Reinforcement Learning
Dexterous Manipulation with Deep Reinforcement Learning: Efficient, General, and Low-Cost
Zhu, Henry, Gupta, Abhishek, Rajeswaran, Aravind, Levine, Sergey, Kumar, Vikash
Abstract-- Dexterous multi-fingered robotic hands can perform a wide range of manipulation skills, making them an appealing component for general-purpose robotic manipulators. However, such hands pose a major challenge for autonomous control, due to the high dimensionality of their configuration space and complex intermittent contact interactions. In this work, we propose deep reinforcement learning (deep RL) as a scalable solution for learning complex, contact rich behaviors with multi-fingered hands. Deep RL provides an end-to-end approach to directly map sensor readings to actions, without the need for task specific models or policy classes. We show that contact-rich manipulation behavior with multi-fingered hands can be learned by directly training with model-free deep RL algorithms in the real world, with minimal additional assumption and without the aid of simulation. We learn a variety of complex behaviors on two different low-cost hardware platforms. We show that each task can be learned entirely from scratch, and further study how the learning process can be further accelerated by using a small number of human demonstrations to bootstrap learning. Our experiments demonstrate that complex multi-fingered manipulation skills can be learned in the real world in about 4-7 hours for most tasks, and that demonstrations can decrease this to 2-3 hours, indicating that direct deep RL training in the real world is a viable and practical alternative to simulation and model-based control.
Reinforcement Learning: Super Mario, AlphaGo and beyond
You might not be able to totally recall the first time you ever played Mario, but just like any other game, you might have started with a clean slate, not knowing what to do. You see an environment in which you as Mario, the agent, have been placed that consists of bricks, coins, mystery boxes, pipes, sentient mushrooms called Goomba, and other elements. You begin taking actions in this environment by pressing a few keys before you realized then you can move Mario with the arrow keys to the left and right. Every action you take changes the state of Mario. You moved to the extreme left at the beginning but nothing happened so you started moving right.
Two Can Play That Game: An Adversarial Evaluation of a Cyber-alert Inspection System
Shah, Ankit, Sinha, Arunesh, Ganesan, Rajesh, Jajodia, Sushil, Cam, Hasan
Cyber-security is an important societal concern. Cyber-attacks have increased in numbers as well as in the extent of damage caused in every attack. Large organizations operate a Cyber Security Operation Center (CSOC), which form the first line of cyber-defense. The inspection of cyber-alerts is a critical part of CSOC operations. A recent work, in collaboration with Army Research Lab, USA proposed a reinforcement learning (RL) based approach to prevent the cyber-alert queue length from growing large and overwhelming the defender. Given the potential deployment of this approach to CSOCs run by US defense agencies, we perform a red team (adversarial) evaluation of this approach. Further, with the recent attacks on learning systems, it is even more important to test the limits of this RL approach. Towards that end, we learn an adversarial alert generation policy that is a best response to the defender inspection policy. Surprisingly, we find the defender policy to be quite robust to the best response of the attacker. In order to explain this observation, we extend the earlier RL model to a game model and show that there exists defender policies that can be robust against any adversarial policy. We also derive a competitive baseline from the game theory model and compare it to the RL approach. However, we go further to exploit assumptions made in the MDP in the RL model and discover an attacker policy that overwhelms the defender. We use a double oracle approach to retrain the defender with episodes from this discovered attacker policy. This made the defender robust to the discovered attacker policy and no further harmful attacker policies were discovered. Overall, the adversarial RL and double oracle approach in RL are general techniques that are applicable to other RL usage in adversarial environments.
Researchers train AI to mimic 20 acrobatic moves from YouTube videos
Researchers at the University of California, Berkeley have created a framework for teaching artificial intelligence systems to learn motion from being shown video clips on YouTube. The framework incorporates computer vision and reinforcement learning to train AI skills from videos. Altogether the team was able to train AI to perform more than 20 acrobatic tasks like cartwheels, handsprings, backflips, and some martial arts. The method does not require the use of motion capture video, the kind often used to transfer human action to digital forms, such as the movement of LeBron James incorporated into NBA 2K18 or the performance of Andy Serkis as Gollum from Lord of the Rings. The framework works by first ingesting the video to understand the poses seen in each video frame; then a simulated character is trained to imitate the movement using reinforcement learning.
Google's AI Bots Invent Ridiculous New Legs to Scamper Through Obstacle Courses
Using a technique called reinforcement learning, a researcher at Google Brain has shown that virtual robots can redesign their body parts to help them navigate challenging obstacle courses--even if the solutions they come up with are completely bizarre. Embodied cognition is the idea that an animal's cognitive abilities are influenced and constrained by its body plan. This means a squirrel's thought processes and problem-solving strategies will differ somewhat from the cogitations of octopuses, elephants, and seagulls. Each animal has to navigate its world in its own special way using the body it's been given, which naturally leads to different ways of thinking and learning. "Evolution plays a vital role in shaping an organism's body to adapt to its environment," David Ha, a computer scientist and AI expert at Google Brain, explained in his new study. "The brain and its ability to learn is only one of many body components that is co-evolved together."
