We present a behaviour-based reinforcement learning approach, inspired by Brook's subsumption architecture, in which simple fully connected networks are trained as reactive behaviours. Our working assumption is that a pick and place robotic task can be simplified by leveraging domain knowledge of a robotics developer to decompose and train such reactive behaviours; namely, approach, grasp, and retract. Then the robot autonomously learns how to combine them via an Actor-Critic architecture. The Actor-Critic policy is to determine the activation and inhibition mechanisms of the reactive behaviours in a particular temporal sequence. We validate our approach in a simulated robot environment where the task is picking a block and taking it to a target position while orienting the gripper from a top grasp. The latter represents an extra degree-of-freedom of which current end-to-end reinforcement learning fail to generalise. Our findings suggest that robotic learning can be more effective if each behaviour is learnt in isolation and then combined them to accomplish the task. That is, our approach learns the pick and place task in 8,000 episodes, which represents a drastic reduction in the number of training episodes required by an end-to-end approach and the existing state-of-the-art algorithms.
TU Darmstadt(达姆施塔特工业大学);University of Washington(华盛顿大学);MPI for Intelligent Systems(马克斯·普朗克智能系统研究所)
Reactive motion generation problems are usually solved by computing actions as a sum of policies. However, these policies are independent of each other and thus, they can have conflicting behaviors when summing their contributions together. We introduce Composable Energy Policies (CEP), a novel framework for modular reactive motion generation. CEP computes the control action by optimization over the product of a set of stochastic policies. This product of policies will provide a high probability to those actions that satisfy all the components and low probability to the others. Optimizing over…
The relationship between a reinforcement learning (RL) agent and an asynchronous environment is often ignored. Frequently used models of the interaction between an agent and its environment, such as Markov Decision Processes (MDP) or Semi-Markov Decision Processes (SMDP), do not capture the fact that, in an asynchronous environment, the state of the environment may change during computation performed by the agent. In an asynchronous environment, minimizing reaction time---the time it takes for an agent to react to an observation---also minimizes the time in which the state of the environment m…
Johannes Kepler University Linz(林茨约翰内斯·开普勒大学);Dynatrace Research(Dynatrace研究院);Institute of Advanced Research in Artificial Intelligence (IARAI)(高级人工智能研究所(IARAI))
In lifelong learning, an agent learns throughout its entire life without resets, in a constantly changing environment, as we humans do. Consequently, lifelong learning comes with a plethora of research problems such as continual domain shifts, which result in non-stationary rewards and environment dynamics. These non-stationarities are difficult to detect and cope with due to their continuous nature. Therefore, exploration strategies and learning methods are required that are capable of tracking the steady domain shifts, and adapting to them. We propose Reactive Exploration to track and react …
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Southern California(南加利福尼亚大学);Intrinsic Innovation LLC.(Intrinsic创新有限责任公司);ETH Zurich(苏黎世联邦理工学院);Google Brain(谷歌大脑);Dexterity Inc.(Dexterity公司);Meta Artificial Intelligence(Meta人工智能)
Robots need to be able to adapt to unexpected changes in the environment such that they can autonomously succeed in their tasks. However, hand-designing feedback models for adaptation is tedious, if at all possible, making data-driven methods a promising alternative. In this paper we introduce a full framework for learning feedback models for reactive motion planning. Our pipeline starts by segmenting demonstrations of a complete task into motion primitives via a semi-automated segmentation algorithm. Then, given additional demonstrations of successful adaptation behaviors, we learn initial fe…
Animals such as rabbits and birds can instantly generate locomotion behavior in reaction to a dynamic, approaching object, such as a person or a rock, despite having possibly never seen the object before and having limited perception of the object's properties. Recently, deep reinforcement learning has enabled complex kinematic systems such as humanoid robots to successfully move from point A to point B. Inspired by the observation of the innate reactive behavior of animals in nature, we hope to extend this progress in robot locomotion to settings where external, dynamic objects are involved w…
École de technologie supérieure(特克诺高等学院);Virginia Tech(弗吉尼亚理工大学)
Conventional anti-jamming method mostly rely on frequency hopping to hide or escape from jammer. These approaches are not efficient in terms of bandwidth usage and can also result in a high probability of jamming. Different from existing works, in this paper, a novel anti-jamming strategy is proposed based on the idea of deceiving the jammer into attacking a victim channel while maintaining the communications of legitimate users in safe channels. Since the jammer's channel information is not known to the users, an optimal channel selection scheme and a sub optimal power allocation are proposed…
