Category Archives: Applications Of Reinforcement Learning To Robots

Human interaction with the RL process

Celemin, C., Ruiz-del-Solar, J. & Kober, A fast hybrid reinforcement learning framework with human corrective feedback, Auton Robot (2019) 43: 1173, DOI: 10.1007/s10514-018-9786-6.

Reinforcement Learning agents can be supported by feedback from human teachers in the learning loop that guides the learning process. In this work we propose two hybrid strategies of Policy Search Reinforcement Learning and Interactive Machine Learning that benefit from both sources of information, the cost function and the human corrective feedback, for accelerating the convergence and improving the final performance of the learning process. Experiments with simulated and real systems of balancing tasks and a 3 DoF robot arm validate the advantages of the proposed learning strategies: (i) they speed up the convergence of the learning process between 3 and 30 times, saving considerable time during the agent adaptation, and (ii) they allow including non-expert feedback because they have low sensibility to erroneous human advice.

Improving Q-learning by initialization of the Q matrix and a nice related work of that approach

Ee Soong Low, Pauline Ong, Kah Chun Cheah, Solving the optimal path planning of a mobile robot using improved Q-learning, Robotics and Autonomous Systems, Volume 115, 2019, Pages 143-161, DOI: 10.1016/j.robot.2019.02.013.

Q-learning, a type of reinforcement learning, has gained increasing popularity in autonomous mobile robot path planning recently, due to its self-learning ability without requiring a priori model of the environment. Yet, despite such advantage, Q-learning exhibits slow convergence to the optimal solution. In order to address this limitation, the concept of partially guided Q-learning is introduced wherein, the flower pollination algorithm (FPA) is utilized to improve the initialization of Q-learning. Experimental evaluation of the proposed improved Q-learning under the challenging environment with a different layout of obstacles shows that the convergence of Q-learning can be accelerated when Q-values are initialized appropriately using the FPA. Additionally, the effectiveness of the proposed algorithm is validated in a real-world experiment using a three-wheeled mobile robot.

RL and Inverse RL based on MDPs for autonomous vehicles, and a nice historical review of the topic of a.v.

Changxi You, Jianbo Lu, Dimitar Filev, Panagiotis Tsiotras, Advanced planning for autonomous vehicles using reinforcement learning and deep inverse reinforcement learning, Robotics and Autonomous Systems, Volume 114, 2019, Pages 1-18 DOI: 10.1016/j.robot.2019.01.003.

Autonomous vehicles promise to improve traffic safety while, at the same time, increase fuel efficiency and reduce congestion. They represent the main trend in future intelligent transportation systems. This paper concentrates on the planning problem of autonomous vehicles in traffic. We model the interaction between the autonomous vehicle and the environment as a stochastic Markov decision process (MDP) and consider the driving style of an expert driver as the target to be learned. The road geometry is taken into consideration in the MDP model in order to incorporate more diverse driving styles. The desired, expert-like driving behavior of the autonomous vehicle is obtained as follows: First, we design the reward function of the corresponding MDP and determine the optimal driving strategy for the autonomous vehicle using reinforcement learning techniques. Second, we collect a number of demonstrations from an expert driver and learn the optimal driving strategy based on data using inverse reinforcement learning. The unknown reward function of the expert driver is approximated using a deep neural-network (DNN). We clarify and validate the application of the maximum entropy principle (MEP) to learn the DNN reward function, and provide the necessary derivations for using the maximum entropy principle to learn a parameterized feature (reward) function. Simulated results demonstrate the desired driving behaviors of an autonomous vehicle using both the reinforcement learning and inverse reinforcement learning techniques.

A new model of reinforcement learning based on the human brain that copes with continuous spaces through continuous rewards, with a short but nice state-of-the-art of RL applied to large, continuous spaces

Feifei Zhao, Yi Zeng, Guixiang Wang, Jun Bai, Bo Xu, A Brain-Inspired Decision Making Model Based on Top-Down Biasing of Prefrontal Cortex to Basal Ganglia and Its Application in Autonomous UAV Explorations, Cognitive Computation, Volume 10, Issue 2, pp 296–306, DOI: 10.1007/s12559-017-9511-3.

