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Joni Pajarinen

Publications and source records attributed to Joni Pajarinen.

At least 73 records · Page 4Linked to original sources

Continuous Monte Carlo Graph Search

Online planning is crucial for high performance in many complex sequential decision-making tasks. Monte Carlo Tree Search (MCTS) employs a principled mechanism for trading off exploration for exploitation for efficient online planning, and it outperforms comparison methods in many discrete decision-making domains such as Go, Chess, and Shogi. Subsequently, extensions of MCTS to continuous domains have been developed. However, the inherent high branching factor and the resulting explosion of the search tree size are limiting the existing methods. To address this problem, we propose Continuous Monte Carlo Graph Search (CMCGS), an extension of MCTS to online planning in environments with continuous state and action spaces. CMCGS takes advantage of the insight that, during planning, sharing the same action policy between several states can yield high performance. To implement this idea, at each time step, CMCGS clusters similar states into a limited number of stochastic action bandit nodes, which produce a layered directed graph instead of an MCTS search tree. Experimental evaluation shows that CMCGS outperforms comparable planning methods in several complex continuous DeepMind Control Suite benchmarks and 2D navigation and exploration tasks with limited sample budgets. Furthermore, CMCGS can be scaled up through parallelization, and it outperforms the Cross-Entropy Method (CEM) in continuous control with learned dynamics models.

cs.AI↗

Backpropagation Through Agents

A fundamental challenge in multi-agent reinforcement learning (MARL) is to learn the joint policy in an extremely large search space, which grows exponentially with the number of agents. Moreover, fully decentralized policy factorization significantly restricts the search space, which may lead to sub-optimal policies. In contrast, the auto-regressive joint policy can represent a much richer class of joint policies by factorizing the joint policy into the product of a series of conditional individual policies. While such factorization introduces the action dependency among agents explicitly in sequential execution, it does not take full advantage of the dependency during learning. In particular, the subsequent agents do not give the preceding agents feedback about their decisions. In this paper, we propose a new framework Back-Propagation Through Agents (BPTA) that directly accounts for both agents' own policy updates and the learning of their dependent counterparts. This is achieved by propagating the feedback through action chains. With the proposed framework, our Bidirectional Proximal Policy Optimisation (BPPO) outperforms the state-of-the-art methods. Extensive experiments on matrix games, StarCraftII v2, Multi-agent MuJoCo, and Google Research Football demonstrate the effectiveness of the proposed method.

cs.MA↗

Hybrid Search for Efficient Planning with Completeness Guarantees

Solving complex planning problems has been a long-standing challenge in computer science. Learning-based subgoal search methods have shown promise in tackling these problems, but they often suffer from a lack of completeness guarantees, meaning that they may fail to find a solution even if one exists. In this paper, we propose an efficient approach to augment a subgoal search method to achieve completeness in discrete action spaces. Specifically, we augment the high-level search with low-level actions to execute a multi-level (hybrid) search, which we call complete subgoal search. This solution achieves the best of both worlds: the practical efficiency of high-level search and the completeness of low-level search. We apply the proposed search method to a recently proposed subgoal search algorithm and evaluate the algorithm trained on offline data on complex planning problems. We demonstrate that our complete subgoal search not only guarantees completeness but can even improve performance in terms of search expansions for instances that the high-level could solve without low-level augmentations. Our approach makes it possible to apply subgoal-level planning for systems where completeness is a critical requirement.

cs.AI↗

Beyond Uniform Sampling: Offline Reinforcement Learning with Imbalanced Datasets

Offline policy learning is aimed at learning decision-making policies using existing datasets of trajectories without collecting additional data. The primary motivation for using reinforcement learning (RL) instead of supervised learning techniques such as behavior cloning is to find a policy that achieves a higher average return than the trajectories constituting the dataset. However, we empirically find that when a dataset is dominated by suboptimal trajectories, state-of-the-art offline RL algorithms do not substantially improve over the average return of trajectories in the dataset. We argue this is due to an assumption made by current offline RL algorithms of staying close to the trajectories in the dataset. If the dataset primarily consists of sub-optimal trajectories, this assumption forces the policy to mimic the suboptimal actions. We overcome this issue by proposing a sampling strategy that enables the policy to only be constrained to ``good data" rather than all actions in the dataset (i.e., uniform sampling). We present a realization of the sampling strategy and an algorithm that can be used as a plug-and-play module in standard offline RL algorithms. Our evaluation demonstrates significant performance gains in 72 imbalanced datasets, D4RL dataset, and across three different offline RL algorithms. Code is available at https://github.com/Improbable-AI/dw-offline-rl.

