For the model-free deep reinforcement learning of quadruped fall recovery, the initialization of robot configurations is crucial to the data efficiency and robustness. This work focuses on algorithmic improvements of data efficiency and robustness simultaneously through automatic discovery of initial states, which is achieved by our proposed K-Access algorithm based on accessibility metrics. Specifically, we formulated accessibility metrics to measure the difficulty of transitions between two arbitrary states, and proposed a novel K-Access algorithm for state-space clustering that automatically discovers the centroids of the static-pose clusters based on the accessibility metrics. By using the discovered centroidal static poses as initial states, we improve the data efficiency by reducing the redundant exploration, and enhance the robustness by easy explorations from the centroids to sampled static poses. We studied extensive validation using an 8-DOF quadrupedal robot Bittle. Compared to random initialization, the learning curve of our proposed method converges much faster, requiring only around 60% of training episodes. With our method, the robot can successfully recover standing poses in 99.4% of tests within 3 seconds.
Reinforcement learning algorithms can solve dynamic decision-making and optimal control problems. With continuous-valued state and input variables, reinforcement learning algorithms must rely on function approximators to represent the value function and policy mappings. Commonly used numerical approximators, such as neural networks or basis function expansions, have two main drawbacks: they are black-box models offering little insight into the mappings learned, and they require extensive trial and error tuning of their hyper-parameters. In this paper, we propose a new approach to constructing smooth value functions in the form of analytic expressions by using symbolic regression. We introduce three off-line methods for finding value functions based on a state-transition model: symbolic value iteration, symbolic policy iteration, and a direct solution of the Bellman equation. The methods are illustrated on four nonlinear control problems: velocity control under friction, one-link and two-link pendulum swing-up, and magnetic manipulation. The results show that the value functions yield well-performing policies and are compact, mathematically tractable, and easy to plug into other algorithms. This makes them potentially suitable for further analysis of the closed-loop system. A comparison with an alternative approach using neural networks shows that our method outperforms the neural network-based one.
Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite.
Combining clustering and representation learning is one of the most promising approaches for unsupervised learning of deep neural networks. However, doing so naively leads to ill posed learning problems with degenerate solutions. In this paper, we propose a novel and principled learning formulation that addresses these issues. The method is obtained by maximizing the information between labels and input data indices. We show that this criterion extends standard cross-entropy minimization to an optimal transport problem, which we solve efficiently for millions of input images and thousands of labels using a fast variant of the Sinkhorn-Knopp algorithm. The resulting method is able to self-label visual data so as to train highly competitive image representations without manual labels. Compared to the best previous method in this class, namely DeepCluster, our formulation minimizes a single objective function for both representation learning and clustering; it also significantly outperforms DeepCluster in standard benchmarks and reaches state of the art for learning a ResNet-50 self-supervisedly.
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.
Efficient exploration remains a major challenge for reinforcement learning. One reason is that the variability of the returns often depends on the current state and action, and is therefore heteroscedastic. Classical exploration strategies such as upper confidence bound algorithms and Thompson sampling fail to appropriately account for heteroscedasticity, even in the bandit setting. Motivated by recent findings that address this issue in bandits, we propose to use Information-Directed Sampling (IDS) for exploration in reinforcement learning. As our main contribution, we build on recent advances in distributional reinforcement learning and propose a novel, tractable approximation of IDS for deep Q-learning. The resulting exploration strategy explicitly accounts for both parametric uncertainty and heteroscedastic observation noise. We evaluate our method on Atari games and demonstrate a significant improvement over alternative approaches.
Meta-learning has been proposed as a framework to address the challenging few-shot learning setting. The key idea is to leverage a large number of similar few-shot tasks in order to learn how to adapt a base-learner to a new task for which only a few labeled samples are available. As deep neural networks (DNNs) tend to overfit using a few samples only, meta-learning typically uses shallow neural networks (SNNs), thus limiting its effectiveness. In this paper we propose a novel few-shot learning method called meta-transfer learning (MTL) which learns to adapt a deep NN for few shot learning tasks. Specifically, "meta" refers to training multiple tasks, and "transfer" is achieved by learning scaling and shifting functions of DNN weights for each task. In addition, we introduce the hard task (HT) meta-batch scheme as an effective learning curriculum for MTL. We conduct experiments using (5-class, 1-shot) and (5-class, 5-shot) recognition tasks on two challenging few-shot learning benchmarks: miniImageNet and Fewshot-CIFAR100. Extensive comparisons to related works validate that our meta-transfer learning approach trained with the proposed HT meta-batch scheme achieves top performance. An ablation study also shows that both components contribute to fast convergence and high accuracy.
The key issue of few-shot learning is learning to generalize. In this paper, we propose a large margin principle to improve the generalization capacity of metric based methods for few-shot learning. To realize it, we develop a unified framework to learn a more discriminative metric space by augmenting the softmax classification loss function with a large margin distance loss function for training. Extensive experiments on two state-of-the-art few-shot learning models, graph neural networks and prototypical networks, show that our method can improve the performance of existing models substantially with very little computational overhead, demonstrating the effectiveness of the large margin principle and the potential of our method.
This work considers the problem of provably optimal reinforcement learning for episodic finite horizon MDPs, i.e. how an agent learns to maximize his/her long term reward in an uncertain environment. The main contribution is in providing a novel algorithm --- Variance-reduced Upper Confidence Q-learning (vUCQ) --- which enjoys a regret bound of $\widetilde{O}(\sqrt{HSAT} + H^5SA)$, where the $T$ is the number of time steps the agent acts in the MDP, $S$ is the number of states, $A$ is the number of actions, and $H$ is the (episodic) horizon time. This is the first regret bound that is both sub-linear in the model size and asymptotically optimal. The algorithm is sub-linear in that the time to achieve $\epsilon$-average regret for any constant $\epsilon$ is $O(SA)$, which is a number of samples that is far less than that required to learn any non-trivial estimate of the transition model (the transition model is specified by $O(S^2A)$ parameters). The importance of sub-linear algorithms is largely the motivation for algorithms such as $Q$-learning and other "model free" approaches. vUCQ algorithm also enjoys minimax optimal regret in the long run, matching the $\Omega(\sqrt{HSAT})$ lower bound. Variance-reduced Upper Confidence Q-learning (vUCQ) is a successive refinement method in which the algorithm reduces the variance in $Q$-value estimates and couples this estimation scheme with an upper confidence based algorithm. Technically, the coupling of both of these techniques is what leads to the algorithm enjoying both the sub-linear regret property and the asymptotically optimal regret.
Deep learning has yielded state-of-the-art performance on many natural language processing tasks including named entity recognition (NER). However, this typically requires large amounts of labeled data. In this work, we demonstrate that the amount of labeled training data can be drastically reduced when deep learning is combined with active learning. While active learning is sample-efficient, it can be computationally expensive since it requires iterative retraining. To speed this up, we introduce a lightweight architecture for NER, viz., the CNN-CNN-LSTM model consisting of convolutional character and word encoders and a long short term memory (LSTM) tag decoder. The model achieves nearly state-of-the-art performance on standard datasets for the task while being computationally much more efficient than best performing models. We carry out incremental active learning, during the training process, and are able to nearly match state-of-the-art performance with just 25\% of the original training data.
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.