Robots need to be able to work in multiple different environments. Even when performing similar tasks, different behaviour should be deployed to best fit the current environment. In this paper, We propose a new approach to navigation, where it is treated as a multi-task learning problem. This enables the robot to learn to behave differently in visual navigation tasks for different environments while also learning shared expertise across environments. We evaluated our approach in both simulated environments as well as real-world data. Our method allows our system to converge with a 26% reductio…
Technical University of Munich(慕尼黑工业大学);ABB Corporate Research(ABB企业研究院);German Aerospace Center (DLR)(德国航空航天中心)
In this letter, we present an approach for learning in-hand manipulation skills with a low-cost, underactuated prosthetic hand in the presence of irreversible events. Our approach combines reinforcement learning based on visual perception with low-level reactive control based on tactile perception, which aims to avoid slipping. The objective of the reinforcement learning level consists not only in fulfilling the in-hand manipulation goal, but also in minimizing the intervention of the tactile reactive control. This way, the occurrence of object slipping during the learning procedure, which we …
We address the problem of reinforcement learning in which observations may exhibit an arbitrary form of stochastic dependence on past observations and actions, i.e. environments more general than (PO)MDPs. The task for an agent is to attain the best possible asymptotic reward where the true generating environment is unknown but belongs to a known countable family of environments. We find some sufficient conditions on the class of environments under which an agent exists which attains the best asymptotic reward for any environment in the class. We analyze how tight these conditions are and how …
Bridging the gap between Learning-to-plan, Motion Primitives and Safe Reinforcement Learning
IDEAS NCBR;Institute of Robotics and Machine Intelligence, Poznan University of Technology(波兹南理工大学机器人与机器智能学院);Department of Computer Science, Technische Universitat Darmstadt(达姆施塔特工业大学计算机系)
本文提出将 learning-to-plan 方法与强化学习相结合,通过集成 motion primitives 的黑盒学习与优化,克服了传统方法需解析建模的限制,在机器人 air hockey 等复杂场景中显著提升了性能与安全性。
In this work we focus on improving the efficiency and generalisation of learned navigation strategies when transferred from its training environment to previously unseen ones. We present an extension of the residual reinforcement learning framework from the robotic manipulation literature and adapt it to the vast and unstructured environments that mobile robots can operate in. The concept is based on learning a residual control effect to add to a typical sub-optimal classical controller in order to close the performance gap, whilst guiding the exploration process during training for improved d…
Mobile manipulation is usually achieved by sequentially executing base and manipulator movements. This simplification, however, leads to a loss in efficiency and in some cases a reduction of workspace size. Even though different methods have been proposed to solve Whole-Body Control (WBC) online, they are either limited by a kinematic model or do not allow for reactive, online obstacle avoidance. In order to overcome these drawbacks, in this work, we propose an end-to-end Reinforcement Learning (RL) approach to WBC. We compared our learned controller against a state-of-the-art sampling-based m…
Intelligent systems have the ability to improve their behaviour over time taking observations, experiences or explicit feedback into account. Traditional approaches separate the learning problem and make isolated use of techniques from different field of machine learning such as reinforcement learning, active learning, anomaly detection or transfer learning, for instance. In this context, the fundamental reinforcement learning approaches come with several drawbacks that hinder their application to real-world systems: trial-and-error, purely reactive behaviour or isolated problem handling. The …
Helsinki Institute for Information Technology HIIT(赫尔辛基信息技术研究所(HIIT));Aalto University(阿尔托大学);Bitville Oy(比特维尔公司);University of Manchester(曼彻斯特大学)
The cooperation among AI systems, and between AI systems and humans is becoming increasingly important. In various real-world tasks, an agent needs to cooperate with unknown partner agent types. This requires the agent to assess the behaviour of the partner agent during a cooperative task and to adjust its own policy to support the cooperation. Deep reinforcement learning models can be trained to deliver the required functionality but are known to suffer from sample inefficiency and slow learning. However, adapting to a partner agent behaviour during the ongoing task requires ability to assess…
This paper introduces the Behaviour Suite for Reinforcement Learning, or bsuite for short. bsuite is a collection of carefully-designed experiments that investigate core capabilities of reinforcement learning (RL) agents with two objectives. First, to collect clear, informative and scalable problems that capture key issues in the design of general and efficient learning algorithms. Second, to study agent behaviour through their performance on these shared benchmarks. To complement this effort, we open source github.com/deepmind/bsuite, which automates evaluation and analysis of any agent on bs…
University of California San Diego(加州大学圣地亚哥分校);NEC Laboratories America(NEC美国实验室)
