In Reinforcement Learning (RL), an agent explores the environment and collects trajectories into the memory buffer for later learning. However, the collected trajectories can easily be imbalanced with respect to the achieved goal states. The problem of learning from imbalanced data is a well-known problem in supervised learning, but has not yet been thoroughly researched in RL. To address this problem, we propose a novel Curiosity-Driven Prioritization (CDP) framework to encourage the agent to over-sample those trajectories that have rare achieved goal states. The CDP framework mimics the human learning process and focuses more on relatively uncommon events. We evaluate our methods using the robotic environment provided by OpenAI Gym. The environment contains six robot manipulation tasks. In our experiments, we combined CDP with Deep Deterministic Policy Gradient (DDPG) with or without Hindsight Experience Replay (HER). The experimental results show that CDP improves both performance and sample-efficiency of reinforcement learning agents, compared to state-of-the-art methods.
Dealing with sparse rewards is a longstanding challenge in reinforcement learning. The recent use of hindsight methods have achieved success on a variety of sparse-reward tasks, but they fail on complex tasks such as stacking multiple blocks with a robot arm in simulation. Curiosity-driven exploration using the prediction error of a learned dynamics model as an intrinsic reward has been shown to be effective for exploring a number of sparse-reward environments. We present a method that combines hindsight with curiosity-driven exploration and curriculum learning in order to solve the challengin…
Ludwig Maximilian University(路德维希-马克西米利安大学);Siemens AG(西门子股份公司)
In Hindsight Experience Replay (HER), a reinforcement learning agent is trained by treating whatever it has achieved as virtual goals. However, in previous work, the experience was replayed at random, without considering which episode might be the most valuable for learning. In this paper, we develop an energy-based framework for prioritizing hindsight experience in robotic manipulation tasks. Our approach is inspired by the work-energy principle in physics. We define a trajectory energy function as the sum of the transition energy of the target object over the trajectory. We hypothesize that …
Hindsight Experience Replay (HER) is a multi-goal reinforcement learning algorithm for sparse reward functions. The algorithm treats every failure as a success for an alternative (virtual) goal that has been achieved in the episode. Virtual goals are randomly selected, irrespective of which are most instructive for the agent. In this paper, we present two improvements over the existing HER algorithm. First, we prioritize virtual goals from which the agent will learn more valuable information. We call this property the instructiveness of the virtual goal and define it by a heuristic measure, wh…
University of Chinese Academy of Sciences(中国科学院大学);Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所)
Exploration in environments with sparse feedback remains a challenging research problem in reinforcement learning (RL). When the RL agent explores the environment randomly, it results in low exploration efficiency, especially in robotic manipulation tasks with high dimensional continuous state and action space. In this paper, we propose a novel method, called Augmented Curiosity-Driven Experience Replay (ACDER), which leverages (i) a new goal-oriented curiosity-driven exploration to encourage the agent to pursue novel and task-relevant states more purposefully and (ii) the dynamic initial stat…
National Key Laboratory of Novel Software Technology(计算机软件新技术国家重点实验室);Nanjing University(南京大学)
In reinforcement learning, experience replay stores past samples for further reuse. Prioritized sampling is a promising technique to better utilize these samples. Previous criteria of prioritization include TD error, recentness and corrective feedback, which are mostly heuristically designed. In this work, we start from the regret minimization objective, and obtain an optimal prioritization strategy for Bellman update that can directly maximize the return of the policy. The theory suggests that data with higher hindsight TD error, better on-policiness and more accurate Q value should be assign…
University of Toronto(多伦多大学);Vector Institute(向量研究所);Stanford University(斯坦福大学);Nvidia(英伟达)
The use of past experiences to accelerate temporal difference (TD) learning of value functions, or experience replay, is a key component in deep reinforcement learning. Prioritization or reweighting of important experiences has shown to improve performance of TD learning algorithms.In this work, we propose to reweight experiences based on their likelihood under the stationary distribution of the current policy. Using the corresponding reweighted TD objective, we implicitly encourage small approximation errors on the value function over frequently encountered states. We use a likelihood-free de…
Contact Energy Based Hindsight Experience Prioritization
Technical University of Munich(慕尼黑工业大学);University of Würzburg(维尔茨堡大学);TU Darmstadt(达姆施塔特工业大学);Hessian.AI, The Hessian Center for Artificial Intelligence(黑森人工智能中心(Hessian.AI));Bilkent University(比尔肯特大学)
