In reinforcement learning, we often define goals by specifying rewards within desirable states. One problem with this approach is that we typically need to redefine the rewards each time the goal changes, which often requires some understanding of the solution in the agents environment. When humans are learning to complete tasks, we regularly utilize alternative sources that guide our understanding of the problem. Such task representations allow one to specify goals on their own terms, thus providing specifications that can be appropriately interpreted across various environments. This motivates our own work, in which we represent goals in environments that are different from the agents. We introduce Cross-Domain Perceptual Reward (CDPR) functions, learned rewards that represent the visual similarity between an agents state and a cross-domain goal image. We report results for learning the CDPRs with a deep neural network and using them to solve two tasks with deep reinforcement learning.
Finally, there has been a breadth of recent work that aims to specify goals in different modalities. Such approaches have similar a motivation to our own. That is, they aim to provide goal specifications in more natural settings than the agent’s. For example, we have seen sketches of maps used for representing desired trajectories in navigational tasks @cite_1 @cite_4 , correspondences learned between words and robotic actions @cite_10 , rewards based on the touch of a handshake @cite_23 , and value functions learned from facial expressions @cite_38 . Recently, an approach learned correspondences between written instructions and visual states in Atari games @cite_43 . This approach is more similar to our own as it learns the correspondences between two different domain representations. It is clear that there is much momentum in this area of research. Still, we have not yet seen an approach that learns a visual correspondence for cross-domain goal representations.
@cite_38 @cite_4 @cite_1 @cite_43 @cite_23 @cite_10
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For an autonomous agent to fulfill a wide range of user-specified goals at test time, it must be able to learn broadly applicable and general-purpose skill repertoires. Furthermore, to provide the requisite level of generality, these skills must handle raw sensory input such as images. In this paper, we propose an algorithm that acquires such general-purpose skills by combining unsupervised representation learning and reinforcement learning of goal-conditioned policies. Since the particular goals that might be required at test-time are not known in advance, the agent performs a self-supervised "practice" phase where it imagines goals and attempts to achieve them. We learn a visual representation with three distinct purposes: sampling goals for self-supervised practice, providing a structured transformation of raw sensory inputs, and computing a reward signal for goal reaching. We also propose a retroactive goal relabeling scheme to further improve the sample-efficiency of our method. Our off-policy algorithm is efficient enough to learn policies that operate on raw image observations and goals in a real-world physical system, and substantially outperforms prior techniques. Actions are more than just movements and trajectories: we cook to eat and we hold a cup to drink from it. A thorough understanding of videos requires going beyond appearance modeling and necessitates reasoning about the sequence of activities, as well as the higher-level constructs such as intentions. But how do we model and reason about these? We propose a fully-connected temporal CRF model for reasoning over various aspects of activities that includes objects, actions, and intentions, where the potentials are predicted by a deep network. End-to-end training of such structured models is a challenging endeavor: For inference and learning we need to construct mini-batches consisting of whole videos, leading to mini-batches with only a few videos. This causes high-correlation between data points leading to breakdown of the backprop algorithm. To address this challenge, we present an asynchronous variational inference method that allows efficient end-to-end training. Our method achieves a classification mAP of 22.4 on the Charades [42] benchmark, outperforming the state-of-the-art (17.2 mAP), and offers equal gains on the task of temporal localization. Finding visual correspondence between local features is key to many computer vision problems. While defining features with larger contextual scales usually implies greater discriminativeness, it could also lead to less spatial accuracy of the features. We propose AutoScaler, a scale-attention network to explicitly optimize this trade-off in visual correspondence tasks. Our network consists of a weight-sharing feature network to compute multi-scale feature maps and an attention network to combine them optimally in the scale space. This allows our network to have adaptive receptive field sizes over different scales of the input. The entire network is trained end-to-end in a siamese framework for visual correspondence tasks. Our method achieves favorable results compared to state-of-the-art methods on challenging optical flow and semantic matching benchmarks, including Sintel, KITTI and CUB-2011. We also show that our method can generalize to improve hand-crafted descriptors (e.g Daisy) on general visual correspondence tasks. Finally, our attention network can generate visually interpretable scale attention maps. We report evaluation results for real users of a learnt dialogue management policy versus a hand-coded policy in the TALK project's "Townlnfo" tourist information system. The learnt policy, for filling and confirming information slots, was derived from COMMUNICATOR (flight-booking) data using reinforcement learning (RL) as described in [2], ported to the tourist information domain (using a general method that we propose here), and tested using 18 human users in 180 dialogues, who also used a state-of-the-art hand- coded dialogue policy embedded in an otherwise identical system. We found that users of the (ported) learned policy had an average gain in perceived task completion of 14.2 (from 67.6 to 81.8 at p < .03), that the hand-coded policy dialogues had on average 3.3 more system turns (p < .01), and that the user satisfaction results were comparable, even though the policy was learned for a different domain. Combining these in a dialogue reward score, we found a 14.4 increase for the learnt policy (a 23.8 relative increase, p < .03). These results are important because they show a) that results for real users are consistent with results for automatic evaluation [2] of learned policies using simulated users [3, 4], b) that a policy learned using linear function approximation over a very large policy space [2] is effective for real users, and c) that policies learned using data for one domain can be used successfully in other domains. We also present a qualitative discussion of the learnt policy.