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arXiv:2103.07607공식 코드 · Papers with Code

Solving Compositional Reinforcement Learning Problems via Task Reduction

We propose a novel learning paradigm, Self-Imitation via Reduction (SIR), for solving compositional reinforcement learning problems. SIR is based on two core ideas: task reduction and self-imitation. Task reduction tackles a hard-to-solve task by actively reducing it to an easier task whose solution is known by the RL agent. Once the original hard task is successfully solved by task reduction, the agent naturally obtains a self-generated solution trajectory to imitate. By continuously collecting and imitating such demonstrations, the agent is able to progressively expand the solved subspace in the entire task space. Experiment results show that SIR can significantly accelerate and improve learning on a variety of challenging sparse-reward continuous-control problems with compositional structures. Code and videos are available at https://sites.google.com/view/sir-compositional.

arXiv:2103.06469공식 코드 · Papers with Code

Generalizable Episodic Memory for Deep Reinforcement Learning

Episodic memory-based methods can rapidly latch onto past successful strategies by a non-parametric memory and improve sample efficiency of traditional reinforcement learning. However, little effort is put into the continuous domain, where a state is never visited twice, and previous episodic methods fail to efficiently aggregate experience across trajectories. To address this problem, we propose Generalizable Episodic Memory (GEM), which effectively organizes the state-action values of episodic memory in a generalizable manner and supports implicit planning on memorized trajectories. GEM utilizes a double estimator to reduce the overestimation bias induced by value propagation in the planning process. Empirical evaluation shows that our method significantly outperforms existing trajectory-based methods on various MuJoCo continuous control tasks. To further show the general applicability, we evaluate our method on Atari games with discrete action space, which also shows a significant improvement over baseline algorithms.

arXiv:2103.06617공식 코드 · Papers with Code

A Quadratic Actor Network for Model-Free Reinforcement Learning

In this work we discuss the incorporation of quadratic neurons into policy networks in the context of model-free actor-critic reinforcement learning. Quadratic neurons admit an explicit quadratic function approximation in contrast to conventional approaches where the the non-linearity is induced by the activation functions. We perform empiric experiments on several MuJoCo continuous control tasks and find that when quadratic neurons are added to MLP policy networks those outperform the baseline MLP whilst admitting a smaller number of parameters. The top returned reward is in average increased by $5.8\%$ while being about $21\%$ more sample efficient. Moreover, it can maintain its advantage against added action and observation noise.

arXiv:2103.05147공식 코드 · Papers with Code

Model-free Policy Learning with Reward Gradients

Despite the increasing popularity of policy gradient methods, they are yet to be widely utilized in sample-scarce applications, such as robotics. The sample efficiency could be improved by making best usage of available information. As a key component in reinforcement learning, the reward function is usually devised carefully to guide the agent. Hence, the reward function is usually known, allowing access to not only scalar reward signals but also reward gradients. To benefit from reward gradients, previous works require the knowledge of environment dynamics, which are hard to obtain. In this work, we develop the \textit{Reward Policy Gradient} estimator, a novel approach that integrates reward gradients without learning a model. Bypassing the model dynamics allows our estimator to achieve a better bias-variance trade-off, which results in a higher sample efficiency, as shown in the empirical analysis. Our method also boosts the performance of Proximal Policy Optimization on different MuJoCo control tasks.

arXiv:2103.04097공식 코드 · Papers with Code

Analysis and Assessment of Controllability of an Expressive Deep Learning-based TTS system

In this paper, we study the controllability of an Expressive TTS system trained on a dataset for a continuous control. The dataset is the Blizzard 2013 dataset based on audiobooks read by a female speaker containing a great variability in styles and expressiveness. Controllability is evaluated with both an objective and a subjective experiment. The objective assessment is based on a measure of correlation between acoustic features and the dimensions of the latent space representing expressiveness. The subjective assessment is based on a perceptual experiment in which users are shown an interface for Controllable Expressive TTS and asked to retrieve a synthetic utterance whose expressiveness subjectively corresponds to that a reference utterance.

