explored region
MADE: Exploration via Maximizing Deviation from Explored Regions
In online reinforcement learning (RL), efficient exploration remains particularly challenging in high-dimensional environments with sparse rewards. In low-dimensional environments, where tabular parameterization is possible, count-based upper confidence bound (UCB) exploration methods achieve minimax near-optimal rates. However, it remains unclear how to efficiently implement UCB in realistic RL tasks that involve non-linear function approximation. To address this, we propose a new exploration approach via the deviation of the occupancy of the next policy from the explored regions. We add this term as an adaptive regularizer to the standard RL objective to balance exploration vs. exploitation. We pair the new objective with a provably convergent algorithm, giving rise to a new intrinsic reward that adjusts existing bonuses. The proposed intrinsic reward is easy to implement and combine with other existing RL algorithms to conduct exploration. As a proof of concept, we evaluate the new intrinsic reward on tabular examples across a variety of model-based and model-free algorithms, showing improvements over count-only exploration strategies. When tested on navigation and locomotion tasks from MiniGrid and DeepMind Control Suite benchmarks, our approach significantly improves sample efficiency over state-of-the-art methods.
MADE: Exploration via Maximizing Deviation from Explored Regions
In online reinforcement learning (RL), efficient exploration remains particularly challenging in high-dimensional environments with sparse rewards. In low-dimensional environments, where tabular parameterization is possible, count-based upper confidence bound (UCB) exploration methods achieve minimax near-optimal rates. However, it remains unclear how to efficiently implement UCB in realistic RL tasks that involve non-linear function approximation. To address this, we propose a new exploration approach via maximizing the deviation of the occupancy of the next policy from the explored regions. We add this term as an adaptive regularizer to the standard RL objective to balance exploration vs. exploitation.
MADE: Exploration via Maximizing Deviation from Explored Regions
In online reinforcement learning (RL), efficient exploration remains particularly challenging in high-dimensional environments with sparse rewards. In low-dimensional environments, where tabular parameterization is possible, count-based upper confidence bound (UCB) exploration methods achieve minimax near-optimal rates. However, it remains unclear how to efficiently implement UCB in realistic RL tasks that involve non-linear function approximation. To address this, we propose a new exploration approach via maximizing the deviation of the occupancy of the next policy from the explored regions. We add this term as an adaptive regularizer to the standard RL objective to balance exploration vs. exploitation.
Outcome-directed Reinforcement Learning by Uncertainty & Temporal Distance-Aware Curriculum Goal Generation
Cho, Daesol, Lee, Seungjae, Kim, H. Jin
While reinforcement learning (RL) shows promising results in automated learning of behavioral skills, it is still not enough to solve a challenging uninformed search problem where the desired behavior and rewards are sparsely observed. Some techniques tackle this problem by utilizing the shaped reward (Hartikainen et al., 2019) or combining representation learning for efficient exploration (Ghosh et al., 2018). But, these not only become prohibitively time-consuming in terms of the required human efforts, but also require significant domain knowledge for shaping the reward or designing the task-specific representation learning objective. What if we could design the algorithm that automatically progresses toward the desired behavior without any domain knowledge and human efforts, while distilling the experiences into the general purpose policy? An effective scheme for designing such an algorithm is one that learns on a tailored sequence of curriculum goals, allowing the agent to autonomously practice the intermediate tasks. However, a fundamental challenge is that proposing the curriculum goal to the agent is intimately connected to the efficient desired outcome-directed exploration and vice versa. If the curriculum generation is ineffective for recognizing frontier parts of the explored and feasible areas, an efficient exploration toward the desired outcome states cannot be performed. Even though some prior works propose to modify the curriculum distribution into a uniform one over the feasible state space (Pong et al., 2019; Klink et al., 2022) or generate a curriculum based on the level of difficulty (Florensa et al., 2018; Sukhbaatar et al., 2017), most of these methods show slow curriculum progress due to the process of skewing the curriculum distribution toward the uniform one rather than the frontier of the explored region or the properties that are susceptible to focusing on infeasible goals where the agent's capability stagnates in the intermediate level of difficulty.
Probabilistic Surface Friction Estimation Based on Visual and Haptic Measurements
Le, Tran Nguyen, Verdoja, Francesco, Abu-Dakka, Fares J., Kyrki, Ville
Accurately modeling local surface properties of objects is crucial to many robotic applications, from grasping to material recognition. Surface properties like friction are however difficult to estimate, as visual observation of the object does not convey enough information over these properties. In contrast, haptic exploration is time consuming as it only provides information relevant to the explored parts of the object. In this work, we propose a joint visuo-haptic object model that enables the estimation of surface friction coefficient over an entire object by exploiting the correlation of visual and haptic information, together with a limited haptic exploration by a robotic arm. We demonstrate the validity of the proposed method by showing its ability to estimate varying friction coefficients on a range of real multi-material objects. Furthermore, we illustrate how the estimated friction coefficients can improve grasping success rate by guiding a grasp planner toward high friction areas.
Active Expansion Sampling for Learning Feasible Domains in an Unbounded Input Space
Many engineering problems require identifying feasible domains under implicit constraints. One example is finding acceptable car body styling designs based on constraints like aesthetics and functionality. Current active-learning based methods learn feasible domains for bounded input spaces. However, we usually lack prior knowledge about how to set those input variable bounds. Bounds that are too small will fail to cover all feasible domains; while bounds that are too large will waste query budget. To avoid this problem, we introduce Active Expansion Sampling (AES), a method that identifies (possibly disconnected) feasible domains over an unbounded input space. AES progressively expands our knowledge of the input space, and uses successive exploitation and exploration stages to switch between learning the decision boundary and searching for new feasible domains. We show that AES has a misclassification loss guarantee within the explored region, independent of the number of iterations or labeled samples. Thus it can be used for real-time prediction of samples' feasibility within the explored region. We evaluate AES on three test examples and compare AES with two adaptive sampling methods -- the Neighborhood-Voronoi algorithm and the straddle heuristic -- that operate over fixed input variable bounds.