Abstract:Value-based Reinforcement Learning (RL) methods rely on the application of the Bellman operator, which needs to be approximated from samples. Most approaches consist of an iterative scheme alternating the application of the Bellman operator and a subsequent projection step onto a considered function space. However, we observe that these algorithms can be improved by considering multiple iterations of the Bellman operator at once. Thus, we introduce iterated $Q$-Networks (iQN), a novel approach that learns a sequence of $Q$-function approximations where each $Q$-function serves as the target for the next one in a chain of consecutive Bellman iterations. We demonstrate that iQN is theoretically sound and show how it can be seamlessly used in value-based and actor-critic methods. We empirically demonstrate its advantages on Atari $2600$ games and in continuous-control MuJoCo environments.
Abstract:We consider a sequential decision making task, where the goal is to optimize an unknown function without evaluating parameters that violate an a~priori unknown (safety) constraint. A common approach is to place a Gaussian process prior on the unknown functions and allow evaluations only in regions that are safe with high probability. Most current methods rely on a discretization of the domain and cannot be directly extended to the continuous case. Moreover, the way in which they exploit regularity assumptions about the constraint introduces an additional critical hyperparameter. In this paper, we propose an information-theoretic safe exploration criterion that directly exploits the GP posterior to identify the most informative safe parameters to evaluate. The combination of this exploration criterion with a well known Bayesian optimization acquisition function yields a novel safe Bayesian optimization selection criterion. Our approach is naturally applicable to continuous domains and does not require additional explicit hyperparameters. We theoretically analyze the method and show that we do not violate the safety constraint with high probability and that we learn about the value of the safe optimum up to arbitrary precision. Empirical evaluations demonstrate improved data-efficiency and scalability.
Abstract:Hidden Markov Models with an underlying Mixture of Gaussian structure have proven effective in learning Human-Robot Interactions from demonstrations for various interactive tasks via Gaussian Mixture Regression. However, a mismatch occurs when segmenting the interaction using only the observed state of the human compared to the joint state of the human and the robot. To enhance this underlying segmentation and subsequently the predictive abilities of such Gaussian Mixture-based approaches, we take a hierarchical approach by learning an additional mixture distribution on the states at the transition boundary. This helps prevent misclassifications that usually occur in such states. We find that our framework improves the performance of the underlying Gaussian Mixture-based approach, which we evaluate on various interactive tasks such as handshaking and fistbumps.
Abstract:Bimanual handovers are crucial for transferring large, deformable or delicate objects. This paper proposes a framework for generating kinematically constrained human-like bimanual robot motions to ensure seamless and natural robot-to-human object handovers. We use a Hidden Semi-Markov Model (HSMM) to reactively generate suitable response trajectories for a robot based on the observed human partner's motion. The trajectories are adapted with task space constraints to ensure accurate handovers. Results from a pilot study show that our approach is perceived as more human--like compared to a baseline Inverse Kinematics approach.
Abstract:A molecule's 2D representation consists of its atoms, their attributes, and the molecule's covalent bonds. A 3D (geometric) representation of a molecule is called a conformer and consists of its atom types and Cartesian coordinates. Every conformer has a potential energy, and the lower this energy, the more likely it occurs in nature. Most existing machine learning methods for molecular property prediction consider either 2D molecular graphs or 3D conformer structure representations in isolation. Inspired by recent work on using ensembles of conformers in conjunction with 2D graph representations, we propose E(3)-invariant molecular conformer aggregation networks. The method integrates a molecule's 2D representation with that of multiple of its conformers. Contrary to prior work, we propose a novel 2D--3D aggregation mechanism based on a differentiable solver for the \emph{Fused Gromov-Wasserstein Barycenter} problem and the use of an efficient online conformer generation method based on distance geometry. We show that the proposed aggregation mechanism is E(3) invariant and provides an efficient GPU implementation. Moreover, we demonstrate that the aggregation mechanism helps to outperform state-of-the-art property prediction methods on established datasets significantly.
Abstract:We study the benefit of sharing representations among tasks to enable the effective use of deep neural networks in Multi-Task Reinforcement Learning. We leverage the assumption that learning from different tasks, sharing common properties, is helpful to generalize the knowledge of them resulting in a more effective feature extraction compared to learning a single task. Intuitively, the resulting set of features offers performance benefits when used by Reinforcement Learning algorithms. We prove this by providing theoretical guarantees that highlight the conditions for which is convenient to share representations among tasks, extending the well-known finite-time bounds of Approximate Value-Iteration to the multi-task setting. In addition, we complement our analysis by proposing multi-task extensions of three Reinforcement Learning algorithms that we empirically evaluate on widely used Reinforcement Learning benchmarks showing significant improvements over the single-task counterparts in terms of sample efficiency and performance.
