Do you want to publish a course? Click here

Keeping Your Distance: Solving Sparse Reward Tasks Using Self-Balancing Shaped Rewards

313   0   0.0 ( 0 )
 Added by Alexander Trott
 Publication date 2019
and research's language is English




Ask ChatGPT about the research

While using shaped rewards can be beneficial when solving sparse reward tasks, their successful application often requires careful engineering and is problem specific. For instance, in tasks where the agent must achieve some goal state, simple distance-to-goal reward shaping often fails, as it renders learning vulnerable to local optima. We introduce a simple and effective model-free method to learn from shaped distance-to-goal rewards on tasks where success depends on reaching a goal state. Our method introduces an auxiliary distance-based reward based on pairs of rollouts to encourage diverse exploration. This approach effectively prevents learning dynamics from stabilizing around local optima induced by the naive distance-to-goal reward shaping and enables policies to efficiently solve sparse reward tasks. Our augmented objective does not require any additional reward engineering or domain expertise to implement and converges to the original sparse objective as the agent learns to solve the task. We demonstrate that our method successfully solves a variety of hard-exploration tasks (including maze navigation and 3D construction in a Minecraft environment), where naive distance-based reward shaping otherwise fails, and intrinsic curiosity and reward relabeling strategies exhibit poor performance.



rate research

Read More

We propose Scheduled Auxiliary Control (SAC-X), a new learning paradigm in the context of Reinforcement Learning (RL). SAC-X enables learning of complex behaviors - from scratch - in the presence of multiple sparse reward signals. To this end, the agent is equipped with a set of general auxiliary tasks, that it attempts to learn simultaneously via off-policy RL. The key idea behind our method is that active (learned) scheduling and execution of auxiliary policies allows the agent to efficiently explore its environment - enabling it to excel at sparse reward RL. Our experiments in several challenging robotic manipulation settings demonstrate the power of our approach.
In high-dimensional state spaces, the usefulness of Reinforcement Learning (RL) is limited by the problem of exploration. This issue has been addressed using potential-based reward shaping (PB-RS) previously. In the present work, we introduce Final-Volume-Preserving Reward Shaping (FV-RS). FV-RS relaxes the strict optimality guarantees of PB-RS to a guarantee of preserved long-term behavior. Being less restrictive, FV-RS allows for reward shaping functions that are even better suited for improving the sample efficiency of RL algorithms. In particular, we consider settings in which the agent has access to an approximate plan. Here, we use examples of simulated robotic manipulation tasks to demonstrate that plan-based FV-RS can indeed significantly improve the sample efficiency of RL over plan-based PB-RS.
A major challenge in reinforcement learning is the design of exploration strategies, especially for environments with sparse reward structures and continuous state and action spaces. Intuitively, if the reinforcement signal is very scarce, the agent should rely on some form of short-term memory in order to cover its environment efficiently. We propose a new exploration method, based on two intuitions: (1) the choice of the next exploratory action should depend not only on the (Markovian) state of the environment, but also on the agents trajectory so far, and (2) the agent should utilize a measure of spread in the state space to avoid getting stuck in a small region. Our method leverages concepts often used in statistical physics to provide explanations for the behavior of simplified (polymer) chains in order to generate persistent (locally self-avoiding) trajectories in state space. We discuss the theoretical properties of locally self-avoiding walks and their ability to provide a kind of short-term memory through a decaying temporal correlation within the trajectory. We provide empirical evaluations of our approach in a simulated 2D navigation task, as well as higher-dimensional MuJoCo continuous control locomotion tasks with sparse rewards.
We propose the k-Shortest-Path (k-SP) constraint: a novel constraint on the agents trajectory that improves the sample efficiency in sparse-reward MDPs. We show that any optimal policy necessarily satisfies the k-SP constraint. Notably, the k-SP constraint prevents the policy from exploring state-action pairs along the non-k-SP trajectories (e.g., going back and forth). However, in practice, excluding state-action pairs may hinder the convergence of RL algorithms. To overcome this, we propose a novel cost function that penalizes the policy violating SP constraint, instead of completely excluding it. Our numerical experiment in a tabular RL setting demonstrates that the SP constraint can significantly reduce the trajectory space of policy. As a result, our constraint enables more sample efficient learning by suppressing redundant exploration and exploitation. Our experiments on MiniGrid, DeepMind Lab, Atari, and Fetch show that the proposed method significantly improves proximal policy optimization (PPO) and outperforms existing novelty-seeking exploration methods including count-based exploration even in continuous control tasks, indicating that it improves the sample efficiency by preventing the agent from taking redundant actions.
We propose a general and model-free approach for Reinforcement Learning (RL) on real robotics with sparse rewards. We build upon the Deep Deterministic Policy Gradient (DDPG) algorithm to use demonstrations. Both demonstrations and actual interactions are used to fill a replay buffer and the sampling ratio between demonstrations and transitions is automatically tuned via a prioritized replay mechanism. Typically, carefully engineered shaping rewards are required to enable the agents to efficiently explore on high dimensional control problems such as robotics. They are also required for model-based acceleration methods relying on local solvers such as iLQG (e.g. Guided Policy Search and Normalized Advantage Function). The demonstrations replace the need for carefully engineered rewards, and reduce the exploration problem encountered by classical RL approaches in these domains. Demonstrations are collected by a robot kinesthetically force-controlled by a human demonstrator. Results on four simulated insertion tasks show that DDPG from demonstrations out-performs DDPG, and does not require engineered rewards. Finally, we demonstrate the method on a real robotics task consisting of inserting a clip (flexible object) into a rigid object.

suggested questions

comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا