We introduce a new skill-discovery algorithm that builds a discrete graph representation of large continuous MDPs, where nodes correspond to skill subgoals and the edges to skill policies. The agent constructs this graph during an unsupervised training phase where it interleaves discovering skills and planning using them to gain coverage over ever-increasing portions of the state-space. Given a novel goal at test time, the agent plans with the acquired skill graph to reach a nearby state, then switches to learning to reach the goal. We show that the resulting algorithm, Deep Skill Graphs, outperforms both flat and existing hierarchical
reinforcement learning methods on four difficult continuous control tasks.
more »
« less
Skill Discovery for Exploration and Planning using Deep Skill Graphs
We introduce a new skill-discovery algorithm that builds a discrete graph representation of large continuous MDPs, where nodes correspond to skill subgoals and the edges to skill policies. The agent constructs this graph during an unsupervised training phase where it interleaves discovering skills and planning using them to gain coverage over ever-increasing portions of the state-space. Given a novel goal at test time, the agent plans with the acquired skill graph to reach a nearby state, then switches to learning to reach the goal. We show that the resulting algorithm, Deep Skill Graphs, outperforms both flat and existing hierarchical reinforcement learning methods on four difficult continuous control tasks.
more »
« less
- Award ID(s):
- 1955361
- PAR ID:
- 10293576
- Date Published:
- Journal Name:
- Proceedings of the Thirty-Eighth International Conference on Machine Learning
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
null (Ed.)Learning in tightly coupled multiagent settings with sparse rewards is challenging because multiple agents must reach the goal state simultaneously for the team to receive a reward. This is even more challenging under temporal coupling constraints - where agents need to sequentially complete different components of a task in a particular order. Here, a single local reward is inadequate for learning an effective policy. We introduce MADyS, Multiagent Learning via Dynamic Skill Selection, a bi-level optimization framework that learns to dynamically switch between multiple local skills to optimize sparse team objectives. MADyS adopts fast policy gradients to learn local skills using local rewards and an evolutionary algorithm to optimize the sparse team objective by recruiting the most optimal skill at any given time. This eliminates the need to generate a single dense reward via reward shaping or other mixing functions. In environments with both spatial and temporal coupling requirements, we outperform prior methods and provides intuitive visualizations of its skill switching strategy.more » « less
-
null (Ed.)This paper introduces and studies a graph-based variant of the path planning problem arising in hostile environments. We consider a setting where an agent (e.g. a robot) must reach a given destination while avoiding being intercepted by probabilistic entities which exist in the graph with a given probability and move according to a probabilistic motion pattern known a priori. Given a goal vertex and a deadline to reach it, the agent must compute the path to the goal that maximizes its chances of survival. We study the computational complexity of the problem, and present two algorithms for computing high quality solutions in the general case: an exact algorithm based on Mixed-Integer Nonlinear Programming, working well in instances of moderate size, and a pseudo-polynomial time heuristic algorithm allowing to solve large scale problems in reasonable time. We also consider the two limit cases where the agent can survive with probability 0 or 1, and provide specialized algorithms to detect these kinds of situations more efficiently.more » « less
-
Tauman_Kalai, Yael (Ed.)Consider an agent exploring an unknown graph in search of some goal state. As it walks around the graph, it learns the nodes and their neighbors. The agent only knows where the goal state is when it reaches it. How do we reach this goal while moving only a small distance? This problem seems hopeless, even on trees of bounded degree, unless we give the agent some help. This setting with "help" often arises in exploring large search spaces (e.g., huge game trees) where we assume access to some score/quality function for each node, which we use to guide us towards the goal. In our case, we assume the help comes in the form of distance predictions: each node v provides a prediction f(v) of its distance to the goal vertex. Naturally if these predictions are correct, we can reach the goal along a shortest path. What if the predictions are unreliable and some of them are erroneous? Can we get an algorithm whose performance relates to the error of the predictions? In this work, we consider the problem on trees and give deterministic algorithms whose total movement cost is only O(OPT + Δ ⋅ ERR), where OPT is the distance from the start to the goal vertex, Δ the maximum degree, and the ERR is the total number of vertices whose predictions are erroneous. We show this guarantee is optimal. We then consider a "planning" version of the problem where the graph and predictions are known at the beginning, so the agent can use this global information to devise a search strategy of low cost. For this planning version, we go beyond trees and give an algorithms which gets good performance on (weighted) graphs with bounded doubling dimension.more » « less
-
In this paper, we present Combined Learning from demonstration And Motion Planning (CLAMP) as an efficient approach to skill learning and generalizable skill reproduction. CLAMP combines the strengths of Learning from Demonstration (LfD) and motion planning into a unifying framework. We carry out probabilistic inference to find trajectories which are optimal with respect to a given skill and also feasible in different scenarios. We use factor graph optimization to speed up inference. To encode optimality, we provide a new probabilistic skill model based on a stochastic dynamical system. This skill model requires minimal parameter tuning to learn, is suitable to encode skill constraints, and allows efficient inference. Preliminary experimental results showing skill generalization over initial robot state and unforeseen obstacles are presented.more » « less