亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

We present a general, two-stage reinforcement learning approach to create robust policies that can be deployed on real robots without any additional training using a single demonstration generated by trajectory optimization. The demonstration is used in the first stage as a starting point to facilitate initial exploration. In the second stage, the relevant task reward is optimized directly and a policy robust to environment uncertainties is computed. We demonstrate and examine in detail the performance and robustness of our approach on highly dynamic hopping and bounding tasks on a quadruped robot.

相關內容

The reinforcement learning (RL) problem is rife with sources of non-stationarity, making it a notoriously difficult problem domain for the application of neural networks. We identify a mechanism by which non-stationary prediction targets can prevent learning progress in deep RL agents: \textit{capacity loss}, whereby networks trained on a sequence of target values lose their ability to quickly update their predictions over time. We demonstrate that capacity loss occurs in a range of RL agents and environments, and is particularly damaging to performance in sparse-reward tasks. We then present a simple regularizer, Initial Feature Regularization (InFeR), that mitigates this phenomenon by regressing a subspace of features towards its value at initialization, leading to significant performance improvements in sparse-reward environments such as Montezuma's Revenge. We conclude that preventing capacity loss is crucial to enable agents to maximally benefit from the learning signals they obtain throughout the entire training trajectory.

Although Reinforcement Learning (RL) is effective for sequential decision-making problems under uncertainty, it still fails to thrive in real-world systems where risk or safety is a binding constraint. In this paper, we formulate the RL problem with safety constraints as a non-zero-sum game. While deployed with maximum entropy RL, this formulation leads to a safe adversarially guided soft actor-critic framework, called SAAC. In SAAC, the adversary aims to break the safety constraint while the RL agent aims to maximize the constrained value function given the adversary's policy. The safety constraint on the agent's value function manifests only as a repulsion term between the agent's and the adversary's policies. Unlike previous approaches, SAAC can address different safety criteria such as safe exploration, mean-variance risk sensitivity, and CVaR-like coherent risk sensitivity. We illustrate the design of the adversary for these constraints. Then, in each of these variations, we show the agent differentiates itself from the adversary's unsafe actions in addition to learning to solve the task. Finally, for challenging continuous control tasks, we demonstrate that SAAC achieves faster convergence, better efficiency, and fewer failures to satisfy the safety constraints than risk-averse distributional RL and risk-neutral soft actor-critic algorithms.

Automated vehicles require the ability to cooperate with humans for smooth integration into today's traffic. While the concept of cooperation is well known, developing a robust and efficient cooperative trajectory planning method is still a challenge. One aspect of this challenge is the uncertainty surrounding the state of the environment due to limited sensor accuracy. This uncertainty can be represented by a Partially Observable Markov Decision Process. Our work addresses this problem by extending an existing cooperative trajectory planning approach based on Monte Carlo Tree Search for continuous action spaces. It does so by explicitly modeling uncertainties in the form of a root belief state, from which start states for trees are sampled. After the trees have been constructed with Monte Carlo Tree Search, their results are aggregated into return distributions using kernel regression. We apply two risk metrics for the final selection, namely a Lower Confidence Bound and a Conditional Value at Risk. It can be demonstrated that the integration of risk metrics in the final selection policy consistently outperforms a baseline in uncertain environments, generating considerably safer trajectories.

Bayesian policy reuse (BPR) is a general policy transfer framework for selecting a source policy from an offline library by inferring the task belief based on some observation signals and a trained observation model. In this paper, we propose an improved BPR method to achieve more efficient policy transfer in deep reinforcement learning (DRL). First, most BPR algorithms use the episodic return as the observation signal that contains limited information and cannot be obtained until the end of an episode. Instead, we employ the state transition sample, which is informative and instantaneous, as the observation signal for faster and more accurate task inference. Second, BPR algorithms usually require numerous samples to estimate the probability distribution of the tabular-based observation model, which may be expensive and even infeasible to learn and maintain, especially when using the state transition sample as the signal. Hence, we propose a scalable observation model based on fitting state transition functions of source tasks from only a small number of samples, which can generalize to any signals observed in the target task. Moreover, we extend the offline-mode BPR to the continual learning setting by expanding the scalable observation model in a plug-and-play fashion, which can avoid negative transfer when faced with new unknown tasks. Experimental results show that our method can consistently facilitate faster and more efficient policy transfer.