In many real-world scenarios, rewards extrinsic to the agent are extremely sparse, or absent altogether. In such cases, curiosity can serve as an intrinsic reward signal to enable the agent to explore its environment and learn skills that might be useful later in its life. We formulate curiosity as the error in an agent's ability to predict the consequence of its own actions in a visual feature space learned by a self-supervised inverse dynamics model. Our formulation scales to high-dimensional continuous state spaces like images, bypasses the difficulties of directly predicting pixels, and, c…
Korea Advanced Institute of Science and Technology(韩国科学技术院)
Intrinsic rewards have been increasingly used to mitigate the sparse reward problem in single-agent reinforcement learning. These intrinsic rewards encourage the agent to look for novel experiences, guiding the agent to explore the environment sufficiently despite the lack of extrinsic rewards. Curiosity-driven exploration is a simple yet efficient approach that quantifies this novelty as the prediction error of the agent's curiosity module, an internal neural network that is trained to predict the agent's next state given its current state and action. We show here, however, that naively using…
Tsinghua University(清华大学);Nanjing University(南京大学);University of Alberta(阿尔伯塔大学);NetEase(网易)
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the "induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training.…
CCLF: A Contrastive-Curiosity-Driven Learning Framework for Sample-Efficient Reinforcement Learning
Alibaba-NTU Singapore Joint Research Institute(阿里巴巴-新加坡南洋理工大学联合研究院);Nanyang Technological University(南洋理工大学);Alibaba Group(阿里巴巴集团);Joint NTU-UBC Research Centre of Excellence in Active Living for the Elderly (LILY)(南洋理工大学-不列颠哥伦比亚大学活跃老年生活卓越联合研究中心(LILY))
Montréal Institute for Learning Algorithms(蒙特利尔学习算法研究所);Université de Montréal(蒙特利尔大学);Element AI(Element AI公司)
Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase …
Technische Universität Darmstadt(达姆施塔特工业大学);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所)
Sample-efficient exploration is crucial not only for discovering rewarding experiences but also for adapting to environment changes in a task-agnostic fashion. A principled treatment of the problem of optimal input synthesis for system identification is provided within the framework of sequential Bayesian experimental design. In this paper, we present an effective trajectory-optimization-based approximate solution of this otherwise intractable problem that models optimal exploration in an unknown Markov decision process (MDP). By interleaving episodic exploration with Bayesian nonlinear system…
Enhanced Generalization through Prioritization and Diversity in Self-Imitation Reinforcement Learning over Procedural Environments with Sparse Rewards
TECNALIA, Basque Research and Technology Alliance (BRTA)(TECNALIA,巴斯克研究与技术联盟(BRTA));University of the Basque Country (UPV/EHU)(巴斯克大学(UPV/EHU));Rice University(莱斯大学)
KAIST(韩国科学技术院);Institute for Basic Science(基础科学研究院)
Training agents via off-policy deep reinforcement learning (RL) requires a large memory, named replay memory, that stores past experiences used for learning. These experiences are sampled, uniformly or non-uniformly, to create the batches used for training. When calculating the loss function, off-policy algorithms assume that all samples are of the same importance. In this paper, we hypothesize that training can be enhanced by assigning different importance for each experience based on their temporal-difference (TD) error directly in the training objective. We propose a novel method that intro…
Sample Efficient Experience Replay in Non-stationary Environments
Department of Computer Science, The University of Hong Kong, Hong Kong, China(计算机科学系,香港大学,香港,中国);College of International Education, Hebei University of Economics(国际教育学院,河北经贸大学);Department of Electrical and Electronic Engineering, The University of Hong Kong, Hong Kong, China(电气与电子工程系,香港大学,香港,中国);Department of Computer Science, City University of Hong Kong, Hong Kong, China(计算机科学系,城市大学,香港,中国);Institute for Imaging, Data and Communications, University of Edinburgh, UK(成像、数据与通讯研究所,爱丁堡大学,英国);School of Computing, National University of Singapore, Singapore(计算学院,新加坡国立大学,新加坡);Department of Computer Science and Technology, Tsinghua University, China(计算机科学与技术系,清华大学,中国)
Inria - Flowers team(法国国家信息与自动化研究所花朵团队);Université de Bordeaux(波尔多大学);Inserm U1093(法国国家健康与医学研究院U1093);Cloud Temple(云庙);Paris(巴黎);ENSTA ParisTech(巴黎高等科技学院);Université de Dijon(第戎大学)
Developmental machine learning studies how artificial agents can model the way children learn open-ended repertoires of skills. Such agents need to create and represent goals, select which ones to pursue and learn to achieve them. Recent approaches have considered goal spaces that were either fixed and hand-defined or learned using generative models of states. This limited agents to sample goals within the distribution of known effects. We argue that the ability to imagine out-of-distribution goals is key to enable creative discoveries and open-ended learning. Children do so by leveraging the …