Increasing adoption of solar photovoltaic (PV) presents new challenges to modern power grid due to its variable and intermittent nature. Fluctuating outputs from PV generation can cause the grid violating voltage operation limits. PV smart inverters (SIs) provide a fast-response method to regulate voltage by modulating real and/or reactive power at the connection point. Yet existing local autonomous control scheme of SIs is based on local information without coordination, which can lead to suboptimal performance. In this paper, a deep reinforcement learning (DRL) based algorithm is developed a…
Mitsubishi Electric(三菱电机);MERL(三菱电机研究实验室);Tokyo Institute of Technology(东京工业大学);AIST(产业技术综合研究所)
The main novelty of the proposed approach is that it allows a robot to learn an end-to-end policy which can adapt to changes in the environment during execution. While goal conditioning of policies has been studied in the RL literature, such approaches are not easily extended to cases where the robot's goal can change during execution. This is something that humans are naturally able to do. However, it is difficult for robots to learn such reflexes (i.e., to naturally respond to dynamic environments), especially when the goal location is not explicitly provided to the robot, and instead needs …
Arizona State University(亚利桑那州立大学);Facebook AI Research(脸书人工智能研究院)
Humans and animals are capable of quickly learning new behaviours to solve new tasks. Yet, we often forget that they also rely on a highly specialized morphology that co-adapted with motor control throughout thousands of years. Although compelling, the idea of co-adapting morphology and behaviours in robots is often unfeasible because of the long manufacturing times, and the need to re-design an appropriate controller for each morphology. In this paper, we propose a novel approach to automatically and efficiently co-adapt a robot morphology and its controller. Our approach is based on recent a…
Unlike traditional reinforcement learning (RL), market-based RL is in principle applicable to worlds described by partially observable Markov Decision Processes (POMDPs), where an agent needs to learn short-term memories of relevant previous events in order to execute optimal actions. Most previous work, however, has focused on reactive settings (MDPs) instead of POMDPs. Here we reimplement a recent approach to market-based RL and for the first time evaluate it in a toy POMDP setting.
Understanding electricity consumption behaviour through Inverse Reinforcement Learning
Dipartimento di Elettronica, Informazione e Bioingegneria, Politecnico di Milano(米兰理工大学电子、信息与生物工程系);Dipartimento di Ingegneria Gestionale, Politecnico di Milano(米兰理工大学管理工程系);RFF-CMCC European Institute on Economics and the Environment(RFF - CMCC欧洲经济与环境研究所);Centro Euro-Mediterraneo sui Cambiamenti Climatici(欧洲地中海气候变化中心)
Reinforcement Learning-Based Dynamic Management of Structured Parallel Farm Skeletons on Serverless Platforms
Institute of Information Science and Technologies (ISTI), National Research Council of Italy (CNR)(信息科学与技术研究所(ISTI),意大利国家科研理事会(CNR));Department of Computer Science, University of Pisa(计算机科学系,比萨大学);Department of AI, Data and Decision Sciences, LUISS University(人工智能、数据与决策科学系,卢伊斯大学)
Virtual character animation control is a problem for which Reinforcement Learning (RL) is a viable approach. While current work have applied RL effectively to portray physics-based skills, social behaviours are challenging to design reward functions for, due to their lack of physical interaction with the world. On the other hand, data-driven implementations for these skills have been limited to supervised learning methods which require extensive training data and carry constraints on generalisability. In this paper, we propose RLAnimate, a novel data-driven deep RL approach to address this cha…
University of Massachusetts, Amherst(马萨诸塞大学阿默斯特分校);Microsoft Research(微软研究院)
We propose and study a new model for reinforcement learning with rich observations, generalizing contextual bandits to sequential decision making. These models require an agent to take actions based on observations (features) with the goal of achieving long-term performance competitive with a large set of policies. To avoid barriers to sample-efficient learning associated with large observation spaces and general POMDPs, we focus on problems that can be summarized by a small number of hidden states and have long-term rewards that are predictable by a reactive function class. In this setting, w…
Italian Institute of Technology (IIT)(意大利理工学院);Universidad Central de Chile(智利中央大学);Deakin University(迪肯大学)
Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions. Observing the Q-values of the agent is usually a way of explaining its behavior, however, do not show the temporal-relation between the selected actions. We address this problem by proposing the \emph{Moody framework}. We evaluate our model by performing a series of experiments using the competitive multiplayer Chef's Hat card game a…
Media and Data Science Research Lab, Adobe(Adobe媒体与数据科学研究实验室);IIT Kharagpur, India(印度理工学院卡格拉普尔分校)
In social dilemma situations, individual rationality leads to sub-optimal group outcomes. Several human engagements can be modeled as a sequential (multi-step) social dilemmas. However, in contrast to humans, Deep Reinforcement Learning agents trained to optimize individual rewards in sequential social dilemmas converge to selfish, mutually harmful behavior. We introduce a status-quo loss (SQLoss) that encourages an agent to stick to the status quo, rather than repeatedly changing its policy. We show how agents trained with SQLoss evolve cooperative behavior in several social dilemma matrix ga…
