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What is the difference between goal-directed and habitual behavior? We propose a novel computational framework of decision making with Bayesian inference, in which everything is integrated as an entire neural network model. The model learns to predict environmental state transitions by self-exploration and generating motor actions by sampling stochastic internal states ${z}$. Habitual behavior, which is obtained from the prior distribution of ${z}$, is acquired by reinforcement learning. Goal-directed behavior is determined from the posterior distribution of ${z}$ by planning, using active inference which optimizes the past, current and future ${z}$ by minimizing the variational free energy for the desired future observation constrained by the observed sensory sequence. We demonstrate the effectiveness of the proposed framework by experiments in a sensorimotor navigation task with camera observations and continuous motor actions.
The central tenet of reinforcement learning (RL) is that agents seek to maximize the sum of cumulative rewards. In contrast, active inference, an emerging framework within cognitive and computational neuroscience, proposes that agents act to maximize the evidence for a biased generative model. Here, we illustrate how ideas from active inference can augment traditional RL approaches by (i) furnishing an inherent balance of exploration and exploitation, and (ii) providing a more flexible conceptualization of reward. Inspired by active inference, we develop and implement a novel objective for decision making, which we term the free energy of the expected future. We demonstrate that the resulting algorithm successfully balances exploration and exploitation, simultaneously achieving robust performance on several challenging RL benchmarks with sparse, well-shaped, and no rewards.
Planning methods can solve temporally extended sequential decision making problems by composing simple behaviors. However, planning requires suitable abstractions for the states and transitions, which typically need to be designed by hand. In contrast, model-free reinforcement learning (RL) can acquire behaviors from low-level inputs directly, but often struggles with temporally extended tasks. Can we utilize reinforcement learning to automatically form the abstractions needed for planning, thus obtaining the best of both approaches? We show that goal-conditioned policies learned with RL can be incorporated into planning, so that a planner can focus on which states to reach, rather than how those states are reached. However, with complex state observations such as images, not all inputs represent valid states. We therefore also propose using a latent variable model to compactly represent the set of valid states for the planner, so that the policies provide an abstraction of actions, and the latent variable model provides an abstraction of states. We compare our method with planning-based and model-free methods and find that our method significantly outperforms prior work when evaluated on image-based robot navigation and manipulation tasks that require non-greedy, multi-staged behavior.
Standard planners for sequential decision making (including Monte Carlo planning, tree search, dynamic programming, etc.) are constrained by an implicit sequential planning assumption: The order in which a plan is constructed is the same in which it is executed. We consider alternatives to this assumption for the class of goal-directed Reinforcement Learning (RL) problems. Instead of an environment transition model, we assume an imperfect, goal-directed policy. This low-level policy can be improved by a plan, consisting of an appropriate sequence of sub-goals that guide it from the start to the goal state. We propose a planning algorithm, Divide-and-Conquer Monte Carlo Tree Search (DC-MCTS), for approximating the optimal plan by means of proposing intermediate sub-goals which hierarchically partition the initial tasks into simpler ones that are then solved independently and recursively. The algorithm critically makes use of a learned sub-goal proposal for finding appropriate partitions trees of new tasks based on prior experience. Different strategies for learning sub-goal proposals give rise to different planning strategies that strictly generalize sequential planning. We show that this algorithmic flexibility over planning order leads to improved results in navigation tasks in grid-worlds as well as in challenging continuous control environments.
Multi-goal reinforcement learning is widely applied in planning and robot manipulation. Two main challenges in multi-goal reinforcement learning are sparse rewards and sample inefficiency. Hindsight Experience Replay (HER) aims to tackle the two challenges via goal relabeling. However, HER-related works still need millions of samples and a huge computation. In this paper, we propose Multi-step Hindsight Experience Replay (MHER), incorporating multi-step relabeled returns based on $n$-step relabeling to improve sample efficiency. Despite the advantages of $n$-step relabeling, we theoretically and experimentally prove the off-policy $n$-step bias introduced by $n$-step relabeling may lead to poor performance in many environments. To address the above issue, two bias-reduced MHER algorithms, MHER($lambda$) and Model-based MHER (MMHER) are presented. MHER($lambda$) exploits the $lambda$ return while MMHER benefits from model-based value expansions. Experimental results on numerous multi-goal robotic tasks show that our solutions can successfully alleviate off-policy $n$-step bias and achieve significantly higher sample efficiency than HER and Curriculum-guided HER with little additional computation beyond HER.
This paper introduces a hybrid algorithm of deep reinforcement learning (RL) and Force-based motion planning (FMP) to solve distributed motion planning problem in dense and dynamic environments. Individually, RL and FMP algorithms each have their own limitations. FMP is not able to produce time-optimal paths and existing RL solutions are not able to produce collision-free paths in dense environments. Therefore, we first tried improving the performance of recent RL approaches by introducing a new reward function that not only eliminates the requirement of a pre supervised learning (SL) step but also decreases the chance of collision in crowded environments. That improved things, but there were still a lot of failure cases. So, we developed a hybrid approach to leverage the simpler FMP approach in stuck, simple and high-risk cases, and continue using RL for normal cases in which FMP cant produce optimal path. Also, we extend GA3C-CADRL algorithm to 3D environment. Simulation results show that the proposed algorithm outperforms both deep RL and FMP algorithms and produces up to 50% more successful scenarios than deep RL and up to 75% less extra time to reach goal than FMP.