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Nicolas Heess

Publications and source records attributed to Nicolas Heess.

At least 91 records · Page 5Linked to original sources

Behavior Priors for Efficient Reinforcement Learning

As we deploy reinforcement learning agents to solve increasingly challenging problems, methods that allow us to inject prior knowledge about the structure of the world and effective solution strategies becomes increasingly important. In this work we consider how information and architectural constraints can be combined with ideas from the probabilistic modeling literature to learn behavior priors that capture the common movement and interaction patterns that are shared across a set of related tasks or contexts. For example the day-to day behavior of humans comprises distinctive locomotion and manipulation patterns that recur across many different situations and goals. We discuss how such behavior patterns can be captured using probabilistic trajectory models and how these can be integrated effectively into reinforcement learning schemes, e.g.\ to facilitate multi-task and transfer learning. We then extend these ideas to latent variable models and consider a formulation to learn hierarchical priors that capture different aspects of the behavior in reusable modules. We discuss how such latent variable formulations connect to related work on hierarchical reinforcement learning (HRL) and mutual information and curiosity based objectives, thereby offering an alternative perspective on existing ideas. We demonstrate the effectiveness of our framework by applying it to a range of simulated continuous control domains.

cs.AI↗

Direct Policy Gradients: Direct Optimization of Policies in Discrete Action Spaces

Direct optimization is an appealing framework that replaces integration with optimization of a random objective for approximating gradients in models with discrete random variables. A$^\star$ sampling is a framework for optimizing such random objectives over large spaces. We show how to combine these techniques to yield a reinforcement learning algorithm that approximates a policy gradient by finding trajectories that optimize a random objective. We call the resulting algorithms "direct policy gradient" (DirPG) algorithms. A main benefit of DirPG algorithms is that they allow the insertion of domain knowledge in the form of upper bounds on return-to-go at training time, like is used in heuristic search, while still directly computing a policy gradient. We further analyze their properties, showing there are cases where DirPG has an exponentially larger probability of sampling informative gradients compared to REINFORCE. We also show that there is a built-in variance reduction technique and that a parameter that was previously viewed as a numerical approximation can be interpreted as controlling risk sensitivity. Empirically, we evaluate the effect of key degrees of freedom and show that the algorithm performs well in illustrative domains compared to baselines.

cs.LG↗

Value-driven Hindsight Modelling

Value estimation is a critical component of the reinforcement learning (RL) paradigm. The question of how to effectively learn value predictors from data is one of the major problems studied by the RL community, and different approaches exploit structure in the problem domain in different ways. Model learning can make use of the rich transition structure present in sequences of observations, but this approach is usually not sensitive to the reward function. In contrast, model-free methods directly leverage the quantity of interest from the future, but receive a potentially weak scalar signal (an estimate of the return). We develop an approach for representation learning in RL that sits in between these two extremes: we propose to learn what to model in a way that can directly help value prediction. To this end, we determine which features of the future trajectory provide useful information to predict the associated return. This provides tractable prediction targets that are directly relevant for a task, and can thus accelerate learning the value function. The idea can be understood as reasoning, in hindsight, about which aspects of the future observations could help past value prediction. We show how this can help dramatically even in simple policy evaluation settings. We then test our approach at scale in challenging domains, including on 57 Atari 2600 games.

cs.LG↗

Local Search for Policy Iteration in Continuous Control

We present an algorithm for local, regularized, policy improvement in reinforcement learning (RL) that allows us to formulate model-based and model-free variants in a single framework. Our algorithm can be interpreted as a natural extension of work on KL-regularized RL and introduces a form of tree search for continuous action spaces. We demonstrate that additional computation spent on model-based policy improvement during learning can improve data efficiency, and confirm that model-based policy improvement during action selection can also be beneficial. Quantitatively, our algorithm improves data efficiency on several continuous control benchmarks (when a model is learned in parallel), and it provides significant improvements in wall-clock time in high-dimensional domains (when a ground truth model is available). The unified framework also helps us to better understand the space of model-based and model-free algorithms. In particular, we demonstrate that some benefits attributed to model-based RL can be obtained without a model, simply by utilizing more computation.

