The dominant framework for off-policy multi-goal reinforcement learning involves estimating goal conditioned Q-value function. When learning to achieve multiple goals, data efficiency is intimately connected with the generalization of the Q-function to new goals. The de-facto paradigm is to approximate Q(s, a, g) using monolithic neural networks. To improve the generalization of the Q-function, we propose a bilinear decomposition that represents the Q-value via a low-rank approximation in the form of a dot product between two vector fields. The first vector field, f(s, a), captures the environment's local dynamics at the state s; whereas the second component, {\phi}(s, g), captures the global relationship between the current state and the goal. We show that our bilinear decomposition scheme substantially improves data efficiency, and has superior transfer to out-of-distribution goals compared to prior methods. Empirical evidence is provided on the simulated Fetch robot task-suite and dexterous manipulation with a Shadow hand.
State-of-the-art deep Q-learning methods update Q-values using state transition tuples sampled from the experience replay buffer. This strategy often uniformly and randomly samples or prioritizes data sampling based on measures such as the temporal difference (TD) error. Such sampling strategies can be inefficient at learning Q-function because a state's Q-value depends on the Q-value of successor states. If the data sampling strategy ignores the precision of the Q-value estimate of the next state, it can lead to useless and often incorrect updates to the Q-values. To mitigate this issue, we organize the agent's experience into a graph that explicitly tracks the dependency between Q-values of states. Each edge in the graph represents a transition between two states by executing a single action. We perform value backups via a breadth-first search starting from that expands vertices in the graph starting from the set of terminal states and successively moving backward. We empirically show that our method is substantially more data-efficient than several baselines on a diverse range of goal-reaching tasks. Notably, the proposed method also outperforms baselines that consume more batches of training experience and operates from high-dimensional observational data such as images.
We present a strong baseline that surpasses the performance of previously published methods on the Habitat Challenge task of navigating to a target object in indoor environments. Our method is motivated from primary failure modes of prior state-of-the-art: poor exploration, inaccurate object identification, and agent getting trapped due to imprecise map construction. We make three contributions to mitigate these issues: (i) First, we show that existing map-based methods fail to effectively use semantic clues for exploration. We present a semantic-agnostic exploration strategy (called Stubborn) without any learning that surprisingly outperforms prior work. (ii) We propose a strategy for integrating temporal information to improve object identification. (iii) Lastly, due to inaccurate depth observation the agent often gets trapped in small regions. We develop a multi-scale collision map for obstacle identification that mitigates this issue.
Deep reinforcement learning (DRL) has been demonstrated to provide promising results in several challenging decision making and control tasks. However, the required inference costs of deep neural networks (DNNs) could prevent DRL from being applied to mobile robots which cannot afford high energy-consuming computations. To enable DRL methods to be affordable in such energy-limited platforms, we propose an asymmetric architecture that reduces the overall inference costs via switching between a computationally expensive policy and an economic one. The experimental results evaluated on a number of representative benchmark suites for robotic control tasks demonstrate that our method is able to reduce the inference costs while retaining the agent's overall performance.
The concept of utilizing multi-step returns for updating value functions has been adopted in deep reinforcement learning (DRL) for a number of years. Updating value functions with different backup lengths provides advantages in different aspects, including bias and variance of value estimates, convergence speed, and exploration behavior of the agent. Conventional methods such as TD-lambda leverage these advantages by using a target value equivalent to an exponential average of different step returns. Nevertheless, integrating step returns into a single target sacrifices the diversity of the advantages offered by different step return targets. To address this issue, we propose Mixture Bootstrapped DQN (MB-DQN) built on top of bootstrapped DQN, and uses different backup lengths for different bootstrapped heads. MB-DQN enables heterogeneity of the target values that is unavailable in approaches relying only on a single target value. As a result, it is able to maintain the advantages offered by different backup lengths. In this paper, we first discuss the motivational insights through a simple maze environment. In order to validate the effectiveness of MB-DQN, we perform experiments on the Atari 2600 benchmark environments, and demonstrate the performance improvement of MB-DQN over a number of baseline methods. We further provide a set of ablation studies to examine the impacts of different design configurations of MB-DQN.
