Reinforcement Learning
A Critical Investigation of Deep Reinforcement Learning for Navigation
Dhiman, Vikas, Banerjee, Shurjo, Griffin, Brent, Siskind, Jeffrey M, Corso, Jason J
The navigation problem is classically approached in two steps: an exploration step, where map-information about the environment is gathered; and an exploitation step, where this information is used to navigate efficiently. Deep reinforcement learning (DRL) algorithms, alternatively, approach the problem of navigation in an end-to-end fashion. Inspired by the classical approach, we ask whether DRL algorithms are able to inherently explore, gather and exploit map-information over the course of navigation. We build upon Mirowski et al. [2017] work and introduce a systematic suite of experiments that vary three parameters: the agent's starting location, the agent's target location, and the maze structure. We choose evaluation metrics that explicitly measure the algorithm's ability to gather and exploit map-information. Our experiments show that when trained and tested on the same maps, the algorithm successfully gathers and exploits map-information. However, when trained and tested on different sets of maps, the algorithm fails to transfer the ability to gather and exploit map-information to unseen maps. Furthermore, we find that when the goal location is randomized and the map is kept static, the algorithm is able to gather and exploit map-information but the exploitation is far from optimal. We open-source our experimental suite in the hopes that it serves as a framework for the comparison of future algorithms and leads to the discovery of robust alternatives to classical navigation methods.
A Computational Framework for Motor Skill Acquisition
Bera, Krishn, Savalia, Tejas, Raju, Bapi
There have been numerous attempts in explaining the general learning behaviours by various cognitive models. Multiple hypotheses have been put further to qualitatively argue the best-fit model for motor skill acquisition task and its variations. In this context, for a discrete sequence production (DSP) task, one of the most insightful models is Verwey's Dual Processor Model (DPM). It largely explains the learning and behavioural phenomenon of skilled discrete key-press sequences without providing any concrete computational basis of reinforcement. Therefore, we propose a quantitative explanation for Verwey's DPM hypothesis by experimentally establishing a general computational framework for motor skill learning. We attempt combining the qualitative and quantitative theories based on a best-fit model of the experimental simulations of variations of dual processor models. The fundamental premise of sequential decision making for skill learning is based on interacting model-based (MB) and model-free (MF) reinforcement learning (RL) processes. Our unifying framework shows the proposed idea agrees well to Verwey's DPM and Fitts' three phases of skill learning. The accuracy of our model can further be validated by its statistical fit with the human-generated data on simple environment tasks like the grid-world.
Imminent Collision Mitigation with Reinforcement Learning and Vision
Abstract-- This work examines the role of reinforcement learning in reducing the severity of on-road collisions by controlling velocity and steering in situations in which contact is imminent. We construct a model, given camera images as input, that is capable of learning and predicting the dynamics of obstacles, cars and pedestrians, and train our policy using this model. Two policies that control both braking and steering are compared against a baseline where the only action taken is (conventional) braking in a straight line. The two policies are trained using two distinct reward structures, one where any and all collisions incur a fixed penalty, and a second one where the penalty is calculated based on already established delta-v models of injury severity. The results show that both policies exceed the performance of the baseline, with the policy trained using injury models having the highest performance.
Adversarial Learning of a Sampler Based on an Unnormalized Distribution
Li, Chunyuan, Bai, Ke, Li, Jianqiao, Wang, Guoyin, Chen, Changyou, Carin, Lawrence
We investigate adversarial learning in the case when only an unnormalized form of the density can be accessed, rather than samples. With insights so garnered, adversarial learning is extended to the case for which one has access to an unnormalized form u(x) of the target density function, but no samples. Further, new concepts in GAN regularization are developed, based on learning from samples or from u(x). The proposed method is compared to alternative approaches, with encouraging results demonstrated across a range of applications, including deep soft Q-learning.
Machine Teaching in Hierarchical Genetic Reinforcement Learning: Curriculum Design of Reward Functions for Swarm Shepherding
Clayton, Nicholas R., Abbass, Hussein
The design of reward functions in reinforcement learning is a human skill that comes with experience. Unfortunately, there is not any methodology in the literature that could guide a human to design the reward function or to allow a human to transfer the skills developed in designing reward functions to another human and in a systematic manner. In this paper, we use Systematic Instructional Design, an approach in human education, to engineer a machine education methodology to design reward functions for reinforcement learning. We demonstrate the methodology in designing a hierarchical genetic reinforcement learner that adopts a neural network representation to evolve a swarm controller for an agent shepherding a boids-based swarm. The results reveal that the methodology is able to guide the design of hierarchical reinforcement learners, with each model in the hierarchy learning incrementally through a multi-part reward function. The hierarchy acts as a decision fusion function that combines the individual behaviours and skills learnt by each instruction to create a smart shepherd to control the swarm.
