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T.D. de Bruin

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Doctoral thesis (2020) - Tim de Bruin, Robert Babuska, Karl Tuyls, Jens Kober
The arrival of intelligent, general-purpose robots that can learn to perform new tasks autonomously has been promised for a long time now. Deep reinforcement learning, which combines reinforcement learning with deep neural network function approximation, has the potential to enable robots to learn to perform a wide range of new tasks while requiring very little prior knowledge or human help. This framework might therefore help to finally make general purpose robots a reality. However, the biggest successes of deep reinforcement learning have so far been in simulated game settings. To translate these successes to the real world, significant improvements are needed in the ability of these methods to learn quickly and safely. This thesis investigates what is needed to make this possible and makes contributions towards this goal.

Before deep reinforcement learning methods can be successfully applied in the robotics domain, an understanding is needed of how, when, and why deep learning and reinforcement learning work well together. This thesis therefore starts with a literature review, which is presented in Chapter 2. While the field is still in some regards in its infancy, it can already be noted that there are important components that are shared by successful algorithms. These components help to reconcile the differences between classical reinforcement learning methods and the training procedures used to successfully train deep neural networks. The main challenges in combining deep learning with reinforcement learning center around the interdependencies of the policy, the training data, and the training targets. Commonly used tools for managing the detrimental effects caused by these interdependencies include target networks, trust region updates, and experience replay buffers. Besides reviewing these components, a number of the more popular and historically relevant deep reinforcement learning methods are discussed.

Reinforcement learning involves learning through trial and error. However, robots (and their surroundings) are fragile, which makes these trials---and especially errors---very costly. Therefore, the amount of exploration that is performed will often need to be drastically reduced over time, especially once a reasonable behavior has already been found. We demonstrate how, using common experience replay techniques, this can quickly lead to forgetting previously learned successful behaviors. This problem is investigated in Chapter 3. Experiments are conducted to investigate what distribution of the experiences over the state-action space leads to desirable learning behavior and what distributions can cause problems. It is shown how actor-critic algorithms are especially sensitive to the lack of diversity in the action space that can result form reducing the amount of exploration over time. Further relations between the properties of the control problem at hand and the required data distributions are also shown. These include a larger need for diversity in the action space when control frequencies are high and a reduced importance of data diversity for problems where generalizing the control strategy across the state-space is more difficult.

While Chapter 3 investigates what data distributions are most beneficial, Chapter 4 instead proposes practical algorithms to {select} useful experiences from a stream of experiences. We do not assume to have any control over the stream of experiences, which makes it possible to learn from additional sources of experience like other robots, experiences obtained while learning different tasks, and experiences obtained using predefined controllers. We make two separate judgments on the utility of individual experiences. The first judgment is on the long term utility of experiences, which is used to determine which experiences to keep in memory once the experience buffer is full. The second judgment is on the instantaneous utility of the experience to the learning agent. This judgment is used to determine which experiences should be sampled from the buffer to be learned from. To estimate the short and long term utility of the experiences we propose proxies based on the age, surprise, and the exploration intensity associated with the experiences. It is shown how prior knowledge of the control problem at hand can be used to decide which proxies to use. We additionally show how the knowledge of the control problem can be used to estimate the optimal size of the experience buffer and whether or not to use importance sampling to compensate for the bias introduced by the selection procedure. Together, these choices can lead to a more stable learning procedure and better performing controllers.

In Chapter 5 we look at what to learn form the collected data. The high price of data in the robotics domain makes it crucial to extract as much knowledge as possible from each and every datum. Reinforcement learning, by default, does not do so. We therefore supplement reinforcement learning with explicit state representation learning objectives. These objectives are based on the assumption that the neural network controller that is to be learned can be seen as consisting of two consecutive parts. The first part (referred to as the state encoder) maps the observed sensor data to a compact and concise representation of the state of the robot and its environment. The second part determines which actions to take based on this state representation. As the representation of the state of the world is useful for more than just completing the task at hand, it can also be trained with more general (state representation learning) objectives than just the reinforcement learning objective associated with the current task. We show how including these additional training objectives allows for learning a much more general state representation, which in turn makes it possible to learn broadly applicable control strategies more quickly. We also introduce a training method that ensures that the added learning objectives further the goal of reinforcement learning, without destabilizing the learning process through their changes to the state encoder.

