Direct policy search is one of the most important algorithm of reinforcement learning. However, learning from scratch needs a large amount of experience data and can be easily prone to poor local optima. In addition to that, a partially trained policy tends to perform dangerous action to agent and environment. In order to overcome these challenges, this paper proposed a policy initialization algorithm called Policy Learning based on Completely Behavior Cloning (PLCBC). PLCBC first transforms the Model Predictive Control (MPC) controller into a piecewise affine (PWA) function using multi-parametric programming, and uses a neural network to express this function. By this way, PLCBC can completely clone the MPC controller without any performance loss, and is totally training-free. The experiments show that this initialization strategy can help agent learn at the high reward state region, and converge faster and better.
Broadly speaking, deep reinforcement learning can be roughly classified into two categories. First, reward based methods, including deep Q learning @cite_23 , policy gradient algorithm @cite_31 . Second, imitation based methods, including naive supervised learning, Dataset Aggregation (DAgger) @cite_10 , Guided Policy Search (GPS) @cite_26 .
@cite_31 @cite_26 @cite_10 @cite_23
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Deep learning techniques have shown success in learning from raw high-dimensional data in various applications. While deep reinforcement learning is recently gaining popularity as a method to train intelligent agents, utilizing deep learning in imitation learning has been scarcely explored. Imitation learning can be an efficient method to teach intelligent agents by providing a set of demonstrations to learn from. However, generalizing to situations that are not represented in the demonstrations can be challenging, especially in 3D environments. In this paper, we propose a deep imitation learning method to learn navigation tasks from demonstrations in a 3D environment. The supervised policy is refined using active learning in order to generalize to unseen situations. This approach is compared to two popular deep reinforcement learning techniques: deep-Q-networks and Asynchronous actor-critic (A3C). The proposed method as well as the reinforcement learning methods employ deep convolutional neural networks and learn directly from raw visual input. Methods for combining learning from demonstrations and experience are also investigated. This combination aims to join the generalization ability of learning by experience with the efficiency of learning by imitation. The proposed methods are evaluated on 4 navigation tasks in a 3D simulated environment. Navigation tasks are a typical problem that is relevant to many real applications. They pose the challenge of requiring demonstrations of long trajectories to reach the target and only providing delayed rewards (usually terminal) to the agent. The experiments show that the proposed method can successfully learn navigation tasks from raw visual input while learning from experience methods fail to learn an effective policy. Moreover, it is shown that active learning can significantly improve the performance of the initially learned policy using a small number of active samples. Deep reinforcement learning has achieved great progress recently in domains such as learning to play Atari games from raw pixel input. The model-free characteristics of reinforcement learning free us from hand-encoding complex policies. However, for real world tasks such as autonomous driving, there are some complex sequential decision making processes that contain distinct behaviors. Due to the delayed rewards and the averaged gradient, it is pretty difficult for a flat deep reinforcement learning algorithm to learn a good policy. In this paper, we design a hierarchical neural network policy and propose a hierarchical policy gradient method to train the network with the semi markov decision process (SMDP) temporal abstraction formulation. We apply this method to a traffic light passing scenario in autonomous driving, where the vehicle has two distinct behaviors (e.g., pass and stop) and its primitive actions (e.g., acceleration) should follow the corresponding behavior. We show via simulation that our method is able to select correct decision and acts appropriately when the traffic light turns yellow. On the contrary, the flat reinforcement learning algorithm is not able to achieve a good performance and exhibits a large variance. Furthermore, the trained neural network modules are reusable in the future to cover more scenarios. To use deep reinforcement learning in the wild, we might hope for an agent that can avoid catastrophic mistakes. Unfortunately, even in simple environments, the popular deep Q-network (DQN) algorithm is doomed by a Sisyphean curse. Owing to the use of function approximation, these agents eventually forget experiences as they become exceedingly unlikely under a new policy. Consequently, for as long as they continue to train, DQNs may periodically relive catastrophic mistakes. Many real-world environments where people might be injured exhibit a special structure. We know a priori that catastrophes are not only bad, but that agents need not ever get near to a catastrophe state. In this paper, we exploit this structure to learn a reward-shaping that accelerates learning and guards oscillating policies against repeated catastrophes. First, we demonstrate unacceptable performance of DQNs on two toy problems. We then introduce intrinsic fear, a new method that mitigates these problems by avoiding dangerous states. Our approach incorporates a second model trained via supervised learning to predict the probability of catastrophe within a short number of steps. This score then acts to penalize the Q-learning objective, shaping the reward function away from catastrophic states. Deep reinforcement learning (RL) has achieved many recent successes, yet experiment turn-around time remains a key bottleneck in research and in practice. We investigate how to optimize existing deep RL algorithms for modern computers, specifically for a combination of CPUs and GPUs. We confirm that both policy gradient and Q-value learning algorithms can be adapted to learn using many parallel simulator instances. We further find it possible to train using batch sizes considerably larger than are standard, without negatively affecting sample complexity or final performance. We leverage these facts to build a unified framework for parallelization that dramatically hastens experiments in both classes of algorithm. All neural network computations use GPUs, accelerating both data collection and training. Our results include using an entire NVIDIA DGX-1 to learn successful strategies in Atari games in single-digit minutes, using both synchronous and asynchronous algorithms.