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Beyond Tabula-Rasa: a Modular Reinforcement Learning Approach for Physically Embedded 3D Sokoban

Intelligent robots need to achieve abstract objectives using concrete, spatiotemporally complex sensory information and motor control. Tabula rasa deep reinforcement learning (RL) has tackled demanding tasks in terms of either visual, abstract, or physical reasoning, but solving these jointly remains a formidable challenge. One recent, unsolved benchmark task that integrates these challenges is Mujoban, where a robot needs to arrange 3D warehouses generated from 2D Sokoban puzzles. We explore whether integrated tasks like Mujoban can be solved by composing RL modules together in a sense-plan-act hierarchy, where modules have well-defined roles similarly to classic robot architectures. Unlike classic architectures that are typically model-based, we use only model-free modules trained with RL or supervised learning. We find that our modular RL approach dramatically outperforms the state-of-the-art monolithic RL agent on Mujoban. Further, learned modules can be reused when, e.g., using a different robot platform to solve the same task. Together our results give strong evidence for the importance of research into modular RL designs. Project website: https://sites.google.com/view/modular-rl/

cs.LG↗

dm_control: Software and Tasks for Continuous Control

The dm_control software package is a collection of Python libraries and task suites for reinforcement learning agents in an articulated-body simulation. A MuJoCo wrapper provides convenient bindings to functions and data structures. The PyMJCF and Composer libraries enable procedural model manipulation and task authoring. The Control Suite is a fixed set of tasks with standardised structure, intended to serve as performance benchmarks. The Locomotion framework provides high-level abstractions and examples of locomotion tasks. A set of configurable manipulation tasks with a robot arm and snap-together bricks is also included. dm_control is publicly available at https://www.github.com/deepmind/dm_control

cs.RO↗

Towards General and Autonomous Learning of Core Skills: A Case Study in Locomotion

Modern Reinforcement Learning (RL) algorithms promise to solve difficult motor control problems directly from raw sensory inputs. Their attraction is due in part to the fact that they can represent a general class of methods that allow to learn a solution with a reasonably set reward and minimal prior knowledge, even in situations where it is difficult or expensive for a human expert. For RL to truly make good on this promise, however, we need algorithms and learning setups that can work across a broad range of problems with minimal problem specific adjustments or engineering. In this paper, we study this idea of generality in the locomotion domain. We develop a learning framework that can learn sophisticated locomotion behavior for a wide spectrum of legged robots, such as bipeds, tripeds, quadrupeds and hexapods, including wheeled variants. Our learning framework relies on a data-efficient, off-policy multi-task RL algorithm and a small set of reward functions that are semantically identical across robots. To underline the general applicability of the method, we keep the hyper-parameter settings and reward definitions constant across experiments and rely exclusively on on-board sensing. For nine different types of robots, including a real-world quadruped robot, we demonstrate that the same algorithm can rapidly learn diverse and reusable locomotion skills without any platform specific adjustments or additional instrumentation of the learning setup.

cs.RO↗

Keep Doing What Worked: Behavioral Modelling Priors for Offline Reinforcement Learning

Off-policy reinforcement learning algorithms promise to be applicable in settings where only a fixed data-set (batch) of environment interactions is available and no new experience can be acquired. This property makes these algorithms appealing for real world problems such as robot control. In practice, however, standard off-policy algorithms fail in the batch setting for continuous control. In this paper, we propose a simple solution to this problem. It admits the use of data generated by arbitrary behavior policies and uses a learned prior -- the advantage-weighted behavior model (ABM) -- to bias the RL policy towards actions that have previously been executed and are likely to be successful on the new task. Our method can be seen as an extension of recent work on batch-RL that enables stable learning from conflicting data-sources. We find improvements on competitive baselines in a variety of RL tasks -- including standard continuous control benchmarks and multi-task learning for simulated and real-world robots.

