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Zhang-Wei Hong

Publications and source records attributed to Zhang-Wei Hong.

47 records · Page 3Linked to original sources

Model Predictive Control via On-Policy Imitation Learning

In this paper, we leverage the rapid advances in imitation learning, a topic of intense recent focus in the Reinforcement Learning (RL) literature, to develop new sample complexity results and performance guarantees for data-driven Model Predictive Control (MPC) for constrained linear systems. In its simplest form, imitation learning is an approach that tries to learn an expert policy by querying samples from an expert. Recent approaches to data-driven MPC have used the simplest form of imitation learning known as behavior cloning to learn controllers that mimic the performance of MPC by online sampling of the trajectories of the closed-loop MPC system. Behavior cloning, however, is a method that is known to be data inefficient and suffer from distribution shifts. As an alternative, we develop a variant of the forward training algorithm which is an on-policy imitation learning method proposed by Ross et al. (2010). Our algorithm uses the structure of constrained linear MPC, and our analysis uses the properties of the explicit MPC solution to theoretically bound the number of online MPC trajectories needed to achieve optimal performance. We validate our results through simulations and show that the forward training algorithm is indeed superior to behavior cloning when applied to MPC.

math.OC↗

Stubborn: A Strong Baseline for Indoor Object Navigation

We present a strong baseline that surpasses the performance of previously published methods on the Habitat Challenge task of navigating to a target object in indoor environments. Our method is motivated from primary failure modes of prior state-of-the-art: poor exploration, inaccurate object identification, and agent getting trapped due to imprecise map construction. We make three contributions to mitigate these issues: (i) First, we show that existing map-based methods fail to effectively use semantic clues for exploration. We present a semantic-agnostic exploration strategy (called Stubborn) without any learning that surprisingly outperforms prior work. (ii) We propose a strategy for integrating temporal information to improve object identification. (iii) Lastly, due to inaccurate depth observation the agent often gets trapped in small regions. We develop a multi-scale collision map for obstacle identification that mitigates this issue.

cs.RO↗

Reducing the Deployment-Time Inference Control Costs of Deep Reinforcement Learning Agents via an Asymmetric Architecture

Deep reinforcement learning (DRL) has been demonstrated to provide promising results in several challenging decision making and control tasks. However, the required inference costs of deep neural networks (DNNs) could prevent DRL from being applied to mobile robots which cannot afford high energy-consuming computations. To enable DRL methods to be affordable in such energy-limited platforms, we propose an asymmetric architecture that reduces the overall inference costs via switching between a computationally expensive policy and an economic one. The experimental results evaluated on a number of representative benchmark suites for robotic control tasks demonstrate that our method is able to reduce the inference costs while retaining the agent's overall performance.

cs.AI↗

Mixture of Step Returns in Bootstrapped DQN

The concept of utilizing multi-step returns for updating value functions has been adopted in deep reinforcement learning (DRL) for a number of years. Updating value functions with different backup lengths provides advantages in different aspects, including bias and variance of value estimates, convergence speed, and exploration behavior of the agent. Conventional methods such as TD-lambda leverage these advantages by using a target value equivalent to an exponential average of different step returns. Nevertheless, integrating step returns into a single target sacrifices the diversity of the advantages offered by different step return targets. To address this issue, we propose Mixture Bootstrapped DQN (MB-DQN) built on top of bootstrapped DQN, and uses different backup lengths for different bootstrapped heads. MB-DQN enables heterogeneity of the target values that is unavailable in approaches relying only on a single target value. As a result, it is able to maintain the advantages offered by different backup lengths. In this paper, we first discuss the motivational insights through a simple maze environment. In order to validate the effectiveness of MB-DQN, we perform experiments on the Atari 2600 benchmark environments, and demonstrate the performance improvement of MB-DQN over a number of baseline methods. We further provide a set of ablation studies to examine the impacts of different design configurations of MB-DQN.

cs.LG↗

Adversarial Active Exploration for Inverse Dynamics Model Learning

We present an adversarial active exploration for inverse dynamics model learning, a simple yet effective learning scheme that incentivizes exploration in an environment without any human intervention. Our framework consists of a deep reinforcement learning (DRL) agent and an inverse dynamics model contesting with each other. The former collects training samples for the latter, with an objective to maximize the error of the latter. The latter is trained with samples collected by the former, and generates rewards for the former when it fails to predict the actual action taken by the former. In such a competitive setting, the DRL agent learns to generate samples that the inverse dynamics model fails to predict correctly, while the inverse dynamics model learns to adapt to the challenging samples. We further propose a reward structure that ensures the DRL agent to collect only moderately hard samples but not overly hard ones that prevent the inverse model from predicting effectively. We evaluate the effectiveness of our method on several robotic arm and hand manipulation tasks against multiple baseline models. Experimental results show that our method is comparable to those directly trained with expert demonstrations, and superior to the other baselines even without any human priors.

cs.LG↗

Periodic Intra-Ensemble Knowledge Distillation for Reinforcement Learning

Off-policy ensemble reinforcement learning (RL) methods have demonstrated impressive results across a range of RL benchmark tasks. Recent works suggest that directly imitating experts' policies in a supervised manner before or during the course of training enables faster policy improvement for an RL agent. Motivated by these recent insights, we propose Periodic Intra-Ensemble Knowledge Distillation (PIEKD). PIEKD is a learning framework that uses an ensemble of policies to act in the environment while periodically sharing knowledge amongst policies in the ensemble through knowledge distillation. Our experiments demonstrate that PIEKD improves upon a state-of-the-art RL method in sample efficiency on several challenging MuJoCo benchmark tasks. Additionally, we perform ablation studies to better understand PIEKD.

