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In this work we apply deep reinforcement learning to the problems of navigating a three-dimensional environment and inferring the locations of human speaker audio sources within, in the case where the only available information is the raw sound from the environment, as a simulated human listener placed in the environment would hear it. For this purpose we create two virtual environments using the Unity game engine, one presenting an audio-based navigation problem and one presenting an audio source localization problem. We also create an autonomous agent based on PPO online reinforcement learning algorithm and attempt to train it to solve these environments. Our experiments show that our agent achieves adequate performance and generalization ability in both environments, measured by quantitative metrics, even when a limited amount of training data are available or the environment parameters shift in ways not encountered during training. We also show that a degree of agent knowledge transfer is possible between the environments.

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Meta-reinforcement learning (RL) methods can meta-train policies that adapt to new tasks with orders of magnitude less data than standard RL, but meta-training itself is costly and time-consuming. If we can meta-train on offline data, then we can reuse the same static dataset, labeled once with rewards for different tasks, to meta-train policies that adapt to a variety of new tasks at meta-test time. Although this capability would make meta-RL a practical tool for real-world use, offline meta-RL presents additional challenges beyond online meta-RL or standard offline RL settings. Meta-RL learns an exploration strategy that collects data for adapting, and also meta-trains a policy that quickly adapts to data from a new task. Since this policy was meta-trained on a fixed, offline dataset, it might behave unpredictably when adapting to data collected by the learned exploration strategy, which differs systematically from the offline data and thus induces distributional shift. We propose a hybrid offline meta-RL algorithm, which uses offline data with rewards to meta-train an adaptive policy, and then collects additional unsupervised online data, without any reward labels to bridge this distribution shift. By not requiring reward labels for online collection, this data can be much cheaper to collect. We compare our method to prior work on offline meta-RL on simulated robot locomotion and manipulation tasks and find that using additional unsupervised online data collection leads to a dramatic improvement in the adaptive capabilities of the meta-trained policies, matching the performance of fully online meta-RL on a range of challenging domains that require generalization to new tasks.

Vision-and-Language Navigation (VLN) is a task where an agent navigates in an embodied indoor environment under human instructions. Previous works ignore the distribution of sample difficulty and we argue that this potentially degrade their agent performance. To tackle this issue, we propose a novel curriculum-based training paradigm for VLN tasks that can balance human prior knowledge and agent learning progress about training samples. We develop the principle of curriculum design and re-arrange the benchmark Room-to-Room (R2R) dataset to make it suitable for curriculum training. Experiments show that our method is model-agnostic and can significantly improve the performance, the generalizability, and the training efficiency of current state-of-the-art navigation agents without increasing model complexity.

Active learning from demonstration allows a robot to query a human for specific types of input to achieve efficient learning. Existing work has explored a variety of active query strategies; however, to our knowledge, none of these strategies directly minimize the performance risk of the policy the robot is learning. Utilizing recent advances in performance bounds for inverse reinforcement learning, we propose a risk-aware active inverse reinforcement learning algorithm that focuses active queries on areas of the state space with the potential for large generalization error. We show that risk-aware active learning outperforms standard active IRL approaches on gridworld, simulated driving, and table setting tasks, while also providing a performance-based stopping criterion that allows a robot to know when it has received enough demonstrations to safely perform a task.

Methods proposed in the literature towards continual deep learning typically operate in a task-based sequential learning setup. A sequence of tasks is learned, one at a time, with all data of current task available but not of previous or future tasks. Task boundaries and identities are known at all times. This setup, however, is rarely encountered in practical applications. Therefore we investigate how to transform continual learning to an online setup. We develop a system that keeps on learning over time in a streaming fashion, with data distributions gradually changing and without the notion of separate tasks. To this end, we build on the work on Memory Aware Synapses, and show how this method can be made online by providing a protocol to decide i) when to update the importance weights, ii) which data to use to update them, and iii) how to accumulate the importance weights at each update step. Experimental results show the validity of the approach in the context of two applications: (self-)supervised learning of a face recognition model by watching soap series and learning a robot to avoid collisions.

There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of tasks, from video games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning and reinforcement learning, that learn to play from experience with minimal prior knowledge. However, these machines often do not win through intelligence alone -- they possess vastly superior speed and precision, allowing them to act in ways a human never could. To level the playing field, we restrict the machine's reaction time to a human level, and find that standard deep reinforcement learning methods quickly drop in performance. We propose a solution to the action delay problem inspired by human perception -- to endow agents with a neural predictive model of the environment which "undoes" the delay inherent in their environment -- and demonstrate its efficacy against professional players in Super Smash Bros. Melee, a popular console fighting game.

Deep reinforcement learning has recently shown many impressive successes. However, one major obstacle towards applying such methods to real-world problems is their lack of data-efficiency. To this end, we propose the Bottleneck Simulator: a model-based reinforcement learning method which combines a learned, factorized transition model of the environment with rollout simulations to learn an effective policy from few examples. The learned transition model employs an abstract, discrete (bottleneck) state, which increases sample efficiency by reducing the number of model parameters and by exploiting structural properties of the environment. We provide a mathematical analysis of the Bottleneck Simulator in terms of fixed points of the learned policy, which reveals how performance is affected by four distinct sources of error: an error related to the abstract space structure, an error related to the transition model estimation variance, an error related to the transition model estimation bias, and an error related to the transition model class bias. Finally, we evaluate the Bottleneck Simulator on two natural language processing tasks: a text adventure game and a real-world, complex dialogue response selection task. On both tasks, the Bottleneck Simulator yields excellent performance beating competing approaches.

We study active object tracking, where a tracker takes as input the visual observation (i.e., frame sequence) and produces the camera control signal (e.g., move forward, turn left, etc.). Conventional methods tackle the tracking and the camera control separately, which is challenging to tune jointly. It also incurs many human efforts for labeling and many expensive trial-and-errors in realworld. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning, where a ConvNet-LSTM function approximator is adopted for the direct frame-toaction prediction. We further propose an environment augmentation technique and a customized reward function, which are crucial for a successful training. The tracker trained in simulators (ViZDoom, Unreal Engine) shows good generalization in the case of unseen object moving path, unseen object appearance, unseen background, and distracting object. It can restore tracking when occasionally losing the target. With the experiments over the VOT dataset, we also find that the tracking ability, obtained solely from simulators, can potentially transfer to real-world scenarios.

Neural machine translation requires large amounts of parallel training text to learn a reasonable-quality translation model. This is particularly inconvenient for language pairs for which enough parallel text is not available. In this paper, we use monolingual linguistic resources in the source side to address this challenging problem based on a multi-task learning approach. More specifically, we scaffold the machine translation task on auxiliary tasks including semantic parsing, syntactic parsing, and named-entity recognition. This effectively injects semantic and/or syntactic knowledge into the translation model, which would otherwise require a large amount of training bitext. We empirically evaluate and show the effectiveness of our multi-task learning approach on three translation tasks: English-to-French, English-to-Farsi, and English-to-Vietnamese.

This paper introduces a novel neural network-based reinforcement learning approach for robot gaze control. Our approach enables a robot to learn and to adapt its gaze control strategy for human-robot interaction neither with the use of external sensors nor with human supervision. The robot learns to focus its attention onto groups of people from its own audio-visual experiences, independently of the number of people, of their positions and of their physical appearances. In particular, we use a recurrent neural network architecture in combination with Q-learning to find an optimal action-selection policy; we pre-train the network using a simulated environment that mimics realistic scenarios that involve speaking/silent participants, thus avoiding the need of tedious sessions of a robot interacting with people. Our experimental evaluation suggests that the proposed method is robust against parameter estimation, i.e. the parameter values yielded by the method do not have a decisive impact on the performance. The best results are obtained when both audio and visual information is jointly used. Experiments with the Nao robot indicate that our framework is a step forward towards the autonomous learning of socially acceptable gaze behavior.

This paper presents a safety-aware learning framework that employs an adaptive model learning method together with barrier certificates for systems with possibly nonstationary agent dynamics. To extract the dynamic structure of the model, we use a sparse optimization technique, and the resulting model will be used in combination with control barrier certificates which constrain feedback controllers only when safety is about to be violated. Under some mild assumptions, solutions to the constrained feedback-controller optimization are guaranteed to be globally optimal, and the monotonic improvement of a feedback controller is thus ensured. In addition, we reformulate the (action-)value function approximation to make any kernel-based nonlinear function estimation method applicable. We then employ a state-of-the-art kernel adaptive filtering technique for the (action-)value function approximation. The resulting framework is verified experimentally on a brushbot, whose dynamics is unknown and highly complex.

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