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arXiv:2003.06959공식 코드 · Papers with Code

PFPN: Continuous Control of Physically Simulated Characters using Particle Filtering Policy Network

Data-driven methods for physics-based character control using reinforcement learning have been successfully applied to generate high-quality motions. However, existing approaches typically rely on Gaussian distributions to represent the action policy, which can prematurely commit to suboptimal actions when solving high-dimensional continuous control problems for highly-articulated characters. In this paper, to improve the learning performance of physics-based character controllers, we propose a framework that considers a particle-based action policy as a substitute for Gaussian policies. We exploit particle filtering to dynamically explore and discretize the action space, and track the posterior policy represented as a mixture distribution. The resulting policy can replace the unimodal Gaussian policy which has been the staple for character control problems, without changing the underlying model architecture of the reinforcement learning algorithm used to perform policy optimization. We demonstrate the applicability of our approach on various motion capture imitation tasks. Baselines using our particle-based policies achieve better imitation performance and speed of convergence as compared to corresponding implementations using Gaussians, and are more robust to external perturbations during character control. Related code is available at: https://motion-lab.github.io/PFPN.

arXiv:2003.05334공식 코드 · Papers with Code

Online Meta-Critic Learning for Off-Policy Actor-Critic Methods

Off-Policy Actor-Critic (Off-PAC) methods have proven successful in a variety of continuous control tasks. Normally, the critic's action-value function is updated using temporal-difference, and the critic in turn provides a loss for the actor that trains it to take actions with higher expected return. In this paper, we introduce a novel and flexible meta-critic that observes the learning process and meta-learns an additional loss for the actor that accelerates and improves actor-critic learning. Compared to the vanilla critic, the meta-critic network is explicitly trained to accelerate the learning process; and compared to existing meta-learning algorithms, meta-critic is rapidly learned online for a single task, rather than slowly over a family of tasks. Crucially, our meta-critic framework is designed for off-policy based learners, which currently provide state-of-the-art reinforcement learning sample efficiency. We demonstrate that online meta-critic learning leads to improvements in avariety of continuous control environments when combined with contemporary Off-PAC methods DDPG, TD3 and the state-of-the-art SAC.

arXiv:2003.01410

ABC-LMPC: Safe Sample-Based Learning MPC for Stochastic Nonlinear Dynamical Systems with Adjustable Boundary Conditions

Sample-based learning model predictive control (LMPC) strategies have recently attracted attention due to their desirable theoretical properties and their good empirical performance on robotic tasks. However, prior analysis of LMPC controllers for stochastic systems has mainly focused on linear systems in the iterative learning control setting. We present a novel LMPC algorithm, Adjustable Boundary Condition LMPC (ABC-LMPC), which enables rapid adaptation to novel start and goal configurations and theoretically show that the resulting controller guarantees iterative improvement in expectation for stochastic nonlinear systems. We present results with a practical instantiation of this algorithm and experimentally demonstrate that the resulting controller adapts to a variety of initial and terminal conditions on 3 stochastic continuous control tasks.

arXiv:2003.00370

PlaNet of the Bayesians: Reconsidering and Improving Deep Planning Network by Incorporating Bayesian Inference

In the present paper, we propose an extension of the Deep Planning Network (PlaNet), also referred to as PlaNet of the Bayesians (PlaNet-Bayes). There has been a growing demand in model predictive control (MPC) in partially observable environments in which complete information is unavailable because of, for example, lack of expensive sensors. PlaNet is a promising solution to realize such latent MPC, as it is used to train state-space models via model-based reinforcement learning (MBRL) and to conduct planning in the latent space. However, recent state-of-the-art strategies mentioned in MBRR literature, such as involving uncertainty into training and planning, have not been considered, significantly suppressing the training performance. The proposed extension is to make PlaNet uncertainty-aware on the basis of Bayesian inference, in which both model and action uncertainty are incorporated. Uncertainty in latent models is represented using a neural network ensemble to approximately infer model posteriors. The ensemble of optimal action candidates is also employed to capture multimodal uncertainty in the optimality. The concept of the action ensemble relies on a general variational inference MPC (VI-MPC) framework and its instance, probabilistic action ensemble with trajectory sampling (PaETS). In this paper, we extend VI-MPC and PaETS, which have been originally introduced in previous literature, to address partially observable cases. We experimentally compare the performances on continuous control tasks, and conclude that our method can consistently improve the asymptotic performance compared with PlaNet.