Decision making is a fundamental ability for intelligent agents (e.g., humanoid robots and unmanned aerial vehicles). During decision making process, agents can improve the strategy for interacting with the dynamic environment through reinforcement learning. Many state-of-the-art reinforcement learning models deal with relatively smaller number of state-action pairs, and the states are preferably discrete, such as Q-learning and Actor-Critic algorithms. While in practice, in many scenario, the states are continuous and hard to be properly discretized. Better autonomous decision making methods need to be proposed to handle these problems. Inspired by the mechanism of decision making in human brain, we propose a general computational model, named as prefrontal cortex-basal ganglia (PFC-BG) algorithm. The proposed model is inspired by the biological reinforcement learning pathway and mechanisms from the following perspectives: (1) Dopamine signals continuously update reward-relevant information for both basal ganglia and working memory in prefrontal cortex. (2) We maintain the contextual reward information in working memory. This has a top-down biasing effect on reinforcement learning in basal ganglia. The proposed model separates the continuous states into smaller distinguishable states, and introduces continuous reward function for each state to obtain reward information at different time. To verify the performance of our model, we apply it to many UAV decision making experiments, such as avoiding obstacles and flying through window and door, and the experiments support the effectiveness of the model. Compared with traditional Q-learning and Actor-Critic algorithms, the proposed model is more biologically inspired, and more accurate and faster to make decision.

An interesting model of Basal Ganglia that performs similarly to Q learning when applied to a robot

Y. Zeng, G. Wang and B. Xu, A Basal Ganglia Network Centric Reinforcement Learning Model and Its Application in Unmanned Aerial Vehicle, IEEE Transactions on Cognitive and Developmental Systems, vol. 10, no. 2, pp. 290-303 DOI: 10.1109/TCDS.2017.2649564.

Reinforcement learning brings flexibility and generality for machine learning, while most of them are mathematical optimization driven approaches, and lack of cognitive and neural evidence. In order to provide a more cognitive and neural mechanisms driven foundation and validate its applicability in complex task, we develop a basal ganglia (BG) network centric reinforcement learning model. Compared to existing work on modeling BG, this paper is unique from the following perspectives: 1) the orbitofrontal cortex (OFC) is taken into consideration. OFC is critical in decision making because of its responsibility for reward representation and is critical in controlling the learning process, while most of the BG centric models do not include OFC; 2) to compensate the inaccurate memory of numeric values, precise encoding is proposed to enable working memory system remember important values during the learning process. The method combines vector convolution and the idea of storage by digit bit and is efficient for accurate value storage; and 3) for information coding, the Hodgkin-Huxley model is used to obtain a more biological plausible description of action potential with plenty of ionic activities. To validate the effectiveness of the proposed model, we apply the model to the unmanned aerial vehicle (UAV) autonomous learning process in a 3-D environment. Experimental results show that our model is able to give the UAV the ability of free exploration in the environment and has comparable learning speed as the Q learning algorithm, while the major advances for our model is that it is with solid cognitive and neural basis.

Multi-agent reinfocerment learning for working with high-dimensional spaces

David L. Leottau, Javier Ruiz-del-Solar, Robert Babuška, Decentralized Reinforcement Learning of Robot Behaviors, Artificial Intelligence, Volume 256, 2018, Pages 130-159, DOI: 10.1016/j.artint.2017.12.001.

A multi-agent methodology is proposed for Decentralized Reinforcement Learning (DRL) of individual behaviors in problems where multi-dimensional action spaces are involved. When using this methodology, sub-tasks are learned in parallel by individual agents working toward a common goal. In addition to proposing this methodology, three specific multi agent DRL approaches are considered: DRL-Independent, DRL Cooperative-Adaptive (CA), and DRL-Lenient. These approaches are validated and analyzed with an extensive empirical study using four different problems: 3D Mountain Car, SCARA Real-Time Trajectory Generation, Ball-Dribbling in humanoid soccer robotics, and Ball-Pushing using differential drive robots. The experimental validation provides evidence that DRL implementations show better performances and faster learning times than their centralized counterparts, while using less computational resources. DRL-Lenient and DRL-CA algorithms achieve the best final performances for the four tested problems, outperforming their DRL-Independent counterparts. Furthermore, the benefits of the DRL-Lenient and DRL-CA are more noticeable when the problem complexity increases and the centralized scheme becomes intractable given the available computational resources and training time.

Using interactive reinforcement learning with the advisor being another reinforcement learning agent

Francisco Cruz, Sven Magg, Yukie Nagai & Stefan Wermter, Improving interactive reinforcement learning: What makes a good teacher?, Connection Science, DOI: 10.1080/09540091.2018.1443318.

Interactive reinforcement learning (IRL) has become an important apprenticeship approach to speed up convergence in classic reinforcement learning (RL) problems. In this regard, a variant of IRL is policy shaping which uses a parent-like trainer to propose the next action to be performed and by doing so reduces the search space by advice. On some occasions, the trainer may be another artificial agent which in turn was trained using RL methods to afterward becoming an advisor for other learner-agents. In this work, we analyse internal representations and characteristics of artificial agents to determine which agent may outperform others to become a better trainer-agent. Using a polymath agent, as compared to a specialist agent, an advisor leads to a larger reward and faster convergence of the reward signal and also to a more stable behaviour in terms of the state visit frequency of the learner-agents. Moreover, we analyse system interaction parameters in order to determine how influential they are in the apprenticeship process, where the consistency of feedback is much more relevant when dealing with different learner obedience parameters.

