We present Multiple Scenario Verifiable Reinforcement Learning via Policy Extraction (MSVIPER), a new method for policy distillation to decision trees for improved robot navigation. MSVIPER learns an "expert" policy using any Reinforcement Learning (RL) technique involving learning a state-action mapping and then uses imitation learning to learn a decision-tree policy from it. We demonstrate that MSVIPER results in efficient decision trees and can accurately mimic the behavior of the expert policy. Moreover, we present efficient policy distillation and tree-modification techniques that take advantage of the decision tree structure to allow improvements to a policy without retraining. We use our approach to improve the performance of RL-based robot navigation algorithms for indoor and outdoor scenes. We demonstrate the benefits in terms of reduced freezing and oscillation behaviors (by up to 95\% reduction) for mobile robots navigating among dynamic obstacles and reduced vibrations and oscillation (by up to 17\%) for outdoor robot navigation on complex, uneven terrains.
Peer prediction refers to a collection of mechanisms for eliciting information from human agents when direct verification of the obtained information is unavailable. They are designed to have a game-theoretic equilibrium where everyone reveals their private information truthfully. This result holds under the assumption that agents are Bayesian and they each adopt a fixed strategy across all tasks. Human agents however are observed in many domains to exhibit learning behavior in sequential settings. In this paper, we explore the dynamics of sequential peer prediction mechanisms when participants are learning agents. We first show that the notion of no regret alone for the agents' learning algorithms cannot guarantee convergence to the truthful strategy. We then focus on a family of learning algorithms where strategy updates only depend on agents' cumulative rewards and prove that agents' strategies in the popular Correlated Agreement (CA) mechanism converge to truthful reporting when they use algorithms from this family. This family of algorithms is not necessarily no-regret, but includes several familiar no-regret learning algorithms (e.g multiplicative weight update and Follow the Perturbed Leader) as special cases. Simulation of several algorithms in this family as well as the $\epsilon$-greedy algorithm, which is outside of this family, shows convergence to the truthful strategy in the CA mechanism.
Deep Reinforcement Learning (DRL) has achieved impressive performance in robotics and autonomous systems (RASs). A key impediment to its deployment in real-life operations is the spuriously unsafe DRL policies--unexplored states may lead the agent to make wrong decisions that may cause hazards, especially in applications where end-to-end controllers of the RAS were trained by DRL. In this paper, we propose a novel quantitative reliability assessment framework for DRL-controlled RASs, leveraging verification evidence generated from formal reliability analysis of neural networks. A two-level verification framework is introduced to check the safety property with respect to inaccurate observations that are due to, e.g., environmental noises and state changes. Reachability verification tools are leveraged at the local level to generate safety evidence of trajectories, while at the global level, we quantify the overall reliability as an aggregated metric of local safety evidence, according to an operational profile. The effectiveness of the proposed verification framework is demonstrated and validated via experiments on real RASs.
We present Visual Navigation and Locomotion over obstacles (ViNL), which enables a quadrupedal robot to navigate unseen apartments while stepping over small obstacles that lie in its path (e.g., shoes, toys, cables), similar to how humans and pets lift their feet over objects as they walk. ViNL consists of: (1) a visual navigation policy that outputs linear and angular velocity commands that guides the robot to a goal coordinate in unfamiliar indoor environments; and (2) a visual locomotion policy that controls the robot's joints to avoid stepping on obstacles while following provided velocity commands. Both the policies are entirely "model-free", i.e. sensors-to-actions neural networks trained end-to-end. The two are trained independently in two entirely different simulators and then seamlessly co-deployed by feeding the velocity commands from the navigator to the locomotor, entirely "zero-shot" (without any co-training). While prior works have developed learning methods for visual navigation or visual locomotion, to the best of our knowledge, this is the first fully learned approach that leverages vision to accomplish both (1) intelligent navigation in new environments, and (2) intelligent visual locomotion that aims to traverse cluttered environments without disrupting obstacles. On the task of navigation to distant goals in unknown environments, ViNL using just egocentric vision significantly outperforms prior work on robust locomotion using privileged terrain maps (+32.8% success and -4.42 collisions per meter). Additionally, we ablate our locomotion policy to show that each aspect of our approach helps reduce obstacle collisions. Videos and code at //www.joannetruong.com/projects/vinl.html
While combining imitation learning (IL) and reinforcement learning (RL) is a promising way to address poor sample efficiency in autonomous behavior acquisition, methods that do so typically assume that the requisite behavior demonstrations are provided by an expert that behaves optimally with respect to a task reward. If, however, suboptimal demonstrations are provided, a fundamental challenge appears in that the demonstration-matching objective of IL conflicts with the return-maximization objective of RL. This paper introduces D-Shape, a new method for combining IL and RL that uses ideas from reward shaping and goal-conditioned RL to resolve the above conflict. D-Shape allows learning from suboptimal demonstrations while retaining the ability to find the optimal policy with respect to the task reward. We experimentally validate D-Shape in sparse-reward gridworld domains, showing that it both improves over RL in terms of sample efficiency and converges consistently to the optimal policy in the presence of suboptimal demonstrations.
Intelligence agents and multi-agent systems play important roles in scenes like the control system of grouped drones, and multi-agent navigation and obstacle avoidance which is the foundational function of advanced application has great importance. In multi-agent navigation and obstacle avoidance tasks, the decision-making interactions and dynamic changes of agents are difficult for traditional route planning algorithms or reinforcement learning algorithms with the increased complexity of the environment. The classical multi-agent reinforcement learning algorithm, Multi-agent deep deterministic policy gradient(MADDPG), solved precedent algorithms' problems of having unstationary training process and unable to deal with environment randomness. However, MADDPG ignored the temporal message hidden beneath agents' interaction with the environment. Besides, due to its CTDE technique which let each agent's critic network to calculate over all agents' action and the whole environment information, it lacks ability to scale to larger amount of agents. To deal with MADDPG's ignorance of the temporal information of the data, this article proposes a new algorithm called MADDPG-LSTMactor, which combines MADDPG with Long short term memory (LSTM). By using agent's observations of continuous timesteps as the input of its policy network, it allows the LSTM layer to process the hidden temporal message. Experimental result demonstrated that this algorithm had better performance in scenarios where the amount of agents is small. Besides, to solve MADDPG's drawback of not being efficient in scenarios where agents are too many, this article puts forward a light-weight MADDPG (MADDPG-L) algorithm, which simplifies the input of critic network. The result of experiments showed that this algorithm had better performance than MADDPG when the amount of agents was large.
Offline Reinforcement Learning (RL) via Supervised Learning is a simple and effective way to learn robotic skills from a dataset collected by policies of different expertise levels. It is as simple as supervised learning and Behavior Cloning (BC), but takes advantage of return information. On datasets collected by policies of similar expertise, implicit BC has been shown to match or outperform explicit BC. Despite the benefits of using implicit models to learn robotic skills via BC, offline RL via Supervised Learning algorithms have been limited to explicit models. We show how implicit models can leverage return information and match or outperform explicit algorithms to acquire robotic skills from fixed datasets. Furthermore, we show the close relationship between our implicit methods and other popular RL via Supervised Learning algorithms to provide a unified framework. Finally, we demonstrate the effectiveness of our method on high-dimension manipulation and locomotion tasks.
The transformer architecture and variants presented remarkable success across many machine learning tasks in recent years. This success is intrinsically related to the capability of handling long sequences and the presence of context-dependent weights from the attention mechanism. We argue that these capabilities suit the central role of a Meta-Reinforcement Learning algorithm. Indeed, a meta-RL agent needs to infer the task from a sequence of trajectories. Furthermore, it requires a fast adaptation strategy to adapt its policy for a new task -- which can be achieved using the self-attention mechanism. In this work, we present TrMRL (Transformers for Meta-Reinforcement Learning), a meta-RL agent that mimics the memory reinstatement mechanism using the transformer architecture. It associates the recent past of working memories to build an episodic memory recursively through the transformer layers. We show that the self-attention computes a consensus representation that minimizes the Bayes Risk at each layer and provides meaningful features to compute the best actions. We conducted experiments in high-dimensional continuous control environments for locomotion and dexterous manipulation. Results show that TrMRL presents comparable or superior asymptotic performance, sample efficiency, and out-of-distribution generalization compared to the baselines in these environments.
Recommender systems have been widely applied in different real-life scenarios to help us find useful information. Recently, Reinforcement Learning (RL) based recommender systems have become an emerging research topic. It often surpasses traditional recommendation models even most deep learning-based methods, owing to its interactive nature and autonomous learning ability. Nevertheless, there are various challenges of RL when applying in recommender systems. Toward this end, we firstly provide a thorough overview, comparisons, and summarization of RL approaches for five typical recommendation scenarios, following three main categories of RL: value-function, policy search, and Actor-Critic. Then, we systematically analyze the challenges and relevant solutions on the basis of existing literature. Finally, under discussion for open issues of RL and its limitations of recommendation, we highlight some potential research directions in this field.
Meta reinforcement learning (meta-RL) extracts knowledge from previous tasks and achieves fast adaptation to new tasks. Despite recent progress, efficient exploration in meta-RL remains a key challenge in sparse-reward tasks, as it requires quickly finding informative task-relevant experiences in both meta-training and adaptation. To address this challenge, we explicitly model an exploration policy learning problem for meta-RL, which is separated from exploitation policy learning, and introduce a novel empowerment-driven exploration objective, which aims to maximize information gain for task identification. We derive a corresponding intrinsic reward and develop a new off-policy meta-RL framework, which efficiently learns separate context-aware exploration and exploitation policies by sharing the knowledge of task inference. Experimental evaluation shows that our meta-RL method significantly outperforms state-of-the-art baselines on various sparse-reward MuJoCo locomotion tasks and more complex sparse-reward Meta-World tasks.
We propose a new method for event extraction (EE) task based on an imitation learning framework, specifically, inverse reinforcement learning (IRL) via generative adversarial network (GAN). The GAN estimates proper rewards according to the difference between the actions committed by the expert (or ground truth) and the agent among complicated states in the environment. EE task benefits from these dynamic rewards because instances and labels yield to various extents of difficulty and the gains are expected to be diverse -- e.g., an ambiguous but correctly detected trigger or argument should receive high gains -- while the traditional RL models usually neglect such differences and pay equal attention on all instances. Moreover, our experiments also demonstrate that the proposed framework outperforms state-of-the-art methods, without explicit feature engineering.