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arXiv:2001.08299

GLIB: Efficient Exploration for Relational Model-Based Reinforcement Learning via Goal-Literal Babbling

We address the problem of efficient exploration for transition model learning in the relational model-based reinforcement learning setting without extrinsic goals or rewards. Inspired by human curiosity, we propose goal-literal babbling (GLIB), a simple and general method for exploration in such problems. GLIB samples relational conjunctive goals that can be understood as specific, targeted effects that the agent would like to achieve in the world, and plans to achieve these goals using the transition model being learned. We provide theoretical guarantees showing that exploration with GLIB will converge almost surely to the ground truth model. Experimentally, we find GLIB to strongly outperform existing methods in both prediction and planning on a range of tasks, encompassing standard PDDL and PPDDL planning benchmarks and a robotic manipulation task implemented in the PyBullet physics simulator. Video: https://youtu.be/F6lmrPT6TOY Code: https://git.io/JIsTB

arXiv:2001.08092

Local Policy Optimization for Trajectory-Centric Reinforcement Learning

The goal of this paper is to present a method for simultaneous trajectory and local stabilizing policy optimization to generate local policies for trajectory-centric model-based reinforcement learning (MBRL). This is motivated by the fact that global policy optimization for non-linear systems could be a very challenging problem both algorithmically and numerically. However, a lot of robotic manipulation tasks are trajectory-centric, and thus do not require a global model or policy. Due to inaccuracies in the learned model estimates, an open-loop trajectory optimization process mostly results in very poor performance when used on the real system. Motivated by these problems, we try to formulate the problem of trajectory optimization and local policy synthesis as a single optimization problem. It is then solved simultaneously as an instance of nonlinear programming. We provide some results for analysis as well as achieved performance of the proposed technique under some simplifying assumptions.

arXiv:2001.07527

Model-based Multi-Agent Reinforcement Learning with Cooperative Prioritized Sweeping

We present a new model-based reinforcement learning algorithm, Cooperative Prioritized Sweeping, for efficient learning in multi-agent Markov decision processes. The algorithm allows for sample-efficient learning on large problems by exploiting a factorization to approximate the value function. Our approach only requires knowledge about the structure of the problem in the form of a dynamic decision network. Using this information, our method learns a model of the environment and performs temporal difference updates which affect multiple joint states and actions at once. Batch updates are additionally performed which efficiently back-propagate knowledge throughout the factored Q-function. Our method outperforms the state-of-the-art algorithm sparse cooperative Q-learning algorithm, both on the well-known SysAdmin benchmark and randomized environments.

arXiv:1912.11206

Learning to Combat Compounding-Error in Model-Based Reinforcement Learning

Despite its potential to improve sample complexity versus model-free approaches, model-based reinforcement learning can fail catastrophically if the model is inaccurate. An algorithm should ideally be able to trust an imperfect model over a reasonably long planning horizon, and only rely on model-free updates when the model errors get infeasibly large. In this paper, we investigate techniques for choosing the planning horizon on a state-dependent basis, where a state's planning horizon is determined by the maximum cumulative model error around that state. We demonstrate that these state-dependent model errors can be learned with Temporal Difference methods, based on a novel approach of temporally decomposing the cumulative model errors. Experimental results show that the proposed method can successfully adapt the planning horizon to account for state-dependent model accuracy, significantly improving the efficiency of policy learning compared to model-based and model-free baselines.

arXiv:1912.10329

Can Agents Learn by Analogy? An Inferable Model for PAC Reinforcement Learning

Model-based reinforcement learning algorithms make decisions by building and utilizing a model of the environment. However, none of the existing algorithms attempts to infer the dynamics of any state-action pair from known state-action pairs before meeting it for sufficient times. We propose a new model-based method called Greedy Inference Model (GIM) that infers the unknown dynamics from known dynamics based on the internal spectral properties of the environment. In other words, GIM can "learn by analogy". We further introduce a new exploration strategy which ensures that the agent rapidly and evenly visits unknown state-action pairs. GIM is much more computationally efficient than state-of-the-art model-based algorithms, as the number of dynamic programming operations is independent of the environment size. Lower sample complexity could also be achieved under mild conditions compared against methods without inferring. Experimental results demonstrate the effectiveness and efficiency of GIM in a variety of real-world tasks.

