would wish to arrive at the correct learning conclusion by incurring minimum cost. In this paper, we present a stochastic approach to reinforcement learning which explicitly models the variability present in the learning environment and the cost of observation. Criteria and rules for learning success are quantitatively analyzed, and probabilities of exceeding the observation cost bounds are also obtained.
WiseMove: A Framework for Safe Deep Reinforcement Learning for Autonomous Driving
Lee, Jaeyoung, Balakrishnan, Aravind, Gaurav, Ashish, Czarnecki, Krzysztof, Sedwards, Sean
Machine learning can provide efficient solutions to the complex problems encountered in autonomous driving, but ensuring their safety remains a challenge. A number of authors have attempted to address this issue, but there are few publicly-available tools to adequately explore the trade-offs between functionality, scalability, and safety. We thus present WiseMove, a software framework to investigate safe deep reinforcement learning in the context of motion planning for autonomous driving. WiseMove adopts a modular learning architecture that suits our current research questions and can be adapted to new technologies and new questions. We present the details of WiseMove, demonstrate its use on a common traffic scenario, and describe how we use it in our ongoing safe learning research.
Latent Space Reinforcement Learning for Steering Angle Prediction
Khan, Qadeer, Schรถn, Torsten, Wenzel, Patrick
Abstract--Model-free reinforcement learning has recently been shown to successfully learn navigation policies from raw sensor data. In this work, we address the problem of learning driving policies for an autonomous agent in a high-fidelity simulator. Building upon recent research that applies deep reinforcement learning to navigation problems, we present a modular deep reinforcement learning approach to predict the steering angle of the car from raw images. The control module trained with reinforcement learning takes the latent vector as input to predict the correct steering angle. The experimental results have showed that our method is capable of learning to maneuver the car without any human control signals. I. INTRODUCTION Reinforcement learning (RL) is gaining interest as a promising avenueto training end-to-end autonomous driving policies. These algorithms have recently been shown to solve complex tasks such as navigation from raw vision-sensor modalities. However, training those algorithms require vast amounts of data and interactions with the environment to cover a wide variety of driving scenarios. The collection of such data if even possible is costly and time-consuming.
Lyapunov-based Safe Policy Optimization for Continuous Control
Chow, Yinlam, Nachum, Ofir, Faust, Aleksandra, Duenez-Guzman, Edgar, Ghavamzadeh, Mohammad
We study continuous action reinforcement learning problems in which it is crucial that the agent interacts with the environment only through safe policies, i.e.,~policies that do not take the agent to undesirable situations. We formulate these problems as constrained Markov decision processes (CMDPs) and present safe policy optimization algorithms that are based on a Lyapunov approach to solve them. Our algorithms can use any standard policy gradient (PG) method, such as deep deterministic policy gradient (DDPG) or proximal policy optimization (PPO), to train a neural network policy, while guaranteeing near-constraint satisfaction for every policy update by projecting either the policy parameter or the action onto the set of feasible solutions induced by the state-dependent linearized Lyapunov constraints. Compared to the existing constrained PG algorithms, ours are more data efficient as they are able to utilize both on-policy and off-policy data. Moreover, our action-projection algorithm often leads to less conservative policy updates and allows for natural integration into an end-to-end PG training pipeline. We evaluate our algorithms and compare them with the state-of-the-art baselines on several simulated (MuJoCo) tasks, as well as a real-world indoor robot navigation problem, demonstrating their effectiveness in terms of balancing performance and constraint satisfaction. Videos of the experiments can be found in the following link: https://drive.google.com/file/d/1pzuzFqWIE710bE2U6DmS59AfRzqK2Kek/view?usp=sharing.
The Other Type of Machine Learning โ Towards Data Science
This is the first in a series of articles on reinforcement learning and OpenAI Gym. Suppose you're playing a video game. You enter a room with two doors. Behind Door 1 are 100 gold coins, followed by a passageway. Behind Door 2 is 1 gold coin, followed by a second passageway going in a different direction. Once you go through one of the doors, there is no going back.
