Reinforcement Learning
Remember and Forget for Experience Replay
Novati, Guido, Koumoutsakos, Petros
Experience replay (ER) is crucial for attaining high data-efficiency in off-policy reinforcement learning (RL). ER entails the recall of experiences obtained in past iterations to compute gradient estimates for the current policy. However, the accuracy of such updates may deteriorate when the policy diverges from past behaviors, possibly undermining the effectiveness of ER. Previous off-policy RL algorithms mitigated this issue by tuning hyper-parameters in order to abate policy changes. We propose a method for ER that relies on systematically Remembering and Forgetting past behaviors (ReF-ER). ReF-ER forgets experiences that would be too unlikely with the current policy and constrains policy changes within a trust region of the behaviors in the replay memory. We couple ReF-ER with Q-learning, deterministic policy gradient and off-policy gradient methods and we show that ReF-ER reliably improves the performance of continuous-action off-policy RL. We complement ReF-ER with a novel off-policy actor-critic algorithm (RACER) for continuous-action control. RACER employs a computationally efficient closed-form approximation of the action values and is shown to be highly competitive with state-of-the-art algorithms on benchmark problems, while being robust to large hyper-parameter variations.
Comparison of Reinforcement Learning algorithms applied to the Cart Pole problem
Nagendra, Savinay, Podila, Nikhil, Ugarakhod, Rashmi, George, Koshy
Designing optimal controllers continues to be challenging as systems are becoming complex and are inherently nonlinear. The principal advantage of reinforcement learning (RL) is its ability to learn from the interaction with the environment and provide optimal control strategy. In this paper, RL is explored in the context of control of the benchmark cartpole dynamical system with no prior knowledge of the dynamics. RL algorithms such as temporal-difference, policy gradient actor-critic, and value function approximation are compared in this context with the standard LQR solution. Further, we propose a novel approach to integrate RL and swing-up controllers.
The Dreaming Variational Autoencoder for Reinforcement Learning Environments
Andersen, Per-Arne, Goodwin, Morten, Granmo, Ole-Christoffer
Reinforcement learning has shown great potential in generalizing over raw sensory data using only a single neural network for value optimization. There are several challenges in the current state-of-the-art reinforcement learning algorithms that prevent them from converging towards the global optima. It is likely that the solution to these problems lies in short- and long-term planning, exploration and memory management for reinforcement learning algorithms. Games are often used to benchmark reinforcement learning algorithms as they provide a flexible, reproducible, and easy to control environment. Regardless, few games feature a state-space where results in exploration, memory, and planning are easily perceived. This paper presents The Dreaming Variational Autoencoder (DVAE), a neural network based generative modeling architecture for exploration in environments with sparse feedback. We further present Deep Maze, a novel and flexible maze engine that challenges DVAE in partial and fully-observable state-spaces, long-horizon tasks, and deterministic and stochastic problems. We show initial findings and encourage further work in reinforcement learning driven by generative exploration.
Video Imitation GAN: Learning control policies by imitating raw videos using generative adversarial reward estimation
Chaudhury, Subhajit, Kimura, Daiki, Pham, Tu-Hoa, Munawar, Asim, Tachibana, Ryuki
Natural imitation in humans usually consists of mimicking visual demonstrations of another person by continuously refining our skills until our performance is visually akin to the expert demonstrations. In this paper, we are interested in imitation learning of artificial agents in the natural setting - acquiring motor skills by watching raw video demonstrations. Traditional methods for learning from videos rely on extracting meaningful low-dimensional features from the videos followed by a separate hand-crafted reward estimation step based on feature separation between the agent and expert. We propose an imitation learning framework from raw video demonstrations, that reduces the dependence on hand engineered reward functions, by jointly learning the feature extraction and separation estimation steps, using generative adversarial networks. Additionally, we establish the equivalence between adversarial imitation from image manifolds and low-level state distribution matching, under certain conditions. Experimental results show that our proposed imitation learning method from raw videos produces a similar performance to state-of-the-art imitation learning techniques with low-level state and action information available while outperforming existing video imitation methods. Furthermore, we show that our method can learn action policies by imitating video demonstrations available on YouTube with performance comparable to learned agents from true reward signal. Please see the video at https://youtu.be/bvNpV2Q4rOA.
CEM-RL: Combining evolutionary and gradient-based methods for policy search
Pourchot, Aloïs, Sigaud, Olivier
Deep neuroevolution and deep reinforcement learning (deep RL) algorithms are two popular approaches to policy search. The former is widely applicable and rather stable, but suffers from low sample efficiency. By contrast, the latter is more sample efficient, but the most sample efficient variants are also rather unstable and highly sensitive to hyper-parameter setting. So far, these families of methods have mostly been compared as competing tools. However, an emerging approach consists in combining them so as to get the best of both worlds. Two previously existing combinations use either a standard evolutionary algorithm or a goal exploration process together with the DDPG algorithm, a sample efficient off-policy deep RL algorithm. In this paper, we propose a different combination scheme using the simple cross-entropy method (CEM) and TD3, another off-policy deep RL algorithm which improves over DDPG. We evaluate the resulting algorithm, CEM-RL, on a set of benchmarks classically used in deep RL. We show that CEM-RL benefits from several advantages over its competitors and offers a satisfactory trade-off between performance and sample efficiency.
