Research on reinforcement learning has demonstrated promising results in manifold applications and domains. Still, efficiently learning effective robot behaviors is very difficult, due to unstructured scenarios, high uncertainties, and large state dimensionality (e.g. multi-agent systems or hyper-redundant robots). To alleviate this problem, we present DOP, a deep model-based reinforcement learning algorithm, which exploits action values to both (1) guide the exploration of the state space and (2) plan effective policies. Specifically, we exploit deep neural networks to learn Q-functions that are used to attack the curse of dimensionality during a Monte-Carlo tree search. Our algorithm, in fact, constructs upper confidence bounds on the learned value function to select actions optimistically. We implement and evaluate DOP on different scenarios: (1) a cooperative navigation problem, (2) a fetching task for a 7-DOF KUKA robot, and (3) a human-robot handover with a humanoid robot (both in simulation and real). The obtained results show the effectiveness of DOP in the chosen applications, where action values drive the exploration and reduce the computational demand of the planning process while achieving good performance.
Recent trends in reinforcement learning have shown improved generalization capabilities, by exploiting deep learning techniques. For example, @cite_12 use a deep @math -network to learn directly from high-dimensional visual sensory inputs on Atari 2600 games. @cite_16 @cite_17 use deep value networks and policy networks to respectively evaluate board positions and select moves to achieve superhuman performance in Go. @cite_1 , instead, the authors execute multiple agents in parallel, on several instances of the same environment, to learn a variety of tasks using actor-critic with asynchronous gradient descent. Similar advancements have been shown in the robotics domain. For instance, @cite_13 represent policies through deep convolutional neural networks, and train them using a partially observed guided policy search method on real-world manipulation tasks. Moreover, @cite_2 use deep learning in simulation, and propose progressive networks to bridge the reality gap and transfer learned policies from simulation to the real world. Unfortunately, planning and learning with deep networks is computationally demanding (i.e., requires a huge number of heavy simulations). For this reason, @cite_10 introduce I2As to exploit outcome of virtual policy executions, in the Sokoban domain, learned with a deep network.
@cite_10 @cite_1 @cite_2 @cite_16 @cite_13 @cite_12 @cite_17
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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. Reinforcement Learning algorithms can learn complex behavioral patterns for sequential decision making tasks wherein an agent interacts with an environment and acquires feedback in the form of rewards sampled from it. Traditionally, such algorithms make decisions, i.e., select actions to execute, at every single time step of the agent-environment interactions. In this paper, we propose a novel framework, Fine Grained Action Repetition (FiGAR), which enables the agent to decide the action as well as the time scale of repeating it. FiGAR can be used for improving any Deep Reinforcement Learning algorithm which maintains an explicit policy estimate by enabling temporal abstractions in the action space. We empirically demonstrate the efficacy of our framework by showing performance improvements on top of three policy search algorithms in different domains: Asynchronous Advantage Actor Critic in the Atari 2600 domain, Trust Region Policy Optimization in Mujoco domain and Deep Deterministic Policy Gradients in the TORCS car racing domain. Deep reinforcement learning has emerged as a promising and powerful technique for automatically acquiring control policies that can process raw sensory inputs, such as images, and perform complex behaviors. However, extending deep RL to real-world robotic tasks has proven challenging, particularly in safety-critical domains such as autonomous flight, where a trial-and-error learning process is often impractical. In this paper, we explore the following question: can we train vision-based navigation policies entirely in simulation, and then transfer them into the real world to achieve real-world flight without a single real training image? We propose a learning method that we call CAD @math RL, which can be used to perform collision-free indoor flight in the real world while being trained entirely on 3D CAD models. Our method uses single RGB images from a monocular camera, without needing to explicitly reconstruct the 3D geometry of the environment or perform explicit motion planning. Our learned collision avoidance policy is represented by a deep convolutional neural network that directly processes raw monocular images and outputs velocity commands. This policy is trained entirely on simulated images, with a Monte Carlo policy evaluation algorithm that directly optimizes the network's ability to produce collision-free flight. By highly randomizing the rendering settings for our simulated training set, we show that we can train a policy that generalizes to the real world, without requiring the simulator to be particularly realistic or high-fidelity. We evaluate our method by flying a real quadrotor through indoor environments, and further evaluate the design choices in our simulator through a series of ablation studies on depth prediction. For supplementary video see: this https URL In recent years, Deep Reinforcement Learning has made impressive advances in solving several important benchmark problems for sequential decision making. Many control applications use a generic multilayer perceptron (MLP) for non-vision parts of the policy network. In this work, we propose a new neural network architecture for the policy network representation that is simple yet effective. The proposed Structured Control Net (SCN) splits the generic MLP into two separate sub-modules: a nonlinear control module and a linear control module. Intuitively, the nonlinear control is for forward-looking and global control, while the linear control stabilizes the local dynamics around the residual of global control. We hypothesize that this will bring together the benefits of both linear and nonlinear policies: improve training sample efficiency, final episodic reward, and generalization of learned policy, while requiring a smaller network and being generally applicable to different training methods. We validated our hypothesis with competitive results on simulations from OpenAI MuJoCo, Roboschool, Atari, and a custom 2D urban driving environment, with various ablation and generalization tests, trained with multiple black-box and policy gradient training methods. The proposed architecture has the potential to improve upon broader control tasks by incorporating problem specific priors into the architecture. As a case study, we demonstrate much improved performance for locomotion tasks by emulating the biological central pattern generators (CPGs) as the nonlinear part of the architecture.