Self-supervised Learning of Image Embedding for Continuous Control
Florensa, Carlos, Degrave, Jonas, Heess, Nicolas, Springenberg, Jost Tobias, Riedmiller, Martin
Operating directly from raw high dimensional sensory inputs like images is still a challenge for robotic control. Recently, Reinforcement Learning methods have been proposed to solve specific tasks end-to-end, from pixels to torques. However, these approaches assume the access to a specified reward which may require specialized instrumentation of the environment. Furthermore, the obtained policy and representations tend to be task specific and may not transfer well. In this work we investigate completely self-supervised learning of a general image embedding and control primitives, based on finding the shortest time to reach any state. We also introduce a new structure for the state-action value function that builds a connection between model-free and model-based methods, and improves the performance of the learning algorithm. We experimentally demonstrate these findings in three simulated robotic tasks.
Reinforcement Learning Using Quantum Boltzmann Machines
Crawford, Daniel, Levit, Anna, Ghadermarzy, Navid, Oberoi, Jaspreet S., Ronagh, Pooya
We investigate whether quantum annealers with select chip layouts can outperform classical computers in reinforcement learning tasks. We associate a transverse field Ising spin Hamiltonian with a layout of qubits similar to that of a deep Boltzmann machine (DBM) and use simulated quantum annealing (SQA) to numerically simulate quantum sampling from this system. We design a reinforcement learning algorithm in which the set of visible nodes representing the states and actions of an optimal policy are the first and last layers of the deep network. In absence of a transverse field, our simulations show that DBMs are trained more effectively than restricted Boltzmann machines (RBM) with the same number of nodes. We then develop a framework for training the network as a quantum Boltzmann machine (QBM) in the presence of a significant transverse field for reinforcement learning. This method also outperforms the reinforcement learning method that uses RBMs.
Human-Like Autonomous Car-Following Model with Deep Reinforcement Learning
Zhu, Meixin, Wang, Xuesong, Wang, Yinhai
This study proposes a framework for human-like autonomous car-following planning based on deep reinforcement learning (deep RL). Historical driving data are fed into a simulation environment where an RL agent learns from trial and error interactions based on a reward function that signals how much the agent deviates from the empirical data. Through these interactions, an optimal policy, or car-following model that maps in a human-like way from speed, relative speed between a lead and following vehicle, and inter-vehicle spacing to acceleration of a following vehicle is finally obtained. The model can be continuously updated when more data are fed in. Two thousand car-following periods extracted from the 2015 Shanghai Naturalistic Driving Study were used to train the model and compare its performance with that of traditional and recent data-driven car-following models. As shown by this study results, a deep deterministic policy gradient car-following model that uses disparity between simulated and observed speed as the reward function and considers a reaction delay of 1s, denoted as DDPGvRT, can reproduce human-like car-following behavior with higher accuracy than traditional and recent data-driven car-following models. Specifically, the DDPGvRT model has a spacing validation error of 18% and speed validation error of 5%, which are less than those of other models, including the intelligent driver model, models based on locally weighted regression, and conventional neural network-based models. Moreover, the DDPGvRT demonstrates good capability of generalization to various driving situations and can adapt to different drivers by continuously learning. This study demonstrates that reinforcement learning methodology can offer insight into driver behavior and can contribute to the development of human-like autonomous driving algorithms and traffic-flow models.
DeepTraffic: Crowdsourced Hyperparameter Tuning of Deep Reinforcement Learning Systems for Multi-Agent Dense Traffic Navigation
Fridman, Lex, Terwilliger, Jack, Jenik, Benedikt
We present a traffic simulation named DeepTraffic where the planning systems for a subset of the vehicles are handled by a neural network as part of a model-free, off-policy reinforcement learning process. The primary goal of DeepTraffic is to make the hands-on study of deep reinforcement learning accessible to thousands of students, educators, and researchers in order to inspire and fuel the exploration and evaluation of deep Q-learning network variants and hyperparameter configurations through large-scale, open competition. This paper investigates the crowd-sourced hyperparameter tuning of the policy network that resulted from the first iteration of the DeepTraffic competition where thousands of participants actively searched through the hyperparameter space.
This AI teaches robots how to walk
Artificially intelligent (AI) systems have imbued robots with the ability to grasp and manipulate objects with humanlike dexterity, and now, researchers say they've developed an algorithm through which machines might learn to walk on their own. In a preprint paper published on Arxiv.org "Deep reinforcement learning can be used to automate the acquisition of controllers for a range of robotic tasks, enabling end-to-end learning of policies that map sensory inputs to low-level actions," the paper's authors explain. "If we can learn locomotion gaits from scratch directly in the real world, we can in principle acquire controllers that are ideally adapted to each robot and even to individual terrains, potentially achieving better agility, energy efficiency, and robustness." The design challenge was twofold.