This paper introduces a novel backup strategy for Monte-Carlo Tree Search (MCTS) designed for highly stochastic and partially observable Markov decision processes. We adopt a probabilistic approach, modeling both value and action-value nodes as Gaussian distributions. We introduce a novel backup operator that computes value nodes as the Wasserstein barycenter of their action-value children nodes; thus, propagating the uncertainty of the estimate across the tree to the root node. We study our novel backup operator when using a novel combination of $L^1$-Wasserstein barycenter with $\alpha$-divergence, by drawing a notable connection to the generalized mean backup operator. We complement our probabilistic backup operator with two sampling strategies, based on optimistic selection and Thompson sampling, obtaining our Wasserstein MCTS algorithm. We provide theoretical guarantees of asymptotic convergence to the optimal policy, and an empirical evaluation on several stochastic and partially observable environments, where our approach outperforms well-known related baselines.
Deep neural networks (NNs) are known to lack uncertainty estimates and struggle to incorporate new data. We present a method that mitigates these issues by converting NNs from weight space to function space, via a dual parameterization. Importantly, the dual parameterization enables us to formulate a sparse representation that captures information from the entire data set. This offers a compact and principled way of capturing uncertainty and enables us to incorporate new data without retraining whilst retaining predictive performance. We provide proof-of-concept demonstrations with the proposed approach for quantifying uncertainty in supervised learning on UCI benchmark tasks.
Developing reliable autonomous driving algorithms poses challenges in testing, particularly when it comes to safety-critical traffic scenarios involving pedestrians. An open question is how to simulate rare events, not necessarily found in autonomous driving datasets or scripted simulations, but which can occur in testing, and, in the end may lead to severe pedestrian related accidents. This paper presents a method for designing a suicidal pedestrian agent within the CARLA simulator, enabling the automatic generation of traffic scenarios for testing safety of autonomous vehicles (AVs) in dangerous situations with pedestrians. The pedestrian is modeled as a reinforcement learning (RL) agent with two custom reward functions that allow the agent to either arbitrarily or with high velocity to collide with the AV. Instead of significantly constraining the initial locations and the pedestrian behavior, we allow the pedestrian and autonomous car to be placed anywhere in the environment and the pedestrian to roam freely to generate diverse scenarios. To assess the performance of the suicidal pedestrian and the target vehicle during testing, we propose three collision-oriented evaluation metrics. Experimental results involving two state-of-the-art autonomous driving algorithms trained end-to-end with imitation learning from sensor data demonstrate the effectiveness of the suicidal pedestrian in identifying decision errors made by autonomous vehicles controlled by the algorithms.
Reinforcement learning is able to solve complex sequential decision-making tasks but is currently limited by sample efficiency and required computation. To improve sample efficiency, recent work focuses on model-based RL which interleaves model learning with planning. Recent methods further utilize policy learning, value estimation, and, self-supervised learning as auxiliary objectives. In this paper we show that, surprisingly, a simple representation learning approach relying only on a latent dynamics model trained by latent temporal consistency is sufficient for high-performance RL. This applies when using pure planning with a dynamics model conditioned on the representation, but, also when utilizing the representation as policy and value function features in model-free RL. In experiments, our approach learns an accurate dynamics model to solve challenging high-dimensional locomotion tasks with online planners while being 4.1 times faster to train compared to ensemble-based methods. With model-free RL without planning, especially on high-dimensional tasks, such as the DeepMind Control Suite Humanoid and Dog tasks, our approach outperforms model-free methods by a large margin and matches model-based methods' sample efficiency while training 2.4 times faster.
Robot control for tactile feedback-based manipulation can be difficult due to the modeling of physical contacts, partial observability of the environment, and noise in perception and control. This work focuses on solving partial observability of contact-rich manipulation tasks as a Sequence-to-Sequence (Seq2Seq)} Imitation Learning (IL) problem. The proposed Seq2Seq model produces a robot-environment interaction sequence to estimate the partially observable environment state variables. Then, the observed interaction sequence is transformed to a control sequence for the task itself. The proposed Seq2Seq IL for tactile feedback-based manipulation is experimentally validated on a door-open task in a simulated environment and a snap-on insertion task with a real robot. The model is able to learn both tasks from only 50 expert demonstrations, while state-of-the-art reinforcement learning and imitation learning methods fail.
