8,588 research outputs found
Vector-based navigation using grid-like representations in artificial agents
Deep neural networks have achieved impressive successes in fields ranging from object recognition to complex games such as Go. Navigation, however, remains a substantial challenge for artificial agents, with deep neural networks trained by reinforcement learning failing to rival the proficiency of mammalian spatial behaviour, which is underpinned by grid cells in the entorhinal cortex. Grid cells are thought to provide a multi-scale periodic representation that functions as a metric for coding space and is critical for integrating self-motion (path integration) and planning direct trajectories to goals (vector-based navigation). Here we set out to leverage the computational functions of grid cells to develop a deep reinforcement learning agent with mammal-like navigational abilities. We first trained a recurrent network to perform path integration, leading to the emergence of representations resembling grid cells, as well as other entorhinal cell types12. We then showed that this representation provided an effective basis for an agent to locate goals in challenging, unfamiliar, and changeable environments—optimizing the primary objective of navigation through deep reinforcement learning. The performance of agents endowed with grid-like representations surpassed that of an expert human and comparison agents, with the metric quantities necessary for vector-based navigation derived from grid-like units within the network. Furthermore, grid-like representations enabled agents to conduct shortcut behaviours reminiscent of those performed by mammals. Our findings show that emergent grid-like representations furnish agents with a Euclidean spatial metric and associated vector operations, providing a foundation for proficient navigation. As such, our results support neuroscientific theories that see grid cells as critical for vector-based navigation, demonstrating that the latter can be combined with path-based strategies to support navigation in challenging environments
Value Propagation Networks
We present Value Propagation (VProp), a set of parameter-efficient
differentiable planning modules built on Value Iteration which can successfully
be trained using reinforcement learning to solve unseen tasks, has the
capability to generalize to larger map sizes, and can learn to navigate in
dynamic environments. We show that the modules enable learning to plan when the
environment also includes stochastic elements, providing a cost-efficient
learning system to build low-level size-invariant planners for a variety of
interactive navigation problems. We evaluate on static and dynamic
configurations of MazeBase grid-worlds, with randomly generated environments of
several different sizes, and on a StarCraft navigation scenario, with more
complex dynamics, and pixels as input.Comment: Updated to match ICLR 2019 OpenReview's versio
Q-CP: Learning Action Values for Cooperative Planning
Research on multi-robot systems has demonstrated promising results in manifold applications and domains. Still, efficiently learning an effective robot behaviors is very difficult, due to unstructured scenarios, high uncertainties, and large state dimensionality (e.g. hyper-redundant and groups of robot). To alleviate this problem, we present Q-CP a cooperative model-based reinforcement learning algorithm, which exploits action values to both (1) guide the exploration of the state space and (2) generate effective policies. Specifically, we exploit Q-learning to attack the curse-of-dimensionality in the iterations of a Monte-Carlo Tree Search. We implement and evaluate Q-CP on different stochastic cooperative (general-sum) games: (1) a simple cooperative navigation problem among 3 robots, (2) a cooperation scenario between a pair of KUKA YouBots performing hand-overs, and (3) a coordination task between two mobile robots entering a door. The obtained results show the effectiveness of Q-CP in the chosen applications, where action values drive the exploration and reduce the computational demand of the planning process while achieving good performance
Perseus: Randomized Point-based Value Iteration for POMDPs
Partially observable Markov decision processes (POMDPs) form an attractive
and principled framework for agent planning under uncertainty. Point-based
approximate techniques for POMDPs compute a policy based on a finite set of
points collected in advance from the agents belief space. We present a
randomized point-based value iteration algorithm called Perseus. The algorithm
performs approximate value backup stages, ensuring that in each backup stage
the value of each point in the belief set is improved; the key observation is
that a single backup may improve the value of many belief points. Contrary to
other point-based methods, Perseus backs up only a (randomly selected) subset
of points in the belief set, sufficient for improving the value of each belief
point in the set. We show how the same idea can be extended to dealing with
continuous action spaces. Experimental results show the potential of Perseus in
large scale POMDP problems
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