Goto

Collaborating Authors

 Reinforcement Learning


RoboTurk: A Crowdsourcing Platform for Robotic Skill Learning through Imitation

arXiv.org Artificial Intelligence

Imitation Learning has empowered recent advances in learning robotic manipulation tasks by addressing shortcomings of Reinforcement Learning such as exploration and reward specification. However, research in this area has been limited to modest-sized datasets due to the difficulty of collecting large quantities of task demonstrations through existing mechanisms. This work introduces RoboTurk to address this challenge. RoboTurk is a crowdsourcing platform for high quality 6-DoF trajectory based teleoperation through the use of widely available mobile devices (e.g. iPhone). We evaluate RoboTurk on three manipulation tasks of varying timescales (15-120s) and observe that our user interface is statistically similar to special purpose hardware such as virtual reality controllers in terms of task completion times. Furthermore, we observe that poor network conditions, such as low bandwidth and high delay links, do not substantially affect the remote users' ability to perform task demonstrations successfully on RoboTurk. Lastly, we demonstrate the efficacy of RoboTurk through the collection of a pilot dataset; using RoboTurk, we collected 137.5 hours of manipulation data from remote workers, amounting to over 2200 successful task demonstrations in 22 hours of total system usage. We show that the data obtained through RoboTurk enables policy learning on multi-step manipulation tasks with sparse rewards and that using larger quantities of demonstrations during policy learning provides benefits in terms of both learning consistency and final performance. For additional results, videos, and to download our pilot dataset, visit $\href{http://roboturk.stanford.edu/}{\texttt{roboturk.stanford.edu}}$


QUOTA: The Quantile Option Architecture for Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, we propose the Quantile Option Architecture (QUOTA) for exploration based on recent advances in distributional reinforcement learning (RL). In QUOTA, decision making is based on quantiles of a value distribution, not only the mean. QUOTA provides a new dimension for exploration via making use of both optimism and pessimism of a value distribution. We demonstrate the performance advantage of QUOTA in both challenging video games and physical robot simulators.


ACE: An Actor Ensemble Algorithm for Continuous Control with Tree Search

arXiv.org Artificial Intelligence

In this paper, we propose an actor ensemble algorithm, named ACE, for continuous control with a deterministic policy in reinforcement learning. In ACE, we use actor ensemble (i.e., multiple actors) to search the global maxima of the critic. Besides the ensemble perspective, we also formulate ACE in the option framework by extending the option-critic architecture with deterministic intra-option policies, revealing a relationship between ensemble and options. Furthermore, we perform a look-ahead tree search with those actors and a learned value prediction model, resulting in a refined value estimation. We demonstrate a significant performance boost of ACE over DDPG and its variants in challenging physical robot simulators.


Quasi-Newton Optimization in Deep Q-Learning for Playing ATARI Games

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) algorithms allow artificial agents to improve their selection of actions so as to increase rewarding experiences in their environments. The learning can become intractably slow as the state space of the environment grows. This has motivated methods to use deep artificial neural networks to learn the state representations. Deep reinforcement learning algorithms require solving a non-convex and nonlinear unconstrained optimization problem. Methods for solving the optimization problems in deep RL are restricted to the class of first-order algorithms, like stochastic gradient descent (SGD). The major drawback of the SGD methods is that they have the undesirable effect of not escaping saddle points. Furthermore, these methods require exhaustive trial and error to fine-tune many learning parameters. Using second derivative information can result in improved convergence properties, but computing the Hessian matrix for large-scale problems is not practical. Quasi-Newton methods, like SGD, require only first-order gradient information, but they can result in superlinear convergence, which makes them attractive alternatives. The limited-memory BFGS approach is one of the most popular quasi-Newton methods that construct positive definite Hessian approximations. In this paper, we introduce an efficient optimization method, based on the limited memory BFGS quasi-Newton method using line search strategy -- as an alternative to SGD methods. Our method bridges the disparity between first order methods and second order methods by continuing to use gradient information to calculate a low-rank Hessian approximations. We provide empirical results on variety of the classic ATARI 2600 games. Our results show a robust convergence with preferred generalization characteristics, as well as fast training time and no need for the experience replaying mechanism.