Offline goal-conditioned reinforcement learning (GCRL) can be challenging due to overfitting to the given dataset. To generalize agents' skills outside the given dataset, we propose a goal-swapping procedure that generates additional trajectories. To alleviate the problem of noise and extrapolation errors, we present a general offline reinforcement learning method called deterministic Q-advantage policy gradient (DQAPG). In the experiments, DQAPG outperforms state-of-the-art goal-conditioned offline RL methods in a wide range of benchmark tasks, and goal-swapping further improves the test results. It is noteworthy, that the proposed method obtains good performance on the challenging dexterous in-hand manipulation tasks for which the prior methods failed.
In goal-conditioned offline reinforcement learning, an agent learns from previously collected data to go to an arbitrary goal. Since the offline data only contains a finite number of trajectories, a main challenge is how to generate more data. Goal-swapping generates additional data by switching trajectory goals but while doing so produces a large number of invalid trajectories. To address this issue, we propose prioritized goal-swapping experience replay (PGSER). PGSER uses a pre-trained Q function to assign higher priority weights to goal swapped transitions that allow reaching the goal. In experiments, PGSER significantly improves over baselines in a wide range of benchmark tasks, including challenging previously unsuccessful dexterous in-hand manipulation tasks.
The ability to plan actions on multiple levels of abstraction enables intelligent agents to solve complex tasks effectively. However, learning the models for both low and high-level planning from demonstrations has proven challenging, especially with higher-dimensional inputs. To address this issue, we propose to use reinforcement learning to identify subgoals in expert trajectories by associating the magnitude of the rewards with the predictability of low-level actions given the state and the chosen subgoal. We build a vector-quantized generative model for the identified subgoals to perform subgoal-level planning. In experiments, the algorithm excels at solving complex, long-horizon decision-making problems outperforming state-of-the-art. Because of its ability to plan, our algorithm can find better trajectories than the ones in the training set
State-of-the-art reinforcement learning (RL) algorithms typically use random sampling (e.g., $\epsilon$-greedy) for exploration, but this method fails on hard exploration tasks like Montezuma's Revenge. To address the challenge of exploration, prior works incentivize exploration by rewarding the agent when it visits novel states. Such intrinsic rewards (also called exploration bonus or curiosity) often lead to excellent performance on hard exploration tasks. However, on easy exploration tasks, the agent gets distracted by intrinsic rewards and performs unnecessary exploration even when sufficient task (also called extrinsic) reward is available. Consequently, such an overly curious agent performs worse than an agent trained with only task reward. Such inconsistency in performance across tasks prevents the widespread use of intrinsic rewards with RL algorithms. We propose a principled constrained optimization procedure called Extrinsic-Intrinsic Policy Optimization (EIPO) that automatically tunes the importance of the intrinsic reward: it suppresses the intrinsic reward when exploration is unnecessary and increases it when exploration is required. The results is superior exploration that does not require manual tuning in balancing the intrinsic reward against the task reward. Consistent performance gains across sixty-one ATARI games validate our claim. The code is available at https://github.com/Improbable-AI/eipo.
Offline reinforcement learning, by learning from a fixed dataset, makes it possible to learn agent behaviors without interacting with the environment. However, depending on the quality of the offline dataset, such pre-trained agents may have limited performance and would further need to be fine-tuned online by interacting with the environment. During online fine-tuning, the performance of the pre-trained agent may collapse quickly due to the sudden distribution shift from offline to online data. While constraints enforced by offline RL methods such as a behaviour cloning loss prevent this to an extent, these constraints also significantly slow down online fine-tuning by forcing the agent to stay close to the behavior policy. We propose to adaptively weigh the behavior cloning loss during online fine-tuning based on the agent's performance and training stability. Moreover, we use a randomized ensemble of Q functions to further increase the sample efficiency of online fine-tuning by performing a large number of learning updates. Experiments show that the proposed method yields state-of-the-art offline-to-online reinforcement learning performance on the popular D4RL benchmark. Code is available: \url{https://github.com/zhaoyi11/adaptive_bc}.