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Dr. Strategy: Model-Based Generalist Agents with Strategic Dreaming

arXiv.org Artificial Intelligence

Model-based reinforcement learning (MBRL) has been a primary approach to ameliorating the sample efficiency issue as well as to make a generalist agent. However, there has not been much effort toward enhancing the strategy of dreaming itself. Therefore, it is a question whether and how an agent can "dream better" in a more structured and strategic way. In this paper, inspired by the observation from cognitive science suggesting that humans use a spatial divide-and-conquer strategy in planning, we propose a new MBRL agent, called Dr. Strategy, which is equipped with a novel Dreaming Strategy. The proposed agent realizes a version of divide-and-conquer-like strategy in dreaming. This is achieved by learning a set of latent landmarks and then utilizing these to learn a landmark-conditioned highway policy. With the highway policy, the agent can first learn in the dream to move to a landmark, and from there it tackles the exploration and achievement task in a more focused way. In experiments, we show that the proposed model outperforms prior pixel-based MBRL methods in various visually complex and partially observable navigation tasks.


Benchmarking Reinforcement Learning Techniques for Autonomous Navigation

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) has brought many successes for autonomous robot navigation. However, there still exists important limitations that prevent real-world use of RL-based navigation systems. For example, most learning approaches lack safety guarantees; and learned navigation systems may not generalize well to unseen environments. Despite a variety of recent learning techniques to tackle these challenges in general, a lack of an open-source benchmark and reproducible learning methods specifically for autonomous navigation makes it difficult for roboticists to choose what learning methods to use for their mobile robots and for learning researchers to identify current shortcomings of general learning methods for autonomous navigation. In this paper, we identify four major desiderata of applying deep RL approaches for autonomous navigation: (D1) reasoning under uncertainty, (D2) safety, (D3) learning from limited trial-and-error data, and (D4) generalization to diverse and novel environments. Then, we explore four major classes of learning techniques with the purpose of achieving one or more of the four desiderata: memory-based neural network architectures (D1), safe RL (D2), model-based RL (D2, D3), and domain randomization (D4). By deploying these learning techniques in a new open-source large-scale navigation benchmark and real-world environments, we perform a comprehensive study aimed at establishing to what extent can these techniques achieve these desiderata for RL-based navigation systems.


Supplementing Gradient-Based Reinforcement Learning with Simple Evolutionary Ideas

arXiv.org Artificial Intelligence

We present a simple, sample-efficient algorithm for introducing large but directed learning steps in reinforcement learning (RL), through the use of evolutionary operators. The methodology uses a population of RL agents training with a common experience buffer, with occasional crossovers and mutations of the agents in order to search efficiently through the policy space. Unlike prior literature on combining evolutionary search (ES) with RL, this work does not generate a distribution of agents from a common mean and covariance matrix. Neither does it require the evaluation of the entire population of policies at every time step. Instead, we focus on gradient-based training throughout the life of every policy (individual), with a sparse amount of evolutionary exploration. The resulting algorithm is shown to be robust to hyperparameter variations. As a surprising corollary, we show that simply initialising and training multiple RL agents with a common memory (with no further evolutionary updates) outperforms several standard RL baselines.


Structure-Encoding Auxiliary Tasks for Improved Visual Representation in Vision-and-Language Navigation

arXiv.org Artificial Intelligence

In Vision-and-Language Navigation (VLN), researchers typically take an image encoder pre-trained on ImageNet without fine-tuning on the environments that the agent will be trained or tested on. However, the distribution shift between the training images from ImageNet and the views in the navigation environments may render the ImageNet pre-trained image encoder suboptimal. Therefore, in this paper, we design a set of structure-encoding auxiliary tasks (SEA) that leverage the data in the navigation environments to pre-train and improve the image encoder. Specifically, we design and customize (1) 3D jigsaw, (2) traversability prediction, and (3) instance classification to pre-train the image encoder. Through rigorous ablations, our SEA pre-trained features are shown to better encode structural information of the scenes, which ImageNet pre-trained features fail to properly encode but is crucial for the target navigation task. The SEA pre-trained features can be easily plugged into existing VLN agents without any tuning. For example, on Test-Unseen environments, the VLN agents combined with our SEA pre-trained features achieve absolute success rate improvement of 12% for Speaker-Follower, 5% for Env-Dropout, and 4% for AuxRN.


