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2008
We present a model-free reinforcement learning method for partially observable Markov decision problems. Our method estimates a likelihood gradient by sampling directly in parameter space, which leads to lower variance gradient estimates than those obtained by policy gradient methods such as REINFORCE. For several complex control tasks, including robust standing with a humanoid robot, we show that our method outperforms well-known algorithms from the fields of policy gradients, finite difference methods and population based heuristics. We also provide a detailed analysis of the differences between our method and the other algorithms.
Neural Networks, 2010
We present a model-free reinforcement learning method for partially observable Markov decision problems. Our method estimates a likelihood gradient by sampling directly in parameter space, which leads to lower variance gradient estimates than obtained by regular policy gradient methods. We show that for several complex control tasks, including robust standing with a humanoid robot, this method outperforms well-known algorithms from the fields of standard policy gradients, finite difference methods and population based heuristics. We also show that the improvement is largest when the parameter samples are drawn symmetrically. Lastly we analyse the importance of the individual components of our method by incrementally incorporating them into the other algorithms, and measuring the gain in performance after each step.
Lecture Notes in Computer Science, 2008
Policy Gradient methods are model-free reinforcement learning algorithms which in recent years have been successfully applied to many real-world problems. Typically, Likelihood Ratio (LR) methods are used to estimate the gradient, but they suffer from high variance due to random exploration at every time step of each training episode. Our solution to this problem is to introduce a state-dependent exploration function (SDE) which during an episode returns the same action for any given state. This results in less variance per episode and faster convergence. SDE also finds solutions overlooked by other methods, and even improves upon state-of-the-art gradient estimators such as Natural Actor-Critic. We systematically derive SDE and apply it to several illustrative toy problems and a challenging robotics simulation task, where SDE greatly outperforms random exploration.
arXiv (Cornell University), 2021
Despite the increasing popularity of policy gradient methods, they are yet to be widely utilized in sample-scarce applications, such as robotics. The sample efficiency could be improved by making best usage of available information. As a key component in reinforcement learning, the reward function is usually devised carefully to guide the agent. Hence, the reward function is usually known, allowing access to not only scalar reward signals but also reward gradients. To benefit from reward gradients, previous works require the knowledge of environment dynamics, which are hard to obtain. In this work, we develop the Reward Policy Gradient estimator, a novel approach that integrates reward gradients without learning a model. Bypassing the model dynamics allows our estimator to achieve a better bias-variance trade-off, which results in a higher sample efficiency, as shown in the empirical analysis. Our method also boosts the performance of Proximal Policy Optimization on different MuJoCo control tasks. 1
IEEE Access
Most real-world problems are essentially partially observable, and the environmental model is unknown. Therefore, there is a significant need for reinforcement learning approaches to solve them, where the agent perceives the state of the environment partially and noisily. Guided reinforcement learning methods solve this issue by providing additional state knowledge to reinforcement learning algorithms during the learning process, allowing them to solve a partially observable Markov decision process (POMDP) more effectively. However, these guided approaches are relatively rare in the literature, and most existing approaches are model-based, meaning that they require learning an appropriate model of the environment first. In this paper, we propose a novel model-free approach that combines the soft actor-critic method and supervised learning concept to solve real-world problems, formulating them as POMDPs. In experiments performed on OpenAI Gym, an open-source simulation platform, our guided soft actor-critic approach outperformed other baseline algorithms, gaining 7∼20% more maximum average return on five partially observable tasks constructed based on continuous control problems and simulated in MuJoCo.
2018
Introduction Impressive advances in Reinforcement Learning on fully observable domains, thanks in part to Deep Learning techniques, have caused a growing interest in solving partially observable domains due to their success on ATARI games. These domains are typically modeled as Partially Observable Markov Decision Processes (POMDPs) [6], which are well-known to be hard to solve due to uncertainty as a result of stochastic transitions, partial observability, and unknown dynamics.
