How can a delivery robot navigate reliably to a destination in a new office building, with minimal prior information? To tackle this challenge, this paper introduces a two-level hierarchical approach, which integrates model-free deep learning and model-based path planning. At the low level, a neural-network motion controller, called the intention-net, is trained end-to-end to provide robust local navigation. The intention-net maps images from a single monocular camera and "intentions" directly to robot controls. At the high level, a path planner uses a crude map, e.g., a 2-D floor plan, to compute a path from the robot's current location to the goal. The planned path provides intentions to the intention-net. Preliminary experiments suggest that the learned motion controller is robust against perceptual uncertainty and by integrating with a path planner, it generalizes effectively to new environments and goals.
 The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of stateof-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8 winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away. Learning from demonstration for motion planning is an ongoing research topic. In this paper we present a model that is able to learn the complex mapping from raw 2D-laser range findings and a target position to the required steering commands for the robot. To our best knowledge, this work presents the first approach that learns a target-oriented end-to-end navigation model for a robotic platform. The supervised model training is based on expert demonstrations generated in simulation with an existing motion planner. We demonstrate that the learned navigation model is directly transferable to previously unseen virtual and, more interestingly, real-world environments. It can safely navigate the robot through obstacle-cluttered environments to reach the provided targets. We present an extensive qualitative and quantitative evaluation of the neural network-based motion planner, and compare it to a grid-based global approach, both in simulation and in real-world experiments. Learning to navigate in complex environments with dynamic elements is an important milestone in developing AI agents. In this work we formulate the navigation question as a reinforcement learning problem and show that data efficiency and task performance can be dramatically improved by relying on additional auxiliary tasks leveraging multimodal sensory inputs. In particular we consider jointly learning the goal-driven reinforcement learning problem with auxiliary depth prediction and loop closure classification tasks. This approach can learn to navigate from raw sensory input in complicated 3D mazes, approaching human-level performance even under conditions where the goal location changes frequently. We provide detailed analysis of the agent behaviour, its ability to localise, and its network activity dynamics, showing that the agent implicitly learns key navigation abilities. Today, there are two major paradigms for vision-based autonomous driving systems: mediated perception approaches that parse an entire scene to make a driving decision, and behavior reflex approaches that directly map an input image to a driving action by a regressor. In this paper, we propose a third paradigm: a direct perception approach to estimate the affordance for driving. We propose to map an input image to a small number of key perception indicators that directly relate to the affordance of a road traffic state for driving. Our representation provides a set of compact yet complete descriptions of the scene to enable a simple controller to drive autonomously. Falling in between the two extremes of mediated perception and behavior reflex, we argue that our direct perception representation provides the right level of abstraction. To demonstrate this, we train a deep Convolutional Neural Network using recording from 12 hours of human driving in a video game and show that our model can work well to drive a car in a very diverse set of virtual environments. We also train a model for car distance estimation on the KITTI dataset. Results show that our direct perception approach can generalize well to real driving images. Source code and data are available on our project website. 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 Policy search methods can allow robots to learn control policies for a wide range of tasks, but practical applications of policy search often require hand-engineered components for perception, state estimation, and low-level control. In this paper, we aim to answer the following question: does training the perception and control systems jointly end-to-end provide better performance than training each component separately? To this end, we develop a method that can be used to learn policies that map raw image observations directly to torques at the robot's motors. The policies are represented by deep convolutional neural networks (CNNs) with 92,000 parameters, and are trained using a guided policy search method, which transforms policy search into supervised learning, with supervision provided by a simple trajectory-centric reinforcement learning method. We evaluate our method on a range of real-world manipulation tasks that require close coordination between vision and control, such as screwing a cap onto a bottle, and present simulated comparisons to a range of prior policy search methods. 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 Most current speech recognition systems use hidden Markov models (HMMs) to deal with the temporal variability of speech and Gaussian mixture models (GMMs) to determine how well each state of each HMM fits a frame or a short window of frames of coefficients that represents the acoustic input. An alternative way to evaluate the fit is to use a feed-forward neural network that takes several frames of coefficients as input and produces posterior probabilities over HMM states as output. Deep neural networks (DNNs) that have many hidden layers and are trained using new methods have been shown to outperform GMMs on a variety of speech recognition benchmarks, sometimes by a large margin. This article provides an overview of this progress and represents the shared views of four research groups that have had recent successes in using DNNs for acoustic modeling in speech recognition. We trained a convolutional neural network (CNN) to map raw pixels from a single front-facing camera directly to steering commands. This end-to-end approach proved surprisingly powerful. With minimum training data from humans the system learns to drive in traffic on local roads with or without lane markings and on highways. It also operates in areas with unclear visual guidance such as in parking lots and on unpaved roads. The system automatically learns internal representations of the necessary processing steps such as detecting useful road features with only the human steering angle as the training signal. We never explicitly trained it to detect, for example, the outline of roads. Compared to explicit decomposition of the problem, such as lane marking detection, path planning, and control, our end-to-end system optimizes all processing steps simultaneously. We argue that this will eventually lead to better performance and smaller systems. Better performance will result because the internal components self-optimize to maximize overall system performance, instead of optimizing human-selected intermediate criteria, e.g., lane detection. Such criteria understandably are selected for ease of human interpretation which doesn't automatically guarantee maximum system performance. Smaller networks are possible because the system learns to solve the problem with the minimal number of processing steps. We used an NVIDIA DevBox and Torch 7 for training and an NVIDIA DRIVE(TM) PX self-driving car computer also running Torch 7 for determining where to drive. The system operates at 30 frames per second (FPS).