Policy Transfer with Strategy Optimization
Yu, Wenhao, Liu, C. Karen, Turk, Greg
Computer simulation provides an automatic and safe way for training robotic control policies to achieve complex tasks such as locomotion. However, a policy trained in simulation usually does not transfer directly to the real hardware due to the differences between the two environments. Transfer learning using domain randomization is a promising approach, but it usually assumes that the target environment is close to the distribution of the training environments, thus relying heavily on accurate system identification. In this paper, we present a different approach that leverages domain randomization for transferring control policies to unknown environments. The key idea that, instead of learning a single policy in the simulation, we simultaneously learn a family of policies that exhibit different behaviors. When tested in the target environment, we directly search for the best policy in the family based on the task performance, without the need to identify the dynamic parameters. We evaluate our method on five simulated robotic control problems with different discrepancies in the training and testing environment and demonstrate that our method can overcome larger modeling errors compared to training a robust policy or an adaptive policy. Recent developments in Deep Reinforcement Learning (DRL) have shown the potential to learn complex robotic controllers in an automatic way with minimal human intervention. However, due to the high sample complexity of DRL algorithms, directly training control policies on the hardware still remains largely impractical for agile tasks such as locomotion. A promising direction to address this issue is to use the idea of transfer learning which learns a model in a source environment and transfers it to a target environment of interest. In the context of learning robotic control policies, we can consider the real world the target environment and the computer simulation the source environment.
Optimal Hierarchical Learning Path Design with Reinforcement Learning
Li, Xiao, Xu, Hanchen, Zhang, Jinming, Chang, Hua-hua
E-learning systems are capable of providing more adaptive and efficient learning experiences for students than the traditional classroom setting. A key component of such systems is the learning strategy, the algorithm that designs the learning paths for students based on information such as the students' current progresses, their skills, learning materials, and etc. In this paper, we address the problem of finding the optimal learning strategy for an E-learning system. To this end, we first develop a model for students' hierarchical skills in the E-learning system. Based on the hierarchical skill model and the classical cognitive diagnosis model, we further develop a framework to model various proficiency levels of hierarchical skills. The optimal learning strategy on top of the hierarchical structure is found by applying a model-free reinforcement learning method, which does not require information on students' learning transition process. The effectiveness of the proposed framework is demonstrated via numerical experiments.
Learning Scheduling Algorithms for Data Processing Clusters
Mao, Hongzi, Schwarzkopf, Malte, Venkatakrishnan, Shaileshh Bojja, Meng, Zili, Alizadeh, Mohammad
Efficiently scheduling data processing jobs on distributed compute clusters requires complex algorithms. Current systems, however, use simple generalized heuristics and ignore workload structure, since developing and tuning a bespoke heuristic for each workload is infeasible. In this paper, we show that modern machine learning techniques can generate highly-efficient policies automatically. Decima uses reinforcement learning (RL) and neural networks to learn workload-specific scheduling algorithms without any human instruction beyond specifying a high-level objective such as minimizing average job completion time. Off-the-shelf RL techniques, however, cannot handle the complexity and scale of the scheduling problem. To build Decima, we had to develop new representations for jobs' dependency graphs, design scalable RL models, and invent new RL training methods for continuous job arrivals. Our prototype integration with Spark on a 25-node cluster shows that Decima outperforms several heuristics, including hand-tuned ones, by at least 21%. Further experiments with an industrial production workload trace demonstrate that Decima delivers up to a 17% reduction in average job completion time and scales to large clusters.
Is multiagent deep reinforcement learning the answer or the question? A brief survey
Hernandez-Leal, Pablo, Kartal, Bilal, Taylor, Matthew E.
Deep reinforcement learning (DRL) has achieved outstanding results in recent years. This has led to a dramatic increase in the number of applications and methods. Recent works have explored learning beyond single-agent scenarios and have considered multiagent scenarios. Initial results report successes in complex multiagent domains, although there are several challenges to be addressed. In this context, first, this article provides a clear overview of current multiagent deep reinforcement learning (MDRL) literature. Second, it provides guidelines to complement this emerging area by (i) showcasing examples on how methods and algorithms from DRL and multiagent learning (MAL) have helped solve problems in MDRL and (ii) providing general lessons learned from these works. We expect this article will help unify and motivate future research to take advantage of the abundant literature that exists in both areas (DRL and MAL) in a joint effort to promote fruitful research in the multiagent community.
Bayesian Inference of Self-intention Attributed by Observer
Fukuchi, Yosuke, Osawa, Masahiko, Yamakawa, Hiroshi, Takahashi, Tatsuji, Imai, Michita
Most of agents that learn policy for tasks with reinforcement learning (RL) lack the ability to communicate with people, which makes human-agent collaboration challenging. We believe that, in order for RL agents to comprehend utterances from human colleagues, RL agents must infer the mental states that people attribute to them because people sometimes infer an interlocutor's mental states and communicate on the basis of this mental inference. This paper proposes PublicSelf model, which is a model of a person who infers how the person's own behavior appears to their colleagues. We implemented the PublicSelf model for an RL agent in a simulated environment and examined the inference of the model by comparing it with people's judgment. The results showed that the agent's intention that people attributed to the agent's movement was correctly inferred by the model in scenes where people could find certain intentionality from the agent's behavior.