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This work presents a reinforcement learning-based switching control mechanism to autonomously move a ferromagnetic object (representing a milliscale robot) around obstacles within a constrained environment in the presence of disturbances. This mechanism can be used to navigate objects (e.g., capsule endoscopy, swarms of drug particles) through complex environments when active control is a necessity but where direct manipulation can be hazardous. The proposed control scheme consists of a switching control architecture implemented by two sub-controllers. The first sub-controller is designed to employs the robot's inverse kinematic solutions to do an environment search of the to-be-carried ferromagnetic particle while being robust to disturbances. The second sub-controller uses a customized rainbow algorithm to control a robotic arm, i.e., the UR5 robot, to carry a ferromagnetic particle to a desired position through a constrained environment. For the customized Rainbow algorithm, Quantile Huber loss from the Implicit Quantile Networks (IQN) algorithm and ResNet are employed. The proposed controller is first trained and tested in a real-time physics simulation engine (PyBullet). Afterward, the trained controller is transferred to a UR5 robot to remotely transport a ferromagnetic particle in a real-world scenario to demonstrate the applicability of the proposed approach. The experimental results show an average success rate of 98.86\% calculated over 30 episodes for randomly generated trajectories.

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Reinforcement learning (RL) is a promising, upcoming topic in automatic control applications. Where classical control approaches require a priori system knowledge, data-driven control approaches like RL allow a model-free controller design procedure, rendering them emergent techniques for systems with changing plant structures and varying parameters. While it was already shown in various applications that the transient control behavior for complex systems can be sufficiently handled by RL, the challenge of non-vanishing steady-state control errors remains, which arises from the usage of control policy approximations and finite training times. To overcome this issue, an integral action state augmentation (IASA) for actor-critic-based RL controllers is introduced that mimics an integrating feedback, which is inspired by the delta-input formulation within model predictive control. This augmentation does not require any expert knowledge, leaving the approach model free. As a result, the RL controller learns how to suppress steady-state control deviations much more effectively. Two exemplary applications from the domain of electrical energy engineering validate the benefit of the developed method both for reference tracking and disturbance rejection. In comparison to a standard deep deterministic policy gradient (DDPG) setup, the suggested IASA extension allows to reduce the steady-state error by up to 52 $\%$ within the considered validation scenarios.

Learning to quickly control a complex dynamical system (continuous and non-linear) in the presence of disturbances and uncertainties is often desired in many industrial and robotic applications. However, techniques to accomplish this task usually rely on a mathematical system model, which is often insufficient to anticipate the effects of time-varying and interrelated sources of non-linearities. Furthermore, most model-free approaches that have been successful at this task rely on massive interactions with the system (usually in a simulation) and are trained in specialized hardware to fit a highly parameterized controller. In this work, we learn to control one such dynamical system (steering position control of a DC motor) using the sample efficient technique named Neural fitted Q. Using data collected from hardware interactions in the real world, we additionally build a simulator to experiment with a wide range of parameters and learning strategies. Using the parameters found in simulation, we successfully learn an effective control policy in one minute and 53 seconds on a simulation and in 10 minutes and 35 seconds on a physical system.

Enabling additive manufacturing to employ a wide range of novel, functional materials can be a major boost to this technology. However, making such materials printable requires painstaking trial-and-error by an expert operator, as they typically tend to exhibit peculiar rheological or hysteresis properties. Even in the case of successfully finding the process parameters, there is no guarantee of print-to-print consistency due to material differences between batches. These challenges make closed-loop feedback an attractive option where the process parameters are adjusted on-the-fly. There are several challenges for designing an efficient controller: the deposition parameters are complex and highly coupled, artifacts occur after long time horizons, simulating the deposition is computationally costly, and learning on hardware is intractable. In this work, we demonstrate the feasibility of learning a closed-loop control policy for additive manufacturing using reinforcement learning. We show that approximate, but efficient, numerical simulation is sufficient as long as it allows learning the behavioral patterns of deposition that translate to real-world experiences. In combination with reinforcement learning, our model can be used to discover control policies that outperform baseline controllers. Furthermore, the recovered policies have a minimal sim-to-real gap. We showcase this by applying our control policy in-vivo on a single-layer, direct ink writing printer.

The framework of Simulation-to-real learning, i.e, learning policies in simulation and transferring those policies to the real world is one of the most promising approaches towards data-efficient learning in robotics. However, due to the inevitable reality gap between the simulation and the real world, a policy learned in the simulation may not always generate a safe behaviour on the real robot. As a result, during adaptation of the policy in the real world, the robot may damage itself or cause harm to its surroundings. In this work, we introduce a novel learning algorithm called SafeAPT that leverages a diverse repertoire of policies evolved in the simulation and transfers the most promising safe policy to the real robot through episodic interaction. To achieve this, SafeAPT iteratively learns a probabilistic reward model as well as a safety model using real-world observations combined with simulated experiences as priors. Then, it performs Bayesian optimization on the repertoire with the reward model while maintaining the specified safety constraint using the safety model. SafeAPT allows a robot to adapt to a wide range of goals safely with the same repertoire of policies evolved in the simulation. We compare SafeAPT with several baselines, both in simulated and real robotic experiments and show that SafeAPT finds high-performance policies within a few minutes in the real world while minimizing safety violations during the interactions.

