No Arabic abstract
The recently introduced Intelligent Trial and Error algorithm (IT&E) enables robots to creatively adapt to damage in a matter of minutes by combining an off-line evolutionary algorithm and an on-line learning algorithm based on Bayesian Optimization. We extend the IT&E algorithm to allow for robots to learn to compensate for damages while executing their task(s). This leads to a semi-episodic learning scheme that increases the robots lifetime autonomy and adaptivity. Preliminary experiments on a toy simulation and a 6-legged robot locomotion task show promising results.
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.
The recently introduced Intelligent Trial-and-Error (IT&E) algorithm showed that robots can adapt to damage in a matter of a few trials. The success of this algorithm relies on two components: prior knowledge acquired through simulation with an intact robot, and Bayesian optimization (BO) that operates on-line, on the damaged robot. While IT&E leads to fast damage recovery, it does not incorporate any safety constraints that prevent the robot from attempting harmful behaviors. In this work, we address this limitation by replacing the BO component with a constrained BO procedure. We evaluate our approach on a simulated damaged humanoid robot that needs to crawl as fast as possible, while performing as few unsafe trials as possible. We compare our new safety-aware IT&E algorithm to IT&E and a multi-objective version of IT&E in which the safety constraints are dealt as separate objectives. Our results show that our algorithm outperforms the other approaches, both in crawling speed within the safe regions and number of unsafe trials.
Deep reinforcement learning (DRL) algorithms have proven effective in robot navigation, especially in unknown environments, through directly mapping perception inputs into robot control commands. Most existing methods adopt uniform execution duration with robots taking commands at fixed intervals. As such, the length of execution duration becomes a crucial parameter to the navigation algorithm. In particular, if the duration is too short, then the navigation policy would be executed at a high frequency, with increased training difficulty and high computational cost. Meanwhile, if the duration is too long, then the policy becomes unable to handle complex situations, like those with crowded obstacles. It is thus tricky to find the sweet duration range; some duration values may render a DRL model to fail to find a navigation path. In this paper, we propose to employ adaptive execution duration to overcome this problem. Specifically, we formulate the navigation task as a Semi-Markov Decision Process (SMDP) problem to handle adaptive execution duration. We also improve the distributed proximal policy optimization (DPPO) algorithm and provide its theoretical guarantee for the specified SMDP problem. We evaluate our approach both in the simulator and on an actual robot. The results show that our approach outperforms the other DRL-based method (with fixed execution duration) by 10.3% in terms of the navigation success rate.
We explore possible methods for multi-task transfer learning which seek to exploit the shared physical structure of robotics tasks. Specifically, we train policies for a base set of pre-training tasks, then experiment with adapting to new off-distribution tasks, using simple architectural approaches for re-using these policies as black-box priors. These approaches include learning an alignment of either the observation space or action space from a base to a target task to exploit rigid body structure, and methods for learning a time-domain switching policy across base tasks which solves the target task, to exploit temporal coherence. We find that combining low-complexity target policy classes, base policies as black-box priors, and simple optimization algorithms allows us to acquire new tasks outside the base task distribution, using small amounts of offline training data.
We are interested in the design of autonomous robot behaviors that learn the preferences of users over continued interactions, with the goal of efficiently executing navigation behaviors in a way that the user expects. In this paper, we discuss our work in progress to modify a general model for robot navigation behaviors in an exploration task on a per-user basis using preference-based reinforcement learning. The novel contribution of this approach is that it combines reinforcement learning, motion planning, and natural language processing to allow an autonomous agent to learn from sustained dialogue with a human teammate as opposed to one-off instructions.