Online Off-policy Prediction

arXiv.org Artificial Intelligence

This paper investigates the problem of online prediction learning, where learning proceeds continuously as the agent interacts with an environment. The predictions made by the agent are contingent on a particular way of behaving, represented as a value function. However, the behavior used to select actions and generate the behavior data might be different from the one used to define the predictions, and thus the samples are generated off-policy. The ability to learn behavior-contingent predictions online and off-policy has long been advocated as a key capability of predictive-knowledge learning systems but remained an open algorithmic challenge for decades. The issue lies with the temporal difference (TD) learning update at the heart of most prediction algorithms: combining bootstrapping, off-policy sampling and function approximation may cause the value estimate to diverge. A breakthrough came with the development of a new objective function that admitted stochastic gradient descent variants of TD. Since then, many sound online off-policy prediction algorithms have been developed, but there has been limited empirical work investigating the relative merits of all the variants. This paper aims to fill these empirical gaps and provide clarity on the key ideas behind each method. We summarize the large body of literature on off-policy learning, focusing on 1- methods that use computation linear in the number of features and are convergent under off-policy sampling, and 2- other methods which have proven useful with non-fixed, nonlinear function approximation. We provide an empirical study of off-policy prediction methods in two challenging microworlds. We report each method's parameter sensitivity, empirical convergence rate, and final performance, providing new insights that should enable practitioners to successfully extend these new methods to large-scale applications.[Abridged abstract]


Deep Reinforcement Learning for Green Security Games with Real-Time Information

arXiv.org Artificial Intelligence

Green Security Games (GSGs) have been proposed and applied to optimize patrols conducted by law enforcement agencies in green security domains such as combating poaching, illegal logging and overfishing. However, real-time information such as footprints and agents' subsequent actions upon receiving the information, e.g., rangers following the footprints to chase the poacher, have been neglected in previous work. To fill the gap, we first propose a new game model GSG-I which augments GSGs with sequential movement and the vital element of real-time information. Second, we design a novel deep reinforcement learning-based algorithm, DeDOL, to compute a patrolling strategy that adapts to the real-time information against a best-responding attacker. DeDOL is built upon the double oracle framework and the policy-space response oracle, solving a restricted game and iteratively adding best response strategies to it through training deep Q-networks. Exploring the game structure, DeDOL uses domain-specific heuristic strategies as initial strategies and constructs several local modes for efficient and parallelized training. To our knowledge, this is the first attempt to use Deep Q-Learning for security games.


Adaptive Stress Testing: Finding Failure Events with Reinforcement Learning

arXiv.org Artificial Intelligence

Finding the most likely path to a set of failure states is important to the analysis of safety-critical dynamic systems. While efficient solutions exist for certain classes of systems, a scalable general solution for stochastic, partially-observable, and continuous-valued systems remains challenging. Existing approaches in formal and simulation-based methods either cannot scale to large systems or are computationally inefficient. This paper presents adaptive stress testing (AST), a framework for searching a simulator for the most likely path to a failure event. We formulate the problem as a Markov decision process and use reinforcement learning to optimize it. The approach is simulation-based and does not require internal knowledge of the system. As a result, the approach is very suitable for black box testing of large systems. We present formulations for both systems where the state is fully-observable and partially-observable. In the latter case, we present a modified Monte Carlo tree search algorithm that only requires access to the pseudorandom number generator of the simulator to overcome partial observability. We also present an extension of the framework, called differential adaptive stress testing (DAST), that can be used to find failures that occur in one system but not in another. This type of differential analysis is useful in applications such as regression testing, where one is concerned with finding areas of relative weakness compared to a baseline. We demonstrate the effectiveness of the approach on an aircraft collision avoidance application, where we stress test a prototype aircraft collision avoidance system to find high-probability scenarios of near mid-air collisions.


Learning Abstract Options

arXiv.org Artificial Intelligence

Building systems that autonomously create temporal abstractions from data is a key challenge in scaling learning and planning in reinforcement learning. One popular approach for addressing this challenge is the options framework (Sutton et al., 1999). However, only recently in (Bacon et al., 2017) was a policy gradient theorem derived for online learning of general purpose options in an end to end fashion. In this work, we extend previous work on this topic that only focuses on learning a two-level hierarchy including options and primitive actions to enable learning simultaneously at multiple resolutions in time. We achieve this by considering an arbitrarily deep hierarchy of options where high level temporally extended options are composed of lower level options with finer resolutions in time. We extend results from (Bacon et al., 2017) and derive policy gradient theorems for a deep hierarchy of options. Our proposed hierarchical option-critic architecture is capable of learning internal policies, termination conditions, and hierarchical compositions over options without the need for any intrinsic rewards or subgoals. Our empirical results in both discrete and continuous environments demonstrate the efficiency of our framework.


Actor-Critic Policy Optimization in Partially Observable Multiagent Environments

arXiv.org Artificial Intelligence

Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions.