Autonomous urban driving navigation with complex multi-agent dynamics is under-explored due to the difficulty of learning an optimal driving policy. The traditional modular pipeline heavily relies on hand-designed rules and the pre-processing perception system while the supervised learning-based models are limited by the accessibility of extensive human experience. We present a general and principled Controllable Imitative Reinforcement Learning (CIRL) approach which successfully makes the driving agent achieve higher success rates based on only vision inputs in a high-fidelity car simulator. To alleviate the low exploration efficiency for large continuous action space that often prohibits the use of classical RL on challenging real tasks, our CIRL explores over a reasonably constrained action space guided by encoded experiences that imitate human demonstrations, building upon Deep Deterministic Policy Gradient (DDPG). Moreover, we propose to specialize adaptive policies and steering-angle reward designs for different control signals (i.e. follow, straight, turn right, turn left) based on the shared representations to improve the model capability in tackling with diverse cases. Extensive experiments on CARLA driving benchmark demonstrate that CIRL substantially outperforms all previous methods in terms of the percentage of successfully completed episodes on a variety of goal-directed driving tasks. We also show its superior generalization capability in unseen environments. To our knowledge, this is the first successful case of the learned driving policy through reinforcement learning in the high-fidelity simulator, which performs better-than supervised imitation learning.
Reinforcement learning learns by a trial-and-error fashion, and does not require explicit supervision from human. Deep-RL or RL algorithm has been applied to a wide variety of tasks, such as object recognition @cite_13 @cite_5 @cite_10 @cite_1 @cite_24 , computer games @cite_12 , robot locomotion @cite_34 , scene navigation @cite_9 and autonomous driving in the simulators @cite_22 @cite_15 @cite_38 . The most critical challenges in real-world applications are the high-dimensional large-scale continuous action space. Learning an optimal policy using such exhaustive exploration is prone to be very time-consuming and easy to fall into local optimum after many episodes. It is thus desirable to find a feasible action space that can help speed up the exploration. Our CIRL addresses this issue by leveraging learned experiences by imitation learning to guide the reinforcement driving agent.
@cite_38 @cite_22 @cite_10 @cite_9 @cite_1 @cite_24 @cite_5 @cite_15 @cite_34 @cite_13 @cite_12
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Reinforcement learning is considered as a promising direction for driving policy learning. However, training autonomous driving vehicle with reinforcement learning in real environment involves non-affordable trial-and-error. It is more desirable to first train in a virtual environment and then transfer to the real environment. In this paper, we propose a novel realistic translation network to make model trained in virtual environment be workable in real world. The proposed network can convert non-realistic virtual image input into a realistic one with similar scene structure. Given realistic frames as input, driving policy trained by reinforcement learning can nicely adapt to real world driving. Experiments show that our proposed virtual to real (VR) reinforcement learning (RL) works pretty well. To our knowledge, this is the first successful case of driving policy trained by reinforcement learning that can adapt to real world driving data. Video object segmentation is a fundamental yet challenging task in computer vision community. In this paper, we formulate this problem as a Markov Decision Process, where agents are learned to segment object regions under a deep reinforcement learning framework. Essentially, learning agents for segmentation is nontrivial as segmentation is a nearly continuous decision-making process, where the number of the involved agents (pixels or superpixels) and action steps from the seed (super)pixels to the whole object mask might be incredibly huge. To overcome this difficulty, this paper simplifies the learning of segmentation agents to the learning of a cutting-agent, which only has a limited number of action units and can converge in just a few action steps. The basic assumption is that object segmentation mainly relies on the interaction between object regions and their context. Thus, with an optimal object (box) region and context (box) region, we can obtain the desirable segmentation mask through further inference. Based on this assumption, we establish a novel reinforcement cutting-agent learning framework, where the cutting-agent consists of a cutting-policy network and a cutting-execution network. The former learns policies for deciding optimal object-context box pair, while the latter executes the cutting function based on the inferred object-context box pair. With the collaborative interaction between the two networks, our method can achieve the outperforming VOS performance on two public benchmarks, which demonstrates the rationality of our assumption as well as the effectiveness of the proposed learning framework. Face hallucination is a domain-specific super-resolution problem with the goal to generate high-resolution (HR) faces from low-resolution (LR) input images. In contrast to existing methods that often learn a single patch-to-patch mapping from LR to HR images and are regardless of the contextual interdependency between patches, we propose a novel Attention-aware Face Hallucination (Attention-FH) framework which resorts to deep reinforcement learning for sequentially discovering attended patches and then performing the facial part enhancement by fully exploiting the global interdependency of the image. Specifically, in each time step, the recurrent policy network is proposed to dynamically specify a new attended region by incorporating what happened in the past. The state (i.e., face hallucination result for the whole image) can thus be exploited and updated by the local enhancement network on the selected region. The Attention-FH approach jointly learns the recurrent policy network and local enhancement network through maximizing the long-term reward that reflects the hallucination performance over the whole image. Therefore, our proposed Attention-FH is capable of adaptively personalizing an optimal searching path for each face image according to its own characteristic. Extensive experiments show our approach significantly surpasses the state-of-the-arts on in-the-wild faces with large pose and illumination variations. A natural image usually conveys rich semantic content and can be viewed from different angles. Existing image description methods are largely restricted by small sets of biased visual paragraph annotations, and fail to cover rich underlying semantics. In this paper, we investigate a semi-supervised paragraph generative framework that is able to synthesize diverse and semantically coherent paragraph descriptions by reasoning over local semantic regions and exploiting linguistic knowledge. The proposed Recurrent Topic-Transition Generative Adversarial Network (RTT-GAN) builds an adversarial framework between a structured paragraph generator and multi-level paragraph discriminators. The paragraph generator generates sentences recurrently by incorporating region-based visual and language attention mechanisms at each step. The quality of generated paragraph sentences is assessed by multi-level adversarial discriminators from two aspects, namely, plausibility at sentence level and topic-transition coherence at paragraph level. The joint adversarial training of RTT-GAN drives the model to generate realistic paragraphs with smooth logical transition between sentence topics. Extensive quantitative experiments on image and video paragraph datasets demonstrate the effectiveness of our RTT-GAN in both supervised and semi-supervised settings. Qualitative results on telling diverse stories for an image verify the interpretability of RTT-GAN. Existing object proposal algorithms usually search for possible object regions over multiple locations and scales separately, which ignore the interdependency among different objects and deviate from the human perception procedure. To incorporate global interdependency between objects into object localization, we propose an effective Tree-structured Reinforcement Learning (Tree-RL) approach to sequentially search for objects by fully exploiting both the current observation and historical search paths. The Tree-RL approach learns multiple searching policies through maximizing the long-term reward that reflects localization accuracies over all the objects. Starting with taking the entire image as a proposal, the Tree-RL approach allows the agent to sequentially discover multiple objects via a tree-structured traversing scheme. Allowing multiple near-optimal policies, Tree-RL offers more diversity in search paths and is able to find multiple objects with a single feed-forward pass. Therefore, Tree-RL can better cover different objects with various scales which is quite appealing in the context of object proposal. Experiments on PASCAL VOC 2007 and 2012 validate the effectiveness of the Tree-RL, which can achieve comparable recalls with current object proposal algorithms via much fewer candidate windows. Autonomous driving is a multi-agent setting where the host vehicle must apply sophisticated negotiation skills with other road users when overtaking, giving way, merging, taking left and right turns and while pushing ahead in unstructured urban roadways. Since there are many possible scenarios, manually tackling all possible cases will likely yield a too simplistic policy. Moreover, one must balance between unexpected behavior of other drivers pedestrians and at the same time not to be too defensive so that normal traffic flow is maintained. In this paper we apply deep reinforcement learning to the problem of forming long term driving strategies. We note that there are two major challenges that make autonomous driving different from other robotic tasks. First, is the necessity for ensuring functional safety - something that machine learning has difficulty with given that performance is optimized at the level of an expectation over many instances. Second, the Markov Decision Process model often used in robotics is problematic in our case because of unpredictable behavior of other agents in this multi-agent scenario. We make three contributions in our work. First, we show how policy gradient iterations can be used without Markovian assumptions. Second, we decompose the problem into a composition of a Policy for Desires (which is to be learned) and trajectory planning with hard constraints (which is not learned). The goal of Desires is to enable comfort of driving, while hard constraints guarantees the safety of driving. Third, we introduce a hierarchical temporal abstraction we call an "Option Graph" with a gating mechanism that significantly reduces the effective horizon and thereby reducing the variance of the gradient estimation even further. In this paper we describe a learning framework for a central pattern generator (CPG)-based biped locomotion controller using a policy gradient method. Our goals in this study are to achieve CPG-based biped walking with a 3D hardware humanoid and to develop an efficient learning algorithm with CPG by reducing the dimensionality of the state space used for learning. We demonstrate that an appropriate feedback controller can be acquired within a few thousand trials by numerical simulations and the controller obtained in numerical simulation achieves stable walking with a physical robot in the real world. Numerical simulations and hardware experiments evaluate the walking velocity and stability. The results suggest that the learning algorithm is capable of adapting to environmental changes. Furthermore, we present an online learning scheme with an initial policy for a hardware robot to improve the controller within 200 iterations. Computers still struggle to understand the interdependency of objects in the scene as a whole, e.g., relations between objects or their attributes. Existing methods often ignore global context cues capturing the interactions among different object instances, and can only recognize a handful of types by exhaustively training individual detectors for all possible relationships. To capture such global interdependency, we propose a deep Variation-structured Re-inforcement Learning (VRL) framework to sequentially discover object relationships and attributes in the whole image. First, a directed semantic action graph is built using language priors to provide a rich and compact representation of semantic correlations between object categories, predicates, and attributes. Next, we use a variation-structured traversal over the action graph to construct a small, adaptive action set for each step based on the current state and historical actions. In particular, an ambiguity-aware object mining scheme is used to resolve semantic ambiguity among object categories that the object detector fails to distinguish. We then make sequential predictions using a deep RL framework, incorporating global context cues and semantic embeddings of previously extracted phrases in the state vector. Our experiments on the Visual Relationship Detection (VRD) dataset and the large-scale Visual Genome dataset validate the superiority of VRL, which can achieve significantly better detection results on datasets involving thousands of relationship and attribute types. We also demonstrate that VRL is able to predict unseen types embedded in our action graph by learning correlations on shared graph nodes. An artificial agent is developed that learns to play a diverse range of classic Atari 2600 computer games directly from sensory experience, achieving a performance comparable to that of an expert human player; this work paves the way to building general-purpose learning algorithms that bridge the divide between perception and action.