In this paper, we study the problem of deceptive reinforcement learning to preserve the privacy of a reward function. Reinforcement learning is the problem of finding a behaviour policy based on rewards received from exploratory behaviour. A key ingredient in reinforcement learning is a reward function, which determines how much reward (negative or positive) is given and when. However, in some situations, we may want to keep a reward function private; that is, to make it difficult for an observer to determine the reward function used. We define the problem of privacy-preserving reinforcement l…
Multi-Agent Reinforcement Learning for Dynamic Pricing in Supply Chains: Benchmarking Strategic Agent Behaviours under Realistically Simulated Market Conditions
Informatics Institute, University of Amsterdam(阿姆斯特丹大学信息研究所);Department of Computer Science and Technology, SUNY Empire State University(SUNY帝国州大学计算机科学与技术系);KPMG N.V(KPMG荷兰公司)
Most microscopic pedestrian navigation models use the concept of "forces" applied to the pedestrian agents to replicate the navigation environment. While the approach could provide believable results in regular situations, it does not always resemble natural pedestrian navigation behaviour in many typical settings. In our research, we proposed a novel approach using reinforcement learning for simulation of pedestrian agent path planning and collision avoidance problem. The primary focus of this approach is using human perception of the environment and danger awareness of interferences. The imp…
Can artificial agents learn to assist others in achieving their goals without knowing what those goals are? Generic reinforcement learning agents could be trained to behave altruistically towards others by rewarding them for altruistic behaviour, i.e., rewarding them for benefiting other agents in a given situation. Such an approach assumes that other agents' goals are known so that the altruistic agent can cooperate in achieving those goals. However, explicit knowledge of other agents' goals is often difficult to acquire. In the case of human agents, their goals and preferences may be difficu…
In a multi-agent system, an agent's optimal policy will typically depend on the policies chosen by others. Therefore, a key issue in multi-agent systems research is that of predicting the behaviours of others, and responding promptly to changes in such behaviours. One obvious possibility is for each agent to broadcast their current intention, for example, the currently executed option in a hierarchical reinforcement learning framework. However, this approach results in inflexibility of agents if options have an extended duration and are dynamic. While adjusting the executed option at each step…
Center for Artificial Intelligence Research(人工智能研究中心);University of Agder(阿格德大学);Sparebank 1 SR-Bank(Sparebank 1 SR银行)
The increased complexity of state-of-the-art reinforcement learning (RL) algorithms have resulted in an opacity that inhibits explainability and understanding. This has led to the development of several post-hoc explainability methods that aim to extract information from learned policies thus aiding explainability. These methods rely on empirical observations of the policy and thus aim to generalize a characterization of agents' behaviour. In this study, we have instead developed a method to imbue a characteristic behaviour into agents' policies through regularization of their objective functi…
University of Alberta(阿尔伯塔大学);Alberta Machine Intelligence Institute(阿尔伯塔机器智能研究所)
Curiosity for machine agents has been a focus of intense research. The study of human and animal curiosity, particularly specific curiosity, has unearthed several properties that would offer important benefits for machine learners, but that have not yet been well-explored in machine intelligence. In this work, we introduce three of the most immediate of these properties -- directedness, cessation when satisfied, and voluntary exposure -- and show how they may be implemented together in a proof-of-concept reinforcement learning agent; further, we demonstrate how the properties manifest in the b…
Despite promising progress in reinforcement learning (RL), developing algorithms for autonomous driving (AD) remains challenging: one of the critical issues being the absence of an open-source platform capable of training and effectively validating the RL policies on real-world data. We propose DriverGym, an open-source OpenAI Gym-compatible environment specifically tailored for developing RL algorithms for autonomous driving. DriverGym provides access to more than 1000 hours of expert logged data and also supports reactive and data-driven agent behavior. The performance of an RL policy can be…
Observational learning is a type of learning that occurs as a function of observing, retaining and possibly replicating or imitating the behaviour of another agent. It is a core mechanism appearing in various instances of social learning and has been found to be employed in several intelligent species, including humans. In this paper, we investigate to what extent the explicit modelling of other agents is necessary to achieve observational learning through machine learning. Especially, we argue that observational learning can emerge from pure Reinforcement Learning (RL), potentially coupled wi…