Reinforcement learning to recover legged robots from damages

Konstantinos Chatzilygeroudis, Vassilis Vassiliades, Jean-Baptiste Mouret, Reset-free Trial-and-Error Learning for Robot Damage Recovery, Robotics and Autonomous Systems, Volume 100, 2018, Pages 236-250, DOI: 10.1016/j.robot.2017.11.010.

The high probability of hardware failures prevents many advanced robots (e.g., legged robots) from being confidently deployed in real-world situations (e.g., post-disaster rescue). Instead of attempting to diagnose the failures, robots could adapt by trial-and-error in order to be able to complete their tasks. In this situation, damage recovery can be seen as a Reinforcement Learning (RL) problem. However, the best RL algorithms for robotics require the robot and the environment to be reset to an initial state after each episode, that is, the robot is not learning autonomously. In addition, most of the RL methods for robotics do not scale well with complex robots (e.g., walking robots) and either cannot be used at all or take too long to converge to a solution (e.g., hours of learning). In this paper, we introduce a novel learning algorithm called “Reset-free Trial-and-Error” (RTE) that (1) breaks the complexity by pre-generating hundreds of possible behaviors with a dynamics simulator of the intact robot, and (2) allows complex robots to quickly recover from damage while completing their tasks and taking the environment into account. We evaluate our algorithm on a simulated wheeled robot, a simulated six-legged robot, and a real six-legged walking robot that are damaged in several ways (e.g., a missing leg, a shortened leg, faulty motor, etc.) and whose objective is to reach a sequence of targets in an arena. Our experiments show that the robots can recover most of their locomotion abilities in an environment with obstacles, and without any human intervention.

Using bad results during policy iteration, and not only good ones, to improve the learning process

A. Colomé and C. Torras, Dual REPS: A Generalization of Relative Entropy Policy Search Exploiting Bad Experiences, IEEE Transactions on Robotics, vol. 33, no. 4, pp. 978-985, DOI: 10.1109/TRO.2017.2679202.

Policy search (PS) algorithms are widely used for their simplicity and effectiveness in finding solutions for robotic problems. However, most current PS algorithms derive policies by statistically fitting the data from the best experiments only. This means that experiments yielding a poor performance are usually discarded or given too little influence on the policy update. In this paper, we propose a generalization of the relative entropy policy search (REPS) algorithm that takes bad experiences into consideration when computing a policy. The proposed approach, named dual REPS (DREPS) following the philosophical interpretation of the duality between good and bad, finds clusters of experimental data yielding a poor behavior and adds them to the optimization problem as a repulsive constraint. Thus, considering that there is a duality between good and bad data samples, both are taken into account in the stochastic search for a policy. Additionally, a cluster with the best samples may be included as an attractor to enforce faster convergence to a single optimal solution in multimodal problems. We first tested our proposed approach in a simulated reinforcement learning setting and found that DREPS considerably speeds up the learning process, especially during the early optimization steps and in cases where other approaches get trapped in between several alternative maxima. Further experiments in which a real robot had to learn a task with a multimodal reward function confirm the advantages of our proposed approach with respect to REPS.

Reinforcement learning to learn the model of the world intrinsically motivated

Todd Hester, Peter Stone, Intrinsically motivated model learning for developing curious robots, Artificial Intelligence, Volume 247, June 2017, Pages 170-186, ISSN 0004-3702, DOI: 10.1016/j.artint.2015.05.002.

Reinforcement Learning (RL) agents are typically deployed to learn a specific, concrete task based on a pre-defined reward function. However, in some cases an agent may be able to gain experience in the domain prior to being given a task. In such cases, intrinsic motivation can be used to enable the agent to learn a useful model of the environment that is likely to help it learn its eventual tasks more efficiently. This paradigm fits robots particularly well, as they need to learn about their own dynamics and affordances which can be applied to many different tasks. This article presents the texplore with Variance-And-Novelty-Intrinsic-Rewards algorithm (texplore-vanir), an intrinsically motivated model-based RL algorithm. The algorithm learns models of the transition dynamics of a domain using random forests. It calculates two different intrinsic motivations from this model: one to explore where the model is uncertain, and one to acquire novel experiences that the model has not yet been trained on. This article presents experiments demonstrating that the combination of these two intrinsic rewards enables the algorithm to learn an accurate model of a domain with no external rewards and that the learned model can be used afterward to perform tasks in the domain. While learning the model, the agent explores the domain in a developing and curious way, progressively learning more complex skills. In addition, the experiments show that combining the agent’s intrinsic rewards with external task rewards enables the agent to learn faster than using external rewards alone. We also present results demonstrating the applicability of this approach to learning on robots.