arXiv:2002.10451

Neural Lyapunov Model Predictive Control: Learning Safe Global Controllers from Sub-optimal Examples

With a growing interest in data-driven control techniques, Model Predictive Control (MPC) provides an opportunity to exploit the surplus of data reliably, particularly while taking safety and stability into account. In many real-world and industrial applications, it is typical to have an existing control strategy, for instance, execution from a human operator. The objective of this work is to improve upon this unknown, safe but suboptimal policy by learning a new controller that retains safety and stability. Learning how to be safe is achieved directly from data and from a knowledge of the system constraints. The proposed algorithm alternatively learns the terminal cost and updates the MPC parameters according to a stability metric. The terminal cost is constructed as a Lyapunov function neural network with the aim of recovering or extending the stable region of the initial demonstrator using a short prediction horizon. Theorems that characterize the stability and performance of the learned MPC in the bearing of model uncertainties and sub-optimality due to function approximation are presented. The efficacy of the proposed algorithm is demonstrated on non-linear continuous control tasks with soft constraints. The proposed approach can improve upon the initial demonstrator also in practice and achieve better stability than popular reinforcement learning baselines.

arXiv:2002.10738공식 코드 · Papers with Code

Off-Policy Deep Reinforcement Learning with Analogous Disentangled Exploration

Off-policy reinforcement learning (RL) is concerned with learning a rewarding policy by executing another policy that gathers samples of experience. While the former policy (i.e. target policy) is rewarding but in-expressive (in most cases, deterministic), doing well in the latter task, in contrast, requires an expressive policy (i.e. behavior policy) that offers guided and effective exploration. Contrary to most methods that make a trade-off between optimality and expressiveness, disentangled frameworks explicitly decouple the two objectives, which each is dealt with by a distinct separate policy. Although being able to freely design and optimize the two policies with respect to their own objectives, naively disentangling them can lead to inefficient learning or stability issues. To mitigate this problem, our proposed method Analogous Disentangled Actor-Critic (ADAC) designs analogous pairs of actors and critics. Specifically, ADAC leverages a key property about Stein variational gradient descent (SVGD) to constraint the expressive energy-based behavior policy with respect to the target one for effective exploration. Additionally, an analogous critic pair is introduced to incorporate intrinsic rewards in a principled manner, with theoretical guarantees on the overall learning stability and effectiveness. We empirically evaluate environment-reward-only ADAC on 14 continuous-control tasks and report the state-of-the-art on 10 of them. We further demonstrate ADAC, when paired with intrinsic rewards, outperform alternatives in exploration-challenging tasks.

arXiv:2002.10126

Safe reinforcement learning for probabilistic reachability and safety specifications: A Lyapunov-based approach

Emerging applications in robotics and autonomous systems, such as autonomous driving and robotic surgery, often involve critical safety constraints that must be satisfied even when information about system models is limited. In this regard, we propose a model-free safety specification method that learns the maximal probability of safe operation by carefully combining probabilistic reachability analysis and safe reinforcement learning (RL). Our approach constructs a Lyapunov function with respect to a safe policy to restrain each policy improvement stage. As a result, it yields a sequence of safe policies that determine the range of safe operation, called the safe set, which monotonically expands and gradually converges. We also develop an efficient safe exploration scheme that accelerates the process of identifying the safety of unexamined states. Exploiting the Lyapunov shielding, our method regulates the exploratory policy to avoid dangerous states with high confidence. To handle high-dimensional systems, we further extend our approach to deep RL by introducing a Lagrangian relaxation technique to establish a tractable actor-critic algorithm. The empirical performance of our method is demonstrated through continuous control benchmark problems, such as a reaching task on a planar robot arm.

arXiv:2002.09043

oIRL: Robust Adversarial Inverse Reinforcement Learning with Temporally Extended Actions

