Reinforcement Learning
Reinforcement Learning with Perturbed Rewards
Wang, Jingkang, Liu, Yang, Li, Bo
Recent studies have shown the vulnerability of reinforcement learning (RL) models in noisy settings. The sources of noises differ across scenarios. For instance, in practice, the observed reward channel is often subject to noise (e.g., when observed rewards are collected through sensors), and thus observed rewards may not be credible as a result. Also, in applications such as robotics, a deep reinforcement learning (DRL) algorithm can be manipulated to produce arbitrary errors. In this paper, we consider noisy RL problems where observed rewards by RL agents are generated with a reward confusion matrix. We call such observed rewards as perturbed rewards. We develop an unbiased reward estimator aided robust RL framework that enables RL agents to learn in noisy environments while observing only perturbed rewards. Our framework draws upon approaches for supervised learning with noisy data. The core ideas of our solution include estimating a reward confusion matrix and defining a set of unbiased surrogate rewards. We prove the convergence and sample complexity of our approach. Extensive experiments on different DRL platforms show that policies based on our estimated surrogate reward can achieve higher expected rewards, and converge faster than existing baselines. For instance, the state-of-the-art PPO algorithm is able to obtain 67.5% and 46.7% improvements in average on five Atari games, when the error rates are 10% and 30% respectively.
Where Did My Optimum Go?: An Empirical Analysis of Gradient Descent Optimization in Policy Gradient Methods
Henderson, Peter, Romoff, Joshua, Pineau, Joelle
Recent analyses of certain gradient descent optimization methods have shown that performance can degrade in some settings - such as with stochasticity or implicit momentum. In deep reinforcement learning (Deep RL), such optimization methods are often used for training neural networks via the temporal difference error or policy gradient. As an agent improves over time, the optimization target changes and thus the loss landscape (and local optima) change. Due to the failure modes of those methods, the ideal choice of optimizer for Deep RL remains unclear. As such, we provide an empirical analysis of the effects that a wide range of gradient descent optimizers and their hyperparameters have on policy gradient methods, a subset of Deep RL algorithms, for benchmark continuous control tasks. We find that adaptive optimizers have a narrow window of effective learning rates, diverging in other cases, and that the effectiveness of momentum varies depending on the properties of the environment. Our analysis suggests that there is significant interplay between the dynamics of the environment and Deep RL algorithm properties which aren't necessarily accounted for by traditional adaptive gradient methods. We provide suggestions for optimal settings of current methods and further lines of research based on our findings.
Model-Ensemble Trust-Region Policy Optimization
Kurutach, Thanard, Clavera, Ignasi, Duan, Yan, Tamar, Aviv, Abbeel, Pieter
Model-free reinforcement learning (RL) methods are succeeding in a growing number of tasks, aided by recent advances in deep learning. However, they tend to suffer from high sample complexity, which hinders their use in real-world domains. Alternatively, model-based reinforcement learning promises to reduce sample complexity, but tends to require careful tuning and to date have succeeded mainly in restrictive domains where simple models are sufficient for learning. In this paper, we analyze the behavior of vanilla model-based reinforcement learning methods when deep neural networks are used to learn both the model and the policy, and show that the learned policy tends to exploit regions where insufficient data is available for the model to be learned, causing instability in training. To overcome this issue, we propose to use an ensemble of models to maintain the model uncertainty and regularize the learning process. We further show that the use of likelihood ratio derivatives yields much more stable learning than backpropagation through time. Altogether, our approach Model-Ensemble Trust-Region Policy Optimization (ME-TRPO) significantly reduces the sample complexity compared to model-free deep RL methods on challenging continuous control benchmark tasks.
AI, Reinforcement Learning, Neural Networks...DevOps?
From CNNs to GPUs, there's a whole spectrum of technologies and tools you can use to bring AI and machine learning into your business. But if you fail to manage your projects correctly, you just won't get the benefits you'd hoped for. That's why at MCubed our speakers don't just dive into the most important concepts and technologies, they show you how to implement them in production and skirt some of the major traps. So as well as covering core concepts and tools such as TensorFLow and Keras, our speakers will be discussing how to make your AI development more efficient, and how you can develop and deploy your machine learning models faster with DevOps. We'll also examine how to avoid vendor lock-in.
Zero-Shot Skill Composition and Simulation-to-Real Transfer by Learning Task Representations
He, Zhanpeng, Julian, Ryan, Heiden, Eric, Zhang, Hejia, Schaal, Stefan, Lim, Joseph, Sukhatme, Gaurav, Hausman, Karol
Simulation-to-real transfer is an important strategy for making reinforcement learning practical with real robots. Successful sim-to-real transfer systems have difficulty producing policies which generalize across tasks, despite training for thousands of hours equivalent real robot time. To address this shortcoming, we present a novel approach to efficiently learning new robotic skills directly on a real robot, based on model-predictive control (MPC) and an algorithm for learning task representations. In short, we show how to reuse the simulation from the pre-training step of sim-to-real methods as a tool for foresight, allowing the sim-to-real policy adapt to unseen tasks. Rather than end-to-end learning policies for single tasks and attempting to transfer them, we first use simulation to simultaneously learn (1) a continuous parameterization (i.e. a skill embedding or latent) of task-appropriate primitive skills, and (2) a single policy for these skills which is conditioned on this representation. We then directly transfer our multi-skill policy to a real robot, and actuate the robot by choosing sequences of skill latents which actuate the policy, with each latent corresponding to a pre-learned primitive skill controller. We complete unseen tasks by choosing new sequences of skill latents to control the robot using MPC, where our MPC model is composed of the pre-trained skill policy executed in the simulation environment, run in parallel with the real robot. We discuss the background and principles of our method, detail its practical implementation, and evaluate its performance by using our method to train a real Sawyer Robot to achieve motion tasks such as drawing and block pushing.
