Applications of Reinforcement Learning (RL) in robotics are often limited by high data demand. On the other hand, approximate models are readily available in many robotics scenarios, making model-based approaches like planning a data-efficient alternative. Still, the performance of these methods suffers if the model is imprecise or wrong. In this sense, the respective strengths and weaknesses of RL and model-based planners are. In the present work, we investigate how both approaches can be integrated into one framework that combines their strengths. We introduce Learning to Execute (L2E), which leverages information contained in approximate plans to learn universal policies that are conditioned on plans. In our robotic manipulation experiments, L2E exhibits increased performance when compared to pure RL, pure planning, or baseline methods combining learning and planning.
Robots deployed in the real world over extended periods of time need to reason about unexpected failures, learn to predict them, and to proactively take actions to avoid future failures. Existing approaches for competence-aware planning are either model-based, requiring explicit enumeration of known failure modes, or purely statistical, using state- and location-specific failure statistics to infer competence. We instead propose a structured model-free approach to competence-aware planning by reasoning about plan execution failures due to errors in perception, without requiring a priori enumeration of failure sources or requiring location-specific failure statistics. We introduce competence-aware path planning via introspective perception (CPIP), a Bayesian framework to iteratively learn and exploit task-level competence in novel deployment environments. CPIP factorizes the competence-aware planning problem into two components. First, perception errors are learned in a model-free and location-agnostic setting via introspective perception prior to deployment in novel environments. Second, during actual deployments, the prediction of task-level failures is learned in a context-aware setting. Experiments in a simulation show that the proposed CPIP approach outperforms the frequentist baseline in multiple mobile robot tasks, and is further validated via real robot experiments in an environment with perceptually challenging obstacles and terrain.
In Human-Robot Cooperation (HRC), the robot cooperates with humans to accomplish the task together. Existing approaches assume the human has a specific goal during the cooperation, and the robot infers and acts toward it. However, in real-world environments, a human usually only has a general goal (e.g., general direction or area in motion planning) at the beginning of the cooperation, which needs to be clarified to a specific goal (e.g., an exact position) during cooperation. The specification process is interactive and dynamic, which depends on the environment and the partners' behavior. The robot that does not consider the goal specification process may cause frustration to the human partner, elongate the time to come to an agreement, and compromise or fail team performance. We present the Evolutionary Value Learning (EVL) approach, which uses a State-based Multivariate Bayesian Inference method to model the dynamics of the goal specification process in HRC. EVL can actively enhance the process of goal specification and cooperation formation. This enables the robot to simultaneously help the human specify the goal and learn a cooperative policy in a Deep Reinforcement Learning (DRL) manner. In a dynamic ball balancing task with real human subjects, the robot equipped with EVL outperforms existing methods with faster goal specification processes and better team performance.
Tree-based ensembles such as the Random Forest are modern classics among statistical learning methods. In particular, they are used for predicting univariate responses. In case of multiple outputs the question arises whether we separately fit univariate models or directly follow a multivariate approach. For the latter, several possibilities exist that are, e.g. based on modified splitting or stopping rules for multi-output regression. In this work we compare these methods in extensive simulations to help in answering the primary question when to use multivariate ensemble techniques.
In this paper, we study the learning of safe policies in the setting of reinforcement learning problems. This is, we aim to control a Markov Decision Process (MDP) of which we do not know the transition probabilities, but we have access to sample trajectories through experience. We define safety as the agent remaining in a desired safe set with high probability during the operation time. We therefore consider a constrained MDP where the constraints are probabilistic. Since there is no straightforward way to optimize the policy with respect to the probabilistic constraint in a reinforcement learning framework, we propose an ergodic relaxation of the problem. The advantages of the proposed relaxation are threefold. (i) The safety guarantees are maintained in the case of episodic tasks and they are kept up to a given time horizon for continuing tasks. (ii) The constrained optimization problem despite its non-convexity has arbitrarily small duality gap if the parametrization of the policy is rich enough. (iii) The gradients of the Lagrangian associated with the safe-learning problem can be easily computed using standard policy gradient results and stochastic approximation tools. Leveraging these advantages, we establish that primal-dual algorithms are able to find policies that are safe and optimal. We test the proposed approach in a navigation task in a continuous domain. The numerical results show that our algorithm is capable of dynamically adapting the policy to the environment and the required safety levels.
We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function to be available for HP selection, but this is not a realistic setting. Indeed, would this reward function be available, it could then directly be used for policy training and imitation would not be necessary. To tackle this mostly ignored problem, we propose a number of possible proxies to the external reward. We evaluate them in an extensive empirical study (more than 10'000 agents across 9 environments) and make practical recommendations for selecting HPs. Our results show that while imitation learning algorithms are sensitive to HP choices, it is often possible to select good enough HPs through a proxy to the reward function.
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.
Deep reinforcement learning suggests the promise of fully automated learning of robotic control policies that directly map sensory inputs to low-level actions. However, applying deep reinforcement learning methods on real-world robots is exceptionally difficult, due both to the sample complexity and, just as importantly, the sensitivity of such methods to hyperparameters. While hyperparameter tuning can be performed in parallel in simulated domains, it is usually impractical to tune hyperparameters directly on real-world robotic platforms, especially legged platforms like quadrupedal robots that can be damaged through extensive trial-and-error learning. In this paper, we develop a stable variant of the soft actor-critic deep reinforcement learning algorithm that requires minimal hyperparameter tuning, while also requiring only a modest number of trials to learn multilayer neural network policies. This algorithm is based on the framework of maximum entropy reinforcement learning, and automatically trades off exploration against exploitation by dynamically and automatically tuning a temperature parameter that determines the stochasticity of the policy. We show that this method achieves state-of-the-art performance on four standard benchmark environments. We then demonstrate that it can be used to learn quadrupedal locomotion gaits on a real-world Minitaur robot, learning to walk from scratch directly in the real world in two hours of training.
We present Residual Policy Learning (RPL): a simple method for improving nondifferentiable policies using model-free deep reinforcement learning. RPL thrives in complex robotic manipulation tasks where good but imperfect controllers are available. In these tasks, reinforcement learning from scratch remains data-inefficient or intractable, but learning a residual on top of the initial controller can yield substantial improvement. We study RPL in five challenging MuJoCo tasks involving partial observability, sensor noise, model misspecification, and controller miscalibration. By combining learning with control algorithms, RPL can perform long-horizon, sparse-reward tasks for which reinforcement learning alone fails. Moreover, we find that RPL consistently and substantially improves on the initial controllers. We argue that RPL is a promising approach for combining the complementary strengths of deep reinforcement learning and robotic control, pushing the boundaries of what either can achieve independently.
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.
Recent studies have shown the vulnerability of reinforcement learning (RL) models in noisy settings. The sources of noises differ across scenarios. For instance, in practice, the observed reward channel is often subject to noise (e.g., when observed rewards are collected through sensors), and thus observed rewards may not be credible as a result. Also, in applications such as robotics, a deep reinforcement learning (DRL) algorithm can be manipulated to produce arbitrary errors. In this paper, we consider noisy RL problems where observed rewards by RL agents are generated with a reward confusion matrix. We call such observed rewards as perturbed rewards. We develop an unbiased reward estimator aided robust RL framework that enables RL agents to learn in noisy environments while observing only perturbed rewards. Our framework draws upon approaches for supervised learning with noisy data. The core ideas of our solution include estimating a reward confusion matrix and defining a set of unbiased surrogate rewards. We prove the convergence and sample complexity of our approach. Extensive experiments on different DRL platforms show that policies based on our estimated surrogate reward can achieve higher expected rewards, and converge faster than existing baselines. For instance, the state-of-the-art PPO algorithm is able to obtain 67.5% and 46.7% improvements in average on five Atari games, when the error rates are 10% and 30% respectively.