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Collaborating Authors

 Irpan, Alex


The Principle of Unchanged Optimality in Reinforcement Learning Generalization

arXiv.org Artificial Intelligence

Several recent papers have examined generalization in reinforcement learning (RL), by proposing new environments or ways to add noise to existing environments, then benchmarking algorithms and model architectures on those environments. We discuss subtle conceptual properties of RL benchmarks that are not required in supervised learning (SL), and also properties that an RL benchmark should possess. Chief among them is one we call the principle of unchanged optimality: there should exist a single $\pi$ that is optimal across all train and test tasks. In this work, we argue why this principle is important, and ways it can be broken or satisfied due to subtle choices in state representation or model architecture. We conclude by discussing challenges and future lines of research in theoretically analyzing generalization benchmarks.


Reliable Uncertainty Estimates in Deep Neural Networks using Noise Contrastive Priors

arXiv.org Machine Learning

Obtaining reliable uncertainty estimates of neural network predictions is a long standing challenge. Bayesian neural networks have been proposed as a solution, but it remains open how to specify their prior. In particular, the common practice of a standard normal prior in weight space imposes only weak regularities, causing the function posterior to possibly generalize in unforeseen ways on inputs outside of the training distribution. We propose noise contrastive priors (NCPs) to obtain reliable uncertainty estimates. The key idea is to train the model to output high uncertainty for data points outside of the training distribution. NCPs do so using an input prior, which adds noise to the inputs of the current mini batch, and an output prior, which is a wide distribution given these inputs. NCPs are compatible with any model that can output uncertainty estimates, are easy to scale, and yield reliable uncertainty estimates throughout training. Empirically, we show that NCPs prevent overfitting outside of the training distribution and result in uncertainty estimates that are useful for active learning. We demonstrate the scalability of our method on the flight delays data set, where we significantly improve upon previously published results.


QT-Opt: Scalable Deep Reinforcement Learning for Vision-Based Robotic Manipulation

arXiv.org Artificial Intelligence

In this paper, we study the problem of learning vision-based dynamic manipulation skills using a scalable reinforcement learning approach. We study this problem in the context of grasping, a longstanding challenge in robotic manipulation. In contrast to static learning behaviors that choose a grasp point and then execute the desired grasp, our method enables closed-loop vision-based control, whereby the robot continuously updates its grasp strategy based on the most recent observations to optimize long-horizon grasp success. To that end, we introduce QT-Opt, a scalable self-supervised vision-based reinforcement learning framework that can leverage over 580k real-world grasp attempts to train a deep neural network Q-function with over 1.2M parameters to perform closed-loop, real-world grasping that generalizes to 96% grasp success on unseen objects. Aside from attaining a very high success rate, our method exhibits behaviors that are quite distinct from more standard grasping systems: using only RGB vision-based perception from an over-the-shoulder camera, our method automatically learns regrasping strategies, probes objects to find the most effective grasps, learns to reposition objects and perform other non-prehensile pre-grasp manipulations, and responds dynamically to disturbances and perturbations.


Can Deep Reinforcement Learning Solve Erdos-Selfridge-Spencer Games?

arXiv.org Machine Learning

Deep reinforcement learning has achieved many recent successes, but our understanding of its strengths and limitations is hampered by the lack of rich environments in which we can fully characterize optimal behavior, and correspondingly diagnose individual actions against such a characterization. Here we consider a family of combinatorial games, arising from work of Erdos, Selfridge, and Spencer, and we propose their use as environments for evaluating and comparing different approaches to reinforcement learning. These games have a number of appealing features: they are challenging for current learning approaches, but they form (i) a low-dimensional, simply parametrized environment where (ii) there is a linear closed form solution for optimal behavior from any state, and (iii) the difficulty of the game can be tuned by changing environment parameters in an interpretable way. We use these Erdos-Selfridge-Spencer games not only to compare different algorithms, but test for generalization, make comparisons to supervised learning, analyse multiagent play, and even develop a self play algorithm.