arXiv:2103.04412공식 코드 · Papers with Code

Multimodal VAE Active Inference Controller

Active inference, a theoretical construct inspired by brain processing, is a promising alternative to control artificial agents. However, current methods do not yet scale to high-dimensional inputs in continuous control. Here we present a novel active inference torque controller for industrial arms that maintains the adaptive characteristics of previous proprioceptive approaches but also enables large-scale multimodal integration (e.g., raw images). We extended our previous mathematical formulation by including multimodal state representation learning using a linearly coupled multimodal variational autoencoder. We evaluated our model on a simulated 7DOF Franka Emika Panda robot arm and compared its behavior with a previous active inference baseline and the Panda built-in optimized controller. Results showed improved tracking and control in goal-directed reaching due to the increased representation power, high robustness to noise and adaptability in changes on the environmental conditions and robot parameters without the need to relearn the generative models nor parameters retuning.

arXiv:2103.04909공식 코드 · Papers with Code

Latent Imagination Facilitates Zero-Shot Transfer in Autonomous Racing

World models learn behaviors in a latent imagination space to enhance the sample-efficiency of deep reinforcement learning (RL) algorithms. While learning world models for high-dimensional observations (e.g., pixel inputs) has become practicable on standard RL benchmarks and some games, their effectiveness in real-world robotics applications has not been explored. In this paper, we investigate how such agents generalize to real-world autonomous vehicle control tasks, where advanced model-free deep RL algorithms fail. In particular, we set up a series of time-lap tasks for an F1TENTH racing robot, equipped with a high-dimensional LiDAR sensor, on a set of test tracks with a gradual increase in their complexity. In this continuous-control setting, we show that model-based agents capable of learning in imagination substantially outperform model-free agents with respect to performance, sample efficiency, successful task completion, and generalization. Moreover, we show that the generalization ability of model-based agents strongly depends on the choice of their observation model. We provide extensive empirical evidence for the effectiveness of world models provided with long enough memory horizons in sim2real tasks.

arXiv:2103.02225공식 코드 · Papers with Code

Foresee then Evaluate: Decomposing Value Estimation with Latent Future Prediction

Value function is the central notion of Reinforcement Learning (RL). Value estimation, especially with function approximation, can be challenging since it involves the stochasticity of environmental dynamics and reward signals that can be sparse and delayed in some cases. A typical model-free RL algorithm usually estimates the values of a policy by Temporal Difference (TD) or Monte Carlo (MC) algorithms directly from rewards, without explicitly taking dynamics into consideration. In this paper, we propose Value Decomposition with Future Prediction (VDFP), providing an explicit two-step understanding of the value estimation process: 1) first foresee the latent future, 2) and then evaluate it. We analytically decompose the value function into a latent future dynamics part and a policy-independent trajectory return part, inducing a way to model latent dynamics and returns separately in value estimation. Further, we derive a practical deep RL algorithm, consisting of a convolutional model to learn compact trajectory representation from past experiences, a conditional variational auto-encoder to predict the latent future dynamics and a convex return model that evaluates trajectory representation. In experiments, we empirically demonstrate the effectiveness of our approach for both off-policy and on-policy RL in several OpenAI Gym continuous control tasks as well as a few challenging variants with delayed reward.

arXiv:2103.02398공식 코드 · Papers with Code

Correct-by-construction reach-avoid control of partially observable linear stochastic systems

We study feedback controller synthesis for reach-avoid control of discrete-time, linear time-invariant (LTI) systems with Gaussian process and measurement noise. The problem is to compute a controller such that, with at least some required probability, the system reaches a desired goal state in finite time while avoiding unsafe states. Due to stochasticity and nonconvexity, this problem does not admit exact algorithmic or closed-form solutions in general. Our key contribution is a correct-by-construction controller synthesis scheme based on a finite-state abstraction of a Gaussian belief over the unmeasured state, obtained using a Kalman filter. We formalize this abstraction as a Markov decision process (MDP). To be robust against numerical imprecision in approximating transition probabilities, we use MDPs with intervals of transition probabilities. By construction, any policy on the abstraction can be refined into a piecewise linear feedback controller for the LTI system. We prove that the closed-loop LTI system under this controller satisfies the reach-avoid problem with at least the required probability. The numerical experiments show that our method is able to solve reach-avoid problems for systems with up to 6D state spaces, and with control input constraints that cannot be handled by methods such as the rapidly-exploring random belief trees (RRBT).