Generalization through Simulation: Integrating Simulated and Real Data into Deep Reinforcement Learning for Vision-Based Autonomous Flight
Kang, Katie, Belkhale, Suneel, Kahn, Gregory, Abbeel, Pieter, Levine, Sergey
Deep reinforcement learning provides a promising approach for vision-based control of real-world robots. However, the generalization of such models depends critically on the quantity and variety of data available for training. This data can be difficult to obtain for some types of robotic systems, such as fragile, small-scale quadrotors. Simulated rendering and physics can provide for much larger datasets, but such data is inherently of lower quality: many of the phenomena that make the real-world autonomous flight problem challenging, such as complex physics and air currents, are modeled poorly or not at all, and the systematic differences between simulation and the real world are typically impossible to eliminate. In this work, we investigate how data from both simulation and the real world can be combined in a hybrid deep reinforcement learning algorithm. Our method uses real-world data to learn about the dynamics of the system, and simulated data to learn a generalizable perception system that can enable the robot to avoid collisions using only a monocular camera. We demonstrate our approach on a real-world nano aerial vehicle collision avoidance task, showing that with only an hour of real-world data, the quadrotor can avoid collisions in new environments with various lighting conditions and geometry. Code, instructions for building the aerial vehicles, and videos of the experiments can be found at github.com/gkahn13/GtS
A Bandit Framework for Optimal Selection of Reinforcement Learning Agents
Merentitis, Andreas, Rasul, Kashif, Vollgraf, Roland, Sheikh, Abdul-Saboor, Bergmann, Urs
Deep Reinforcement Learning has been shown to be very successful in complex games, e.g. Atari or Go. These games have clearly defined rules, and hence allow simulation. In many practical applications, however, interactions with the environment are costly and a good simulator of the environment is not available. Further, as environments differ by application, the optimal inductive bias (architecture, hyperparameters, etc.) of a reinforcement agent depends on the application. In this work, we propose a multi-arm bandit framework that selects from a set of different reinforcement learning agents to choose the one with the best inductive bias. To alleviate the problem of sparse rewards, the reinforcement learning agents are augmented with surrogate rewards. This helps the bandit framework to select the best agents early, since these rewards are smoother and less sparse than the environment reward. The bandit has the double objective of maximizing the reward while the agents are learning and selecting the best agent after a finite number of learning steps. Our experimental results on standard environments show that the proposed framework is able to consistently select the optimal agent after a finite number of steps, while collecting more cumulative reward compared to selecting a sub-optimal architecture or uniformly alternating between different agents.
Diverse Exploration via Conjugate Policies for Policy Gradient Methods
Cohen, Andrew, Qiao, Xingye, Yu, Lei, Way, Elliot, Tong, Xiangrong
We address the challenge of effective exploration while maintaining good performance in policy gradient methods. As a solution, we propose diverse exploration (DE) via conjugate policies. DE learns and deploys a set of conjugate policies which can be conveniently generated as a byproduct of conjugate gradient descent. We provide both theoretical and empirical results showing the effectiveness of DE at achieving exploration, improving policy performance, and the advantage of DE over exploration by random policy perturbations.
Hierarchical Critics Assignment for Multi-agent Reinforcement Learning
In this paper, we investigate the use of global information to speed up the learning process and increase the cumulative rewards of multi-agent reinforcement learning (MARL) tasks. Within the actor-critic MARL, we introduce multiple cooperative critics from two levels of the hierarchy and propose a hierarchical critic-based MARL algorithm. In our approach, the agent is allowed to receive information from local and global critics in a competition task. The agent not only receives low-level details but also considers coordination from high levels to obtain global information for increasing operational performance. Here, we define multiple cooperative critics in a top-down hierarchy, called the Hierarchical Critic Assignment (HCA) framework. Our experiment, a two-player tennis competition task performed in the Unity environment, tested the HCA multi-agent framework based on the Asynchronous Advantage Actor-Critic (A3C) with Proximal Policy Optimization (PPO) algorithm. The results showed that the HCA framework outperforms the non-hierarchical critic baseline method on MARL tasks.
Novelty Search for Deep Reinforcement Learning Policy Network Weights by Action Sequence Edit Metric Distance
Jackson, Ethan C., Daley, Mark
Reinforcement learning (RL) problems often feature deceptive local optima, and learning methods that optimize purely for reward signal often fail to learn strategies for overcoming them. Deep neuroevolution and novelty search have been proposed as effective alternatives to gradient-based methods for learning RL policies directly from pixels. In this paper, we introduce and evaluate the use of novelty search over agent action sequences by string edit metric distance as a means for promoting innovation. We also introduce a method for stagnation detection and population resampling inspired by recent developments in the RL community that uses the same mechanisms as novelty search to promote and develop innovative policies. Our methods extend a state-of-the-art method for deep neuroevolution using a simple-yet-effective genetic algorithm (GA) designed to efficiently learn deep RL policy network weights. Experiments using four games from the Atari 2600 benchmark were conducted. Results provide further evidence that GAs are competitive with gradient-based algorithms for deep RL. Results also demonstrate that novelty search over action sequences is an effective source of selection pressure that can be integrated into existing evolutionary algorithms for deep RL.