Off-policy ensemble reinforcement learning (RL) methods have demonstrated impressive results across a range of RL benchmark tasks. Recent works suggest that directly imitating experts' policies in a supervised manner before or during the course of training enables faster policy improvement for an RL agent. Motivated by these recent insights, we propose Periodic Intra-Ensemble Knowledge Distillation (PIEKD). PIEKD is a learning framework that uses an ensemble of policies to act in the environment while periodically sharing knowledge amongst policies in the ensemble through knowledge distillation. Our experiments demonstrate that PIEKD improves upon a state-of-the-art RL method in sample efficiency on several challenging MuJoCo benchmark tasks. Additionally, we perform ablation studies to better understand PIEKD.
Model-based Reinforcement Learning (MBRL) allows data-efficient learning which is required in real world applications such as robotics. However, despite the impressive data-efficiency, MBRL does not achieve the final performance of state-of-the-art Model-free Reinforcement Learning (MFRL) methods. We leverage the strengths of both realms and propose an approach that obtains high performance with a small amount of data. In particular, we combine MFRL and Model Predictive Control (MPC). While MFRL's strength in exploration allows us to train a better forward dynamics model for MPC, MPC improves the performance of the MFRL policy by sampling-based planning. The experimental results in standard continuous control benchmarks show that our approach can achieve MFRL`s level of performance while being as data-efficient as MBRL.
Collecting training data from the physical world is usually time-consuming and even dangerous for fragile robots, and thus, recent advances in robot learning advocate the use of simulators as the training platform. Unfortunately, the reality gap between synthetic and real visual data prohibits direct migration of the models trained in virtual worlds to the real world. This paper proposes a modular architecture for tackling the virtual-to-real problem. The proposed architecture separates the learning model into a perception module and a control policy module, and uses semantic image segmentation as the meta representation for relating these two modules. The perception module translates the perceived RGB image to semantic image segmentation. The control policy module is implemented as a deep reinforcement learning agent, which performs actions based on the translated image segmentation. Our architecture is evaluated in an obstacle avoidance task and a target following task. Experimental results show that our architecture significantly outperforms all of the baseline methods in both virtual and real environments, and demonstrates a faster learning curve than them. We also present a detailed analysis for a variety of variant configurations, and validate the transferability of our modular architecture.
Efficient exploration remains a challenging research problem in reinforcement learning, especially when an environment contains large state spaces, deceptive local optima, or sparse rewards. To tackle this problem, we present a diversity-driven approach for exploration, which can be easily combined with both off- and on-policy reinforcement learning algorithms. We show that by simply adding a distance measure to the loss function, the proposed methodology significantly enhances an agent's exploratory behaviors, and thus preventing the policy from being trapped in local optima. We further propose an adaptive scaling method for stabilizing the learning process. Our experimental results in Atari 2600 show that our method outperforms baseline approaches in several tasks in terms of mean scores and exploration efficiency.
We present an adversarial exploration strategy, a simple yet effective imitation learning scheme that incentivizes exploration of an environment without any extrinsic reward or human demonstration. Our framework consists of a deep reinforcement learning (DRL) agent and an inverse dynamics model contesting with each other. The former collects training samples for the latter, and its objective is to maximize the error of the latter. The latter is trained with samples collected by the former, and generates rewards for the former when it fails to predict the actual action taken by the former. In such a competitive setting, the DRL agent learns to generate samples that the inverse dynamics model fails to predict correctly, and the inverse dynamics model learns to adapt to the challenging samples. We further propose a reward structure that ensures the DRL agent collects only moderately hard samples and not overly hard ones that prevent the inverse model from imitating effectively. We evaluate the effectiveness of our method on several OpenAI gym robotic arm and hand manipulation tasks against a number of baseline models. Experimental results show that our method is comparable to that directly trained with expert demonstrations, and superior to the other baselines even without any human priors.