arXiv:1912.06760

Bayesian Linear Regression on Deep Representations

A simple approach to obtaining uncertainty-aware neural networks for regression is to do Bayesian linear regression (BLR) on the representation from the last hidden layer. Recent work [Riquelme et al., 2018, Azizzadenesheli et al., 2018] indicates that the method is promising, though it has been limited to homoscedastic noise. In this paper, we propose a novel variation that enables the method to flexibly model heteroscedastic noise. The method is benchmarked against two prominent alternative methods on a set of standard datasets, and finally evaluated as an uncertainty-aware model in model-based reinforcement learning. Our experiments indicate that the method is competitive with standard ensembling, and ensembles of BLR outperforms the methods we compared to.

arXiv:1912.04201

Learning Latent State Spaces for Planning through Reward Prediction

Model-based reinforcement learning methods typically learn models for high-dimensional state spaces by aiming to reconstruct and predict the original observations. However, drawing inspiration from model-free reinforcement learning, we propose learning a latent dynamics model directly from rewards. In this work, we introduce a model-based planning framework which learns a latent reward prediction model and then plans in the latent state-space. The latent representation is learned exclusively from multi-step reward prediction which we show to be the only necessary information for successful planning. With this framework, we are able to benefit from the concise model-free representation, while still enjoying the data-efficiency of model-based algorithms. We demonstrate our framework in multi-pendulum and multi-cheetah environments where several pendulums or cheetahs are shown to the agent but only one of which produces rewards. In these environments, it is important for the agent to construct a concise latent representation to filter out irrelevant observations. We find that our method can successfully learn an accurate latent reward prediction model in the presence of the irrelevant information while existing model-based methods fail. Planning in the learned latent state-space shows strong performance and high sample efficiency over model-free and model-based baselines.

arXiv:1912.00260

Transferable Force-Torque Dynamics Model for Peg-in-hole Task

We present a learning-based force-torque dynamics to achieve model-based control for contact-rich peg-in-hole task using force-only inputs. Learning the force-torque dynamics is challenging because of the ambiguity of the low-dimensional 6-d force signal and the requirement of excessive training data. To tackle these problems, we propose a multi-pose force-torque state representation, based on which a dynamics model is learned with the data generated in a sample-efficient offline fashion. In addition, by training the dynamics model with peg-and-holes of various shapes, scales, and elasticities, the model could quickly transfer to new peg-and-holes after a small number of trials. Extensive experiments show that our dynamics model could adapt to unseen peg-and-holes with 70% fewer samples required compared to learning from scratch. Along with the learned dynamics, model predictive control and model-based reinforcement learning policies achieve over 80% insertion success rate. Our video is available at https://youtu.be/ZAqldpVZgm4.

arXiv:1911.12574공식 코드 · Papers with Code

Deep Model-Based Reinforcement Learning via Estimated Uncertainty and Conservative Policy Optimization

Model-based reinforcement learning algorithms tend to achieve higher sample efficiency than model-free methods. However, due to the inevitable errors of learned models, model-based methods struggle to achieve the same asymptotic performance as model-free methods. In this paper, We propose a Policy Optimization method with Model-Based Uncertainty (POMBU)---a novel model-based approach---that can effectively improve the asymptotic performance using the uncertainty in Q-values. We derive an upper bound of the uncertainty, based on which we can approximate the uncertainty accurately and efficiently for model-based methods. We further propose an uncertainty-aware policy optimization algorithm that optimizes the policy conservatively to encourage performance improvement with high probability. This can significantly alleviate the overfitting of policy to inaccurate models. Experiments show POMBU can outperform existing state-of-the-art policy optimization algorithms in terms of sample efficiency and asymptotic performance. Moreover, the experiments demonstrate the excellent robustness of POMBU compared to previous model-based approaches.

arXiv:1911.12553

Augmented Random Search for Quadcopter Control: An alternative to Reinforcement Learning

Model-based reinforcement learning strategies are believed to exhibit more significant sample complexity than model-free strategies to control dynamical systems,such as quadcopters.This belief that Model-based strategies that involve the use of well-trained neural networks for making such high-level decisions always give better performance can be dispelled by making use of Model-free policy search methods.This paper proposes the use of a model-free random searching strategy,called Augmented Random Search(ARS),which is a better and faster approach of linear policy training for continuous control tasks like controlling a Quadcopters flight.The method achieves state-of-the-art accuracy by eliminating the use of too much data for the training of neural networks that are present in the previous approaches to the task of Quadcopter control.The paper also highlights the performance results of the searching strategy used for this task in a strategically designed task environment with the help of simulations.Reward collection performance over 1000 episodes and agents behavior in flight for augmented random search is compared with that of the behavior for reinforcement learning state-of-the-art algorithm,called Deep Deterministic policy gradient(DDPG).Our simulations and results manifest that a high variability in performance is observed in commonly used strategies for sample efficiency of such tasks but the built policy network of ARS-Quad can react relatively accurately to step response providing a better performing alternative to reinforcement learning strategies.

arXiv:1911.03594

Robo-PlaNet: Learning to Poke in a Day

Recently, the Deep Planning Network (PlaNet) approach was introduced as a model-based reinforcement learning method that learns environment dynamics directly from pixel observations. This architecture is useful for learning tasks in which either the agent does not have access to meaningful states (like position/velocity of robotic joints) or where the observed states significantly deviate from the physical state of the agent (which is commonly the case in low-cost robots in the form of backlash or noisy joint readings). PlaNet, by design, interleaves phases of training the dynamics model with phases of collecting more data on the target environment, leading to long training times. In this work, we introduce Robo-PlaNet, an asynchronous version of PlaNet. This algorithm consistently reaches higher performance in the same amount of time, which we demonstrate in both a simulated and a real robotic experiment.

arXiv:1911.03845공식 코드 · Papers with Code

Model-Based Reinforcement Learning with Adversarial Training for Online Recommendation

Reinforcement learning is well suited for optimizing policies of recommender systems. Current solutions mostly focus on model-free approaches, which require frequent interactions with the real environment, and thus are expensive in model learning. Offline evaluation methods, such as importance sampling, can alleviate such limitations, but usually request a large amount of logged data and do not work well when the action space is large. In this work, we propose a model-based reinforcement learning solution which models user-agent interaction for offline policy learning via a generative adversarial network. To reduce bias in the learned model and policy, we use a discriminator to evaluate the quality of generated data and scale the generated rewards. Our theoretical analysis and empirical evaluations demonstrate the effectiveness of our solution in learning policies from the offline and generated data.

arXiv:1911.02248

MBCAL: Sample Efficient and Variance Reduced Reinforcement Learning for Recommender Systems

In recommender systems such as news feed stream, it is essential to optimize the long-term utilities in the continuous user-system interaction processes. Previous works have proved the capability of reinforcement learning in this problem. However, there are many practical challenges to implement deep reinforcement learning in online systems, including low sample efficiency, uncontrollable risks, and excessive variances. To address these issues, we propose a novel reinforcement learning method, namely model-based counterfactual advantage learning (MBCAL). The proposed method takes advantage of the characteristics of recommender systems and draws ideas from the model-based reinforcement learning method for higher sample efficiency. It has two components: an environment model that predicts the instant user behavior one-by-one in an auto-regressive form, and a future advantage model that predicts the future utility. To alleviate the impact of excessive variance when learning the future advantage model, we employ counterfactual comparisons derived from the environment model. In consequence, the proposed method possesses high sample efficiency and significantly lower variance; Also, it is able to use existing user logs to avoid the risks of starting from scratch. In contrast to its capability, its implementation cost is relatively low, which fits well with practical systems. Theoretical analysis and elaborate experiments are presented. Results show that the proposed method transcends the other supervised learning and RL-based methods in both sample efficiency and asymptotic performances.

arXiv:1911.01310

Tustin neural networks: a class of recurrent nets for adaptive MPC of mechanical systems

The use of recurrent neural networks to represent the dynamics of unstable systems is difficult due to the need to properly initialize their internal states, which in most of the cases do not have any physical meaning, consequent to the non-smoothness of the optimization problem. For this reason, in this paper focus is placed on mechanical systems characterized by a number of degrees of freedom, each one represented by two states, namely position and velocity. For these systems, a new recurrent neural network is proposed: Tustin-Net. Inspired by second-order dynamics, the network hidden states can be straightforwardly estimated, as their differential relationships with the measured states are hardcoded in the forward pass. The proposed structure is used to model a double inverted pendulum and for model-based Reinforcement Learning, where an adaptive Model Predictive Controller scheme using the Unscented Kalman Filter is proposed to deal with parameter changes in the system.

arXiv:1910.13038

Learning to Predict Without Looking Ahead: World Models Without Forward Prediction

Much of model-based reinforcement learning involves learning a model of an agent's world, and training an agent to leverage this model to perform a task more efficiently. While these models are demonstrably useful for agents, every naturally occurring model of the world of which we are aware---e.g., a brain---arose as the byproduct of competing evolutionary pressures for survival, not minimization of a supervised forward-predictive loss via gradient descent. That useful models can arise out of the messy and slow optimization process of evolution suggests that forward-predictive modeling can arise as a side-effect of optimization under the right circumstances. Crucially, this optimization process need not explicitly be a forward-predictive loss. In this work, we introduce a modification to traditional reinforcement learning which we call observational dropout, whereby we limit the agents ability to observe the real environment at each timestep. In doing so, we can coerce an agent into learning a world model to fill in the observation gaps during reinforcement learning. We show that the emerged world model, while not explicitly trained to predict the future, can help the agent learn key skills required to perform well in its environment. Videos of our results available at https://learningtopredict.github.io/

arXiv:1910.12453

Asynchronous Methods for Model-Based Reinforcement Learning

Significant progress has been made in the area of model-based reinforcement learning. State-of-the-art algorithms are now able to match the asymptotic performance of model-free methods while being significantly more data efficient. However, this success has come at a price: state-of-the-art model-based methods require significant computation interleaved with data collection, resulting in run times that take days, even if the amount of agent interaction might be just hours or even minutes. When considering the goal of learning in real-time on real robots, this means these state-of-the-art model-based algorithms still remain impractical. In this work, we propose an asynchronous framework for model-based reinforcement learning methods that brings down the run time of these algorithms to be just the data collection time. We evaluate our asynchronous framework on a range of standard MuJoCo benchmarks. We also evaluate our asynchronous framework on three real-world robotic manipulation tasks. We show how asynchronous learning not only speeds up learning w.r.t wall-clock time through parallelization, but also further reduces the sample complexity of model-based approaches by means of improving the exploration and by means of effectively avoiding the policy overfitting to the deficiencies of learned dynamics models.

arXiv:1910.12827공식 코드 · Papers with Code

Entity Abstraction in Visual Model-Based Reinforcement Learning

This paper tests the hypothesis that modeling a scene in terms of entities and their local interactions, as opposed to modeling the scene globally, provides a significant benefit in generalizing to physical tasks in a combinatorial space the learner has not encountered before. We present object-centric perception, prediction, and planning (OP3), which to the best of our knowledge is the first fully probabilistic entity-centric dynamic latent variable framework for model-based reinforcement learning that acquires entity representations from raw visual observations without supervision and uses them to predict and plan. OP3 enforces entity-abstraction -- symmetric processing of each entity representation with the same locally-scoped function -- which enables it to scale to model different numbers and configurations of objects from those in training. Our approach to solving the key technical challenge of grounding these entity representations to actual objects in the environment is to frame this variable binding problem as an inference problem, and we develop an interactive inference algorithm that uses temporal continuity and interactive feedback to bind information about object properties to the entity variables. On block-stacking tasks, OP3 generalizes to novel block configurations and more objects than observed during training, outperforming an oracle model that assumes access to object supervision and achieving two to three times better accuracy than a state-of-the-art video prediction model that does not exhibit entity abstraction.

arXiv:1910.05527

Regularizing Model-Based Planning with Energy-Based Models

Model-based reinforcement learning could enable sample-efficient learning by quickly acquiring rich knowledge about the world and using it to improve behaviour without additional data. Learned dynamics models can be directly used for planning actions but this has been challenging because of inaccuracies in the learned models. In this paper, we focus on planning with learned dynamics models and propose to regularize it using energy estimates of state transitions in the environment. We visually demonstrate the effectiveness of the proposed method and show that off-policy training of an energy estimator can be effectively used to regularize planning with pre-trained dynamics models. Further, we demonstrate that the proposed method enables sample-efficient learning to achieve competitive performance in challenging continuous control tasks such as Half-cheetah and Ant in just a few minutes of experience.

arXiv:1910.04142

Imagined Value Gradients: Model-Based Policy Optimization with Transferable Latent Dynamics Models

Humans are masters at quickly learning many complex tasks, relying on an approximate understanding of the dynamics of their environments. In much the same way, we would like our learning agents to quickly adapt to new tasks. In this paper, we explore how model-based Reinforcement Learning (RL) can facilitate transfer to new tasks. We develop an algorithm that learns an action-conditional, predictive model of expected future observations, rewards and values from which a policy can be derived by following the gradient of the estimated value along imagined trajectories. We show how robust policy optimization can be achieved in robot manipulation tasks even with approximate models that are learned directly from vision and proprioception. We evaluate the efficacy of our approach in a transfer learning scenario, re-using previously learned models on tasks with different reward structures and visual distractors, and show a significant improvement in learning speed compared to strong off-policy baselines. Videos with results can be found at https://sites.google.com/view/ivg-corl19

arXiv:1910.04077

Model-Based Reinforcement Learning Exploiting State-Action Equivalence

Leveraging an equivalence property in the state-space of a Markov Decision Process (MDP) has been investigated in several studies. This paper studies equivalence structure in the reinforcement learning (RL) setup, where transition distributions are no longer assumed to be known. We present a notion of similarity between transition probabilities of various state-action pairs of an MDP, which naturally defines an equivalence structure in the state-action space. We present equivalence-aware confidence sets for the case where the learner knows the underlying structure in advance. These sets are provably smaller than their corresponding equivalence-oblivious counterparts. In the more challenging case of an unknown equivalence structure, we present an algorithm called ApproxEquivalence that seeks to find an (approximate) equivalence structure, and define confidence sets using the approximate equivalence. To illustrate the efficacy of the presented confidence sets, we present C-UCRL, as a natural modification of UCRL2 for RL in undiscounted MDPs. In the case of a known equivalence structure, we show that C-UCRL improves over UCRL2 in terms of regret by a factor of $\sqrt{SA/C}$, in any communicating MDP with $S$ states, $A$ actions, and $C$ classes, which corresponds to a massive improvement when $C \ll SA$. To the best of our knowledge, this is the first work providing regret bounds for RL when an equivalence structure in the MDP is efficiently exploited. In the case of an unknown equivalence structure, we show through numerical experiments that C-UCRL combined with ApproxEquivalence outperforms UCRL2 in ergodic MDPs.