State Representation Learning for Control: An Overview <s> State representation learning applications <s> For the challenging pole balancing task we propose a system which uses raw visual input data for reinforcement learning to evolve a control strategy. Therefore we use a neural network --- a deep autoencoder --- to encode the camera images and thus the system states in a low dimensional feature space. The system is compared to controllers that work directly on the motor sensor data. We show that the performances of both systems are settled in the same order of magnitude. <s> BIB001 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> Policy improvement methods seek to optimize the parameters of a policy with respect to a utility function. Owing to current trends involving searching in parameter space (rather than action space) and using reward-weighted averaging (rather than gradient estimation), reinforcement learning algorithms for policy improvement, e.g. PoWER and PI2, are now able to learn sophisticated high-dimensional robot skills. A side-effect of these trends has been that, over the last 15 years, reinforcement learning (RL) algorithms have become more and more similar to evolution strategies such as (μW , λ)-ES and CMA-ES. Evolution strategies treat policy improvement as a black-box optimization problem, and thus do not leverage the problem structure, whereas RL algorithms do. In this paper, we demonstrate how two straightforward simplifications to the state-of-the-art RL algorithm PI2 suffice to convert it into the black-box optimization algorithm (μW, λ)-ES. Furthermore, we show that (μW , λ)-ES empirically outperforms PI2 on the tasks in [36]. It is striking that PI2 and (μW , λ)-ES share a common core, and that the simpler algorithm converges faster and leads to similar or lower final costs. We argue that this difference is due to a third trend in robot skill learning: the predominant use of dynamic movement primitives (DMPs). We show how DMPs dramatically simplify the learning problem, and discuss the implications of this for past and future work on policy improvement for robot skill learning <s> BIB002 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks. <s> BIB003 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> We introduce Embed to Control (E2C), a method for model learning and control of non-linear dynamical systems from raw pixel images. E2C consists of a deep generative model, belonging to the family of variational autoencoders, that learns to generate image trajectories from a latent space in which the dynamics is constrained to be locally linear. Our model is derived directly from an optimal control formulation in latent space, supports long-term prediction of image sequences and exhibits strong performance on a variety of complex control problems. <s> BIB004 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> Robot learning is critically enabled by the availability of appropriate state representations. We propose a robotics-specific approach to learning such state representations. As robots accomplish tasks by interacting with the physical world, we can facilitate representation learning by considering the structure imposed by physics; this structure is reflected in the changes that occur in the world and in the way a robot can effect them. By exploiting this structure in learning, robots can obtain state representations consistent with the aspects of physics relevant to the learning task. We name this prior knowledge about the structure of interactions with the physical world robotic priors. We identify five robotic priors and explain how they can be used to learn pertinent state representations. We demonstrate the effectiveness of this approach in simulated and real robotic experiments with distracting moving objects. We show that our method extracts task-relevant state representations from high-dimensional observations, even in the presence of task-irrelevant distractions. We also show that the state representations learned by our method greatly improve generalization in reinforcement learning. <s> BIB005 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> Disclosed are methods, systems, and apparatus, including computer programs encoded on computer storage media, for training an actor neural network used to select actions to be performed by an agent interacting with an environment. One of the methods includes obtaining a minibatch of experience tuples; and updating current values of the parameters of the actor neural network, comprising: for each experience tuple in the minibatch: processing the training observation and the training action in the experience tuple using a critic neural network to determine a neural network output for the experience tuple, and determining a target neural network output for the experience tuple; updating current values of the parameters of the critic neural network using errors between the target neural network outputs and the neural network outputs; and updating the current values of the parameters of the actor neural network using the critic neural network. <s> BIB006 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> We present a novel deep recurrent neural network architecture that learns to build implicit plans in an end-to-end manner by purely interacting with an environment in reinforcement learning setting. The network builds an internal plan, which is continuously updated upon observation of the next input from the environment. It can also partition this internal representation into contiguous sub- sequences by learning for how long the plan can be committed to - i.e. followed without re-planing. Combining these properties, the proposed model, dubbed STRategic Attentive Writer (STRAW) can learn high-level, temporally abstracted macro- actions of varying lengths that are solely learnt from data without any prior information. These macro-actions enable both structured exploration and economic computation. We experimentally demonstrate that STRAW delivers strong improvements on several ATARI games by employing temporally extended planning strategies (e.g. Ms. Pacman and Frostbite). It is at the same time a general algorithm that can be applied on any sequence data. To that end, we also show that when trained on text prediction task, STRAW naturally predicts frequent n-grams (instead of macro-actions), demonstrating the generality of the approach. <s> BIB007 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> For many tasks, tactile or visual feedback is helpful or even crucial. However, designing controllers that take such high-dimensional feedback into account is non-trivial. Therefore, robots should be able to learn tactile skills through trial and error by using reinforcement learning algorithms. The input domain for such tasks, however, might include strongly correlated or non-relevant dimensions, making it hard to specify a suitable metric on such domains. Auto-encoders specialize in finding compact representations, where defining such a metric is likely to be easier. Therefore, we propose a reinforcement learning algorithm that can learn non-linear policies in continuous state spaces, which leverages representations learned using auto-encoders. We first evaluate this method on a simulated toy-task with visual input. Then, we validate our approach on a real-robot tactile stabilization task. <s> BIB008 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> Deep Neural Networks (DNNs) can be used as function approximators in Reinforcement Learning (RL). One advantage of DNNs is that they can cope with large input dimensions. Instead of relying on feature engineering to lower the input dimension, DNNs can extract the features from raw observations. The drawback of this end-to-end learning is that it usually requires a large amount of data, which for real-world control applications is not always available. In this paper, a new algorithm, Model Learning Deep Deterministic Policy Gradient (ML-DDPG), is proposed that combines RL with state representation learning, i.e., learning a mapping from an input vector to a state before solving the RL task. The ML-DDPG algorithm uses a concept we call predictive priors to learn a model network which is subsequently used to pre-train the first layer of the actor and critic networks. Simulation results show that the ML-DDPG can learn reasonable continuous control policies from high-dimensional observations that contain also task-irrelevant information. Furthermore, in some cases, this approach significantly improves the final performance in comparison to end-to-end learning. <s> BIB009 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> Recent approaches in robot perception follow the insight that perception is facilitated by interaction with the environment. These approaches are subsumed under the term Interactive Perception (IP). This view of perception provides the following benefits. First, interaction with the environment creates a rich sensory signal that would otherwise not be present. Second, knowledge of the regularity in the combined space of sensory data and action parameters facilitates the prediction and interpretation of the sensory signal. In this survey, we postulate this as a principle for robot perception and collect evidence in its support by analyzing and categorizing existing work in this area. We also provide an overview of the most important applications of IP. We close this survey by discussing remaining open questions. With this survey, we hope to help define the field of Interactive Perception and to provide a valuable resource for future research. <s> BIB010 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> This paper proposes a novel deep reinforcement learning (RL) architecture, called Value Prediction Network (VPN), which integrates model-free and model-based RL methods into a single neural network. In contrast to typical model-based RL methods, VPN learns a dynamics model whose abstract states are trained to make option-conditional predictions of future values (discounted sum of rewards) rather than of future observations. Our experimental results show that VPN has several advantages over both model-free and model-based baselines in a stochastic environment where careful planning is required but building an accurate observation-prediction model is difficult. Furthermore, VPN outperforms Deep Q-Network (DQN) on several Atari games even with short-lookahead planning, demonstrating its potential as a new way of learning a good state representation. <s> BIB011 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> In recent years, Deep Learning has been successfully applied to multimodal learning problems, with the aim of learning useful joint representations in data fusion applications. When the available modalities consist of time series data such as video, audio and sensor signals, it becomes imperative to consider their temporal structure during the fusion process. In this paper, we propose the Correlational Recurrent Neural Network (CorrRNN), a novel temporal fusion model for fusing multiple input modalities that are inherently temporal in nature. Key features of our proposed model include: (i) simultaneous learning of the joint representation and temporal dependencies between modalities, (ii) use of multiple loss terms in the objective function, including a maximum correlation loss term to enhance learning of cross-modal information, and (iii) the use of an attention model to dynamically adjust the contribution of different input modalities to the joint representation. We validate our model via experimentation on two different tasks: video-and sensor-based activity classification, and audio-visual speech recognition. We empirically analyze the contributions of different components of the proposed CorrRNN model, and demonstrate its robustness, effectiveness and state-of-the-art performance on multiple datasets. <s> BIB012 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> Evolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES. <s> BIB013 </s> State Representation Learning for Control: An Overview <s> State representation learning applications <s> Neuroevolution has proven effective at many reinforcement learning tasks, but does not seem to scale well to high-dimensional controller representations, which are needed for tasks where the input is raw pixel data. We propose a novel method where we train an autoencoder to create a comparatively low-dimensional representation of the environment observation, and then use CMA-ES to train neural network controllers acting on this input data. As the behavior of the agent changes the nature of the input data, the autoencoder training progresses throughout evolution. We test this method in the VizDoom environment built on the classic FPS Doom, where it performs well on a health-pack gathering task. <s> BIB014
The main interest of SRL is to produce a low dimensional state space in which learning a control policy will be more efficient. Indeed, deep reinforcement learning in the observation space has shown spectacular results in control policy learning BIB003 BIB006 BIB007 but is known to be computationally difficult and requires a large amount of data  . Separation of representation learning and policy learning is a way to lighten the complete process. As described in most of the reviewed papers BIB001 BIB004 BIB008 BIB009  BIB002 BIB011 , this approach is used to make reinforcement learning faster in time and/or lighter in computation. SRL can be particularly relevant with multimodal observations that are produced by several complementary sensors with high dimensionality as is, for example, the case of autonomous vehicles. Low dimensional representations are then key to make an algorithm able to take decisions from hidden factors extracted from these complementary sensors. This is for instance the case of representation learning from different temporal signals in  BIB010 . Audio and images are blended in BIB012 while RGB and depth are combined in  . SRL can also be used in a transfer learning setting by taking advantage of a state space learned on a given task to rapidly learn a related task. This is for example the case in BIB005 where a state space related to a robot position is learned in a given navigation task and reused to quickly learn another navigation task. SRL is also used as pretraining for transfer to other applications afterwards such as reinforcement learning BIB009 BIB011 . For concrete examples on SRL application scenarios see Section 4.4. Another case where SRL could be useful is in the application of Evolution Strategies (ES) for robot control learning BIB002 . Evolution strategies are a family of black box optimization algorithms that do not rely on gradient descent and can be an alternative to RL techniques (such as Q-learning and policy gradients) but are less adapted to high-dimensional problems. Indeed, the convergence time of ES algorithm depends on the dimension of the input: the larger the dimension is, the larger amount of solutions ES has to explore BIB002 . ES optimization methods have shown to be efficient for deep reinforcement learning BIB013 but they could then take a clear advantage of a lower dimension input to explore faster the parameter space than using raw data BIB014 .