cs.LG↗

Catch & Carry: Reusable Neural Controllers for Vision-Guided Whole-Body Tasks

We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics and animation to robotics and motor neuroscience. Our physics-based environment uses realistic actuation and first-person perception -- including touch sensors and egocentric vision -- with a view to producing active-sensing behaviors (e.g. gaze direction), transferability to real robots, and comparisons to the biology. We develop an integrated neural-network based approach consisting of a motor primitive module, human demonstrations, and an instructed reinforcement learning regime with curricula and task variations. We demonstrate the utility of our approach for several tasks, including goal-conditioned box carrying and ball catching, and we characterize its behavioral robustness. The resulting controllers can be deployed in real-time on a standard PC. See overview video, https://youtu.be/2rQAW-8gQQk .

cs.AI↗

Compositional Transfer in Hierarchical Reinforcement Learning

The successful application of general reinforcement learning algorithms to real-world robotics applications is often limited by their high data requirements. We introduce Regularized Hierarchical Policy Optimization (RHPO) to improve data-efficiency for domains with multiple dominant tasks and ultimately reduce required platform time. To this end, we employ compositional inductive biases on multiple levels and corresponding mechanisms for sharing off-policy transition data across low-level controllers and tasks as well as scheduling of tasks. The presented algorithm enables stable and fast learning for complex, real-world domains in the parallel multitask and sequential transfer case. We show that the investigated types of hierarchy enable positive transfer while partially mitigating negative interference and evaluate the benefits of additional incentives for efficient, compositional task solutions in single task domains. Finally, we demonstrate substantial data-efficiency and final performance gains over competitive baselines in a week-long, physical robot stacking experiment.

cs.LG↗

A Distributional View on Multi-Objective Policy Optimization

Many real-world problems require trading off multiple competing objectives. However, these objectives are often in different units and/or scales, which can make it challenging for practitioners to express numerical preferences over objectives in their native units. In this paper we propose a novel algorithm for multi-objective reinforcement learning that enables setting desired preferences for objectives in a scale-invariant way. We propose to learn an action distribution for each objective, and we use supervised learning to fit a parametric policy to a combination of these distributions. We demonstrate the effectiveness of our approach on challenging high-dimensional real and simulated robotics tasks, and show that setting different preferences in our framework allows us to trace out the space of nondominated solutions.

cs.LG↗

Simple Sensor Intentions for Exploration

Modern reinforcement learning algorithms can learn solutions to increasingly difficult control problems while at the same time reduce the amount of prior knowledge needed for their application. One of the remaining challenges is the definition of reward schemes that appropriately facilitate exploration without biasing the solution in undesirable ways, and that can be implemented on real robotic systems without expensive instrumentation. In this paper we focus on a setting in which goal tasks are defined via simple sparse rewards, and exploration is facilitated via agent-internal auxiliary tasks. We introduce the idea of simple sensor intentions (SSIs) as a generic way to define auxiliary tasks. SSIs reduce the amount of prior knowledge that is required to define suitable rewards. They can further be computed directly from raw sensor streams and thus do not require expensive and possibly brittle state estimation on real systems. We demonstrate that a learning system based on these rewards can solve complex robotic tasks in simulation and in real world settings. In particular, we show that a real robotic arm can learn to grasp and lift and solve a Ball-in-a-Cup task from scratch, when only raw sensor streams are used for both controller input and in the auxiliary reward definition.

cs.LG↗

Divide-and-Conquer Monte Carlo Tree Search For Goal-Directed Planning

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.

