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Tracking the Race Between Deep Reinforcement Learning and Imitation Learning -- Extended Version

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 Added by Timo Philipp Gros
 Publication date 2020
and research's language is English




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Learning-based approaches for solving large sequential decision making problems have become popular in recent years. The resulting agents perform differently and their characteristics depend on those of the underlying learning approach. Here, we consider a benchmark planning problem from the reinforcement learning domain, the Racetrack, to investigate the properties of agents derived from different deep (reinforcement) learning approaches. We compare the performance of deep supervised learning, in particular imitation learning, to reinforcement learning for the Racetrack model. We find that imitation learning yields agents that follow more risky paths. In contrast, the decisions of deep reinforcement learning are more foresighted, i.e., avoid states in which fatal decisions are more likely. Our evaluations show that for this sequential decision making problem, deep reinforcement learning performs best in many aspects even though for imitation learning optimal decisions are considered.



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We study the problem of programmatic reinforcement learning, in which policies are represented as short programs in a symbolic language. Programmatic policies can be more interpretable, generalizable, and amenable to formal verification than neural policies; however, designing rigorous learning approaches for such policies remains a challenge. Our approach to this challenge -- a meta-algorithm called PROPEL -- is based on three insights. First, we view our learning task as optimization in policy space, modulo the constraint that the desired policy has a programmatic representation, and solve this optimization problem using a form of mirror descent that takes a gradient step into the unconstrained policy space and then projects back onto the constrained space. Second, we view the unconstrained policy space as mixing neural and programmatic representations, which enables employing state-of-the-art deep policy gradient approaches. Third, we cast the projection step as program synthesis via imitation learning, and exploit contemporary combinatorial methods for this task. We present theoretical convergence results for PROPEL and empirically evaluate the approach in three continuous control domains. The experiments show that PROPEL can significantly outperform state-of-the-art approaches for learning programmatic policies.
385 - Eiji Uchibe , Kenji Doya 2020
This paper proposes Entropy-Regularized Imitation Learning (ERIL), which is a combination of forward and inverse reinforcement learning under the framework of the entropy-regularized Markov decision process. ERIL minimizes the reverse Kullback-Leibler (KL) divergence between two probability distributions induced by a learner and an expert. Inverse reinforcement learning (RL) in ERIL evaluates the log-ratio between two distributions using the density ratio trick, which is widely used in generative adversarial networks. More specifically, the log-ratio is estimated by building two binary discriminators. The first discriminator is a state-only function, and it tries to distinguish the state generated by the forward RL step from the experts state. The second discriminator is a function of current state, action, and transitioned state, and it distinguishes the generated experiences from the ones provided by the expert. Since the second discriminator has the same hyperparameters of the forward RL step, it can be used to control the discriminators ability. The forward RL minimizes the reverse KL estimated by the inverse RL. We show that minimizing the reverse KL divergence is equivalent to finding an optimal policy under entropy regularization. Consequently, a new policy is derived from an algorithm that resembles Dynamic Policy Programming and Soft Actor-Critic. Our experimental results on MuJoCo-simulated environments show that ERIL is more sample-efficient than such previous methods. We further apply the method to human behaviors in performing a pole-balancing task and show that the estimated reward functions show how every subject achieves the goal.
We present a training pipeline for the autonomous driving task given the current camera image and vehicle speed as the input to produce the throttle, brake, and steering control output. The simulator Airsims convenient weather and lighting API provides a sufficient diversity during training which can be very helpful to increase the trained policys robustness. In order to not limit the possible policys performance, we use a continuous and deterministic control policy setting. We utilize ResNet-34 as our actor and critic networks with some slight changes in the fully connected layers. Considering humans mastery of this task and the high-complexity nature of this task, we first use imitation learning to mimic the given human policy and leverage the trained policy and its weights to the reinforcement learning phase for which we use DDPG. This combination shows a considerable performance boost comparing to both pure imitation learning and pure DDPG for the autonomous driving task.
We revisit residual algorithms in both model-free and model-based reinforcement learning settings. We propose the bidirectional target network technique to stabilize residual algorithms, yielding a residual version of DDPG that significantly outperforms vanilla DDPG in the DeepMind Control Suite benchmark. Moreover, we find the residual algorithm an effective approach to the distribution mismatch problem in model-based planning. Compared with the existing TD($k$) method, our residual-based method makes weaker assumptions about the model and yields a greater performance boost.
Deep reinforcement learning (deep RL) holds the promise of automating the acquisition of complex controllers that can map sensory inputs directly to low-level actions. In the domain of robotic locomotion, deep RL could enable learning locomotion skills with minimal engineering and without an explicit model of the robot dynamics. Unfortunately, applying deep RL to real-world robotic tasks is exceptionally difficult, primarily due to poor sample complexity and sensitivity to hyperparameters. While hyperparameters can be easily tuned in simulated domains, tuning may be prohibitively expensive on physical systems, such as legged robots, that can be damaged through extensive trial-and-error learning. In this paper, we propose a sample-efficient deep RL algorithm based on maximum entropy RL that requires minimal per-task tuning and only a modest number of trials to learn neural network policies. We apply this method to learning walking gaits on a real-world Minitaur robot. Our method can acquire a stable gait from scratch directly in the real world in about two hours, without relying on any model or simulation, and the resulting policy is robust to moderate variations in the environment. We further show that our algorithm achieves state-of-the-art performance on simulated benchmarks with a single set of hyperparameters. Videos of training and the learned policy can be found on the project website.

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