Explicit engineering of reward functions for given environments has been a major hindrance to reinforcement learning methods. While Inverse Reinforcement Learning (IRL) is a solution to recover reward functions from demonstrations only, these learned rewards are generally heavily \textit{entangled} with the dynamics of the environment and therefore not portable or \emph{robust} to changing environments. Modern adversarial methods have yielded some success in reducing reward entanglement in the IRL setting. In this work, we leverage one such method, Adversarial Inverse Reinforcement Learning (AIRL), to propose an algorithm that learns hierarchical disentangled rewards with a policy over options. We show that this method has the ability to learn \emph{generalizable} policies and reward functions in complex transfer learning tasks, while yielding results in continuous control benchmarks that are comparable to those of the state-of-the-art methods.

arXiv:2002.08396

Keep Doing What Worked: Behavioral Modelling Priors for Offline Reinforcement Learning

Off-policy reinforcement learning algorithms promise to be applicable in settings where only a fixed data-set (batch) of environment interactions is available and no new experience can be acquired. This property makes these algorithms appealing for real world problems such as robot control. In practice, however, standard off-policy algorithms fail in the batch setting for continuous control. In this paper, we propose a simple solution to this problem. It admits the use of data generated by arbitrary behavior policies and uses a learned prior -- the advantage-weighted behavior model (ABM) -- to bias the RL policy towards actions that have previously been executed and are likely to be successful on the new task. Our method can be seen as an extension of recent work on batch-RL that enables stable learning from conflicting data-sources. We find improvements on competitive baselines in a variety of RL tasks -- including standard continuous control benchmarks and multi-task learning for simulated and real-world robots.

arXiv:2002.07788

Multi-Issue Bargaining With Deep Reinforcement Learning

Negotiation is a process where agents aim to work through disputes and maximize their surplus. As the use of deep reinforcement learning in bargaining games is unexplored, this paper evaluates its ability to exploit, adapt, and cooperate to produce fair outcomes. Two actor-critic networks were trained for the bidding and acceptance strategy, against time-based agents, behavior-based agents, and through self-play. Gameplay against these agents reveals three key findings. 1) Neural agents learn to exploit time-based agents, achieving clear transitions in decision preference values. The Cauchy distribution emerges as suitable for sampling offers, due to its peaky center and heavy tails. The kurtosis and variance sensitivity of the probability distributions used for continuous control produce trade-offs in exploration and exploitation. 2) Neural agents demonstrate adaptive behavior against different combinations of concession, discount factors, and behavior-based strategies. 3) Most importantly, neural agents learn to cooperate with other behavior-based agents, in certain cases utilizing non-credible threats to force fairer results. This bears similarities with reputation-based strategies in the evolutionary dynamics, and departs from equilibria in classical game theory.

arXiv:2002.07418

KoGuN: Accelerating Deep Reinforcement Learning via Integrating Human Suboptimal Knowledge

Reinforcement learning agents usually learn from scratch, which requires a large number of interactions with the environment. This is quite different from the learning process of human. When faced with a new task, human naturally have the common sense and use the prior knowledge to derive an initial policy and guide the learning process afterwards. Although the prior knowledge may be not fully applicable to the new task, the learning process is significantly sped up since the initial policy ensures a quick-start of learning and intermediate guidance allows to avoid unnecessary exploration. Taking this inspiration, we propose knowledge guided policy network (KoGuN), a novel framework that combines human prior suboptimal knowledge with reinforcement learning. Our framework consists of a fuzzy rule controller to represent human knowledge and a refine module to fine-tune suboptimal prior knowledge. The proposed framework is end-to-end and can be combined with existing policy-based reinforcement learning algorithm. We conduct experiments on both discrete and continuous control tasks. The empirical results show that our approach, which combines human suboptimal knowledge and RL, achieves significant improvement on learning efficiency of flat RL algorithms, even with very low-performance human prior knowledge.

arXiv:2002.06946

Adaptive Experience Selection for Policy Gradient

Policy gradient reinforcement learning (RL) algorithms have achieved impressive performance in challenging learning tasks such as continuous control, but suffer from high sample complexity. Experience replay is a commonly used approach to improve sample efficiency, but gradient estimators using past trajectories typically have high variance. Existing sampling strategies for experience replay like uniform sampling or prioritised experience replay do not explicitly try to control the variance of the gradient estimates. In this paper, we propose an online learning algorithm, adaptive experience selection (AES), to adaptively learn an experience sampling distribution that explicitly minimises this variance. Using a regret minimisation approach, AES iteratively updates the experience sampling distribution to match the performance of a competitor distribution assumed to have optimal variance. Sample non-stationarity is addressed by proposing a dynamic (i.e. time changing) competitor distribution for which a closed-form solution is proposed. We demonstrate that AES is a low-regret algorithm with reasonable sample complexity. Empirically, AES has been implemented for deep deterministic policy gradient and soft actor critic algorithms, and tested on 8 continuous control tasks from the OpenAI Gym library. Ours results show that AES leads to significantly improved performance compared to currently available experience sampling strategies for policy gradient.

arXiv:2002.05954

Learning Functionally Decomposed Hierarchies for Continuous Control Tasks with Path Planning

We present HiDe, a novel hierarchical reinforcement learning architecture that successfully solves long horizon control tasks and generalizes to unseen test scenarios. Functional decomposition between planning and low-level control is achieved by explicitly separating the state-action spaces across the hierarchy, which allows the integration of task-relevant knowledge per layer. We propose an RL-based planner to efficiently leverage the information in the planning layer of the hierarchy, while the control layer learns a goal-conditioned control policy. The hierarchy is trained jointly but allows for the modular transfer of policy layers across hierarchies of different agents. We experimentally show that our method generalizes across unseen test environments and can scale to 3x horizon length compared to both learning and non-learning based methods. We evaluate on complex continuous control tasks with sparse rewards, including navigation and robot manipulation.

arXiv:2002.05518공식 코드 · Papers with Code

Learning State Abstractions for Transfer in Continuous Control

Can simple algorithms with a good representation solve challenging reinforcement learning problems? In this work, we answer this question in the affirmative, where we take "simple learning algorithm" to be tabular Q-Learning, the "good representations" to be a learned state abstraction, and "challenging problems" to be continuous control tasks. Our main contribution is a learning algorithm that abstracts a continuous state-space into a discrete one. We transfer this learned representation to unseen problems to enable effective learning. We provide theory showing that learned abstractions maintain a bounded value loss, and we report experiments showing that the abstractions empower tabular Q-Learning to learn efficiently in unseen tasks.

arXiv:2002.03327

Reward Tweaking: Maximizing the Total Reward While Planning for Short Horizons

In reinforcement learning, the discount factor $\gamma$ controls the agent's effective planning horizon. Traditionally, this parameter was considered part of the MDP; however, as deep reinforcement learning algorithms tend to become unstable when the effective planning horizon is long, recent works refer to $\gamma$ as a hyper-parameter -- thus changing the underlying MDP and potentially leading the agent towards sub-optimal behavior on the original task. In this work, we introduce \emph{reward tweaking}. Reward tweaking learns a surrogate reward function $\tilde r$ for the discounted setting that induces optimal behavior on the original finite-horizon total reward task. Theoretically, we show that there exists a surrogate reward that leads to optimality in the original task and discuss the robustness of our approach. Additionally, we perform experiments in high-dimensional continuous control tasks and show that reward tweaking guides the agent towards better long-horizon returns although it plans for short horizons.

arXiv:2002.02829

Off-policy Maximum Entropy Reinforcement Learning : Soft Actor-Critic with Advantage Weighted Mixture Policy(SAC-AWMP)

The optimal policy of a reinforcement learning problem is often discontinuous and non-smooth. I.e., for two states with similar representations, their optimal policies can be significantly different. In this case, representing the entire policy with a function approximator (FA) with shared parameters for all states maybe not desirable, as the generalization ability of parameters sharing makes representing discontinuous, non-smooth policies difficult. A common way to solve this problem, known as Mixture-of-Experts, is to represent the policy as the weighted sum of multiple components, where different components perform well on different parts of the state space. Following this idea and inspired by a recent work called advantage-weighted information maximization, we propose to learn for each state weights of these components, so that they entail the information of the state itself and also the preferred action learned so far for the state. The action preference is characterized via the advantage function. In this case, the weight of each component would only be large for certain groups of states whose representations are similar and preferred action representations are also similar. Therefore each component is easy to be represented. We call a policy parameterized in this way an Advantage Weighted Mixture Policy (AWMP) and apply this idea to improve soft-actor-critic (SAC), one of the most competitive continuous control algorithm. Experimental results demonstrate that SAC with AWMP clearly outperforms SAC in four commonly used continuous control tasks and achieve stable performance across different random seeds.