arXiv:2103.01009공식 코드 · Papers with Code

Snowflake: Scaling GNNs to High-Dimensional Continuous Control via Parameter Freezing

Recent research has shown that graph neural networks (GNNs) can learn policies for locomotion control that are as effective as a typical multi-layer perceptron (MLP), with superior transfer and multi-task performance (Wang et al., 2018; Huang et al., 2020). Results have so far been limited to training on small agents, with the performance of GNNs deteriorating rapidly as the number of sensors and actuators grows. A key motivation for the use of GNNs in the supervised learning setting is their applicability to large graphs, but this benefit has not yet been realised for locomotion control. We identify the weakness with a common GNN architecture that causes this poor scaling: overfitting in the MLPs within the network that encode, decode, and propagate messages. To combat this, we introduce Snowflake, a GNN training method for high-dimensional continuous control that freezes parameters in parts of the network that suffer from overfitting. Snowflake significantly boosts the performance of GNNs for locomotion control on large agents, now matching the performance of MLPs, and with superior transfer properties.

arXiv:2102.13008공식 코드 · Papers with Code

Imitation Learning with Human Eye Gaze via Multi-Objective Prediction

Approaches for teaching learning agents via human demonstrations have been widely studied and successfully applied to multiple domains. However, the majority of imitation learning work utilizes only behavioral information from the demonstrator, i.e. which actions were taken, and ignores other useful information. In particular, eye gaze information can give valuable insight towards where the demonstrator is allocating visual attention, and holds the potential to improve agent performance and generalization. In this work, we propose Gaze Regularized Imitation Learning (GRIL), a novel context-aware, imitation learning architecture that learns concurrently from both human demonstrations and eye gaze to solve tasks where visual attention provides important context. We apply GRIL to a visual navigation task, in which an unmanned quadrotor is trained to search for and navigate to a target vehicle in a photorealistic simulated environment. We show that GRIL outperforms several state-of-the-art gaze-based imitation learning algorithms, simultaneously learns to predict human visual attention, and generalizes to scenarios not present in the training data. Supplemental videos and code can be found at https://sites.google.com/view/gaze-regularized-il/.

arXiv:2102.11271공식 코드 · Papers with Code

Reinforcement Learning with Prototypical Representations

Learning effective representations in image-based environments is crucial for sample efficient Reinforcement Learning (RL). Unfortunately, in RL, representation learning is confounded with the exploratory experience of the agent -- learning a useful representation requires diverse data, while effective exploration is only possible with coherent representations. Furthermore, we would like to learn representations that not only generalize across tasks but also accelerate downstream exploration for efficient task-specific training. To address these challenges we propose Proto-RL, a self-supervised framework that ties representation learning with exploration through prototypical representations. These prototypes simultaneously serve as a summarization of the exploratory experience of an agent as well as a basis for representing observations. We pre-train these task-agnostic representations and prototypes on environments without downstream task information. This enables state-of-the-art downstream policy learning on a set of difficult continuous control tasks.

arXiv:2102.05800공식 코드 · Papers with Code

Robust Policy Gradient against Strong Data Corruption

We study the problem of robust reinforcement learning under adversarial corruption on both rewards and transitions. Our attack model assumes an \textit{adaptive} adversary who can arbitrarily corrupt the reward and transition at every step within an episode, for at most $\epsilon$-fraction of the learning episodes. Our attack model is strictly stronger than those considered in prior works. Our first result shows that no algorithm can find a better than $O(\epsilon)$-optimal policy under our attack model. Next, we show that surprisingly the natural policy gradient (NPG) method retains a natural robustness property if the reward corruption is bounded, and can find an $O(\sqrt{\epsilon})$-optimal policy. Consequently, we develop a Filtered Policy Gradient (FPG) algorithm that can tolerate even unbounded reward corruption and can find an $O(\epsilon^{1/4})$-optimal policy. We emphasize that FPG is the first that can achieve a meaningful learning guarantee when a constant fraction of episodes are corrupted. Complimentary to the theoretical results, we show that a neural implementation of FPG achieves strong robust learning performance on the MuJoCo continuous control benchmarks.

arXiv:2102.03765공식 코드 · Papers with Code

Tactical Optimism and Pessimism for Deep Reinforcement Learning

In recent years, deep off-policy actor-critic algorithms have become a dominant approach to reinforcement learning for continuous control. One of the primary drivers of this improved performance is the use of pessimistic value updates to address function approximation errors, which previously led to disappointing performance. However, a direct consequence of pessimism is reduced exploration, running counter to theoretical support for the efficacy of optimism in the face of uncertainty. So which approach is best? In this work, we show that the most effective degree of optimism can vary both across tasks and over the course of learning. Inspired by this insight, we introduce a novel deep actor-critic framework, Tactical Optimistic and Pessimistic (TOP) estimation, which switches between optimistic and pessimistic value learning online. This is achieved by formulating the selection as a multi-arm bandit problem. We show in a series of continuous control tasks that TOP outperforms existing methods which rely on a fixed degree of optimism, setting a new state of the art in challenging pixel-based environments. Since our changes are simple to implement, we believe these insights can easily be incorporated into a multitude of off-policy algorithms.

arXiv:2101.11331공식 코드 · Papers with Code

OffCon$^3$: What is state of the art anyway?

Two popular approaches to model-free continuous control tasks are SAC and TD3. At first glance these approaches seem rather different; SAC aims to solve the entropy-augmented MDP by minimising the KL-divergence between a stochastic proposal policy and a hypotheical energy-basd soft Q-function policy, whereas TD3 is derived from DPG, which uses a deterministic policy to perform policy gradient ascent along the value function. In reality, both approaches are remarkably similar, and belong to a family of approaches we call `Off-Policy Continuous Generalized Policy Iteration'. This illuminates their similar performance in most continuous control benchmarks, and indeed when hyperparameters are matched, their performance can be statistically indistinguishable. To further remove any difference due to implementation, we provide OffCon$^3$ (Off-Policy Continuous Control: Consolidated), a code base featuring state-of-the-art versions of both algorithms.

arXiv:2101.08452공식 코드 · Papers with Code

Robust Reinforcement Learning on State Observations with Learned Optimal Adversary

We study the robustness of reinforcement learning (RL) with adversarially perturbed state observations, which aligns with the setting of many adversarial attacks to deep reinforcement learning (DRL) and is also important for rolling out real-world RL agent under unpredictable sensing noise. With a fixed agent policy, we demonstrate that an optimal adversary to perturb state observations can be found, which is guaranteed to obtain the worst case agent reward. For DRL settings, this leads to a novel empirical adversarial attack to RL agents via a learned adversary that is much stronger than previous ones. To enhance the robustness of an agent, we propose a framework of alternating training with learned adversaries (ATLA), which trains an adversary online together with the agent using policy gradient following the optimal adversarial attack framework. Additionally, inspired by the analysis of state-adversarial Markov decision process (SA-MDP), we show that past states and actions (history) can be useful for learning a robust agent, and we empirically find a LSTM based policy can be more robust under adversaries. Empirical evaluations on a few continuous control environments show that ATLA achieves state-of-the-art performance under strong adversaries. Our code is available at https://github.com/huanzhang12/ATLA_robust_RL.

arXiv:2101.07415공식 코드 · Papers with Code

ES-ENAS: Efficient Evolutionary Optimization for Large Hybrid Search Spaces

In this paper, we approach the problem of optimizing blackbox functions over large hybrid search spaces consisting of both combinatorial and continuous parameters. We demonstrate that previous evolutionary algorithms which rely on mutation-based approaches, while flexible over combinatorial spaces, suffer from a curse of dimensionality in high dimensional continuous spaces both theoretically and empirically, which thus limits their scope over hybrid search spaces as well. In order to combat this curse, we propose ES-ENAS, a simple and modular joint optimization procedure combining the class of sample-efficient smoothed gradient techniques, commonly known as Evolutionary Strategies (ES), with combinatorial optimizers in a highly scalable and intuitive way, inspired by the one-shot or supernet paradigm introduced in Efficient Neural Architecture Search (ENAS). By doing so, we achieve significantly more sample efficiency, which we empirically demonstrate over synthetic benchmarks, and are further able to apply ES-ENAS for architecture search over popular RL benchmarks.

arXiv:2101.01857공식 코드 · Papers with Code

Reinforcement Learning with Latent Flow

Temporal information is essential to learning effective policies with Reinforcement Learning (RL). However, current state-of-the-art RL algorithms either assume that such information is given as part of the state space or, when learning from pixels, use the simple heuristic of frame-stacking to implicitly capture temporal information present in the image observations. This heuristic is in contrast to the current paradigm in video classification architectures, which utilize explicit encodings of temporal information through methods such as optical flow and two-stream architectures to achieve state-of-the-art performance. Inspired by leading video classification architectures, we introduce the Flow of Latents for Reinforcement Learning (Flare), a network architecture for RL that explicitly encodes temporal information through latent vector differences. We show that Flare (i) recovers optimal performance in state-based RL without explicit access to the state velocity, solely with positional state information, (ii) achieves state-of-the-art performance on pixel-based challenging continuous control tasks within the DeepMind control benchmark suite, namely quadruped walk, hopper hop, finger turn hard, pendulum swing, and walker run, and is the most sample efficient model-free pixel-based RL algorithm, outperforming the prior model-free state-of-the-art by 1.9X and 1.5X on the 500k and 1M step benchmarks, respectively, and (iv), when augmented over rainbow DQN, outperforms this state-of-the-art level baseline on 5 of 8 challenging Atari games at 100M time step benchmark.

arXiv:2012.13658공식 코드 · Papers with Code

Locally Persistent Exploration in Continuous Control Tasks with Sparse Rewards

A major challenge in reinforcement learning is the design of exploration strategies, especially for environments with sparse reward structures and continuous state and action spaces. Intuitively, if the reinforcement signal is very scarce, the agent should rely on some form of short-term memory in order to cover its environment efficiently. We propose a new exploration method, based on two intuitions: (1) the choice of the next exploratory action should depend not only on the (Markovian) state of the environment, but also on the agent's trajectory so far, and (2) the agent should utilize a measure of spread in the state space to avoid getting stuck in a small region. Our method leverages concepts often used in statistical physics to provide explanations for the behavior of simplified (polymer) chains in order to generate persistent (locally self-avoiding) trajectories in state space. We discuss the theoretical properties of locally self-avoiding walks and their ability to provide a kind of short-term memory through a decaying temporal correlation within the trajectory. We provide empirical evaluations of our approach in a simulated 2D navigation task, as well as higher-dimensional MuJoCo continuous control locomotion tasks with sparse rewards.

arXiv:2012.09613공식 코드 · Papers with Code

Model-based Reinforcement Learning for Continuous Control with Posterior Sampling

Balancing exploration and exploitation is crucial in reinforcement learning (RL). In this paper, we study model-based posterior sampling for reinforcement learning (PSRL) in continuous state-action spaces theoretically and empirically. First, we show the first regret bound of PSRL in continuous spaces which is polynomial in the episode length to the best of our knowledge. With the assumption that reward and transition functions can be modeled by Bayesian linear regression, we develop a regret bound of $\tilde{O}(H^{3/2}d\sqrt{T})$, where $H$ is the episode length, $d$ is the dimension of the state-action space, and $T$ indicates the total time steps. This result matches the best-known regret bound of non-PSRL methods in linear MDPs. Our bound can be extended to nonlinear cases as well with feature embedding: using linear kernels on the feature representation $\phi$, the regret bound becomes $\tilde{O}(H^{3/2}d_{\phi}\sqrt{T})$, where $d_\phi$ is the dimension of the representation space. Moreover, we present MPC-PSRL, a model-based posterior sampling algorithm with model predictive control for action selection. To capture the uncertainty in models, we use Bayesian linear regression on the penultimate layer (the feature representation layer $\phi$) of neural networks. Empirical results show that our algorithm achieves the state-of-the-art sample efficiency in benchmark continuous control tasks compared to prior model-based algorithms, and matches the asymptotic performance of model-free algorithms.