Many AI problems, in robotics and other domains, are goal-based, essentially seeking trajectories leading to various goal states. Reinforcement learning (RL), building on Bellman's optimality equation, naturally optimizes for a single goal, yet can be made multi-goal by augmenting the state with the goal. Instead, we propose a new RL framework, derived from a dynamic programming equation for the all pairs shortest path (APSP) problem, which naturally solves multi-goal queries. We show that this approach has computational benefits for both standard and approximate dynamic programming. Interestingly, our formulation prescribes a novel protocol for computing a trajectory: instead of predicting the next state given its predecessor, as in standard RL, a goal-conditioned trajectory is constructed by first predicting an intermediate state between start and goal, partitioning the trajectory into two. Then, recursively, predicting intermediate points on each sub-segment, until a complete trajectory is obtained. We call this trajectory structure a sub-goal tree. Building on it, we additionally extend the policy gradient methodology to recursively predict sub-goals, resulting in novel goal-based algorithms. Finally, we apply our method to neural motion planning, where we demonstrate significant improvements compared to standard RL on navigating a 7-DoF robot arm between obstacles.
The purpose of this technical report is two-fold. First of all, it introduces a suite of challenging continuous control tasks (integrated with OpenAI Gym) based on currently existing robotics hardware. The tasks include pushing, sliding and pick & place with a Fetch robotic arm as well as in-hand object manipulation with a Shadow Dexterous Hand. All tasks have sparse binary rewards and follow a Multi-Goal Reinforcement Learning (RL) framework in which an agent is told what to do using an additional input. The second part of the paper presents a set of concrete research ideas for improving RL a…
Okinawa Institute of Science and Technology(冲绳科学技术大学院大学)
What is the difference between goal-directed and habitual behavior? We propose a novel computational framework of decision making with Bayesian inference, in which everything is integrated as an entire neural network model. The model learns to predict environmental state transitions by self-exploration and generating motor actions by sampling stochastic internal states ${z}$. Habitual behavior, which is obtained from the prior distribution of ${z}$, is acquired by reinforcement learning. Goal-directed behavior is determined from the posterior distribution of ${z}$ by planning, using active inf…
Tsinghua University(清华大学);Tencent AI Lab(腾讯人工智能实验室)
Multi-goal reinforcement learning is widely applied in planning and robot manipulation. Two main challenges in multi-goal reinforcement learning are sparse rewards and sample inefficiency. Hindsight Experience Replay (HER) aims to tackle the two challenges via goal relabeling. However, HER-related works still need millions of samples and a huge computation. In this paper, we propose Multi-step Hindsight Experience Replay (MHER), incorporating multi-step relabeled returns based on $n$-step relabeling to improve sample efficiency. Despite the advantages of $n$-step relabeling, we theoretically a…
Seoul National University(首尔大学);Surromind;AI Institute, Seoul National University(首尔大学人工智能研究院)
Learning in a multi-target environment without prior knowledge about the targets requires a large amount of samples and makes generalization difficult. To solve this problem, it is important to be able to discriminate targets through semantic understanding. In this paper, we propose goal-aware cross-entropy (GACE) loss, that can be utilized in a self-supervised way using auto-labeled goal states alongside reinforcement learning. Based on the loss, we then devise goal-discriminative attention networks (GDAN) which utilize the goal-relevant information to focus on the given instruction. We evalu…
University of Toronto(多伦多大学);Vector Institute(Vector研究所)
What goals should a multi-goal reinforcement learning agent pursue during training in long-horizon tasks? When the desired (test time) goal distribution is too distant to offer a useful learning signal, we argue that the agent should not pursue unobtainable goals. Instead, it should set its own intrinsic goals that maximize the entropy of the historical achieved goal distribution. We propose to optimize this objective by having the agent pursue past achieved goals in sparsely explored areas of the goal space, which focuses exploration on the frontier of the achievable goal set. We show that ou…
Offline goal-conditioned reinforcement learning (GCRL) can be challenging due to overfitting to the given dataset. To generalize agents' skills outside the given dataset, we propose a goal-swapping procedure that generates additional trajectories. To alleviate the problem of noise and extrapolation errors, we present a general offline reinforcement learning method called deterministic Q-advantage policy gradient (DQAPG). In the experiments, DQAPG outperforms state-of-the-art goal-conditioned offline RL methods in a wide range of benchmark tasks, and goal-swapping further improves the test resu…
University of Cambridge(剑桥大学);University of Tübingen(蒂宾根大学);University of Edinburgh(爱丁堡大学);DeepMind(深度思维)
