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 Reinforcement Learning


Integrating Task-Motion Planning with Reinforcement Learning for Robust Decision Making in Mobile Robots

arXiv.org Artificial Intelligence

Task-motion planning (TMP) addresses the problem of efficiently generating executable and low-cost task plans in a discrete space such that the (initially unknown) action costs are determined by motion plans in a corresponding continuous space. However, a task-motion plan can be sensitive to unexpected domain uncertainty and changes, leading to suboptimal behaviors or execution failures. In this paper, we propose a novel framework, TMP-RL, which is an integration of TMP and reinforcement learning (RL) from the execution experience, to solve the problem of robust task-motion planning in dynamic and uncertain domains. TMP-RL features two nested planning-learning loops. In the inner TMP loop, the robot generates a low-cost, feasible task-motion plan by iteratively planning in the discrete space and updating relevant action costs evaluated by the motion planner in continuous space. In the outer loop, the plan is executed, and the robot learns from the execution experience via model-free RL, to further improve its task-motion plans. RL in the outer loop is more accurate to the current domain but also more expensive, and using less costly task and motion planning leads to a jump-start for learning in the real world. Our approach is evaluated on a mobile service robot conducting navigation tasks in an office area. Results show that TMP-RL approach significantly improves adaptability and robustness (in comparison to TMP methods) and leads to rapid convergence (in comparison to task planning (TP)-RL methods). We also show that TMP-RL can reuse learned values to smoothly adapt to new scenarios during long-term deployments.


November MLAI Meetup -- Eike Germann, Introduction to Reinforcement Learning

#artificialintelligence

Eike Germann, Introduction to Reinforcement Learning What is Reinforcement Learning? How is it different from the machine learning we're familiar with? I'll present some foundational ideas (Markov decision processes, policy iteration, value iteration etc) and talk about their limitations. What algorithms are currently used to address those limitations and how do they do it? Based on these, I'll give a short overview of what RL is used currently used for - from training a machine to play space invaders to robotic movement in the real world.


Model Learning for Look-ahead Exploration in Continuous Control

arXiv.org Artificial Intelligence

We propose an exploration method that incorporates look-ahead search over basic learnt skills and their dynamics, and use it for reinforcement learning (RL) of manipulation policies . Our skills are multi-goal policies learned in isolation in simpler environments using existing multigoal RL formulations, analogous to options or macroactions. Coarse skill dynamics, i.e., the state transition caused by a (complete) skill execution, are learnt and are unrolled forward during lookahead search. Policy search benefits from temporal abstraction during exploration, though itself operates over low-level primitive actions, and thus the resulting policies does not suffer from suboptimality and inflexibility caused by coarse skill chaining. We show that the proposed exploration strategy results in effective learning of complex manipulation policies faster than current state-of-the-art RL methods, and converges to better policies than methods that use options or parametrized skills as building blocks of the policy itself, as opposed to guiding exploration. We show that the proposed exploration strategy results in effective learning of complex manipulation policies faster than current state-of-the-art RL methods, and converges to better policies than methods that use options or parameterized skills as building blocks of the policy itself, as opposed to guiding exploration.


High-Level Strategy Selection under Partial Observability in StarCraft: Brood War

arXiv.org Machine Learning

We consider the problem of high-level strategy selection in the adversarial setting of real-time strategy games from a reinforcement learning perspective, where taking an action corresponds to switching to the respective strategy. Here, a good strategy successfully counters the opponent's current and possible future strategies which can only be estimated using partial observations. We investigate whether we can utilize the full game state information during training time (in the form of an auxiliary prediction task) to increase performance. Experiments carried out within a StarCraft: Brood War bot against strong community bots show substantial win rate improvements over a fixed-strategy baseline and encouraging results when learning with the auxiliary task.


Model-Based Reinforcement Learning in Contextual Decision Processes

arXiv.org Machine Learning

We study the sample complexity of model-based reinforcement learning in general contextual decision processes. We design new algorithms for RL with an abstract model class and analyze their statistical properties. Our algorithms have sample complexity governed by a new structural parameter called the witness rank, which we show to be small in several settings of interest, including Factored MDPs and reactive POMDPs. We also show that the witness rank of a problem is never larger than the recently proposed Bellman rank parameter governing the sample complexity of the model-free algorithm OLIVE (Jiang et al., 2017), the only other provably sample efficient algorithm at this level of generality. Focusing on the special case of Factored MDPs, we prove an exponential lower bound for all model-free approaches, including OLIVE, which when combined with our algorithmic results demonstrates exponential separation between model-based and model-free RL in some rich-observation settings.


