ترغب بنشر مسار تعليمي؟ اضغط هنا

PNS: Population-Guided Novelty Search Learning Method for Reinforcement Learning

109   0   0.0 ( 0 )
 نشر من قبل Qihao Liu
 تاريخ النشر 2018
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Reinforcement Learning (RL) has made remarkable achievements, but it still suffers from inadequate exploration strategies, sparse reward signals, and deceptive reward functions. These problems motivate the need for a more efficient and directed exploration. For solving this, a Population-guided Novelty Search (PNS) parallel learning method is proposed. In PNS, the population is divided into multiple sub-populations, each of which has one chief agent and several exploring agents. The role of the chief agent is to evaluate the policies learned by exploring agents and to share the optimal policy with all sub-populations. The role of exploring agents is to learn their policies in collaboration with the guidance of the optimal policy and, simultaneously, upload their policies to the chief agent. To balance exploration and exploitation, the Novelty Search (NS) is employed in chief agents to encourage policies with high novelty while maximizing per-episode performance. The introduction of sub-populations and NS mechanisms promote directed exploration and enables better policy search. In the numerical experiment section, the proposed scheme is applied to the twin delayed deep deterministic (TD3) policy gradient algorithm, and the effectiveness of PNS to promote exploration and improve performance in both continuous control domains and discrete control domains is demonstrated. Notably, the proposed method achieves rewards that far exceed the SOTA methods in Delayed MoJoCo environments.

قيم البحث

اقرأ أيضاً

In principle, reinforcement learning and policy search methods can enable robots to learn highly complex and general skills that may allow them to function amid the complexity and diversity of the real world. However, training a policy that generaliz es well across a wide range of real-world conditions requires far greater quantity and diversity of experience than is practical to collect with a single robot. Fortunately, it is possible for multiple robots to share their experience with one another, and thereby, learn a policy collectively. In this work, we explore distributed and asynchronous policy learning as a means to achieve generalization and improved training times on challenging, real-world manipulation tasks. We propose a distributed and asynchronous version of Guided Policy Search and use it to demonstrate collective policy learning on a vision-based door opening task using four robots. We show that it achieves better generalization, utilization, and training times than the single robot alternative.
Current deep reinforcement learning (RL) approaches incorporate minimal prior knowledge about the environment, limiting computational and sample efficiency. textit{Objects} provide a succinct and causal description of the world, and many recent works have proposed unsupervised object representation learning using priors and losses over static object properties like visual consistency. However, object dynamics and interactions are also critical cues for objectness. In this paper we propose a framework for reasoning about object dynamics and behavior to rapidly determine minimal and task-specific object representations. To demonstrate the need to reason over object behavior and dynamics, we introduce a suite of RGBD MuJoCo object collection and avoidance tasks that, while intuitive and visually simple, confound state-of-the-art unsupervised object representation learning algorithms. We also highlight the potential of this framework on several Atari games, using our object representation and standard RL and planning algorithms to learn dramatically faster than existing deep RL algorithms.
Demonstration-guided reinforcement learning (RL) is a promising approach for learning complex behaviors by leveraging both reward feedback and a set of target task demonstrations. Prior approaches for demonstration-guided RL treat every new task as a n independent learning problem and attempt to follow the provided demonstrations step-by-step, akin to a human trying to imitate a completely unseen behavior by following the demonstrators exact muscle movements. Naturally, such learning will be slow, but often new behaviors are not completely unseen: they share subtasks with behaviors we have previously learned. In this work, we aim to exploit this shared subtask structure to increase the efficiency of demonstration-guided RL. We first learn a set of reusable skills from large offline datasets of prior experience collected across many tasks. We then propose Skill-based Learning with Demonstrations (SkiLD), an algorithm for demonstration-guided RL that efficiently leverages the provided demonstrations by following the demonstrated skills instead of the primitive actions, resulting in substantial performance improvements over prior demonstration-guided RL approaches. We validate the effectiveness of our approach on long-horizon maze navigation and complex robot manipulation tasks.
We introduce RL-DARTS, one of the first applications of Differentiable Architecture Search (DARTS) in reinforcement learning (RL) to search for convolutional cells, applied to the Procgen benchmark. We outline the initial difficulties of applying neu ral architecture search techniques in RL, and demonstrate that by simply replacing the image encoder with a DARTS supernet, our search method is sample-efficient, requires minimal extra compute resources, and is also compatible with off-policy and on-policy RL algorithms, needing only minor changes in preexisting code. Surprisingly, we find that the supernet can be used as an actor for inference to generate replay data in standard RL training loops, and thus train end-to-end. Throughout this training process, we show that the supernet gradually learns better cells, leading to alternative architectures which can be highly competitive against manually designed policies, but also verify previous design choices for RL policies.
307 - Felix Chalumeau 2021
The design of efficient and generic algorithms for solving combinatorial optimization problems has been an active field of research for many years. Standard exact solving approaches are based on a clever and complete enumeration of the solution set. A critical and non-trivial design choice with such methods is the branching strategy, directing how the search is performed. The last decade has shown an increasing interest in the design of machine learning-based heuristics to solve combinatorial optimization problems. The goal is to leverage knowledge from historical data to solve similar new instances of a problem. Used alone, such heuristics are only able to provide approximate solutions efficiently, but cannot prove optimality nor bounds on their solution. Recent works have shown that reinforcement learning can be successfully used for driving the search phase of constraint programming (CP) solvers. However, it has also been shown that this hybridization is challenging to build, as standard CP frameworks do not natively include machine learning mechanisms, leading to some sources of inefficiencies. This paper presents the proof of concept for SeaPearl, a new CP solver implemented in Julia, that supports machine learning routines in order to learn branching decisions using reinforcement learning. Support for modeling the learning component is also provided. We illustrate the modeling and solution performance of this new solver on two problems. Although not yet competitive with industrial solvers, SeaPearl aims to provide a flexible and open-source framework in order to facilitate future research in the hybridization of constraint programming and machine learning.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا