Imitation learning holds the promise to address challenging robotic tasks such as autonomous navigation. It however requires a human supervisor to oversee the training process and send correct control commands to robots without feedback, which is always prone to error and expensive. To minimize human involvement and avoid manual labeling of data in the robotic autonomous navigation with imitation learning, this paper proposes a novel semi-supervised imitation learning solution based on a multi-sensory design. This solution includes a suboptimal sensor policy based on sensor fusion to automatically label states encountered by a robot to avoid human supervision during training. In addition, a recording policy is developed to throttle the adversarial affect of learning too much from the suboptimal sensor policy. This solution allows the robot to learn a navigation policy in a self-supervised manner. With extensive experiments in indoor environments, this solution can achieve near human performance in most of the tasks and even surpasses human performance in case of unexpected events such as hardware failures or human operation errors. To best of our knowledge, this is the first work that synthesizes sensor fusion and imitation learning to enable robotic autonomous navigation in the real world without human supervision.
Recently, deep reinforcement learning (DRL) @cite_4 has been attracted a lot attention in the robotic control field. Many works based on DRL have been performed to address robotic navigation tasks. In @cite_12 , the authors train a DQN (deep q learning) agent @cite_4 to cross an intersection in simulation. Another work proposes a simulated environment to train a DRL agent to reach a target position in indoor environments @cite_11 . @cite_8 proposes deep deterministic policy gradient (DDPG) to train an agent to avoid dynamic obstacles in simulation. These methods however are all constrained in simulated settings where damage to the agents is not a concern. Applying DRL to real environments is still challenging. Many researchers attempt to address this problem by transferring learned DRL policies from simulation to real world navigation tasks @cite_15 @cite_19 . The difference between simulated environments and the real world settings makes this adaption difficult.
@cite_4 @cite_8 @cite_19 @cite_15 @cite_12 @cite_11
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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. Abstract: We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs. 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 Bridging the ‘reality gap’ that separates simulated robotics from experiments on hardware could accelerate robotic research through improved data availability. This paper explores domain randomization, a simple technique for training models on simulated images that transfer to real images by randomizing rendering in the simulator. With enough variability in the simulator, the real world may appear to the model as just another variation. We focus on the task of object localization, which is a stepping stone to general robotic manipulation skills. We find that it is possible to train a real-world object detector that is accurate to 1.5 cm and robust to distractors and partial occlusions using only data from a simulator with non-realistic random textures. To demonstrate the capabilities of our detectors, we show they can be used to perform grasping in a cluttered environment. To our knowledge, this is the first successful transfer of a deep neural network trained only on simulated RGB images (without pre-training on real images) to the real world for the purpose of robotic control. Providing an efficient strategy to navigate safely through unsignaled intersections is a difficult task that requires determining the intent of other drivers. We explore the effectiveness of Deep Reinforcement Learning to handle intersection problems. Using recent advances in Deep RL, we are able to learn policies that surpass the performance of a commonly-used heuristic approach in several metrics including task completion time and goal success rate and have limited ability to generalize. We then explore a system's ability to learn active sensing behaviors to enable navigating safely in the case of occlusions. Our analysis, provides insight into the intersection handling problem, the solutions learned by the network point out several shortcomings of current rule-based methods, and the failures of our current deep reinforcement learning system point to future research directions. Two less addressed issues of deep reinforcement learning are (1) lack of generalization capability to new target goals, and (2) data inefficiency i.e., the model requires several (and often costly) episodes of trial and error to converge, which makes it impractical to be applied to real-world scenarios. In this paper, we address these two issues and apply our model to the task of target-driven visual navigation. To address the first issue, we propose an actor-critic model whose policy is a function of the goal as well as the current state, which allows to better generalize. To address the second issue, we propose AI2-THOR framework, which provides an environment with high-quality 3D scenes and physics engine. Our framework enables agents to take actions and interact with objects. Hence, we can collect a huge number of training samples efficiently. We show that our proposed method (1) converges faster than the state-of-the-art deep reinforcement learning methods, (2) generalizes across targets and across scenes, (3) generalizes to a real robot scenario with a small amount of fine-tuning (although the model is trained in simulation), (4) is end-to-end trainable and does not need feature engineering, feature matching between frames or 3D reconstruction of the environment. The supplementary video can be accessed at the following link: this https URL