cs.LG↗

Tracking Control for a Spherical Pendulum via Curriculum Reinforcement Learning

Reinforcement Learning (RL) allows learning non-trivial robot control laws purely from data. However, many successful applications of RL have relied on ad-hoc regularizations, such as hand-crafted curricula, to regularize the learning performance. In this paper, we pair a recent algorithm for automatically building curricula with RL on massively parallelized simulations to learn a tracking controller for a spherical pendulum on a robotic arm via RL. Through an improved optimization scheme that better respects the non-Euclidean task structure, we allow the method to reliably generate curricula of trajectories to be tracked, resulting in faster and more robust learning compared to an RL baseline that does not exploit this form of structured learning. The learned policy matches the performance of an optimal control baseline on the real system, demonstrating the potential of curriculum RL to jointly learn state estimation and control for non-linear tracking tasks.

cs.LG↗

Monte-Carlo tree search with uncertainty propagation via optimal transport

This paper introduces a novel backup strategy for Monte-Carlo Tree Search (MCTS) designed for highly stochastic and partially observable Markov decision processes. We adopt a probabilistic approach, modeling both value and action-value nodes as Gaussian distributions. We introduce a novel backup operator that computes value nodes as the Wasserstein barycenter of their action-value children nodes; thus, propagating the uncertainty of the estimate across the tree to the root node. We study our novel backup operator when using a novel combination of $L^1$-Wasserstein barycenter with $α$-divergence, by drawing a notable connection to the generalized mean backup operator. We complement our probabilistic backup operator with two sampling strategies, based on optimistic selection and Thompson sampling, obtaining our Wasserstein MCTS algorithm. We provide theoretical guarantees of asymptotic convergence to the optimal policy, and an empirical evaluation on several stochastic and partially observable environments, where our approach outperforms well-known related baselines.

cs.AI↗

Sparse Function-space Representation of Neural Networks

Deep neural networks (NNs) are known to lack uncertainty estimates and struggle to incorporate new data. We present a method that mitigates these issues by converting NNs from weight space to function space, via a dual parameterization. Importantly, the dual parameterization enables us to formulate a sparse representation that captures information from the entire data set. This offers a compact and principled way of capturing uncertainty and enables us to incorporate new data without retraining whilst retaining predictive performance. We provide proof-of-concept demonstrations with the proposed approach for quantifying uncertainty in supervised learning on UCI benchmark tasks.

stat.ML↗

Suicidal Pedestrian: Generation of Safety-Critical Scenarios for Autonomous Vehicles

Developing reliable autonomous driving algorithms poses challenges in testing, particularly when it comes to safety-critical traffic scenarios involving pedestrians. An open question is how to simulate rare events, not necessarily found in autonomous driving datasets or scripted simulations, but which can occur in testing, and, in the end may lead to severe pedestrian related accidents. This paper presents a method for designing a suicidal pedestrian agent within the CARLA simulator, enabling the automatic generation of traffic scenarios for testing safety of autonomous vehicles (AVs) in dangerous situations with pedestrians. The pedestrian is modeled as a reinforcement learning (RL) agent with two custom reward functions that allow the agent to either arbitrarily or with high velocity to collide with the AV. Instead of significantly constraining the initial locations and the pedestrian behavior, we allow the pedestrian and autonomous car to be placed anywhere in the environment and the pedestrian to roam freely to generate diverse scenarios. To assess the performance of the suicidal pedestrian and the target vehicle during testing, we propose three collision-oriented evaluation metrics. Experimental results involving two state-of-the-art autonomous driving algorithms trained end-to-end with imitation learning from sensor data demonstrate the effectiveness of the suicidal pedestrian in identifying decision errors made by autonomous vehicles controlled by the algorithms.

cs.RO↗

Towards Energy Efficient Control for Commercial Heavy-Duty Mobile Cranes: Modeling Hydraulic Pressures using Machine Learning

A sizable part of the fleet of heavy-duty machinery in the construction equipment industry uses the conventional valve-controlled load-sensing hydraulics. Rigorous climate actions towards reducing CO$_{2}$ emissions has sparked the development of solutions to lower the energy consumption and increase the productivity of the machines. One promising solution to having a better balance between energy and performance is to build accurate models (digital twins) of the real systems using data together with recent advances in machine learning/model-based optimization to improve the control systems. With a particular focus on real-world machines with multiple flow-controlled actuators and shared variable-displacement pumps, this paper presents a generalized machine learning approach to modeling the working pressure of the actuators and the overall pump pressures. The procedures for deriving reaction forces and flow rates as important input variables to the surrogate models are described in detail. Using data from a real loader crane testbed, we demonstrate training and validation of individual models, and showcase the accuracy of pressure predictions in five different experiments under various utilizations and pressure levels.

eess.SY↗

Topological Experience Replay

State-of-the-art deep Q-learning methods update Q-values using state transition tuples sampled from the experience replay buffer. This strategy often uniformly and randomly samples or prioritizes data sampling based on measures such as the temporal difference (TD) error. Such sampling strategies can be inefficient at learning Q-function because a state's Q-value depends on the Q-value of successor states. If the data sampling strategy ignores the precision of the Q-value estimate of the next state, it can lead to useless and often incorrect updates to the Q-values. To mitigate this issue, we organize the agent's experience into a graph that explicitly tracks the dependency between Q-values of states. Each edge in the graph represents a transition between two states by executing a single action. We perform value backups via a breadth-first search starting from that expands vertices in the graph starting from the set of terminal states and successively moving backward. We empirically show that our method is substantially more data-efficient than several baselines on a diverse range of goal-reaching tasks. Notably, the proposed method also outperforms baselines that consume more batches of training experience and operates from high-dimensional observational data such as images.

cs.LG↗

Simplified Temporal Consistency Reinforcement Learning

Reinforcement learning is able to solve complex sequential decision-making tasks but is currently limited by sample efficiency and required computation. To improve sample efficiency, recent work focuses on model-based RL which interleaves model learning with planning. Recent methods further utilize policy learning, value estimation, and, self-supervised learning as auxiliary objectives. In this paper we show that, surprisingly, a simple representation learning approach relying only on a latent dynamics model trained by latent temporal consistency is sufficient for high-performance RL. This applies when using pure planning with a dynamics model conditioned on the representation, but, also when utilizing the representation as policy and value function features in model-free RL. In experiments, our approach learns an accurate dynamics model to solve challenging high-dimensional locomotion tasks with online planners while being 4.1 times faster to train compared to ensemble-based methods. With model-free RL without planning, especially on high-dimensional tasks, such as the DeepMind Control Suite Humanoid and Dog tasks, our approach outperforms model-free methods by a large margin and matches model-based methods' sample efficiency while training 2.4 times faster.

cs.LG↗

Hierarchical Imitation Learning with Vector Quantized Models

The ability to plan actions on multiple levels of abstraction enables intelligent agents to solve complex tasks effectively. However, learning the models for both low and high-level planning from demonstrations has proven challenging, especially with higher-dimensional inputs. To address this issue, we propose to use reinforcement learning to identify subgoals in expert trajectories by associating the magnitude of the rewards with the predictability of low-level actions given the state and the chosen subgoal. We build a vector-quantized generative model for the identified subgoals to perform subgoal-level planning. In experiments, the algorithm excels at solving complex, long-horizon decision-making problems outperforming state-of-the-art. Because of its ability to plan, our algorithm can find better trajectories than the ones in the training set

cs.AI↗

State-Conditioned Adversarial Subgoal Generation

Hierarchical reinforcement learning (HRL) proposes to solve difficult tasks by performing decision-making and control at successively higher levels of temporal abstraction. However, off-policy HRL often suffers from the problem of a non-stationary high-level policy since the low-level policy is constantly changing. In this paper, we propose a novel HRL approach for mitigating the non-stationarity by adversarially enforcing the high-level policy to generate subgoals compatible with the current instantiation of the low-level policy. In practice, the adversarial learning is implemented by training a simple state-conditioned discriminator network concurrently with the high-level policy which determines the compatibility level of subgoals. Comparison to state-of-the-art algorithms shows that our approach improves both learning efficiency and performance in challenging continuous control tasks.

