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We present PRM-RL, a hierarchical method for long-range navigation task completion that combines sampling based path planning with reinforcement learning (RL). The RL agents learn short-range, point-to-point navigation policies that capture robot dynamics and task constraints without knowledge of the large-scale topology. Next, the sampling-based planners provide roadmaps which connect robot configurations that can be successfully navigated by the RL agent. The same RL agents are used to control the robot under the direction of the planning, enabling long-range navigation. We use the Probabilistic Roadmaps (PRMs) for the sampling-based planner. The RL agents are constructed using feature-based and deep neural net policies in continuous state and action spaces. We evaluate PRM-RL, both in simulation and on-robot, on two navigation tasks with non-trivial robot dynamics: end-to-end differential drive indoor navigation in office environments, and aerial cargo delivery in urban environments with load displacement constraints. Our results show improvement in task completion over both RL agents on their own and traditional sampling-based planners. In the indoor navigation task, PRM-RL successfully completes up to 215 m long trajectories under noisy sensor conditions, and the aerial cargo delivery completes flights over 1000 m without violating the task constraints in an environment 63 million times larger than used in training.
PointGoal Navigation is an embodied task that requires agents to navigate to a specified point in an unseen environment. Wijmans et al. showed that this task is solvable but their method is computationally prohibitive, requiring 2.5 billion frames and 180 GPU-days. In this work, we develop a method to significantly increase sample and time efficiency in learning PointNav using self-supervised auxiliary tasks (e.g. predicting the action taken between two egocentric observations, predicting the distance between two observations from a trajectory,etc.).We find that naively combining multiple auxiliary tasks improves sample efficiency,but only provides marginal gains beyond a point. To overcome this, we use attention to combine representations learnt from individual auxiliary tasks. Our best agent is 5.5x faster to reach the performance of the previous state-of-the-art, DD-PPO, at 40M frames, and improves on DD-PPOs performance at 40M frames by 0.16 SPL. Our code is publicly available at https://github.com/joel99/habitat-pointnav-aux.
We present an end-to-end, model-based deep reinforcement learning agent which dynamically attends to relevant parts of its state, in order to plan and to generalize better out-of-distribution. The agents architecture uses a set representation and a bottleneck mechanism, forcing the number of entities to which the agent attends at each planning step to be small. In experiments with customized MiniGrid environments with different dynamics, we observe that the design allows agents to learn to plan effectively, by attending to the relevant objects, leading to better out-of-distribution generalization.
Learning-based methods are increasingly popular for search algorithms in single-criterion optimization problems. In contrast, for multiple-criteria optimization there are significantly fewer approaches despite the existence of numerous applications. Constrained path-planning for Autonomous Ground Vehicles (AGV) is one such application, where an AGV is typically deployed in disaster relief or search and rescue applications in off-road environments. The agent can be faced with the following dilemma : optimize a source-destination path according to a known criterion and an uncertain criterion under operational constraints. The known criterion is associated to the cost of the path, representing the distance. The uncertain criterion represents the feasibility of driving through the path without requiring human intervention. It depends on various external parameters such as the physics of the vehicle, the state of the explored terrains or weather conditions. In this work, we leverage knowledge acquired through offline simulations by training a neural network model to predict the uncertain criterion. We integrate this model inside a path-planner which can solve problems online. Finally, we conduct experiments on realistic AGV scenarios which illustrate that the proposed framework requires human intervention less frequently, trading for a limited increase in the path distance.
Model-based planning is often thought to be necessary for deep, careful reasoning and generalization in artificial agents. While recent successes of model-based reinforcement learning (MBRL) with deep function approximation have strengthened this hypothesis, the resulting diversity of model-based methods has also made it difficult to track which components drive success and why. In this paper, we seek to disentangle the contributions of recent methods by focusing on three questions: (1) How does planning benefit MBRL agents? (2) Within planning, what choices drive performance? (3) To what extent does planning improve generalization? To answer these questions, we study the performance of MuZero (Schrittwieser et al., 2019), a state-of-the-art MBRL algorithm with strong connections and overlapping components with many other MBRL algorithms. We perform a number of interventions and ablations of MuZero across a wide range of environments, including control tasks, Atari, and 9x9 Go. Our results suggest the following: (1) Planning is most useful in the learning process, both for policy updates and for providing a more useful data distribution. (2) Using shallow trees with simple Monte-Carlo rollouts is as performant as more complex methods, except in the most difficult reasoning tasks. (3) Planning alone is insufficient to drive strong generalization. These results indicate where and how to utilize planning in reinforcement learning settings, and highlight a number of open questions for future MBRL research.
The deep reinforcement learning community has made several independent improvements to the DQN algorithm. However, it is unclear which of these extensions are complementary and can be fruitfully combined. This paper examines six extensions to the DQN algorithm and empirically studies their combination. Our experiments show that the combination provides state-of-the-art performance on the Atari 2600 benchmark, both in terms of data efficiency and final performance. We also provide results from a detailed ablation study that shows the contribution of each component to overall performance.