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Quan Vuong

Publications and source records attributed to Quan Vuong.

46 records · Page 3Linked to original sources

Offline RL With Realistic Datasets: Heteroskedasticity and Support Constraints

Offline reinforcement learning (RL) learns policies entirely from static datasets, thereby avoiding the challenges associated with online data collection. Practical applications of offline RL will inevitably require learning from datasets where the variability of demonstrated behaviors changes non-uniformly across the state space. For example, at a red light, nearly all human drivers behave similarly by stopping, but when merging onto a highway, some drivers merge quickly, efficiently, and safely, while many hesitate or merge dangerously. Both theoretically and empirically, we show that typical offline RL methods, which are based on distribution constraints fail to learn from data with such non-uniform variability, due to the requirement to stay close to the behavior policy to the same extent across the state space. Ideally, the learned policy should be free to choose per state how closely to follow the behavior policy to maximize long-term return, as long as the learned policy stays within the support of the behavior policy. To instantiate this principle, we reweight the data distribution in conservative Q-learning (CQL) to obtain an approximate support constraint formulation. The reweighted distribution is a mixture of the current policy and an additional policy trained to mine poor actions that are likely under the behavior policy. Our method, CQL (ReDS), is simple, theoretically motivated, and improves performance across a wide range of offline RL problems in Atari games, navigation, and pixel-based manipulation.

cs.LG↗

Dual Generator Offline Reinforcement Learning

In offline RL, constraining the learned policy to remain close to the data is essential to prevent the policy from outputting out-of-distribution (OOD) actions with erroneously overestimated values. In principle, generative adversarial networks (GAN) can provide an elegant solution to do so, with the discriminator directly providing a probability that quantifies distributional shift. However, in practice, GAN-based offline RL methods have not performed as well as alternative approaches, perhaps because the generator is trained to both fool the discriminator and maximize return -- two objectives that can be at odds with each other. In this paper, we show that the issue of conflicting objectives can be resolved by training two generators: one that maximizes return, with the other capturing the ``remainder'' of the data distribution in the offline dataset, such that the mixture of the two is close to the behavior policy. We show that not only does having two generators enable an effective GAN-based offline RL method, but also approximates a support constraint, where the policy does not need to match the entire data distribution, but only the slice of the data that leads to high long term performance. We name our method DASCO, for Dual-Generator Adversarial Support Constrained Offline RL. On benchmark tasks that require learning from sub-optimal data, DASCO significantly outperforms prior methods that enforce distribution constraint.

cs.LG↗

Single RGB-D Camera Teleoperation for General Robotic Manipulation

We propose a teleoperation system that uses a single RGB-D camera as the human motion capture device. Our system can perform general manipulation tasks such as cloth folding, hammering and 3mm clearance peg in hole. We propose the use of non-Cartesian oblique coordinate frame, dynamic motion scaling and reposition of operator frames to increase the flexibility of our teleoperation system. We hypothesize that lowering the barrier of entry to teleoperation will allow for wider deployment of supervised autonomy system, which will in turn generates realistic datasets that unlock the potential of machine learning for robotic manipulation. Demo of our systems are available online https://sites.google.com/view/manipulation-teleop-with-rgbd

cs.RO↗

Machine Learning for Robotic Manipulation

The past decade has witnessed the tremendous successes of machine learning techniques in the supervised learning paradigm, where there is a clear demarcation between training and testing. In the supervised learning paradigm, learning is inherently passive, seeking to distill human-provided supervision in large-scale datasets into high capacity models. Following these successes, machine learning researchers have looked beyond this paradigm and became interested in tasks that are more dynamic. To them, robotics serve as an excellent test-bed, for the challenges of robotics break many of the assumptions that made supervised learning successful. Out of the many different areas within robotics, robotic manipulation has become a favorite area for researchers to demonstrate new algorithms because of the vast numbers of possible applications and its highly dynamical and complex nature. This document surveys recent robotics conferences and identifies the major trends with which machine learning techniques have been applied to the challenges of robotic manipulation.

cs.RO↗

Striving for Simplicity and Performance in Off-Policy DRL: Output Normalization and Non-Uniform Sampling

We aim to develop off-policy DRL algorithms that not only exceed state-of-the-art performance but are also simple and minimalistic. For standard continuous control benchmarks, Soft Actor-Critic (SAC), which employs entropy maximization, currently provides state-of-the-art performance. We first demonstrate that the entropy term in SAC addresses action saturation due to the bounded nature of the action spaces, with this insight, we propose a streamlined algorithm with a simple normalization scheme or with inverted gradients. We show that both approaches can match SAC's sample efficiency performance without the need of entropy maximization, we then propose a simple non-uniform sampling method for selecting transitions from the replay buffer during training. Extensive experimental results demonstrate that our proposed sampling scheme leads to state of the art sample efficiency on challenging continuous control tasks. We combine all of our findings into one simple algorithm, which we call Streamlined Off Policy with Emphasizing Recent Experience, for which we provide robust public-domain code.