cs.LG↗

A Generalized Training Approach for Multiagent Learning

This paper investigates a population-based training regime based on game-theoretic principles called Policy-Spaced Response Oracles (PSRO). PSRO is general in the sense that it (1) encompasses well-known algorithms such as fictitious play and double oracle as special cases, and (2) in principle applies to general-sum, many-player games. Despite this, prior studies of PSRO have been focused on two-player zero-sum games, a regime wherein Nash equilibria are tractably computable. In moving from two-player zero-sum games to more general settings, computation of Nash equilibria quickly becomes infeasible. Here, we extend the theoretical underpinnings of PSRO by considering an alternative solution concept, $α$-Rank, which is unique (thus faces no equilibrium selection issues, unlike Nash) and applies readily to general-sum, many-player settings. We establish convergence guarantees in several games classes, and identify links between Nash equilibria and $α$-Rank. We demonstrate the competitive performance of $α$-Rank-based PSRO against an exact Nash solver-based PSRO in 2-player Kuhn and Leduc Poker. We then go beyond the reach of prior PSRO applications by considering 3- to 5-player poker games, yielding instances where $α$-Rank achieves faster convergence than approximate Nash solvers, thus establishing it as a favorable general games solver. We also carry out an initial empirical validation in MuJoCo soccer, illustrating the feasibility of the proposed approach in another complex domain.

cs.MA↗

Exploiting Hierarchy for Learning and Transfer in KL-regularized RL

As reinforcement learning agents are tasked with solving more challenging and diverse tasks, the ability to incorporate prior knowledge into the learning system and to exploit reusable structure in solution space is likely to become increasingly important. The KL-regularized expected reward objective constitutes one possible tool to this end. It introduces an additional component, a default or prior behavior, which can be learned alongside the policy and as such partially transforms the reinforcement learning problem into one of behavior modelling. In this work we consider the implications of this framework in cases where both the policy and default behavior are augmented with latent variables. We discuss how the resulting hierarchical structures can be used to implement different inductive biases and how their modularity can benefit transfer. Empirically we find that they can lead to faster learning and transfer on a range of continuous control tasks.

cs.LG↗

Continuous-Discrete Reinforcement Learning for Hybrid Control in Robotics

Many real-world control problems involve both discrete decision variables - such as the choice of control modes, gear switching or digital outputs - as well as continuous decision variables - such as velocity setpoints, control gains or analogue outputs. However, when defining the corresponding optimal control or reinforcement learning problem, it is commonly approximated with fully continuous or fully discrete action spaces. These simplifications aim at tailoring the problem to a particular algorithm or solver which may only support one type of action space. Alternatively, expert heuristics are used to remove discrete actions from an otherwise continuous space. In contrast, we propose to treat hybrid problems in their 'native' form by solving them with hybrid reinforcement learning, which optimizes for discrete and continuous actions simultaneously. In our experiments, we first demonstrate that the proposed approach efficiently solves such natively hybrid reinforcement learning problems. We then show, both in simulation and on robotic hardware, the benefits of removing possibly imperfect expert-designed heuristics. Lastly, hybrid reinforcement learning encourages us to rethink problem definitions. We propose reformulating control problems, e.g. by adding meta actions, to improve exploration or reduce mechanical wear and tear.

cs.LG↗

Hindsight Credit Assignment

We consider the problem of efficient credit assignment in reinforcement learning. In order to efficiently and meaningfully utilize new data, we propose to explicitly assign credit to past decisions based on the likelihood of them having led to the observed outcome. This approach uses new information in hindsight, rather than employing foresight. Somewhat surprisingly, we show that value functions can be rewritten through this lens, yielding a new family of algorithms. We study the properties of these algorithms, and empirically show that they successfully address important credit assignment challenges, through a set of illustrative tasks.

cs.LG↗

Quinoa: a Q-function You Infer Normalized Over Actions

We present an algorithm for learning an approximate action-value soft Q-function in the relative entropy regularised reinforcement learning setting, for which an optimal improved policy can be recovered in closed form. We use recent advances in normalising flows for parametrising the policy together with a learned value-function; and show how this combination can be used to implicitly represent Q-values of an arbitrary policy in continuous action space. Using simple temporal difference learning on the Q-values then leads to a unified objective for policy and value learning. We show how this approach considerably simplifies standard Actor-Critic off-policy algorithms, removing the need for a policy optimisation step. We perform experiments on a range of established reinforcement learning benchmarks, demonstrating that our approach allows for complex, multimodal policy distributions in continuous action spaces, while keeping the process of sampling from the policy both fast and exact.

cs.LG↗