Experience replay is crucial for off-policy reinforcement learning (RL) methods. By remembering and reusing the experiences from past different policies, experience replay significantly improves the training efficiency and stability of RL algorithms. Many decision-making problems in practice naturally involve multiple agents and require multi-agent reinforcement learning (MARL) under centralized training decentralized execution paradigm. Nevertheless, existing MARL algorithms often adopt standard experience replay where the transitions are uniformly sampled regardless of their importance. Find…
The BioRobotics Institute, Scuola Superiore Sant'Anna(圣安娜高等学校生物机器人研究所);Scuola Superiore Sant'Anna(圣安娜高等学校);Sony Computer Science Laboratories(索尼计算机科学实验室)
This work presents an architecture that generates curiosity-driven goal-directed exploration behaviours for an image sensor of a microfarming robot. A combination of deep neural networks for offline unsupervised learning of low-dimensional features from images, and of online learning of shallow neural networks representing the inverse and forward kinematics of the system have been used. The artificial curiosity system assigns interest values to a set of pre-defined goals, and drives the exploration towards those that are expected to maximise the learning progress. We propose the integration of…
ISAE-SUPAERO(法国高等航空航天学院);Université de Toulouse(图卢兹大学);Google Research(谷歌研究院)
Several algorithms have been proposed to sample non-uniformly the replay buffer of deep Reinforcement Learning (RL) agents to speed-up learning, but very few theoretical foundations of these sampling schemes have been provided. Among others, Prioritized Experience Replay appears as a hyperparameter sensitive heuristic, even though it can provide good performance. In this work, we cast the replay buffer sampling problem as an importance sampling one for estimating the gradient. This allows deriving the theoretically optimal sampling distribution, yielding the best theoretical convergence speed.…
The experience replay mechanism allows agents to use the experiences multiple times. In prior works, the sampling probability of the transitions was adjusted according to their importance. Reassigning sampling probabilities for every transition in the replay buffer after each iteration is highly inefficient. Therefore, experience replay prioritization algorithms recalculate the significance of a transition when the corresponding transition is sampled to gain computational efficiency. However, the importance level of the transitions changes dynamically as the policy and the value function of th…
This paper proposes a method for prioritizing the replay experience referred to as Hindsight Goal Ranking (HGR) in overcoming the limitation of Hindsight Experience Replay (HER) that generates hindsight goals based on uniform sampling. HGR samples with higher probability on the states visited in an episode with larger temporal difference (TD) error, which is considered as a proxy measure of the amount which the RL agent can learn from an experience. The actual sampling for large TD error is performed in two steps: first, an episode is sampled from the relay buffer according to the average TD e…
Learning to See through Action: Predictive Curiosity for Robots
HERON - Hellenic Robotics Center of Excellence, Athena Research Center(希腊雅典娜研究中心HERON希腊卓越机器人中心);Institute of Robotics, Athena Research Center(雅典娜研究中心机器人研究所);National Technical University of Athens, School of Electrical & Computer Engineering(雅典国立技术大学电气与计算机工程学院)
School of Engineering(工程学院);School of Information and Physical Sciences, University of Newcastle(纽卡斯尔大学信息与物理科学学院)
Soft Actor-Critic (SAC) is an off-policy actor-critic reinforcement learning algorithm, essentially based on entropy regularization. SAC trains a policy by maximizing the trade-off between expected return and entropy (randomness in the policy). It has achieved state-of-the-art performance on a range of continuous-control benchmark tasks, outperforming prior on-policy and off-policy methods. SAC works in an off-policy fashion where data are sampled uniformly from past experiences (stored in a buffer) using which parameters of the policy and value function networks are updated. We propose certai…
Recent success in deep reinforcement learning for continuous control has been dominated by model-free approaches which, unlike model-based approaches, do not suffer from representational limitations in making assumptions about the world dynamics and model errors inevitable in complex domains. However, they require a lot of experiences compared to model-based approaches that are typically more sample-efficient. We propose to combine the benefits of the two approaches by presenting an integrated approach called Curious Meta-Controller. Our approach alternates adaptively between model-based and m…
National Institute of Informatics(国立信息学研究所);University of Waterloo(滑铁卢大学)
Prioritized experience replay (PER) samples important transitions, rather than uniformly, to improve the performance of a deep reinforcement learning agent. We claim that such prioritization has to be balanced with sample diversity for making the DQN stabilized and preventing forgetting. Our proposed improvement over PER, called Predictive PER (PPER), takes three countermeasures (TDInit, TDClip, TDPred) to (i) eliminate priority outliers and explosions and (ii) improve the sample diversity and distributions, weighted by priorities, both leading to stabilizing the DQN. The most notable among th…
In order to collaborate efficiently with unknown partners in cooperative control settings, adaptation of the partners based on online experience is required. The rather general and widely applicable control setting, where each cooperation partner might strive for individual goals while the control laws and objectives of the partners are unknown, entails various challenges such as the non-stationarity of the environment, the multi-agent credit assignment problem, the alter-exploration problem and the coordination problem. We propose new, modular deep decentralized Multi-Agent Reinforcement Lear…
Computer Science and Artificial Intelligence Laboratory(计算机科学与人工智能实验室);Massachusetts Institute of Technology(麻省理工学院)
We hypothesize that curiosity is a mechanism found by evolution that encourages meaningful exploration early in an agent's life in order to expose it to experiences that enable it to obtain high rewards over the course of its lifetime. We formulate the problem of generating curious behavior as one of meta-learning: an outer loop will search over a space of curiosity mechanisms that dynamically adapt the agent's reward signal, and an inner loop will perform standard reinforcement learning using the adapted reward signal. However, current meta-RL methods based on transferring neural network weig…
Episodic memory lets reinforcement learning algorithms remember and exploit promising experience from the past to improve agent performance. Previous works on memory mechanisms show benefits of using episodic-based data structures for discrete action problems in terms of sample-efficiency. The application of episodic memory for continuous control with a large action space is not trivial. Our study aims to answer the question: can episodic memory be used to improve agent's performance in continuous control? Our proposed algorithm combines episodic memory with Actor-Critic architecture by modify…
TECNALIA, Basque Research and Technology Alliance (BRTA)(TECNALIA,巴斯克研究与技术联盟(BRTA));University of the Basque Country (UPV/EHU)(巴斯克大学(UPV/EHU))
Reinforcement Learning has emerged as a strong alternative to solve optimization tasks efficiently. The use of these algorithms highly depends on the feedback signals provided by the environment in charge of informing about how good (or bad) the decisions made by the learned agent are. Unfortunately, in a broad range of problems the design of a good reward function is not trivial, so in such cases sparse reward signals are instead adopted. The lack of a dense reward function poses new challenges, mostly related to exploration. Imitation Learning has addressed those problems by leveraging demon…
Ludwig Maximilian University of Munich(慕尼黑大学);Siemens AG(西门子股份公司)
In Multi-Goal Reinforcement Learning, an agent learns to achieve multiple goals with a goal-conditioned policy. During learning, the agent first collects the trajectories into a replay buffer, and later these trajectories are selected randomly for replay. However, the achieved goals in the replay buffer are often biased towards the behavior policies. From a Bayesian perspective, when there is no prior knowledge about the target goal distribution, the agent should learn uniformly from diverse achieved goals. Therefore, we first propose a novel multi-goal RL objective based on weighted entropy. …
Sound is one of the most informative and abundant modalities in the real world while being robust to sense without contacts by small and cheap sensors that can be placed on mobile devices. Although deep learning is capable of extracting information from multiple sensory inputs, there has been little use of sound for the control and learning of robotic actions. For unsupervised reinforcement learning, an agent is expected to actively collect experiences and jointly learn representations and policies in a self-supervised way. We build realistic robotic manipulation scenarios with physics-based s…
University of California, Berkeley(加州大学伯克利分校);DeepMind(深度思维)
Offline Reinforcement Learning (ORL) enablesus to separately study the two interlinked processes of reinforcement learning: collecting informative experience and inferring optimal behaviour. The second step has been widely studied in the offline setting, but just as critical to data-efficient RL is the collection of informative data. The task-agnostic setting for data collection, where the task is not known a priori, is of particular interest due to the possibility of collecting a single dataset and using it to solve several downstream tasks as they arise. We investigate this setting via curio…
Autonomy, Social Norms, and Alignment: Towards a Developmental Framework for Autonomous Artificial Agents
Institute of Cognitive Sciences and Technologies (ISTC-CNR)(认知科学与技术研究所(ISTC-CNR));Interdepartmental Center for Research Ethics and Integrity (CID Ethics)(跨部门研究伦理与诚信中心(CID Ethics))