In real world settings, numerous constraints are present which are hard to specify mathematically. However, for the real world deployment of reinforcement learning (RL), it is critical that RL agents are aware of these constraints, so that they can act safely. In this work, we consider the problem of learning constraints from demonstrations of a constraint-abiding agent's behavior. We experimentally validate our approach and show that our framework can successfully learn the most likely constraints that the agent respects. We further show that these learned constraints are \textit{transferable} to new agents that may have different morphologies and/or reward functions. Previous works in this regard have either mainly been restricted to tabular (discrete) settings, specific types of constraints or assume the environment's transition dynamics. In contrast, our framework is able to learn arbitrary \textit{Markovian} constraints in high-dimensions in a completely model-free setting. The code can be found it: \url{//github.com/shehryar-malik/icrl}.

Although deep reinforcement learning (deep RL) methods have lots of strengths that are favorable if applied to autonomous driving, real deep RL applications in autonomous driving have been slowed down by the modeling gap between the source (training) domain and the target (deployment) domain. Unlike current policy transfer approaches, which generally limit to the usage of uninterpretable neural network representations as the transferred features, we propose to transfer concrete kinematic quantities in autonomous driving. The proposed robust-control-based (RC) generic transfer architecture, which we call RL-RC, incorporates a transferable hierarchical RL trajectory planner and a robust tracking controller based on disturbance observer (DOB). The deep RL policies trained with known nominal dynamics model are transfered directly to the target domain, DOB-based robust tracking control is applied to tackle the modeling gap including the vehicle dynamics errors and the external disturbances such as side forces. We provide simulations validating the capability of the proposed method to achieve zero-shot transfer across multiple driving scenarios such as lane keeping, lane changing and obstacle avoidance.

To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to learning from human feedback: expert demonstrations and trajectory preferences. We train a deep neural network to model the reward function and use its predicted reward to train an DQN-based deep reinforcement learning agent on 9 Atari games. Our approach beats the imitation learning baseline in 7 games and achieves strictly superhuman performance on 2 games without using game rewards. Additionally, we investigate the goodness of fit of the reward model, present some reward hacking problems, and study the effects of noise in the human labels.

For an autonomous agent to fulfill a wide range of user-specified goals at test time, it must be able to learn broadly applicable and general-purpose skill repertoires. Furthermore, to provide the requisite level of generality, these skills must handle raw sensory input such as images. In this paper, we propose an algorithm that acquires such general-purpose skills by combining unsupervised representation learning and reinforcement learning of goal-conditioned policies. Since the particular goals that might be required at test-time are not known in advance, the agent performs a self-supervised "practice" phase where it imagines goals and attempts to achieve them. We learn a visual representation with three distinct purposes: sampling goals for self-supervised practice, providing a structured transformation of raw sensory inputs, and computing a reward signal for goal reaching. We also propose a retroactive goal relabeling scheme to further improve the sample-efficiency of our method. Our off-policy algorithm is efficient enough to learn policies that operate on raw image observations and goals for a real-world robotic system, and substantially outperforms prior techniques.

Autonomous urban driving navigation with complex multi-agent dynamics is under-explored due to the difficulty of learning an optimal driving policy. The traditional modular pipeline heavily relies on hand-designed rules and the pre-processing perception system while the supervised learning-based models are limited by the accessibility of extensive human experience. We present a general and principled Controllable Imitative Reinforcement Learning (CIRL) approach which successfully makes the driving agent achieve higher success rates based on only vision inputs in a high-fidelity car simulator. To alleviate the low exploration efficiency for large continuous action space that often prohibits the use of classical RL on challenging real tasks, our CIRL explores over a reasonably constrained action space guided by encoded experiences that imitate human demonstrations, building upon Deep Deterministic Policy Gradient (DDPG). Moreover, we propose to specialize adaptive policies and steering-angle reward designs for different control signals (i.e. follow, straight, turn right, turn left) based on the shared representations to improve the model capability in tackling with diverse cases. Extensive experiments on CARLA driving benchmark demonstrate that CIRL substantially outperforms all previous methods in terms of the percentage of successfully completed episodes on a variety of goal-directed driving tasks. We also show its superior generalization capability in unseen environments. To our knowledge, this is the first successful case of the learned driving policy through reinforcement learning in the high-fidelity simulator, which performs better-than supervised imitation learning.

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.

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