cs.LG↗

First Order Constrained Optimization in Policy Space

In reinforcement learning, an agent attempts to learn high-performing behaviors through interacting with the environment, such behaviors are often quantified in the form of a reward function. However some aspects of behavior-such as ones which are deemed unsafe and to be avoided-are best captured through constraints. We propose a novel approach called First Order Constrained Optimization in Policy Space (FOCOPS) which maximizes an agent's overall reward while ensuring the agent satisfies a set of cost constraints. Using data generated from the current policy, FOCOPS first finds the optimal update policy by solving a constrained optimization problem in the nonparameterized policy space. FOCOPS then projects the update policy back into the parametric policy space. Our approach has an approximate upper bound for worst-case constraint violation throughout training and is first-order in nature therefore simple to implement. We provide empirical evidence that our simple approach achieves better performance on a set of constrained robotics locomotive tasks.

cs.LG↗

Multi-task Batch Reinforcement Learning with Metric Learning

We tackle the Multi-task Batch Reinforcement Learning problem. Given multiple datasets collected from different tasks, we train a multi-task policy to perform well in unseen tasks sampled from the same distribution. The task identities of the unseen tasks are not provided. To perform well, the policy must infer the task identity from collected transitions by modelling its dependency on states, actions and rewards. Because the different datasets may have state-action distributions with large divergence, the task inference module can learn to ignore the rewards and spuriously correlate $\textit{only}$ state-action pairs to the task identity, leading to poor test time performance. To robustify task inference, we propose a novel application of the triplet loss. To mine hard negative examples, we relabel the transitions from the training tasks by approximating their reward functions. When we allow further training on the unseen tasks, using the trained policy as an initialization leads to significantly faster convergence compared to randomly initialized policies (up to $80\%$ improvement and across 5 different Mujoco task distributions). We name our method $\textbf{MBML}$ ($\textbf{M}\text{ulti-task}$ $\textbf{B}\text{atch}$ RL with $\textbf{M}\text{etric}$ $\textbf{L}\text{earning}$).

cs.LG↗

Better Exploration with Optimistic Actor-Critic

Actor-critic methods, a type of model-free Reinforcement Learning, have been successfully applied to challenging tasks in continuous control, often achieving state-of-the art performance. However, wide-scale adoption of these methods in real-world domains is made difficult by their poor sample efficiency. We address this problem both theoretically and empirically. On the theoretical side, we identify two phenomena preventing efficient exploration in existing state-of-the-art algorithms such as Soft Actor Critic. First, combining a greedy actor update with a pessimistic estimate of the critic leads to the avoidance of actions that the agent does not know about, a phenomenon we call pessimistic underexploration. Second, current algorithms are directionally uninformed, sampling actions with equal probability in opposite directions from the current mean. This is wasteful, since we typically need actions taken along certain directions much more than others. To address both of these phenomena, we introduce a new algorithm, Optimistic Actor Critic, which approximates a lower and upper confidence bound on the state-action value function. This allows us to apply the principle of optimism in the face of uncertainty to perform directed exploration using the upper bound while still using the lower bound to avoid overestimation. We evaluate OAC in several challenging continuous control tasks, achieving state-of the art sample efficiency.

stat.ML↗

How to pick the domain randomization parameters for sim-to-real transfer of reinforcement learning policies?

Recently, reinforcement learning (RL) algorithms have demonstrated remarkable success in learning complicated behaviors from minimally processed input. However, most of this success is limited to simulation. While there are promising successes in applying RL algorithms directly on real systems, their performance on more complex systems remains bottle-necked by the relative data inefficiency of RL algorithms. Domain randomization is a promising direction of research that has demonstrated impressive results using RL algorithms to control real robots. At a high level, domain randomization works by training a policy on a distribution of environmental conditions in simulation. If the environments are diverse enough, then the policy trained on this distribution will plausibly generalize to the real world. A human-specified design choice in domain randomization is the form and parameters of the distribution of simulated environments. It is unclear how to the best pick the form and parameters of this distribution and prior work uses hand-tuned distributions. This extended abstract demonstrates that the choice of the distribution plays a major role in the performance of the trained policies in the real world and that the parameter of this distribution can be optimized to maximize the performance of the trained policies in the real world

cs.LG↗

Supervised Policy Update for Deep Reinforcement Learning

We propose a new sample-efficient methodology, called Supervised Policy Update (SPU), for deep reinforcement learning. Starting with data generated by the current policy, SPU formulates and solves a constrained optimization problem in the non-parameterized proximal policy space. Using supervised regression, it then converts the optimal non-parameterized policy to a parameterized policy, from which it draws new samples. The methodology is general in that it applies to both discrete and continuous action spaces, and can handle a wide variety of proximity constraints for the non-parameterized optimization problem. We show how the Natural Policy Gradient and Trust Region Policy Optimization (NPG/TRPO) problems, and the Proximal Policy Optimization (PPO) problem can be addressed by this methodology. The SPU implementation is much simpler than TRPO. In terms of sample efficiency, our extensive experiments show SPU outperforms TRPO in Mujoco simulated robotic tasks and outperforms PPO in Atari video game tasks.

cs.LG↗