Reinforcement Learning
Learning model-based planning from scratch
Pascanu, Razvan, Li, Yujia, Vinyals, Oriol, Heess, Nicolas, Buesing, Lars, Racanière, Sebastien, Reichert, David, Weber, Théophane, Wierstra, Daan, Battaglia, Peter
Conventional wisdom holds that model-based planning is a powerful approach to sequential decision-making. It is often very challenging in practice, however, because while a model can be used to evaluate a plan, it does not prescribe how to construct a plan. Here we introduce the "Imagination-based Planner", the first model-based, sequential decision-making agent that can learn to construct, evaluate, and execute plans. Before any action, it can perform a variable number of imagination steps, which involve proposing an imagined action and evaluating it with its model-based imagination. All imagined actions and outcomes are aggregated, iteratively, into a "plan context" which conditions future real and imagined actions. The agent can even decide how to imagine: testing out alternative imagined actions, chaining sequences of actions together, or building a more complex "imagination tree" by navigating flexibly among the previously imagined states using a learned policy. And our agent can learn to plan economically, jointly optimizing for external rewards and computational costs associated with using its imagination. We show that our architecture can learn to solve a challenging continuous control problem, and also learn elaborate planning strategies in a discrete maze-solving task. Our work opens a new direction toward learning the components of a model-based planning system and how to use them.
Model-Agnostic Meta-Learning for Fast Adaptation of Deep Networks
Finn, Chelsea, Abbeel, Pieter, Levine, Sergey
We propose an algorithm for meta-learning that is model-agnostic, in the sense that it is compatible with any model trained with gradient descent and applicable to a variety of different learning problems, including classification, regression, and reinforcement learning. The goal of meta-learning is to train a model on a variety of learning tasks, such that it can solve new learning tasks using only a small number of training samples. In our approach, the parameters of the model are explicitly trained such that a small number of gradient steps with a small amount of training data from a new task will produce good generalization performance on that task. In effect, our method trains the model to be easy to fine-tune. We demonstrate that this approach leads to state-of-the-art performance on two few-shot image classification benchmarks, produces good results on few-shot regression, and accelerates fine-tuning for policy gradient reinforcement learning with neural network policies.
Freeway Merging in Congested Traffic based on Multipolicy Decision Making with Passive Actor Critic
Nishi, Tomoki, Doshi, Prashant, Prokhorov, Danil
Freeway merging in congested traffic is a significant challenge toward fully automated driving. Merging vehicles need to decide not only how to merge into a spot, but also where to merge. We present a method for the freeway merging based on multi-policy decision making with a reinforcement learning method called {\em passive actor-critic} (pAC), which learns with less knowledge of the system and without active exploration. The method selects a merging spot candidate by using the state value learned with pAC. We evaluate our method using real traffic data. Our experiments show that pAC achieves 92\% success rate to merge into a freeway, which is comparable to human decision making.
Distral: Robust Multitask Reinforcement Learning
Teh, Yee Whye, Bapst, Victor, Czarnecki, Wojciech Marian, Quan, John, Kirkpatrick, James, Hadsell, Raia, Heess, Nicolas, Pascanu, Razvan
Most deep reinforcement learning algorithms are data inefficient in complex and rich environments, limiting their applicability to many scenarios. One direction for improving data efficiency is multitask learning with shared neural network parameters, where efficiency may be improved through transfer across related tasks. In practice, however, this is not usually observed, because gradients from different tasks can interfere negatively, making learning unstable and sometimes even less data efficient. Another issue is the different reward schemes between tasks, which can easily lead to one task dominating the learning of a shared model. We propose a new approach for joint training of multiple tasks, which we refer to as Distral (Distill & transfer learning). Instead of sharing parameters between the different workers, we propose to share a "distilled" policy that captures common behaviour across tasks. Each worker is trained to solve its own task while constrained to stay close to the shared policy, while the shared policy is trained by distillation to be the centroid of all task policies. Both aspects of the learning process are derived by optimizing a joint objective function. We show that our approach supports efficient transfer on complex 3D environments, outperforming several related methods. Moreover, the proposed learning process is more robust and more stable---attributes that are critical in deep reinforcement learning.