cs.LG↗

Tactics of Adversarial Attack on Deep Reinforcement Learning Agents

We introduce two tactics to attack agents trained by deep reinforcement learning algorithms using adversarial examples, namely the strategically-timed attack and the enchanting attack. In the strategically-timed attack, the adversary aims at minimizing the agent's reward by only attacking the agent at a small subset of time steps in an episode. Limiting the attack activity to this subset helps prevent detection of the attack by the agent. We propose a novel method to determine when an adversarial example should be crafted and applied. In the enchanting attack, the adversary aims at luring the agent to a designated target state. This is achieved by combining a generative model and a planning algorithm: while the generative model predicts the future states, the planning algorithm generates a preferred sequence of actions for luring the agent. A sequence of adversarial examples is then crafted to lure the agent to take the preferred sequence of actions. We apply the two tactics to the agents trained by the state-of-the-art deep reinforcement learning algorithm including DQN and A3C. In 5 Atari games, our strategically timed attack reduces as much reward as the uniform attack (i.e., attacking at every time step) does by attacking the agent 4 times less often. Our enchanting attack lures the agent toward designated target states with a more than 70% success rate. Videos are available at http://yenchenlin.me/adversarial_attack_RL/

cs.LG↗

Model-based Lookahead Reinforcement Learning

Model-based Reinforcement Learning (MBRL) allows data-efficient learning which is required in real world applications such as robotics. However, despite the impressive data-efficiency, MBRL does not achieve the final performance of state-of-the-art Model-free Reinforcement Learning (MFRL) methods. We leverage the strengths of both realms and propose an approach that obtains high performance with a small amount of data. In particular, we combine MFRL and Model Predictive Control (MPC). While MFRL's strength in exploration allows us to train a better forward dynamics model for MPC, MPC improves the performance of the MFRL policy by sampling-based planning. The experimental results in standard continuous control benchmarks show that our approach can achieve MFRL`s level of performance while being as data-efficient as MBRL.

cs.LG↗

Virtual-to-Real: Learning to Control in Visual Semantic Segmentation

Collecting training data from the physical world is usually time-consuming and even dangerous for fragile robots, and thus, recent advances in robot learning advocate the use of simulators as the training platform. Unfortunately, the reality gap between synthetic and real visual data prohibits direct migration of the models trained in virtual worlds to the real world. This paper proposes a modular architecture for tackling the virtual-to-real problem. The proposed architecture separates the learning model into a perception module and a control policy module, and uses semantic image segmentation as the meta representation for relating these two modules. The perception module translates the perceived RGB image to semantic image segmentation. The control policy module is implemented as a deep reinforcement learning agent, which performs actions based on the translated image segmentation. Our architecture is evaluated in an obstacle avoidance task and a target following task. Experimental results show that our architecture significantly outperforms all of the baseline methods in both virtual and real environments, and demonstrates a faster learning curve than them. We also present a detailed analysis for a variety of variant configurations, and validate the transferability of our modular architecture.

cs.CV↗

Diversity-Driven Exploration Strategy for Deep Reinforcement Learning

Efficient exploration remains a challenging research problem in reinforcement learning, especially when an environment contains large state spaces, deceptive local optima, or sparse rewards. To tackle this problem, we present a diversity-driven approach for exploration, which can be easily combined with both off- and on-policy reinforcement learning algorithms. We show that by simply adding a distance measure to the loss function, the proposed methodology significantly enhances an agent's exploratory behaviors, and thus preventing the policy from being trapped in local optima. We further propose an adaptive scaling method for stabilizing the learning process. Our experimental results in Atari 2600 show that our method outperforms baseline approaches in several tasks in terms of mean scores and exploration efficiency.

cs.AI↗

A Deep Policy Inference Q-Network for Multi-Agent Systems

We present DPIQN, a deep policy inference Q-network that targets multi-agent systems composed of controllable agents, collaborators, and opponents that interact with each other. We focus on one challenging issue in such systems---modeling agents with varying strategies---and propose to employ "policy features" learned from raw observations (e.g., raw images) of collaborators and opponents by inferring their policies. DPIQN incorporates the learned policy features as a hidden vector into its own deep Q-network (DQN), such that it is able to predict better Q values for the controllable agents than the state-of-the-art deep reinforcement learning models. We further propose an enhanced version of DPIQN, called deep recurrent policy inference Q-network (DRPIQN), for handling partial observability. Both DPIQN and DRPIQN are trained by an adaptive training procedure, which adjusts the network's attention to learn the policy features and its own Q-values at different phases of the training process. We present a comprehensive analysis of DPIQN and DRPIQN, and highlight their effectiveness and generalizability in various multi-agent settings. Our models are evaluated in a classic soccer game involving both competitive and collaborative scenarios. Experimental results performed on 1 vs. 1 and 2 vs. 2 games show that DPIQN and DRPIQN demonstrate superior performance to the baseline DQN and deep recurrent Q-network (DRQN) models. We also explore scenarios in which collaborators or opponents dynamically change their policies, and show that DPIQN and DRPIQN do lead to better overall performance in terms of stability and mean scores.

cs.AI↗