cs.LG↗

Prioritized offline Goal-swapping Experience Replay

In goal-conditioned offline reinforcement learning, an agent learns from previously collected data to go to an arbitrary goal. Since the offline data only contains a finite number of trajectories, a main challenge is how to generate more data. Goal-swapping generates additional data by switching trajectory goals but while doing so produces a large number of invalid trajectories. To address this issue, we propose prioritized goal-swapping experience replay (PGSER). PGSER uses a pre-trained Q function to assign higher priority weights to goal swapped transitions that allow reaching the goal. In experiments, PGSER significantly improves over baselines in a wide range of benchmark tasks, including challenging previously unsuccessful dexterous in-hand manipulation tasks.

cs.LG↗

Seq2Seq Imitation Learning for Tactile Feedback-based Manipulation

Robot control for tactile feedback-based manipulation can be difficult due to the modeling of physical contacts, partial observability of the environment, and noise in perception and control. This work focuses on solving partial observability of contact-rich manipulation tasks as a Sequence-to-Sequence (Seq2Seq)} Imitation Learning (IL) problem. The proposed Seq2Seq model produces a robot-environment interaction sequence to estimate the partially observable environment state variables. Then, the observed interaction sequence is transformed to a control sequence for the task itself. The proposed Seq2Seq IL for tactile feedback-based manipulation is experimentally validated on a door-open task in a simulated environment and a snap-on insertion task with a real robot. The model is able to learn both tasks from only 50 expert demonstrations, while state-of-the-art reinforcement learning and imitation learning methods fail.

cs.RO↗

Swapped goal-conditioned offline reinforcement learning

Offline goal-conditioned reinforcement learning (GCRL) can be challenging due to overfitting to the given dataset. To generalize agents' skills outside the given dataset, we propose a goal-swapping procedure that generates additional trajectories. To alleviate the problem of noise and extrapolation errors, we present a general offline reinforcement learning method called deterministic Q-advantage policy gradient (DQAPG). In the experiments, DQAPG outperforms state-of-the-art goal-conditioned offline RL methods in a wide range of benchmark tasks, and goal-swapping further improves the test results. It is noteworthy, that the proposed method obtains good performance on the challenging dexterous in-hand manipulation tasks for which the prior methods failed.

cs.LG↗

Redeeming Intrinsic Rewards via Constrained Optimization

State-of-the-art reinforcement learning (RL) algorithms typically use random sampling (e.g., $ε$-greedy) for exploration, but this method fails on hard exploration tasks like Montezuma's Revenge. To address the challenge of exploration, prior works incentivize exploration by rewarding the agent when it visits novel states. Such intrinsic rewards (also called exploration bonus or curiosity) often lead to excellent performance on hard exploration tasks. However, on easy exploration tasks, the agent gets distracted by intrinsic rewards and performs unnecessary exploration even when sufficient task (also called extrinsic) reward is available. Consequently, such an overly curious agent performs worse than an agent trained with only task reward. Such inconsistency in performance across tasks prevents the widespread use of intrinsic rewards with RL algorithms. We propose a principled constrained optimization procedure called Extrinsic-Intrinsic Policy Optimization (EIPO) that automatically tunes the importance of the intrinsic reward: it suppresses the intrinsic reward when exploration is unnecessary and increases it when exploration is required. The results is superior exploration that does not require manual tuning in balancing the intrinsic reward against the task reward. Consistent performance gains across sixty-one ATARI games validate our claim. The code is available at https://github.com/Improbable-AI/eipo.

cs.LG↗

Adaptive Behavior Cloning Regularization for Stable Offline-to-Online Reinforcement Learning

Offline reinforcement learning, by learning from a fixed dataset, makes it possible to learn agent behaviors without interacting with the environment. However, depending on the quality of the offline dataset, such pre-trained agents may have limited performance and would further need to be fine-tuned online by interacting with the environment. During online fine-tuning, the performance of the pre-trained agent may collapse quickly due to the sudden distribution shift from offline to online data. While constraints enforced by offline RL methods such as a behaviour cloning loss prevent this to an extent, these constraints also significantly slow down online fine-tuning by forcing the agent to stay close to the behavior policy. We propose to adaptively weigh the behavior cloning loss during online fine-tuning based on the agent's performance and training stability. Moreover, we use a randomized ensemble of Q functions to further increase the sample efficiency of online fine-tuning by performing a large number of learning updates. Experiments show that the proposed method yields state-of-the-art offline-to-online reinforcement learning performance on the popular D4RL benchmark. Code is available: \url{https://github.com/zhaoyi11/adaptive_bc}.

cs.LG↗