For autonomous quadruped robot navigation in various complex environments, a typical SOTA system is composed of four main modules -- mapper, global planner, local planner, and command-tracking controller -- in a hierarchical manner. In this paper, we build a robust and safe local planner which is designed to generate a velocity plan to track a coarsely planned path from the global planner. Previous works used waypoint-based methods (e.g. Proportional-Differential control and pure pursuit) which simplify the path tracking problem to local point-goal navigation. However, they suffer from frequent collisions in geometrically complex and narrow environments because of two reasons; the global planner uses a coarse and inaccurate model and the local planner is unable to track the global plan sufficiently well. Currently, deep learning methods are an appealing alternative because they can learn safety and path feasibility from experience more accurately. However, existing deep learning methods are not capable of planning for a long horizon. In this work, we propose a learning-based fully autonomous navigation framework composed of three innovative elements: a learned forward dynamics model (FDM), an online sampling-based model-predictive controller, and an informed trajectory sampler (ITS). Using our framework, a quadruped robot can autonomously navigate in various complex environments without a collision and generate a smoother command plan compared to the baseline method. Furthermore, our method can reactively handle unexpected obstacles on the planned path and avoid them. Project page //awesomericky.github.io/projects/FDM_ITS_navigation/.

We present a data-efficient framework for solving sequential decision-making problems which exploits the combination of reinforcement learning (RL) and latent variable generative models. The framework, called GenRL, trains deep policies by introducing an action latent variable such that the feed-forward policy search can be divided into two parts: (i) training a sub-policy that outputs a distribution over the action latent variable given a state of the system, and (ii) unsupervised training of a generative model that outputs a sequence of motor actions conditioned on the latent action variable. GenRL enables safe exploration and alleviates the data-inefficiency problem as it exploits prior knowledge about valid sequences of motor actions. Moreover, we provide a set of measures for evaluation of generative models such that we are able to predict the performance of the RL policy training prior to the actual training on a physical robot. We experimentally determine the characteristics of generative models that have most influence on the performance of the final policy training on two robotics tasks: shooting a hockey puck and throwing a basketball. Furthermore, we empirically demonstrate that GenRL is the only method which can safely and efficiently solve the robotics tasks compared to two state-of-the-art RL methods.

The goal of imitation learning is to mimic expert behavior from demonstrations, without access to an explicit reward signal. A popular class of approach infers the (unknown) reward function via inverse reinforcement learning (IRL) followed by maximizing this reward function via reinforcement learning (RL). The policies learned via these approaches are however very brittle in practice and deteriorate quickly even with small test-time perturbations due to compounding errors. We propose Imitation with Planning at Test-time (IMPLANT), a new meta-algorithm for imitation learning that utilizes decision-time planning to correct for compounding errors of any base imitation policy. In contrast to existing approaches, we retain both the imitation policy and the rewards model at decision-time, thereby benefiting from the learning signal of the two components. Empirically, we demonstrate that IMPLANT significantly outperforms benchmark imitation learning approaches on standard control environments and excels at zero-shot generalization when subject to challenging perturbations in test-time dynamics.

Controlled text generation tasks such as unsupervised text style transfer have increasingly adopted the use of Reinforcement Learning (RL). A major challenge in applying RL to such tasks is the sparse reward, which is available only after the full text is generated. Sparse rewards, combined with a large action space make RL training sample-inefficient and difficult to converge. Recently proposed reward-shaping strategies to address this issue have shown only negligible gains. In contrast, this work proposes a novel approach that provides dense rewards to each generated token. We evaluate our approach by its usage in unsupervised text style transfer. Averaged across datasets, our style transfer system improves upon current state-of-art systems by 21\% on human evaluation and 12\% on automatic evaluation. Upon ablated comparison with the current reward shaping approach (the `roll-out strategy'), using dense rewards improves the overall style transfer quality by 22\% based on human evaluation. Further the RL training is 2.5 times as sample efficient, and 7 times faster.

Reinforcement learning (RL) has shown great success in solving many challenging tasks via use of deep neural networks. Although using deep learning for RL brings immense representational power, it also causes a well-known sample-inefficiency problem. This means that the algorithms are data-hungry and require millions of training samples to converge to an adequate policy. One way to combat this issue is to use action advising in a teacher-student framework, where a knowledgeable teacher provides action advice to help the student. This work considers how to better leverage uncertainties about when a student should ask for advice and if the student can model the teacher to ask for less advice. The student could decide to ask for advice when it is uncertain or when both it and its model of the teacher are uncertain. In addition to this investigation, this paper introduces a new method to compute uncertainty for a deep RL agent using a secondary neural network. Our empirical results show that using dual uncertainties to drive advice collection and reuse may improve learning performance across several Atari games.

Reinforcement learning is one of the core components in designing an artificial intelligent system emphasizing real-time response. Reinforcement learning influences the system to take actions within an arbitrary environment either having previous knowledge about the environment model or not. In this paper, we present a comprehensive study on Reinforcement Learning focusing on various dimensions including challenges, the recent development of different state-of-the-art techniques, and future directions. The fundamental objective of this paper is to provide a framework for the presentation of available methods of reinforcement learning that is informative enough and simple to follow for the new researchers and academics in this domain considering the latest concerns. First, we illustrated the core techniques of reinforcement learning in an easily understandable and comparable way. Finally, we analyzed and depicted the recent developments in reinforcement learning approaches. My analysis pointed out that most of the models focused on tuning policy values rather than tuning other things in a particular state of reasoning.

北京阿比特科技有限公司