Learning Real-world Autonomous Navigation by Self-Supervised Environment Synthesis

arXiv.org Artificial Intelligence

Machine learning approaches have recently enabled autonomous navigation for mobile robots in a data-driven manner. Since most existing learning-based navigation systems are trained with data generated in artificially created training environments, during real-world deployment at scale, it is inevitable that robots will encounter unseen scenarios, which are out of the training distribution and therefore lead to poor real-world performance. On the other hand, directly training in the real world is generally unsafe and inefficient. To address this issue, we introduce Self-supervised Environment Synthesis (SES), in which, after real-world deployment with safety and efficiency requirements, autonomous mobile robots can utilize experience from the real-world deployment, reconstruct navigation scenarios, and synthesize representative training environments in simulation. Training in these synthesized environments leads to improved future performance in the real world. The effectiveness of SES at synthesizing representative simulation environments and improving real-world navigation performance is evaluated via a large-scale deployment in a high-fidelity, realistic simulator and a small-scale deployment on a physical robot.


Dynamic programming with partial information to overcome navigational uncertainty in a nautical environment

arXiv.org Artificial Intelligence

In an MDP, the state of the system is known, however, Uncertainty creates a major obstacle in solving control in a POMDP it must be estimated, leading to some problems. The goal of these problems is to construct a policy amount of uncertainty. Much of the difficulty in solving that is expected to produce optimal trajectories. In some a POMDP stems from estimating the state of the system cases, uncertainty only causes deviations from the optimal before choosing an action. This is where the majority of trajectory, which may still result in an acceptable solution.


Stay Alive with Many Options: A Reinforcement Learning Approach for Autonomous Navigation

arXiv.org Artificial Intelligence

Hierarchical reinforcement learning approaches learn policies based on hierarchical decision structures. However, training such methods in practice may lead to poor generalization, with either sub-policies executing actions for too few time steps or devolving into a single policy altogether. In our work, we introduce an alternative approach to sequentially learn such skills without using an overarching hierarchical policy, in the context of environments in which an objective of the agent is to prolong the episode for as long as possible, or in other words `stay alive'. We demonstrate the utility of our approach in a simulated 3D navigation environment which we have built. We show that our method outperforms prior methods such as Soft Actor Critic and Soft Option Critic on our environment, as well as the Atari River Raid environment.


Using Logical Specifications of Objectives in Multi-Objective Reinforcement Learning

arXiv.org Artificial Intelligence

A BSTRACT In the multi-objective reinforcement learning (MORL) paradigm, the relative importance of each environment objective is often unknown prior to training, so agents must learn to specialize their behavior to optimize different combinations of environment objectives that are specified post-training. These are typically linear combinations, so the agent is effectively parameterized by a weight vector that describes how to balance competing environment objectives. However, many real world behaviors require nonlinear combinations of objectives. Additionally, the conversion between desired behavior and weightings is often unclear. In this work, we explore the use of a language based on propositional logic with quantitative semantics-in place of weight vectors-for specifying nonlinear behaviors in an interpretable way. We use a recurrent encoder to encode logical combinations of objectives, and train a MORL agent to generalize over these encodings. We test our agent in several grid worlds with various objectives and show that our agent can generalize to many never-before-seen specifications with performance comparable to single policy baseline agents. We also demonstrate our agent's ability to generate meaningful policies when presented with novel specifications and quickly specialize to novel specifications. 1 I NTRODUCTION Reinforcement Learning (RL) is a method for learning behavior policies by maximizing expected reward through interactions with an environment. RL has grown in popularity as RL agents have excelled at increasingly complex tasks, including board games (Silver et al., 2016), video games (Mnih et al., 2015), robotic control (Haarnoja et al., 2018), and other high dimensional, complex tasks.