The final contribution of this thesis, presented in Chapter 6, focuses on the optimization procedure used to train the second part of the policy; the mapping from the state representation to the actions. While we show that the state encoder can be efficiently trained with standard gradient-based optimization techniques, perfecting this second mapping is more difficult. Obtaining high quality estimates of the gradients of the policy performance with respect to the parameters of this part of the neural network is usually not feasible. This means that while a reasonable policy can be obtained relatively quickly using gradient-based optimization approaches, this speed comes at the cost of the stability of the learning process as well as the final performance of the controller. Additionally, the unstable nature of this learning process brings with it an extreme sensitivity to the values of the hyper-parameters of the training method. This places an unfortunate emphasis on hyper-parameter tuning for getting deep reinforcement learning algorithms to work well. Gradient-free optimization algorithms can be more simple and stable, but tend to be much less sample efficient. We show how the desirable aspects of both methods can be combined by first training the entire network through gradient-based optimization and subsequently fine-tuning the final part of the network in a gradient-free manner. We demonstrate how this enables the policy to improve in a stable manner to a performance level not obtained by gradient-based optimization alone, using many fewer trials than methods using only gradient-free optimization.
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Journal article (2020) - Tim de Bruin, Jens Kober, Karl Tuyls, Robert Babuška
Deep reinforcement learning makes it possible to train control policies that map high-dimensional observations to actions. These methods typically use gradient-based optimization techniques to enable relatively efficient learning, but are notoriously sensitive to hyperparameter choices and do not have good convergence properties. Gradient-free optimization methods, such as evolutionary strategies, can offer a more stable alternative but tend to be much less sample efficient. In this work we propose a combination, using the relative strengths of both. We start with a gradient-based initial training phase, which is used to quickly learn both a state representation and an initial policy. This phase is followed by a gradient-free optimization of only the final action selection parameters. This enables the policy to improve in a stable manner to a performance level not obtained by gradient-based optimization alone, using many fewer trials than methods using only gradient-free optimization. We demonstrate the effectiveness of the method on two Atari games, a continuous control benchmark and the CarRacing-v0 benchmark. On the latter we surpass the best previously reported score while using significantly fewer episodes. ...
Conference paper (2019) - Jonáš Kulhánek, Erik Derner, Tim De Bruin, Robert Babuska
Deep reinforcement learning (RL) has been successfully applied to a variety of game-like environments. However, the application of deep RL to visual navigation with realistic environments is a challenging task. We propose a novel learning architecture capable of navigating an agent, e.g. a mobile robot, to a target given by an image. To achieve this, we have extended the batched A2C algorithm with auxiliary tasks designed to improve visual navigation performance. We propose three additional auxiliary tasks: predicting the segmentation of the observation image and of the target image and predicting the depth-map. These tasks enable the use of supervised learning to pre-train a major part of the network and to reduce the number of training steps substantially. The training performance has been further improved by increasing the environment complexity gradually over time. An efficient neural network structure is proposed, which is capable of learning for multiple targets in multiple environments. Our method navigates in continuous state spaces and on the AI2-THOR environment simulator surpasses the performance of state-of-the-art goal-oriented visual navigation methods from the literature. ...
Journal article (2018) - Tim de Bruin, Jens Kober, Karl Tuyls, Robert Babuska
Most deep reinforcement learning techniques are unsuitable for robotics, as they require too much interaction time to learn useful, general control policies. This problem can be largely attributed to the fact that a state representation needs to be learned as a part of learning control policies, which can only be done through fitting expected returns based on observed rewards. While the reward function provides information on the desirability of the state of the world, it does not necessarily provide information on how to distill a good, general representation of that state from the sensory observations. State representation learning objectives can be used to help learn such a representation. While many of these objectives have been proposed, they are typically not directly combined with reinforcement learning algorithms. We investigate several methods for integrating state representation learning into reinforcement learning. In these methods, the state representation learning objectives help regularize the state representation during the reinforcement learning, and the reinforcement learning itself is viewed as a crucial state representation learning objective and allowed to help shape the representation. Using autonomous racing tests in the TORCS simulator, we show how the integrated methods quickly learn policies that generalize to new environments much better than deep reinforcement learning without state representation learning. ...
Journal article (2018) - Tim De Bruin, Jens Kober, Karl Tuyls, Robert Babuška
Experience replay is a technique that allows off-policy reinforcement-learning methods to reuse past experiences. The stability and speed of convergence of reinforcement learning, as well as the eventual performance of the learned policy, are strongly dependent on the experiences being replayed. Which experiences are replayed depends on two important choices. The first is which and how many experiences to retain in the experience replay buffer. The second choice is how to sample the experiences that are to be replayed from that buffer. We propose new methods for the combined problem of experience retention and experience sampling. We refer to the combination as experience selection. We focus our investigation specifically on the control of physical systems, such as robots, where exploration is costly. To determine which experiences to keep and which to replay, we investigate different proxies for their immediate and long-term utility. These proxies include age, temporal difference error and the strength of the applied exploration noise. Since no currently available method works in all situations, we propose guidelines for using prior knowledge about the characteristics of the control problem at hand to choose the appropriate experience replay strategy. ...