Icml, 1984
Reinforcement learning (RL) algorithms provide a sound theoretical basis for building learning control architectures for embedded agents. Unfortunately all of the theory and much of the practice (see for an exception) of RL is limited to Markovian decision processes (MDPs). Many realworld decision tasks, however, are inherently non-Markovian, i.e., the state of the environment is only incompletely known to the learning agent. In this paper we consider only partially observable MDPs (POMDPs), a useful class of non-Markovian decision processes. Most previous approaches to such problems have combined computationally expensive state-estimation techniques with learning control. This paper investigates learning in POMDPs without resorting to any f o r m of state estimation. We present results about what TD(0) and Q-learning will do when applied to POMDPs. It is shown that the conventional discounted RL framework is inadequate to deal with POMDPs. Finally we develop a new framework for learning without state-estimation in POMDPs by including stochastic policies in the search space, and by de ning the value or utility o f a distribution over states.
2006
Abstract The acquisition and improvement of motor skills and control policies for robotics from trial and error is of essential importance if robots should ever leave precisely pre-structured environments. However, to date only few existing reinforcement learning methods have been scaled into the domains of high-dimensional robots such as manipulator, legged or humanoid robots. Policy gradient methods remain one of the few exceptions and have found a variety of applications.
2021
Many challenging partially observable reinforcement learning problems have sparse rewards and most existing model-free algorithms struggle with such reward sparsity. In this paper, we propose a novel reward shaping approach to infer the intrinsic rewards for the agent from a sequential generative model. Specifically, the sequential generative model processes a sequence of partial observations and actions from the agent’s historical transitions to compile a belief state for performing forward dynamics prediction. Then we utilize the error of the dynamics prediction task to infer the intrinsic rewards for the agent. Our proposed method is able to derive intrinsic rewards that could better reflect the agent’s surprise or curiosity over its ground-truth state by taking a sequential inference procedure. Furthermore, we formulate the inference procedure for dynamics prediction as a multi-step forward prediction task, where the time abstraction that has been incorporated could effectively ...
Machine Learning and Knowledge Extraction
The first part of a two-part series of papers provides a survey on recent advances in Deep Reinforcement Learning (DRL) applications for solving partially observable Markov decision processes (POMDP) problems. Reinforcement Learning (RL) is an approach to simulate the human’s natural learning process, whose key is to let the agent learn by interacting with the stochastic environment. The fact that the agent has limited access to the information of the environment enables AI to be applied efficiently in most fields that require self-learning. Although efficient algorithms are being widely used, it seems essential to have an organized investigation—we can make good comparisons and choose the best structures or algorithms when applying DRL in various applications. In this overview, we introduce Markov Decision Processes (MDP) problems and Reinforcement Learning and applications of DRL for solving POMDP problems in games, robotics, and natural language processing. A follow-up paper will...
2003
Reinforcement learning offers one of the most general frameworks to take traditional robotics towards true autonomy and versatility. However, applying reinforcement learning to high dimensional movement systems like humanoid robots remains an unsolved problem. In this paper, we discuss different approaches of reinforcement learning in terms of their applicability in humanoid robotics.
ArXiv, 2019
This paper investigates methods for estimating the optimal stochastic control policy for a Markov Decision Process with unknown transition dynamics and an unknown reward function. This form of model-free reinforcement learning comprises many real world systems such as playing video games, simulated control tasks, and real robot locomotion. Existing methods for estimating the optimal stochastic control policy rely on high variance estimates of the policy descent. However, these methods are not guaranteed to find the optimal stochastic policy, and the high variance gradient estimates make convergence unstable. In order to resolve these problems, we propose a technique using Markov Chain Monte Carlo to generate samples from the posterior distribution of the parameters conditioned on being optimal. Our method provably converges to the globally optimal stochastic policy, and empirically similar variance compared to the policy gradient.
