21,453 research outputs found

    Path integral policy improvement with differential dynamic programming

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    Path Integral Policy Improvement with Covariance Matrix Adaptation (PI2-CMA) is a step-based model free reinforcement learning approach that combines statistical estimation techniques with fundamental results from Stochastic Optimal Control. Basically, a policy distribution is improved iteratively using reward weighted averaging of the corresponding rollouts. It was assumed that PI2-CMA somehow exploited gradient information that was contained by the reward weighted statistics. To our knowledge we are the first to expose the principle of this gradient extraction rigorously. Our findings reveal that PI2-CMA essentially obtains gradient information similar to the forward and backward passes in the Differential Dynamic Programming (DDP) method. It is then straightforward to extend the analogy with DDP by introducing a feedback term in the policy update. This suggests a novel algorithm which we coin Path Integral Policy Improvement with Differential Dynamic Programming (PI2-DDP). The resulting algorithm is similar to the previously proposed Sampled Differential Dynamic Programming (SaDDP) but we derive the method independently as a generalization of the framework of PI2-CMA. Our derivations suggest to implement some small variations to SaDDP so to increase performance. We validated our claims on a robot trajectory learning task

    Neural Network Memory Architectures for Autonomous Robot Navigation

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    This paper highlights the significance of including memory structures in neural networks when the latter are used to learn perception-action loops for autonomous robot navigation. Traditional navigation approaches rely on global maps of the environment to overcome cul-de-sacs and plan feasible motions. Yet, maintaining an accurate global map may be challenging in real-world settings. A possible way to mitigate this limitation is to use learning techniques that forgo hand-engineered map representations and infer appropriate control responses directly from sensed information. An important but unexplored aspect of such approaches is the effect of memory on their performance. This work is a first thorough study of memory structures for deep-neural-network-based robot navigation, and offers novel tools to train such networks from supervision and quantify their ability to generalize to unseen scenarios. We analyze the separation and generalization abilities of feedforward, long short-term memory, and differentiable neural computer networks. We introduce a new method to evaluate the generalization ability by estimating the VC-dimension of networks with a final linear readout layer. We validate that the VC estimates are good predictors of actual test performance. The reported method can be applied to deep learning problems beyond robotics

    Deep Reinforcement Learning from Self-Play in Imperfect-Information Games

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    Many real-world applications can be described as large-scale games of imperfect information. To deal with these challenging domains, prior work has focused on computing Nash equilibria in a handcrafted abstraction of the domain. In this paper we introduce the first scalable end-to-end approach to learning approximate Nash equilibria without prior domain knowledge. Our method combines fictitious self-play with deep reinforcement learning. When applied to Leduc poker, Neural Fictitious Self-Play (NFSP) approached a Nash equilibrium, whereas common reinforcement learning methods diverged. In Limit Texas Holdem, a poker game of real-world scale, NFSP learnt a strategy that approached the performance of state-of-the-art, superhuman algorithms based on significant domain expertise.Comment: updated version, incorporating conference feedbac

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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