Floyd-Warshall Reinforcement Learning: Learning from Past Experiences to Reach New Goals
Dhiman, Vikas, Banerjee, Shurjo, Siskind, Jeffrey M., Corso, Jason J.
Consider mutli-goal tasks that involve static environments and dynamic goals. Examples of such tasks, such as goal-directed navigation and pick-and-place in robotics, abound. Two types of Reinforcement Learning (RL) algorithms are used for such tasks: model-free or model-based. Each of these approaches has limitations. Model-free RL struggles to transfer learned information when the goal location changes, but achieves high asymptotic accuracy in single goal tasks. Model-based RL can transfer learned information to new goal locations by retaining the explicitly learned state-dynamics, but is limited by the fact that small errors in modelling these dynamics accumulate over long-term planning. In this work, we improve upon the limitations of model-free RL in multi-goal domains. We do this by adapting the Floyd-Warshall algorithm for RL and call the adaptation Floyd-Warshall RL (FWRL). The proposed algorithm learns a goal-conditioned action-value function by constraining the value of the optimal path between any two states to be greater than or equal to the value of paths via intermediary states. Experimentally, we show that FWRL is more sample-efficient and learns higher reward strategies in multi-goal tasks as compared to Q-learning, model-based RL and other relevant baselines in a tabular domain.
Image-based Guidance of Autonomous Aircraft for Wildfire Surveillance and Prediction
Julian, Kyle D., Kochenderfer, Mykel J.
Abstract-- Small unmanned aircraft can help firefighters combat wildfires by providing real-time surveillance of the growing fires. However, guiding the aircraft autonomously given only wildfire images is a challenging problem. This work models noisy images obtained from on-board cameras and proposes two approaches to filtering the wildfire images. The first approach uses a simple Kalman filter to reduce noise and update a belief map in observed areas. The second approach uses a particle filter to predict wildfire growth and uses observations to estimate uncertainties relating to wildfire expansion. The belief maps are used to train a deep reinforcement learning controller, which learns a policy to navigate the aircraft to survey the wildfire while avoiding flight directly over the fire. Simulation results show that the proposed controllers precisely guide the aircraft and accurately estimate wildfire growth, and a study of observation noise demonstrates the robustness of the particle filter approach.
Episodic Curiosity through Reachability
Savinov, Nikolay, Raichuk, Anton, Marinier, Raphaรซl, Vincent, Damien, Pollefeys, Marc, Lillicrap, Timothy, Gelly, Sylvain
Rewards are sparse in the real world and most today's reinforcement learning algorithms struggle with such sparsity. One solution to this problem is to allow the agent to create rewards for itself -- thus making rewards dense and more suitable for learning. In particular, inspired by curious behaviour in animals, observing something novel could be rewarded with a bonus. Such bonus is summed up with the real task reward -- making it possible for RL algorithms to learn from the combined reward. We propose a new curiosity method which uses episodic memory to form the novelty bonus. To determine the bonus, the current observation is compared with the observations in memory. Crucially, the comparison is done based on how many environment steps it takes to reach the current observation from those in memory -- which incorporates rich information about environment dynamics. This allows us to overcome the known "couch-potato" issues of prior work -- when the agent finds a way to instantly gratify itself by exploiting actions which lead to unpredictable consequences. We test our approach in visually rich 3D environments in VizDoomand DMLab. In VizDoom, our agent learns to successfully navigate to a distant goal at least 2 times faster than the state-of-the-art curiosity method ICM. In DMLab, our agent generalizes well to new procedurally generated levels of the game -- reaching the goal at least 2 times more frequently than ICM on test mazes with very sparse reward. Many real-world tasks have sparse rewards. For example, animals searching for food may need to go many miles without any reward from the environment. Multiple approaches were proposed to achieve better explorative policies. One way is to give a reward bonus which facilitates exploration by rewarding novel observations. The reward bonus is summed up with the original task reward and optimized by standard RL algorithms. Such an approach is motivated by neuroscience studies of animals: an animal has an ability to reward itself for something novel - the mechanism biologically built into its dopamine release system.
EMI: Exploration with Mutual Information Maximizing State and Action Embeddings
Kim, Hyoungseok, Kim, Jaekyeom, Jeong, Yeonwoo, Levine, Sergey, Song, Hyun Oh
Policy optimization struggles when the reward feedback signal is very sparse and essentially becomes a random search algorithm until the agent accidentally stumbles upon a rewarding or the goal state. Recent works utilize intrinsic motivation to guide the exploration via generative models, predictive forward models, or more ad-hoc measures of surprise. We propose EMI, which is an exploration method that constructs embedding representation of states and actions that does not rely on generative decoding of the full observation but extracts predictive signals that can be used to guide exploration based on forward prediction in the representation space. Our experiments show the state of the art performance on challenging locomotion task with continuous control and on image-based exploration tasks with discrete actions on Atari.
Artificial Intelligence: What Is Reinforcement Learning - A Simple Explanation & Practical Examples
Reinforcement learning is one of the most discussed, followed and contemplated topics in artificial intelligence (AI) as it has the potential to transform most businesses. In this article, I want to provide a simple guide that explains reinforcement learning and give you some practical examples of how it is used today. At the core of reinforcement learning is the concept that the optimal behavior or action is reinforced by a positive reward. Similar to toddlers learning how to walk who adjust actions based on the outcomes they experience such as taking a smaller step if the previous broad step made them fall, machines and software agents use reinforcement learning algorithms to determine the ideal behavior based upon feedback from the environment. Depending on the complexity of the problem, reinforcement learning algorithms can keep adapting to the environment over time if necessary in order to maximize the reward in the long-term.