Performance, stability, and deep approximators

Review (2018) - Lucian Buşoniu, Tim de Bruin, Domagoj Tolić, Jens Kober, Ivana Palunko
Reinforcement learning (RL) offers powerful algorithms to search for optimal controllers of systems with nonlinear, possibly stochastic dynamics that are unknown or highly uncertain. This review mainly covers artificial-intelligence approaches to RL, from the viewpoint of the control engineer. We explain how approximate representations of the solution make RL feasible for problems with continuous states and control actions. Stability is a central concern in control, and we argue that while the control-theoretic RL subfield called adaptive dynamic programming is dedicated to it, stability of RL largely remains an open question. We also cover in detail the case where deep neural networks are used for approximation, leading to the field of deep RL, which has shown great success in recent years. With the control practitioner in mind, we outline opportunities and pitfalls of deep RL; and we close the survey with an outlook that – among other things – points out some avenues for bridging the gap between control and artificial-intelligence RL techniques. ...
Journal article (2017) - Tim de Bruin, Kim Verbert, Robert Babuska
Timely detection and identification of faults in railway track circuits are crucial for the safety and availability of railway networks. In this paper, the use of the long-short-term memory (LSTM) recurrent neural network is proposed to accomplish these tasks based on the commonly available measurement signals. By considering the signals from multiple track circuits in a geographic area, faults are diagnosed from their spatial and temporal dependences. A generative model is used to show that the LSTM network can learn these dependences directly from the data. The network correctly classifies 99.7% of the test input sequences, with no false positive fault detections. In addition, the t-Distributed Stochastic Neighbor Embedding (t-SNE) method is used to examine the resulting network, further showing that it has learned the relevant dependences in the data. Finally, we compare our LSTM network with a convolutional network trained on the same task. From this comparison, we conclude that the LSTM network architecture is better suited for the railway track circuit fault detection and identification tasks than the convolutional network. ...
Conference paper (2016) - Tim de Bruin, Jens Kober, Karl Tuyls, Robert Babuska
Recent years have seen a growing interest in the use of deep neural networks as function approximators in reinforcement learning. In this paper, an experience replay method is proposed that ensures that the distribution of the experiences used for training is between that of the policy and a uniform distribution. Through experiments on a magnetic manipulation task it is shown that the method reduces the need for sustained exhaustive exploration during learning. This makes it attractive in scenarios where sustained exploration is in-feasible or undesirable, such as for physical systems like robots and for life long learning. The method is also shown to improve the generalization performance of the trained policy, which can make it attractive for transfer learning. Finally, for small experience databases the method performs favorably when compared to the recently proposed alternative of using the temporal difference error to determine the experience sample distribution, which makes it an attractive option for robots with limited memory capacity. ...
Conference paper (2016) - Tim de Bruin, Jens Kober, K.P. Tuyls, Robert Babuska
When a limited number of experiences is kept in memory to train a reinforcement learning agent, the criterion that determines which experiences are retained can have a strong impact on the learning performance. In this paper, we argue that for actor critic learning in domains with significant momentum, it is important to retain experiences with off-policy actions when the amount of exploration is reduced over time. This claim is supported by simulation experiments with a pendulum swing-up problem and a magnetic manipulation task. Additionally, we compare our strategy to database overwriting policies based on obtaining experiences spread out over the state-action space, and also to using the temporal difference error as a proxy for the value of experiences. ...
Conference paper (2015) - Tim de Bruin, Jens Kober, K.P. Tuyls, Robert Babuska
Recent years have seen a growing interest in the use of deep neural networks as function approximators in reinforcement learning. This paper investigates the potential of the Deep Deterministic Policy Gradient method for a robot control problem both in simulation and in a real setup. The importance of the size and composition of the experience replay database is investigated and some requirements on the distribution over the state-action space of the experiences in the database are identified. Of particular interest is the importance of negative experiences that are not close to an optimal policy. It is shown how training with samples that are insufficiently spread over the state-action space can cause the method to fail, and how maintaining the distribution over the state-action space of the samples in the experience database can greatly benefit learning. ...