6,937 research outputs found

    Human Demonstrations for Fast and Safe Exploration in Reinforcement Learning

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    <p>Reinforcement learning is a promising framework for controlling complex vehicles with a high level of autonomy, since it does not need a dynamic model of the vehicle, and it is able to adapt to changing conditions. When learning from scratch, the performance of a reinforcement learning controller may initially be poor and -for real life applications- unsafe. In this paper the effects of using human demonstrations on the performance of reinforcement learning is investigated, using a combination of offline and online least squares policy iteration. It is found that using the human as an efficient explorer improves learning time and performance for a benchmark reinforcement learning problem. The benefit of the human demonstration is larger for problems where the human can make use of its understanding of the problem to efficiently explore the state space. Applied to a simplified quadrotor slung load drop off problem, the use of human demonstrations reduces the number of crashes during learning. As such, this paper contributes to safer and faster learning for model-free, adaptive control problems.</p

    Kernelizing LSPE Ī»

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    We propose the use of kernel-based methods as underlying function approximator in the least-squares based policy evaluation framework of LSPE(Ī») and LSTD(Ī»). In particular we present the ā€˜kernelizationā€™ of model-free LSPE(Ī»). The ā€˜kernelizationā€™ is computationally made possible by using the subset of regressors approximation, which approximates the kernel using a vastly reduced number of basis functions. The core of our proposed solution is an efficient recursive implementation with automatic supervised selection of the relevant basis functions. The LSPE method is well-suited for optimistic policy iteration and can thus be used in the context of online reinforcement learning. We use the high-dimensional Octopus benchmark to demonstrate this

    Vision-based reinforcement learning using approximate policy iteration

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    A major issue for reinforcement learning (RL) applied to robotics is the time required to learn a new skill. While RL has been used to learn mobile robot control in many simulated domains, applications involving learning on real robots are still relatively rare. In this paper, the Least-Squares Policy Iteration (LSPI) reinforcement learning algorithm and a new model-based algorithm Least-Squares Policy Iteration with Prioritized Sweeping (LSPI+), are implemented on a mobile robot to acquire new skills quickly and efficiently. LSPI+ combines the benefits of LSPI and prioritized sweeping, which uses all previous experience to focus the computational effort on the most ā€œinterestingā€ or dynamic parts of the state space. The proposed algorithms are tested on a household vacuum cleaner robot for learning a docking task using vision as the only sensor modality. In experiments these algorithms are compared to other model-based and model-free RL algorithms. The results show that the number of trials required to learn the docking task is significantly reduced using LSPI compared to the other RL algorithms investigated, and that LSPI+ further improves on the performance of LSPI

    Combining Subgoal Graphs with Reinforcement Learning to Build a Rational Pathfinder

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    In this paper, we present a hierarchical path planning framework called SG-RL (subgoal graphs-reinforcement learning), to plan rational paths for agents maneuvering in continuous and uncertain environments. By "rational", we mean (1) efficient path planning to eliminate first-move lags; (2) collision-free and smooth for agents with kinematic constraints satisfied. SG-RL works in a two-level manner. At the first level, SG-RL uses a geometric path-planning method, i.e., Simple Subgoal Graphs (SSG), to efficiently find optimal abstract paths, also called subgoal sequences. At the second level, SG-RL uses an RL method, i.e., Least-Squares Policy Iteration (LSPI), to learn near-optimal motion-planning policies which can generate kinematically feasible and collision-free trajectories between adjacent subgoals. The first advantage of the proposed method is that SSG can solve the limitations of sparse reward and local minima trap for RL agents; thus, LSPI can be used to generate paths in complex environments. The second advantage is that, when the environment changes slightly (i.e., unexpected obstacles appearing), SG-RL does not need to reconstruct subgoal graphs and replan subgoal sequences using SSG, since LSPI can deal with uncertainties by exploiting its generalization ability to handle changes in environments. Simulation experiments in representative scenarios demonstrate that, compared with existing methods, SG-RL can work well on large-scale maps with relatively low action-switching frequencies and shorter path lengths, and SG-RL can deal with small changes in environments. We further demonstrate that the design of reward functions and the types of training environments are important factors for learning feasible policies.Comment: 20 page

    Cover Tree Bayesian Reinforcement Learning

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    This paper proposes an online tree-based Bayesian approach for reinforcement learning. For inference, we employ a generalised context tree model. This defines a distribution on multivariate Gaussian piecewise-linear models, which can be updated in closed form. The tree structure itself is constructed using the cover tree method, which remains efficient in high dimensional spaces. We combine the model with Thompson sampling and approximate dynamic programming to obtain effective exploration policies in unknown environments. The flexibility and computational simplicity of the model render it suitable for many reinforcement learning problems in continuous state spaces. We demonstrate this in an experimental comparison with least squares policy iteration

    Batch Policy Learning under Constraints

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    When learning policies for real-world domains, two important questions arise: (i) how to efficiently use pre-collected off-policy, non-optimal behavior data; and (ii) how to mediate among different competing objectives and constraints. We thus study the problem of batch policy learning under multiple constraints, and offer a systematic solution. We first propose a flexible meta-algorithm that admits any batch reinforcement learning and online learning procedure as subroutines. We then present a specific algorithmic instantiation and provide performance guarantees for the main objective and all constraints. To certify constraint satisfaction, we propose a new and simple method for off-policy policy evaluation (OPE) and derive PAC-style bounds. Our algorithm achieves strong empirical results in different domains, including in a challenging problem of simulated car driving subject to multiple constraints such as lane keeping and smooth driving. We also show experimentally that our OPE method outperforms other popular OPE techniques on a standalone basis, especially in a high-dimensional setting
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