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 hierarchical policy







From Simple to Complex Skills: The Case of In-Hand Object Reorientation

Qi, Haozhi, Yi, Brent, Lambeta, Mike, Ma, Yi, Calandra, Roberto, Malik, Jitendra

arXiv.org Artificial Intelligence

Learning policies in simulation and transferring them to the real world has become a promising approach in dexterous manipulation. However, bridging the sim-to-real gap for each new task requires substantial human effort, such as careful reward engineering, hyperparameter tuning, and system identification. In this work, we present a system that leverages low-level skills to address these challenges for more complex tasks. Specifically, we introduce a hierarchical policy for in-hand object reorientation based on previously acquired rotation skills. This hierarchical policy learns to select which low-level skill to execute based on feedback from both the environment and the low-level skill policies themselves. Compared to learning from scratch, the hierarchical policy is more robust to out-of-distribution changes and transfers easily from simulation to real-world environments. Additionally, we propose a generalizable object pose estimator that uses proprioceptive information, low-level skill predictions, and control errors as inputs to estimate the object pose over time. We demonstrate that our system can reorient objects, including symmetrical and textureless ones, to a desired pose.


Offline Hierarchical Reinforcement Learning via Inverse Optimization

Schmidt, Carolin, Gammelli, Daniele, Harrison, James, Pavone, Marco, Rodrigues, Filipe

arXiv.org Artificial Intelligence

Hierarchical policies enable strong performance in many sequential decision-making problems, such as those with high-dimensional action spaces, those requiring long-horizon planning, and settings with sparse rewards. However, learning hierarchical policies from static offline datasets presents a significant challenge. Crucially, actions taken by higher-level policies may not be directly observable within hierarchical controllers, and the offline dataset might have been generated using a different policy structure, hindering the use of standard offline learning algorithms. In this work, we propose OHIO: a framework for offline reinforcement learning (RL) of hierarchical policies. Our framework leverages knowledge of the policy structure to solve the inverse problem, recovering the unobservable high-level actions that likely generated the observed data under our hierarchical policy. This approach constructs a dataset suitable for off-the-shelf offline training. We demonstrate our framework on robotic and network optimization problems and show that it substantially outperforms end-to-end RL methods and improves robustness. We investigate a variety of instantiations of our framework, both in direct deployment of policies trained offline and when online fine-tuning is performed.


Safe Policy Exploration Improvement via Subgoals

Angulo, Brian, Gorbov, Gregory, Panov, Aleksandr, Yakovlev, Konstantin

arXiv.org Artificial Intelligence

Reinforcement learning is a widely used approach to autonomous navigation, showing potential in various tasks and robotic setups. Still, it often struggles to reach distant goals when safety constraints are imposed (e.g., the wheeled robot is prohibited from moving close to the obstacles). One of the main reasons for poor performance in such setups, which is common in practice, is that the need to respect the safety constraints degrades the exploration capabilities of an RL agent. To this end, we introduce a novel learnable algorithm that is based on decomposing the initial problem into smaller sub-problems via intermediate goals, on the one hand, and respects the limit of the cumulative safety constraints, on the other hand -- SPEIS(Safe Policy Exploration Improvement via Subgoals). It comprises the two coupled policies trained end-to-end: subgoal and safe. The subgoal policy is trained to generate the subgoal based on the transitions from the buffer of the safe (main) policy that helps the safe policy to reach distant goals. Simultaneously, the safe policy maximizes its rewards while attempting not to violate the limit of the cumulative safety constraints, thus providing a certain level of safety. We evaluate SPEIS in a wide range of challenging (simulated) environments that involve different types of robots in two different environments: autonomous vehicles from the POLAMP environment and car, point, doggo, and sweep from the safety-gym environment. We demonstrate that our method consistently outperforms state-of-the-art competitors and can significantly reduce the collision rate while maintaining high success rates (higher by 80% compared to the best-performing methods).


On the benefits of pixel-based hierarchical policies for task generalization

Cristea-Platon, Tudor, Mazoure, Bogdan, Susskind, Josh, Talbott, Walter

arXiv.org Artificial Intelligence

Reinforcement learning practitioners often avoid hierarchical policies, especially in image-based observation spaces. Typically, the single-task performance improvement over flat-policy counterparts does not justify the additional complexity associated with implementing a hierarchy. However, by introducing multiple decision-making levels, hierarchical policies can compose lower-level policies to more effectively generalize between tasks, highlighting the need for multi-task evaluations. We analyze the benefits of hierarchy through simulated multi-task robotic control experiments from pixels. Our results show that hierarchical policies trained with task conditioning can (1) increase performance on training tasks, (2) lead to improved reward and state-space generalizations in similar tasks, and (3) decrease the complexity of fine tuning required to solve novel tasks. Thus, we believe that hierarchical policies should be considered when building reinforcement learning architectures capable of generalizing between tasks.


Reinforcement Learning with Options and State Representation

Ghriss, Ayoub, Sugiyama, Masashi, Lazaric, Alessandro

arXiv.org Artificial Intelligence

The current thesis aims to explore the reinforcement learning field and build on existing methods to produce improved ones to tackle the problem of learning in high-dimensional and complex environments. It addresses such goals by decomposing learning tasks in a hierarchical fashion known as Hierarchical Reinforcement Learning. We start in the first chapter by getting familiar with the Markov Decision Process framework and presenting some of its recent techniques that the following chapters use. We then proceed to build our Hierarchical Policy learning as an answer to the limitations of a single primitive policy. The hierarchy is composed of a manager agent at the top and employee agents at the lower level. In the last chapter, which is the core of this thesis, we attempt to learn lower-level elements of the hierarchy independently of the manager level in what is known as the "Eigenoption". Based on the graph structure of the environment, Eigenoptions allow us to build agents that are aware of the geometric and dynamic properties of the environment. Their decision-making has a special property: it is invariant to symmetric transformations of the environment, allowing as a consequence to greatly reduce the complexity of the learning task.