arXiv:2002.02693

Ready Policy One: World Building Through Active Learning

Model-Based Reinforcement Learning (MBRL) offers a promising direction for sample efficient learning, often achieving state of the art results for continuous control tasks. However, many existing MBRL methods rely on combining greedy policies with exploration heuristics, and even those which utilize principled exploration bonuses construct dual objectives in an ad hoc fashion. In this paper we introduce Ready Policy One (RP1), a framework that views MBRL as an active learning problem, where we aim to improve the world model in the fewest samples possible. RP1 achieves this by utilizing a hybrid objective function, which crucially adapts during optimization, allowing the algorithm to trade off reward v.s. exploration at different stages of learning. In addition, we introduce a principled mechanism to terminate sample collection once we have a rich enough trajectory batch to improve the model. We rigorously evaluate our method on a variety of continuous control tasks, and demonstrate statistically significant gains over existing approaches.

arXiv:2002.01883

Deep Radial-Basis Value Functions for Continuous Control

A core operation in reinforcement learning (RL) is finding an action that is optimal with respect to a learned value function. This operation is often challenging when the learned value function takes continuous actions as input. We introduce deep radial-basis value functions (RBVFs): value functions learned using a deep network with a radial-basis function (RBF) output layer. We show that the maximum action-value with respect to a deep RBVF can be approximated easily and accurately. Moreover, deep RBVFs can represent any true value function owing to their support for universal function approximation. We extend the standard DQN algorithm to continuous control by endowing the agent with a deep RBVF. We show that the resultant agent, called RBF-DQN, significantly outperforms value-function-only baselines, and is competitive with state-of-the-art actor-critic algorithms.

arXiv:2001.11628

Domain-Adversarial and Conditional State Space Model for Imitation Learning

State representation learning (SRL) in partially observable Markov decision processes has been studied to learn abstract features of data useful for robot control tasks. For SRL, acquiring domain-agnostic states is essential for achieving efficient imitation learning. Without these states, imitation learning is hampered by domain-dependent information useless for control. However, existing methods fail to remove such disturbances from the states when the data from experts and agents show large domain shifts. To overcome this issue, we propose a domain-adversarial and conditional state space model (DAC-SSM) that enables control systems to obtain domain-agnostic and task- and dynamics-aware states. DAC-SSM jointly optimizes the state inference, observation reconstruction, forward dynamics, and reward models. To remove domain-dependent information from the states, the model is trained with domain discriminators in an adversarial manner, and the reconstruction is conditioned on domain labels. We experimentally evaluated the model predictive control performance via imitation learning for continuous control of sparse reward tasks in simulators and compared it with the performance of the existing SRL method. The agents from DAC-SSM achieved performance comparable to experts and more than twice the baselines. We conclude domain-agnostic states are essential for imitation learning that has large domain shifts and can be obtained using DAC-SSM.

arXiv:2001.08116

Q-Learning in enormous action spaces via amortized approximate maximization

Applying Q-learning to high-dimensional or continuous action spaces can be difficult due to the required maximization over the set of possible actions. Motivated by techniques from amortized inference, we replace the expensive maximization over all actions with a maximization over a small subset of possible actions sampled from a learned proposal distribution. The resulting approach, which we dub Amortized Q-learning (AQL), is able to handle discrete, continuous, or hybrid action spaces while maintaining the benefits of Q-learning. Our experiments on continuous control tasks with up to 21 dimensional actions show that AQL outperforms D3PG (Barth-Maron et al, 2018) and QT-Opt (Kalashnikov et al, 2018). Experiments on structured discrete action spaces demonstrate that AQL can efficiently learn good policies in spaces with thousands of discrete actions.