We study goal misgeneralization, a type of out-of-distribution generalization failure in reinforcement learning (RL). Goal misgeneralization failures occur when an RL agent retains its capabilities out-of-distribution yet pursues the wrong goal. For instance, an agent might continue to competently avoid obstacles, but navigate to the wrong place. In contrast, previous works have typically focused on capability generalization failures, where an agent fails to do anything sensible at test time. We formalize this distinction between capability and goal generalization, provide the first empirical …
Reinforcement learning is a promising method to accomplish robotic control tasks. The task of playing musical instruments is, however, largely unexplored because it involves the challenge of achieving sequential goals - melodies - that have a temporal dimension. In this paper, we address robotic musicianship by introducing a temporal extension to goal-conditioned reinforcement learning: Time-dependent goals. We demonstrate that these can be used to train a robotic musician to play the theremin instrument. We train the robotic agent in simulation and transfer the acquired policy to a real-world…
Goal-conditioned reinforcement learning (GCRL), related to a set of complex RL problems, trains an agent to achieve different goals under particular scenarios. Compared to the standard RL solutions that learn a policy solely depending on the states or observations, GCRL additionally requires the agent to make decisions according to different goals. In this survey, we provide a comprehensive overview of the challenges and algorithms for GCRL. Firstly, we answer what the basic problems are studied in this field. Then, we explain how goals are represented and present how existing solutions are de…
Seoul National University(首尔国立大学);Automation and Systems Research Institute(自动化与系统研究所);Artificial Intelligence Institute of Seoul National University(首尔国立大学人工智能研究所)
Current reinforcement learning (RL) often suffers when solving a challenging exploration problem where the desired outcomes or high rewards are rarely observed. Even though curriculum RL, a framework that solves complex tasks by proposing a sequence of surrogate tasks, shows reasonable results, most of the previous works still have difficulty in proposing curriculum due to the absence of a mechanism for obtaining calibrated guidance to the desired outcome state without any prior domain knowledge. To alleviate it, we propose an uncertainty & temporal distance-aware curriculum goal generation me…
Humans generally use natural language to communicate task requirements to each other. Ideally, natural language should also be usable for communicating goals to autonomous machines (e.g., robots) to minimize friction in task specification. However, understanding and mapping natural language goals to sequences of states and actions is challenging. Specifically, existing work along these lines has encountered difficulty in generalizing learned policies to new natural language goals and environments. In this paper, we propose a novel adversarial inverse reinforcement learning algorithm to learn a…
Reinforcement learning has seen increasing applications in real-world contexts over the past few years. However, physical environments are often imperfect and policies that perform well in simulation might not achieve the same performance when applied elsewhere. A common approach to combat this is to train agents in the presence of an adversary. An adversary acts to destabilise the agent, which learns a more robust policy and can better handle realistic conditions. Many real-world applications of reinforcement learning also make use of goal-conditioning: this is particularly useful in the cont…
Zhejiang University(浙江大学);Westlake University(西湖大学);Westlake Institute for Advanced Study(西湖高等研究院)
It is of significance for an agent to learn a widely applicable and general-purpose policy that can achieve diverse goals including images and text descriptions. Considering such perceptually-specific goals, the frontier of deep reinforcement learning research is to learn a goal-conditioned policy without hand-crafted rewards. To learn this kind of policy, recent works usually take as the reward the non-parametric distance to a given goal in an explicit embedding space. From a different viewpoint, we propose a novel unsupervised learning approach named goal-conditioned policy with intrinsic mo…
McGill University(麦吉尔大学);Mila, Quebec AI Institute(魁北克人工智能研究所Mila);University of Montreal(蒙特利尔大学);Beijing Institute of Technology(北京理工大学);Harvard University(哈佛大学);DeepMind;Microsoft Research(微软研究院)
Goal-conditioned reinforcement learning (RL) is a promising direction for training agents that are capable of solving multiple tasks and reach a diverse set of objectives. How to \textit{specify} and \textit{ground} these goals in such a way that we can both reliably reach goals during training as well as generalize to new goals during evaluation remains an open area of research. Defining goals in the space of noisy and high-dimensional sensory inputs poses a challenge for training goal-conditioned agents, or even for generalization to novel goals. We propose to address this by learning factor…
MIT Computer Science and Artificial Intelligence Laboratory(麻省理工学院计算机科学与人工智能实验室)
We address the problem of efficient exploration for transition model learning in the relational model-based reinforcement learning setting without extrinsic goals or rewards. Inspired by human curiosity, we propose goal-literal babbling (GLIB), a simple and general method for exploration in such problems. GLIB samples relational conjunctive goals that can be understood as specific, targeted effects that the agent would like to achieve in the world, and plans to achieve these goals using the transition model being learned. We provide theoretical guarantees showing that exploration with GLIB wil…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Saarland Informatics Campus(萨尔兰信息学园区)
Understanding physical phenomena is a key component of human intelligence and enables physical interaction with previously unseen environments. In this paper, we study how an artificial agent can autonomously acquire this intuition through interaction with the environment. We created a synthetic block stacking environment with physics simulation in which the agent can learn a policy end-to-end through trial and error. Thereby, we bypass to explicitly model physical knowledge within the policy. We are specifically interested in tasks that require the agent to reach a given goal state that may b…
Rule-based High-Level Coaching for Goal-Conditioned Reinforcement Learning in Search-and-Rescue UAV Missions Under Limited-Simulation Training
Automation and Robotics Research Group, Interdisciplinary Centre for Security, Reliability and Trust (SnT), University of Luxembourg.(自动化与机器人研究组,安全、可靠性与信任 interdisciplinary centre(SnT),卢森堡大学)
This work re-implements the OpenAI Gym multi-goal robotic manipulation environment, originally based on the commercial Mujoco engine, onto the open-source Pybullet engine. By comparing the performances of the Hindsight Experience Replay-aided Deep Deterministic Policy Gradient agent on both environments, we demonstrate our successful re-implementation of the original environment. Besides, we provide users with new APIs to access a joint control mode, image observations and goals with customisable camera and a built-in on-hand camera. We further design a set of multi-step, multi-goal, long-hori…
Can we use reinforcement learning to learn general-purpose policies that can perform a wide range of different tasks, resulting in flexible and reusable skills? Contextual policies provide this capability in principle, but the representation of the context determines the degree of generalization and expressivity. Categorical contexts preclude generalization to entirely new tasks. Goal-conditioned policies may enable some generalization, but cannot capture all tasks that might be desired. In this paper, we propose goal distributions as a general and broadly applicable task representation suitab…
UC Berkeley(加州大学伯克利分校);CMU(卡内基梅隆大学);International Computer Science Institute (ICSI)(国际计算机科学研究所)
Reinforcement learning is a powerful technique to train an agent to perform a task. However, an agent that is trained using reinforcement learning is only capable of achieving the single task that is specified via its reward function. Such an approach does not scale well to settings in which an agent needs to perform a diverse set of tasks, such as navigating to varying positions in a room or moving objects to varying locations. Instead, we propose a method that allows an agent to automatically discover the range of tasks that it is capable of performing. We use a generator network to propose …
Rutgers University, The State University of New Jersey(罗格斯大学(新泽西州立大学))
The aim of path planning is to reach the goal from starting point by searching for the route of an agent. In the path planning, the routes may vary depending on the number of variables such that it is important for the agent to reach various goals. Numerous studies, however, have dealt with a single goal that is predefined by the user. In the present study, I propose a novel reinforcement learning framework for a fully controllable agent in the path planning. To do this, I propose a bi-directional memory editing to obtain various bi-directional trajectories of the agent, in which the behavior …
University of Toronto(多伦多大学);Vector Institute(向量研究所);Google Brain(谷歌大脑)
Sparse reward is one of the most challenging problems in reinforcement learning (RL). Hindsight Experience Replay (HER) attempts to address this issue by converting a failed experience to a successful one by relabeling the goals. Despite its effectiveness, HER has limited applicability because it lacks a compact and universal goal representation. We present Augmenting experienCe via TeacheR's adviCE (ACTRCE), an efficient reinforcement learning technique that extends the HER framework using natural language as the goal representation. We first analyze the differences among goal representation,…
The University of Texas at Austin(德克萨斯大学奥斯汀分校);Sony AI(索尼人工智能研究院)
Goal-conditioned reinforcement learning (GCRL) has a wide range of potential real-world applications, including manipulation and navigation problems in robotics. Especially in such robotics tasks, sample efficiency is of the utmost importance for GCRL since, by default, the agent is only rewarded when it reaches its goal. While several methods have been proposed to improve the sample efficiency of GCRL, one relatively under-studied approach is the design of neural architectures to support sample efficiency. In this work, we introduce a novel neural architecture for GCRL that achieves significa…
University of Michigan(密歇根大学);LG AI Research(LG人工智能研究院)
Operating in the real-world often requires agents to learn about a complex environment and apply this understanding to achieve a breadth of goals. This problem, known as goal-conditioned reinforcement learning (GCRL), becomes especially challenging for long-horizon goals. Current methods have tackled this problem by augmenting goal-conditioned policies with graph-based planning algorithms. However, they struggle to scale to large, high-dimensional state spaces and assume access to exploration mechanisms for efficiently collecting training data. In this work, we introduce Successor Feature Land…
The recommender system is an important form of intelligent application, which assists users to alleviate from information redundancy. Among the metrics used to evaluate a recommender system, the metric of conversion has become more and more important. The majority of existing recommender systems perform poorly on the metric of conversion due to its extremely sparse feedback signal. To tackle this challenge, we propose a deep hierarchical reinforcement learning based recommendation framework, which consists of two components, i.e., high-level agent and low-level agent. The high-level agent catc…
NVIDIA Corporation(英伟达公司);University of Southern California(南加利福尼亚大学);Indiana University - Bloomington(印第安纳大学伯明顿分校)
We propose a hybrid approach aimed at improving the sample efficiency in goal-directed reinforcement learning. We do this via a two-step mechanism where firstly, we approximate a model from Model-Free reinforcement learning. Then, we leverage this approximate model along with a notion of reachability using Mean First Passage Times to perform Model-Based reinforcement learning. Built on such a novel observation, we design two new algorithms - Mean First Passage Time based Q-Learning (MFPT-Q) and Mean First Passage Time based DYNA (MFPT-DYNA), that have been fundamentally modified from the state…
Carnegie Mellon University(卡内基梅隆大学);Honda Research Institute USA(美国本田研究所)
In a multi-agent setting, the optimal policy of a single agent is largely dependent on the behavior of other agents. We investigate the problem of multi-agent reinforcement learning, focusing on decentralized learning in non-stationary domains for mobile robot navigation. We identify a cause for the difficulty in training non-stationary policies: mutual adaptation to sub-optimal behaviors, and we use this to motivate a curriculum-based strategy for learning interactive policies. The curriculum has two stages. First, the agent leverages policy gradient algorithms to learn a policy that is capab…
All-goals updating exploits the off-policy nature of Q-learning to update all possible goals an agent could have from each transition in the world, and was introduced into Reinforcement Learning (RL) by Kaelbling (1993). In prior work this was mostly explored in small-state RL problems that allowed tabular representations and where all possible goals could be explicitly enumerated and learned separately. In this paper we empirically explore 3 different extensions of the idea of updating many (instead of all) goals in the context of RL with deep neural networks (or DeepRL for short). First, in …
Offline goal-conditioned reinforcement learning (GCRL) promises general-purpose skill learning in the form of reaching diverse goals from purely offline datasets. We propose $\textbf{Go}$al-conditioned $f$-$\textbf{A}$dvantage $\textbf{R}$egression (GoFAR), a novel regression-based offline GCRL algorithm derived from a state-occupancy matching perspective; the key intuition is that the goal-reaching task can be formulated as a state-occupancy matching problem between a dynamics-abiding imitator agent and an expert agent that directly teleports to the goal. In contrast to prior approaches, GoFA…
Pontifícia Universidade Católica do Rio Grande do Sul(南里奥格兰德天主教大学);University of Aberdeen(阿伯丁大学);Bar Ilan University(巴伊兰大学);The University of Texas at Austin(德克萨斯大学奥斯汀分校)
Deep Reinforcement Learning (DRL) has shown its promising capabilities to learn optimal policies directly from trial and error. However, learning can be hindered if the goal of the learning, defined by the reward function, is "not optimal". We demonstrate that by setting the goal/target of competition in a counter-intuitive but intelligent way, instead of heuristically trying solutions through many hours the DRL simulation can quickly converge into a winning strategy. The ICRA-DJI RoboMaster AI Challenge is a game of cooperation and competition between robots in a partially observable environm…
In this work, we propose a hierarchical reinforcement learning (HRL) structure which is capable of performing autonomous vehicle planning tasks in simulated environments with multiple sub-goals. In this hierarchical structure, the network is capable of 1) learning one task with multiple sub-goals simultaneously; 2) extracting attentions of states according to changing sub-goals during the learning process; 3) reusing the well-trained network of sub-goals for other similar tasks with the same sub-goals. The states are defined as processed observations which are transmitted from the perception s…