Abstract:Approximate value iteration~(AVI) is a family of algorithms for reinforcement learning~(RL) that aims to obtain an approximation of the optimal value function. Generally, AVI algorithms implement an iterated procedure where each step consists of (i) an application of the Bellman operator and (ii) a projection step into a considered function space. Notoriously, the Bellman operator leverages transition samples, which strongly determine its behavior, as uninformative samples can result in negligible updates or long detours, whose detrimental effects are further exacerbated by the computationally intensive projection step. To address these issues, we propose a novel alternative approach based on learning an approximate version of the Bellman operator rather than estimating it through samples as in AVI approaches. This way, we are able to (i) generalize across transition samples and (ii) avoid the computationally intensive projection step. For this reason, we call our novel operator projected Bellman operator (PBO). We formulate an optimization problem to learn PBO for generic sequential decision-making problems, and we theoretically analyze its properties in two representative classes of RL problems. Furthermore, we theoretically study our approach under the lens of AVI and devise algorithmic implementations to learn PBO in offline and online settings by leveraging neural network parameterizations. Finally, we empirically showcase the benefits of PBO w.r.t. the regular Bellman operator on several RL problems.
Abstract:Peer learning is a novel high-level reinforcement learning framework for agents learning in groups. While standard reinforcement learning trains an individual agent in trial-and-error fashion, all on its own, peer learning addresses a related setting in which a group of agents, i.e., peers, learns to master a task simultaneously together from scratch. Peers are allowed to communicate only about their own states and actions recommended by others: "What would you do in my situation?". Our motivation is to study the learning behavior of these agents. We formalize the teacher selection process in the action advice setting as a multi-armed bandit problem and therefore highlight the need for exploration. Eventually, we analyze the learning behavior of the peers and observe their ability to rank the agents' performance within the study group and understand which agents give reliable advice. Further, we compare peer learning with single agent learning and a state-of-the-art action advice baseline. We show that peer learning is able to outperform single-agent learning and the baseline in several challenging discrete and continuous OpenAI Gym domains. Doing so, we also show that within such a framework complex policies from action recommendations beyond discrete action spaces can evolve.
Abstract:We consider the problem of quantifying uncertainty over expected cumulative rewards in model-based reinforcement learning. In particular, we focus on characterizing the variance over values induced by a distribution over MDPs. Previous work upper bounds the posterior variance over values by solving a so-called uncertainty Bellman equation (UBE), but the over-approximation may result in inefficient exploration. We propose a new UBE whose solution converges to the true posterior variance over values and leads to lower regret in tabular exploration problems. We identify challenges to apply the UBE theory beyond tabular problems and propose a suitable approximation. Based on this approximation, we introduce a general-purpose policy optimization algorithm, Q-Uncertainty Soft Actor-Critic (QU-SAC), that can be applied for either risk-seeking or risk-averse policy optimization with minimal changes. Experiments in both online and offline RL demonstrate improved performance compared to other uncertainty estimation methods.
Abstract:Optical tactile sensors have recently become popular. They provide high spatial resolution, but struggle to offer fine temporal resolutions. To overcome this shortcoming, we study the idea of replacing the RGB camera with an event-based camera and introduce a new event-based optical tactile sensor called Evetac. Along with hardware design, we develop touch processing algorithms to process its measurements online at 1000 Hz. We devise an efficient algorithm to track the elastomer's deformation through the imprinted markers despite the sensor's sparse output. Benchmarking experiments demonstrate Evetac's capabilities of sensing vibrations up to 498 Hz, reconstructing shear forces, and significantly reducing data rates compared to RGB optical tactile sensors. Moreover, Evetac's output and the marker tracking provide meaningful features for learning data-driven slip detection and prediction models. The learned models form the basis for a robust and adaptive closed-loop grasp controller capable of handling a wide range of objects. We believe that fast and efficient event-based tactile sensors like Evetac will be essential for bringing human-like manipulation capabilities to robotics. The sensor design is open-sourced at https://sites.google.com/view/evetac .