Deep reinforcement learning from human preferences
Christiano, Paul, Leike, Jan, Brown, Tom B., Martic, Miljan, Legg, Shane, Amodei, Dario
For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on less than one percent of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems. To demonstrate the flexibility of our approach, we show that we can successfully train complex novel behaviors with about an hour of human time. These behaviors and environments are considerably more complex than any that have been previously learned from human feedback.
Deep Decentralized Multi-task Multi-Agent Reinforcement Learning under Partial Observability
Omidshafiei, Shayegan, Pazis, Jason, Amato, Christopher, How, Jonathan P., Vian, John
Many real-world tasks involve multiple agents with partial observability and limited communication. Learning is challenging in these settings due to local viewpoints of agents, which perceive the world as non-stationary due to concurrently-exploring teammates. Approaches that learn specialized policies for individual tasks face problems when applied to the real world: not only do agents have to learn and store distinct policies for each task, but in practice identities of tasks are often non-observable, making these approaches inapplicable. This paper formalizes and addresses the problem of multi-task multi-agent reinforcement learning under partial observability. We introduce a decentralized single-task learning approach that is robust to concurrent interactions of teammates, and present an approach for distilling single-task policies into a unified policy that performs well across multiple related tasks, without explicit provision of task identity.
DeepMind's AI is teaching itself parkour, and the results are adorable
Keeping up with the latest AI research can be an odd experience. On the one hand, you're aware that you're looking at cutting-edge experimentation, with new papers outlining the ideas and methods that will probably (eventually) snowball into the biggest technological revolution of all time. On the other hand, sometimes what you're looking at is just unavoidably weird and funny. Case in point is a new paper from Google's AI subsidiary DeepMind titled "Emergence of Locomotion Behaviours in Rich Environments." The research explores how reinforcement learning (or RL) can be used to teach a computer to navigate unfamiliar and complex environments.
Google's DeepMind uses reinforcement learning to master parkour
Google has taught its DeepMind AI to navigate a parkour course by using reinforcement learning. Reinforcement learning is the practice of rewarding desirable behaviour. The faster the AI could navigate the virtual parkour course, the greater the reward. Further incentives and penalties were added for various other metrics. "We train several simulated bodies on a diverse set of challenging terrains and obstacles, using a simple reward function based on forward progress," explains Nicolas Heess, a researcher on the project.
Learning Visual Servoing with Deep Features and Fitted Q-Iteration
Lee, Alex X., Levine, Sergey, Abbeel, Pieter
Visual servoing involves choosing actions that move a robot in response to observations from a camera, in order to reach a goal configuration in the world. Standard visual servoing approaches typically rely on manually designed features and analytical dynamics models, which limits their generalization capability and often requires extensive application-specific feature and model engineering. In this work, we study how learned visual features, learned predictive dynamics models, and reinforcement learning can be combined to learn visual servoing mechanisms. We focus on target following, with the goal of designing algorithms that can learn a visual servo using low amounts of data of the target in question, to enable quick adaptation to new targets. Our approach is based on servoing the camera in the space of learned visual features, rather than image pixels or manually-designed keypoints. We demonstrate that standard deep features, in our case taken from a model trained for object classification, can be used together with a bilinear predictive model to learn an effective visual servo that is robust to visual variation, changes in viewing angle and appearance, and occlusions. A key component of our approach is to use a sample-efficient fitted Q-iteration algorithm to learn which features are best suited for the task at hand. We show that we can learn an effective visual servo on a complex synthetic car following benchmark using just 20 training trajectory samples for reinforcement learning. We demonstrate substantial improvement over a conventional approach based on image pixels or hand-designed keypoints, and we show an improvement in sample-efficiency of more than two orders of magnitude over standard model-free deep reinforcement learning algorithms.
Unifying task specification in reinforcement learning
Reinforcement learning tasks are typically specified as Markov decision processes. This formalism has been highly successful, though specifications often couple the dynamics of the environment and the learning objective. This lack of modularity can complicate generalization of the task specification, as well as obfuscate connections between different task settings, such as episodic and continuing. In this work, we introduce the RL task formalism, that provides a unification through simple constructs including a generalization to transition-based discounting. Through a series of examples, we demonstrate the generality and utility of this formalism. Finally, we extend standard learning constructs, including Bellman operators, and extend some seminal theoretical results, including approximation errors bounds. Overall, we provide a well-understood and sound formalism on which to build theoretical results and simplify algorithm use and development.