Reinforcement learning offers to robotics a framework and set of tools for the design of sophisticated and hard-to-engineer behaviors. Conversely, the challenges of robotic problems provide both inspiration, impact, and validation for developments in reinforcement learning. The relationship between disciplines has sufficient promise to be likened to that between physics and mathematics. In this article, we attempt to strengthen the links between the two research communities by providing a survey of work in reinforcement learning for behavior generation in robots. We highlight both key challenges in robot reinforcement learning as well as notable successes. We discuss how contributions tamed the complexity of the domain and study the role of algorithms, representations, and prior knowledge in achieving these successes. As a result, a particular focus of our paper lies on the choice between model-based and model-free as well as between value function-based and policy search methods. By analyzing a simple problem in some detail we demonstrate how reinforcement learning approaches may be profitably applied, and we note throughout open questions and the tremendous potential for future research.
IEEE Transactions on Cybernetics, 2022
With reinforcement learning, an agent could learn complex behaviors from highlevel abstractions of the task. However, exploration and reward shaping remained challenging for existing methods, especially in scenarios where the extrinsic feedback was sparse. Expert demonstrations have been investigated to solve these difficulties, but a tremendous number of high-quality demonstrations were usually required. In this work, an integrated policy gradient algorithm was proposed to boost exploration and facilitate intrinsic reward learning from only limited number of demonstrations. We achieved this by reformulating the original reward function with two additional terms, where the first term measured the Jensen-Shannon divergence between current policy and the expert, and the second term estimated the agent's uncertainty about the environment. The presented algorithm was evaluated on a range of simulated tasks with sparse extrinsic reward signals where only one single demonstrated trajectory was provided to each task, superior exploration efficiency and high average return were demonstrated in all tasks. Furthermore, it was found that the agent could imitate the expert's behavior and meanwhile sustain high return. * Jie Chen received his Ph.D degree from The University of Hong Kong in 2017, and worked as a postdoctoral research fellow in Harvard University. Currently, he is a senior researcher in Tencent. Preprint. Under review.
In real-world robotic applications, many factors, both at low-level (e.g., vision and motion control parameters) and at high-level (e.g., the behaviors) determine the quality of the robot performance. Thus, for many tasks, robots require fine tuning of the parameters, in the implementation of behaviors and basic control actions, as well as in strategic decisional processes. In recent years, machine learning techniques have been used to find optimal parameter sets for different behaviors. However, a drawback of learning techniques is time consumption: in practical applications, methods designed for physical robots must be effective with small amounts of data. In this paper, we present a method for concurrent learning of best strategy and optimal parameters, by extending the policy gradient reinforcement learning algorithm. The results of our experimental work in a simulated environment and on a real robot show a very high convergence rate.
Advances in Statistics, Probability and Actuarial Science, 2012
We present on-line policy gradient algorithms for computing the locally optimal policy of a constrained, average cost, finite state Markov Decision Process. The stochastic approximation algorithms require estimation of the gradient of the cost function with respect to the parameter that characterizes the randomized policy. We propose a spherical coordinate parameterization and present a novel simulation based gradient estimation scheme involving weak derivatives (measure-valued differentiation). Such methods have substantially reduced variance compared to the widely used score function method. Similar to neuro-dynamic programming algorithms (e.g. Q-learning or Temporal Difference methods), the algorithms proposed in this paper are simulation based and do not require explicit knowledge of the underlying parameters such as transition probabilities. However, unlike neuro-dynamic programming methods, the algorithms proposed here can handle constraints and time varying parameters. Numerical examples are given to illustrate the performance of the algorithms. This paper was originally written in 2004. One reason we are putting this on arxiv now is that the score function gradient estimator continues to be used in the online reinforcement learning literature even though its variance grows as O(n) given n data points (for a Markov process). In comparison the weak derivative estimator has significantly smaller variance of O(1) as reported in this paper (and elsewhere).
IEEE Transactions on Robotics
Most policy search (PS) algorithms require thousands of training episodes to find an effective policy, which is often infeasible with a physical robot. This survey article focuses on the extreme other end of the spectrum: how can a robot adapt with only a handful of trials (a dozen) and a few minutes? By analogy with the word "big-data," we refer to this challenge as "micro-data reinforcement learning." In this article, we show that a first strategy is to leverage prior knowledge on the policy structure (e.g., dynamic movement primitives), on the policy parameters (e.g., demonstrations), or on the dynamics (e.g., simulators). A second strategy is to create data-driven surrogate models of the expected reward (e.g., Bayesian optimization) or the dynamical model (e.g., model-based PS), so that the policy optimizer queries the model instead of the real system. Overall, all successful micro-data algorithms combine these two strategies by varying the kind of model and prior knowledge. The current scientific challenges essentially revolve around scaling up to complex robots, designing generic priors, and optimizing the computing time.
Robotics and Automation (ICRA …, 2010
Reinforcement learning (RL) algorithms have long been promising methods for enabling an autonomous robot to improve its behavior on sequential decision-making tasks. The obvious enticement is that the robot should be able to improve its own behavior without the need for detailed step-by-step programming. However, for RL to reach its full potential, the algorithms must be sample efficient: they must learn competent behavior from very few real-world trials. From this perspective, model-based methods, which use experiential data more efficiently than model-free approaches, are appealing. But they often require exhaustive exploration to learn an accurate model of the domain. In this paper, we present an algorithm, Reinforcement Learning with Decision Trees (RL-DT), that uses decision trees to learn the model by generalizing the relative effect of actions across states. The agent explores the environment until it believes it has a reasonable policy. The combination of the learning approach with the targeted exploration policy enables fast learning of the model. We compare RL-DT against standard model-free and model-based learning methods, and demonstrate its effectiveness on an Aldebaran Nao humanoid robot scoring goals in a penalty kick scenario.
Robotics: Science and Systems XVII, 2021
Simulation provides a safe and efficient way to generate useful data for learning complex robotic tasks. However, matching simulation and real-world dynamics can be quite challenging, especially for systems that have a large number of unobserved or unmeasurable parameters, which may lie in the robot dynamics itself or in the environment with which the robot interacts. We introduce a novel approach to tackle such a sim-to-real problem by developing policies capable of adapting to new environments, in a zero-shot manner. Key to our approach is an error-aware policy (EAP) that is explicitly made aware of the effect of unobservable factors during training. An EAP takes as input the predicted future state error in the target environment, which is provided by an error-prediction function, simultaneously trained with the EAP. We validate our approach on an assistive walking device trained to help the human user recover from external pushes. We show that a trained EAP for a hip-torque assistive device can be transferred to different human agents with unseen biomechanical characteristics. In addition, we show that our method can be applied to other standard RL control tasks.
IEEE Access
In recent years, reinforcement learning (RL) has achieved remarkable success due to the growing adoption of deep learning techniques and the rapid growth of computing power. Nevertheless, it is well-known that flat reinforcement learning algorithms are often have trouble learning and are even data-efficient with respect to tasks having hierarchical structures, e.g., those consisting of multiple subtasks. Hierarchical reinforcement learning is a principled approach that can tackle such challenging tasks. On the other hand, many real-world tasks usually have only partial observability in which state measurements are often imperfect and partially observable. The problems of RL in such settings can be formulated as a partially observable Markov decision process (POMDP). In this paper, we study hierarchical RL in a POMDP in which the tasks have only partial observability and possess hierarchical properties. We propose a hierarchical deep reinforcement learning approach for learning in hierarchical POMDP. The deep hierarchical RL algorithm is proposed for domains to both MDP and POMDP learning. We evaluate the proposed algorithm using various challenging hierarchical POMDPs. INDEX TERMS Hierarchical deep reinforcement learning, partially observable MDP (POMDP), semi-MDP, partially observable semi-MDP (POSMDP).
The problem of making optimal decisions in uncertain conditions is central to Artificial Intelligence. If the state of the world is known at all times, the world can be modeled as a Markov Decision Process (MDP). MDPs have been studied extensively and many methods are known for determining optimal courses of action, or policies. The more realistic case where state information is only partially observable, Partially Observable Markov Decision Processes (POMDPs), have received much less attention. The best exact algorithms for these problems can be very inefficient in both space and time. We introduce Smooth Partially Observable Value Approximation (SPOVA), a new approximation method that can quickly yield good approximations which can improve over time. This method can be combined with reinforcement learning methods, a combination that was very effective in our test cases.
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