Sparse Gaussian Process Temporal Difference Learning for Marine Robot Navigation
Martin, John, Wang, Jinkun, Englot, Brendan
We present a method for Temporal Difference (TD) learning that addresses several challenges faced by robots learning to navigate in a marine environment. For improved data efficiency, our method reduces TD updates to Gaussian Process regression. To make predictions amenable to online settings, we introduce a sparse approximation with improved quality over current rejection-based sparse methods. We derive the predictive value function posterior and use the moments to obtain a new algorithm for model-free policy evaluation, SPGP-SARSA. With simple changes, we show SPGP-SARSA can be reduced to a model-based equivalent, SPGP-TD. We perform comprehensive simulation studies and also conduct physical learning trials with an underwater robot. Our results show SPGP-SARSA can outperform the state-of-the-art sparse method, replicate the prediction quality of its exact counterpart, and be applied to solve underwater navigation tasks.
Near-Optimal Representation Learning for Hierarchical Reinforcement Learning
Nachum, Ofir, Gu, Shixiang, Lee, Honglak, Levine, Sergey
We study the problem of representation learning in goal-conditioned hierarchical reinforcement learning. In such hierarchical structures, a higher-level controller solves tasks by iteratively communicating goals which a lower-level policy is trained to reach. Accordingly, the choice of representation -- the mapping of observation space to goal space -- is crucial. To study this problem, we develop a notion of sub-optimality of a representation, defined in terms of expected reward of the optimal hierarchical policy using this representation. We derive expressions which bound the sub-optimality and show how these expressions can be translated to representation learning objectives which may be optimized in practice. Results on a number of difficult continuous-control tasks show that our approach to representation learning yields qualitatively better representations as well as quantitatively better hierarchical policies, compared to existing methods (see videos at https://sites.google.com/view/representation-hrl).
Time Reversal as Self-Supervision
Nair, Suraj, Babaeizadeh, Mohammad, Finn, Chelsea, Levine, Sergey, Kumar, Vikash
Abstract--A longstanding challenge in robot learning for manipulation tasks has been the ability to generalize to varying initial conditions, diverse objects, and changing objectives. Learning based approaches have shown promise in producing robust policies, but require heavy supervision to efficiently learn precise control, especially from visual inputs. We propose a novel self-supervision technique that uses time-reversal to learn goals and provide a high level plan to reach them. In particular, we introduce the time-reversal model (TRM), a self-supervised model which explores outward from a set of goal states and learns to predict these trajectories in reverse. This provides a high level plan towards goals, allowing us to learn complex manipulation tasks with no demonstrations or exploration at test time. We test our method on the domain of assembly, specifically the mating of tetris-style block pairs. Using our method operating atop visual model predictive control, we are able to assemble tetris blocks on a physical robot using only uncalibrated RGB camera input, and generalize to unseen block pairs.
Variational Discriminator Bottleneck: Improving Imitation Learning, Inverse RL, and GANs by Constraining Information Flow
Peng, Xue Bin, Kanazawa, Angjoo, Toyer, Sam, Abbeel, Pieter, Levine, Sergey
Adversarial learning methods have been proposed for a wide range of applications, but the training of adversarial models can be notoriously unstable. Effectively balancing the performance of the generator and discriminator is critical, since a discriminator that achieves very high accuracy will produce relatively uninformative gradients. In this work, we propose a simple and general technique to constrain information flow in the discriminator by means of an information bottleneck. By enforcing a constraint on the mutual information between the observations and the discriminator's internal representation, we can effectively modulate the discriminator's accuracy and maintain useful and informative gradients. We demonstrate that our proposed variational discriminator bottleneck (VDB) leads to significant improvements across three distinct application areas for adversarial learning algorithms. Our primary evaluation studies the applicability of the VDB to imitation learning of dynamic continuous control skills, such as running. We show that our method can learn such skills directly fromraw video demonstrations, substantially outperforming prior adversarial imitation learning methods. The VDB can also be combined with adversarial inverse reinforcement learning to learn parsimonious reward functions that can be transferred and re-optimized in new settings. Finally, we demonstrate that VDB can train GANs more effectively for image generation, improving upon a number of prior stabilization methods. Adversarial learning methods provide a promising approach to modeling distributions over high-dimensional data with complex internal correlation structures. These methods generally use a discriminator to supervise the training of a generator in order to produce samples that are indistinguishable from the data. A particular instantiation is generative adversarial networks, which can be used for high-fidelity generation of images (Goodfellow et al., 2014; Karras et al., 2017) and other high-dimensional data (V ondrick et al., 2016; Xie et al., 2018; Donahue et al., 2018). Adversarial methods can also be used to learn reward functions in the framework of inverse reinforcement learning (Finn et al., 2016a; Fu et al., 2017), or to directly imitate demonstrations (Ho & Ermon, 2016). However, they suffer from major optimization challenges, one of which is balancing the performance of the generator and discriminator.
A brief introduction to reinforcement learning – freeCodeCamp.org
In this article, we'll discuss: Let's start the explanation with an example -- say there is a small baby who starts learning how to walk. Let's divide this example into two parts: Since the couch is the end goal, the baby and the parents are happy. So, the baby is happy and receives appreciation from her parents. It's positive -- the baby feels good (Positive Reward n). The baby gets hurt and is in pain. It's negative -- the baby cries (Negative Reward -n).