970 research outputs found

    A deep reinforcement learning approach for active SLAM

    Get PDF
    In this paper, we formulate the active SLAM paradigm in terms of model-free Deep Reinforcement Learning, embedding the traditional utility functions based on the Theory of Optimal Experimental Design in rewards, and therefore relaxing the intensive computations of classical approaches. We validate such formulation in a complex simulation environment, using a state-of-the-art deep Q-learning architecture with laser measurements as network inputs. Trained agents become capable not only to learn a policy to navigate and explore in the absence of an environment model but also to transfer their knowledge to previously unseen maps, which is a key requirement in robotic exploration

    On learning and generalization in unstructured taskspaces

    Full text link
    L'apprentissage robotique est incroyablement prometteur pour l'intelligence artificielle incarnée, avec un apprentissage par renforcement apparemment parfait pour les robots du futur: apprendre de l'expérience, s'adapter à la volée et généraliser à des scénarios invisibles. Cependant, notre réalité actuelle nécessite de grandes quantités de données pour former la plus simple des politiques d'apprentissage par renforcement robotique, ce qui a suscité un regain d'intérêt de la formation entièrement dans des simulateurs de physique efficaces. Le but étant l'intelligence incorporée, les politiques formées à la simulation sont transférées sur du matériel réel pour évaluation; cependant, comme aucune simulation n'est un modèle parfait du monde réel, les politiques transférées se heurtent à l'écart de transfert sim2real: les erreurs se sont produites lors du déplacement des politiques des simulateurs vers le monde réel en raison d'effets non modélisés dans des modèles physiques inexacts et approximatifs. La randomisation de domaine - l'idée de randomiser tous les paramètres physiques dans un simulateur, forçant une politique à être robuste aux changements de distribution - s'est avérée utile pour transférer des politiques d'apprentissage par renforcement sur de vrais robots. En pratique, cependant, la méthode implique un processus difficile, d'essais et d'erreurs, montrant une grande variance à la fois en termes de convergence et de performances. Nous introduisons Active Domain Randomization, un algorithme qui implique l'apprentissage du curriculum dans des espaces de tâches non structurés (espaces de tâches où une notion de difficulté - tâches intuitivement faciles ou difficiles - n'est pas facilement disponible). La randomisation de domaine active montre de bonnes performances sur le pourrait utiliser zero shot sur de vrais robots. La thèse introduit également d'autres variantes de l'algorithme, dont une qui permet d'incorporer un a priori de sécurité et une qui s'applique au domaine de l'apprentissage par méta-renforcement. Nous analysons également l'apprentissage du curriculum dans une perspective d'optimisation et tentons de justifier les avantages de l'algorithme en étudiant les interférences de gradient.Robotic learning holds incredible promise for embodied artificial intelligence, with reinforcement learning seemingly a strong candidate to be the \textit{software} of robots of the future: learning from experience, adapting on the fly, and generalizing to unseen scenarios. However, our current reality requires vast amounts of data to train the simplest of robotic reinforcement learning policies, leading to a surge of interest of training entirely in efficient physics simulators. As the goal is embodied intelligence, policies trained in simulation are transferred onto real hardware for evaluation; yet, as no simulation is a perfect model of the real world, transferred policies run into the sim2real transfer gap: the errors accrued when shifting policies from simulators to the real world due to unmodeled effects in inaccurate, approximate physics models. Domain randomization - the idea of randomizing all physical parameters in a simulator, forcing a policy to be robust to distributional shifts - has proven useful in transferring reinforcement learning policies onto real robots. In practice, however, the method involves a difficult, trial-and-error process, showing high variance in both convergence and performance. We introduce Active Domain Randomization, an algorithm that involves curriculum learning in unstructured task spaces (task spaces where a notion of difficulty - intuitively easy or hard tasks - is not readily available). Active Domain Randomization shows strong performance on zero-shot transfer on real robots. The thesis also introduces other variants of the algorithm, including one that allows for the incorporation of a safety prior and one that is applicable to the field of Meta-Reinforcement Learning. We also analyze curriculum learning from an optimization perspective and attempt to justify the benefit of the algorithm by studying gradient interference

    Deep learning based approaches for imitation learning.

    Get PDF
    Imitation learning refers to an agent's ability to mimic a desired behaviour by learning from observations. The field is rapidly gaining attention due to recent advances in computational and communication capabilities as well as rising demand for intelligent applications. The goal of imitation learning is to describe the desired behaviour by providing demonstrations rather than instructions. This enables agents to learn complex behaviours with general learning methods that require minimal task specific information. However, imitation learning faces many challenges. The objective of this thesis is to advance the state of the art in imitation learning by adopting deep learning methods to address two major challenges of learning from demonstrations. Firstly, representing the demonstrations in a manner that is adequate for learning. We propose novel Convolutional Neural Networks (CNN) based methods to automatically extract feature representations from raw visual demonstrations and learn to replicate the demonstrated behaviour. This alleviates the need for task specific feature extraction and provides a general learning process that is adequate for multiple problems. The second challenge is generalizing a policy over unseen situations in the training demonstrations. This is a common problem because demonstrations typically show the best way to perform a task and don't offer any information about recovering from suboptimal actions. Several methods are investigated to improve the agent's generalization ability based on its initial performance. Our contributions in this area are three fold. Firstly, we propose an active data aggregation method that queries the demonstrator in situations of low confidence. Secondly, we investigate combining learning from demonstrations and reinforcement learning. A deep reward shaping method is proposed that learns a potential reward function from demonstrations. Finally, memory architectures in deep neural networks are investigated to provide context to the agent when taking actions. Using recurrent neural networks addresses the dependency between the state-action sequences taken by the agent. The experiments are conducted in simulated environments on 2D and 3D navigation tasks that are learned from raw visual data, as well as a 2D soccer simulator. The proposed methods are compared to state of the art deep reinforcement learning methods. The results show that deep learning architectures can learn suitable representations from raw visual data and effectively map them to atomic actions. The proposed methods for addressing generalization show improvements over using supervised learning and reinforcement learning alone. The results are thoroughly analysed to identify the benefits of each approach and situations in which it is most suitable

    A survey on active simultaneous localization and mapping: state of the art and new frontiers

    Get PDF
    Active simultaneous localization and mapping (SLAM) is the problem of planning and controlling the motion of a robot to build the most accurate and complete model of the surrounding environment. Since the first foundational work in active perception appeared, more than three decades ago, this field has received increasing attention across different scientific communities. This has brought about many different approaches and formulations, and makes a review of the current trends necessary and extremely valuable for both new and experienced researchers. In this article, we survey the state of the art in active SLAM and take an in-depth look at the open challenges that still require attention to meet the needs of modern applications. After providing a historical perspective, we present a unified problem formulation and review the well-established modular solution scheme, which decouples the problem into three stages that identify, select, and execute potential navigation actions. We then analyze alternative approaches, including belief-space planning and deep reinforcement learning techniques, and review related work on multirobot coordination. This article concludes with a discussion of new research directions, addressing reproducible research, active spatial perception, and practical applications, among other topics
    • …
    corecore