Urban Driving with Multi-Objective Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Autonomous driving is a challenging domain that entails multiple aspects: a vehicle should be able to drive to its destination as fast as possible while avoiding collision, obeying traffic rules and ensuring the comfort of passengers. In this paper, we present a deep learning variant of thresholded lexicographic Q-learning for the task of urban driving. Our multi-objective DQN agent learns to drive on multi-lane roads and intersections, yielding and changing lanes according to traffic rules. We also propose an extension for factored Markov Decision Processes to the DQN architecture that provides auxiliary features for the Q function. This is shown to significantly improve data efficiency. We then show that the learned policy is able to zero-shot transfer to a ring road without sacrificing performance. To our knowledge, this is the first reinforcement learning based autonomous driving agent in literature that can handle multi-lane intersections with traffic rules.


Learning Actionable Representations with Goal-Conditioned Policies

arXiv.org Artificial Intelligence

Representation learning is a central challenge across a range of machine learning areas. In reinforcement learning, effective and functional representations have the potential to tremendously accelerate learning progress and solve more challenging problems. Most prior work on representation learning has focused on generative approaches, learning representations that capture all underlying factors of variation in the observation space in a more disentangled or well-ordered manner. In this paper, we instead aim to learn functionally salient representations: representations that are not necessarily complete in terms of capturing all factors of variation in the observation space, but rather aim to capture those factors of variation that are important for decision making -- that are "actionable." These representations are aware of the dynamics of the environment, and capture only the elements of the observation that are necessary for decision making rather than all factors of variation, without explicit reconstruction of the observation. We show how these representations can be useful to improve exploration for sparse reward problems, to enable long horizon hierarchical reinforcement learning, and as a state representation for learning policies for downstream tasks. We evaluate our method on a number of simulated environments, and compare it to prior methods for representation learning, exploration, and hierarchical reinforcement learning.


Reinforcement Learning with A* and a Deep Heuristic

arXiv.org Machine Learning

A* is a popular path-finding algorithm, but it can only be applied to those domains where a good heuristic function is known. Inspired by recent methods combining Deep Neural Networks (DNNs) and trees, this study demonstrates how to train a heuristic represented by a DNN and combine it with A*. This new algorithm which we call aleph-star can be used efficiently in domains where the input to the heuristic could be processed by a neural network. We compare aleph-star to N-Step Deep Q-Learning (DQN Mnih et al. 2013) in a driving simulation with pixel-based input, and demonstrate significantly better performance in this scenario.


Reinforcement learning and inverse reinforcement learning with system 1 and system 2

arXiv.org Artificial Intelligence

Inferring a person's goal from their behavior is an important problem in applications of AI (e.g. automated assistants, recommender systems). The workhorse model for this task is the rational actor model - this amounts to assuming that people have stable reward functions, discount the future exponentially, and construct optimal plans. Under the rational actor assumption techniques such as inverse reinforcement learning (IRL) can be used to infer a person's goals from their actions. A competing model is the dual-system model. Here decisions are the result of an interplay between a fast, automatic, heuristic-based system 1 and a slower, deliberate, calculating system 2. We generalize the dual system framework to the case of Markov decision problems and show how to compute optimal plans for dual-system agents. We show that dual-system agents exhibit behaviors that are incompatible with rational actor assumption. We show that naive applications of rational-actor IRL to the behavior of dual-system agents can generate wrong inference about the agents' goals and suggest interventions that actually reduce the agent's overall utility. Finally, we adapt a simple IRL algorithm to correctly infer the goals of dual system decision-makers. This allows us to make interventions that help, rather than hinder, the dual-system agent's ability to reach their true goals.


Guiding Policies with Language via Meta-Learning

arXiv.org Artificial Intelligence

Behavioral skills or policies for autonomous agents are conventionally learned from reward functions, via reinforcement learning, or from demonstrations, via imitation learning. However, both modes of task specification have their disadvantages: reward functions require manual engineering, while demonstrations require a human expert to be able to actually perform the task in order to generate the demonstration. Instruction following from natural language instructions provides an appealing alternative: in the same way that we can specify goals to other humans simply by speaking or writing, we would like to be able to specify tasks for our machines. However, a single instruction may be insufficient to fully communicate our intent or, even if it is, may be insufficient for an autonomous agent to actually understand how to perform the desired task. In this work, we propose an interactive formulation of the task specification problem, where iterative language corrections are provided to an autonomous agent, guiding it in acquiring the desired skill. Our proposed language-guided policy learning algorithm can integrate an instruction and a sequence of corrections to acquire new skills very quickly. In our experiments, we show that this method can enable a policy to follow instructions and corrections for simulated navigation and manipulation tasks, substantially outperforming direct, non-interactive instruction following.