In robotic surgery, pattern cutting through a deformable material is a challenging research field. The cutting procedure requires a robot to concurrently manipulate a scissor and a gripper to cut through a predefined contour trajectory on the deformable sheet. The gripper ensures the cutting accuracy by nailing a point on the sheet and continuously tensioning the pinch point to different directions while the scissor is in action. The goal is to find a pinch point and a corresponding tensioning policy to minimize damage to the material and increase cutting accuracy measured by the symmetric difference between the predefined contour and the cut contour. Previous study considers finding one fixed pinch point during the course of cutting, which is inaccurate and unsafe when the contour trajectory is complex. In this paper, we examine the soft tissue cutting task by using multiple pinch points, which imitates human operations while cutting. This approach, however, does not require the use of a multi-gripper robot. We use a deep reinforcement learning algorithm to find an optimal tensioning policy of a pinch point. Simulation results show that the multi-point approach outperforms the state-of-the-art method in soft pattern cutting task with respect to both accuracy and reliability.
Reinforcement learning (RL) has become a promising approach to modeling an autonomous agent @cite_37 @cite_17 @cite_32 @cite_23 @cite_34 . RL has the abilities to mimic human learning behaviors to maximize the long-term reward. As a result, RL enables a robot to learn on its own and partially eliminates the existence of experts. Examples of these agents are the box-pushing robot @cite_7 , pole-balancing humanoid @cite_33 , helicopter control @cite_29 , soccer-playing agent @cite_35 , and table tennis playing agent @cite_3 . Furthermore, RL has been utilized in a significant number of research interests in surgical tasks @cite_26 @cite_36 . For example, Chen @cite_2 propose a data-driven workflow that combines @cite_4 with RL. The workflow encodes the inverse kinematics using trajectories from human demonstrations. Finally, RL is used to minimize the noise and adapt the learned inverse kinematics to the online environment.
@cite_35 @cite_37 @cite_26 @cite_4 @cite_33 @cite_7 @cite_36 @cite_29 @cite_32 @cite_3 @cite_23 @cite_2 @cite_34 @cite_17
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This paper focuses on reinforcement learning (RL) with limited prior knowledge. In the domain of swarm robotics for instance, the expert can hardly design a reward function or demonstrate the target behavior, forbidding the use of both standard RL and inverse reinforcement learning. Although with a limited expertise, the human expert is still often able to emit preferences and rank the agent demonstrations. Earlier work has presented an iterative preference-based RL framework: expert preferences are exploited to learn an approximate policy return, thus enabling the agent to achieve direct policy search. Iteratively, the agent selects a new candidate policy and demonstrates it; the expert ranks the new demonstration comparatively to the previous best one; the expert's ranking feedback enables the agent to refine the approximate policy return, and the process is iterated. In this paper, preference-based reinforcement learning is combined with active ranking in order to decrease the number of ranking queries to the expert needed to yield a satisfactory policy. Experiments on the mountain car and the cancer treatment testbeds witness that a couple of dozen rankings enable to learn a competent policy. We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL. The reinforcement learning (RL) community has made great strides in designing algorithms capable of exceeding human performance on specific tasks. These algorithms are mostly trained one task at the time, each new task requiring to train a brand new agent instance. This means the learning algorithm is general, but each solution is not; each agent can only solve the one task it was trained on. In this work, we study the problem of learning to master not one but multiple sequentialdecision tasks at once. A general issue in multi-task learning is that a balance must be found between the needs of multiple tasks competing for the limited resources of a single learning system. Many learning algorithms can get distracted by certain tasks in the set of tasks to solve. Such tasks appear more salient to the learning process, for instance because of the density or magnitude of the in-task rewards. This causes the algorithm to focus on those salient tasks at the expense of generality. We propose to automatically adapt the contribution of each task to the agent’s updates, so that all tasks have a similar impact on the learning dynamics. This resulted in state of the art performance on learning to play all games in a set of 57 diverse Atari games. Excitingly, our method learned a single trained policy - with a single set of weights - that exceeds median human performance. To our knowledge, this was the first time a single agent surpassed human-level performance on this multi-task domain. The same approach also demonstrated state of the art performance on a set of 30 tasks in the 3D reinforcement learning platform DeepMind Lab. Reinforcement learning (RL) has shown great success in increasingly complex single-agent environments and two-player turn-based games. However, the real world contains multiple agents, each learning and acting independently to cooperate and compete with other agents. We used a tournament-style evaluation to demonstrate that an agent can achieve human-level performance in a three-dimensional multiplayer first-person video game, Quake III Arena in Capture the Flag mode, using only pixels and game points scored as input. We used a two-tier optimization process in which a population of independent RL agents are trained concurrently from thousands of parallel matches on randomly generated environments. Each agent learns its own internal reward signal and rich representation of the world. These results indicate the great potential of multiagent reinforcement learning for artificial intelligence research.