The reinforcement learning (RL) research area is very active, with an important number of new contributions, especially considering the emergent field of deep RL (DRL). However, a number of scientific and technical challenges still need to be resolved, among which we acknowledge the ability to abstract actions or the difficulty to explore the environment in sparse-reward settings which can be addressed by intrinsic motivation (IM). We propose to survey these research works through a new taxonomy based on information theory: we computationally revisit the notions of surprise, novelty, and skill-learning. This allows us to identify advantages and disadvantages of methods and exhibit current outlooks of research. Our analysis suggests that novelty and surprise can assist the building of a hierarchy of transferable skills which abstracts dynamics and makes the exploration process more robust.
28 July 2020 in IEEE Transactions on Intelligent Transportation Systems
Routing delivery vehicles to serve customers in dynamic and uncertain environments like dense city centers is a challenging task that requires robustness and flexibility. Most existing approaches to routing problems produce solutions offline in the form of plans, which only apply to the situation they have been optimized for. Instead, we propose to learn a policy that provides decision rules to build the routes from online measurements of the environment state, including the customers configuration itself. Doing so, we can generalize from past experiences and quickly provide decision rules for new instances of the problem without re-optimizing any parameters of our policy. The difficulty with this approach comes from the complexity to represent this state. In this paper, we introduce a sequential multi-agent decision-making model to formalize the description and the temporal evolution of a Dynamic and Stochastic Vehicle Routing Problem. We propose a variation of Deep Neural Network using Attention Mechanisms to learn generalizable representation of the state and output online decision rules adapted to dynamic and stochastic information. Using artificially-generated data, we show promising results in these dynamic and stochastic environments, while staying competitive in deterministic ones compared to offline classical heuristics.
27 April 2023 in IEEE Transactions on Cognitive and Developmental Systems
An efficient way for a deep reinforcement learning agent to explore in sparse-rewards settings can be to learn a set of skills that achieves a uniform distribution of terminal states. We introduce, a new model that simultaneously learns diverse skills and focuses on improving rewarding skills. progressively builds a discrete topology of the environment using an unsupervised contrastive loss, a growing network and a goal-conditioned policy. Using this topology, a state-independent hierarchical policy can select which skill to execute and learn. In turn, the new set of visited states allows an improved learnt representation. Our experiments emphasize that is agnostic to the ground state representation and that the agent can discover the topology of its environment whether the states are high-dimensional binary data, images, or proprioceptive inputs. We demonstrate that this paradigm is competitive on MuJoCo benchmarks with state-of-the-art algorithms on both single-task dense rewards and diverse skill discovery without rewards. By combining these two aspects, we show that outperforms a state-of-the-art hierarchical reinforcement learning algorithm when rewards are sparse. We believe opens new perspectives by showing that bottom-up skill discovery combined with dynamic-aware representation learning can tackle different complex state spaces and reward settings.
It is widely acknowledged that biological beings (animals) are not Markov: modelers generally do not model them as agents receiving a complete representation of their environment's state in input (except perhaps in simple controlled tasks). In this paper, we claim that biological beings generally cannot recognize rewarding Markov states of their environment either. Therefore, we model them as agents trying to perform rewarding interactions with their environment (interaction-driven tasks), but not as agents trying to reach rewarding states (state-driven tasks). We review two interaction-driven tasks: the AB and AABB task, and implement a non-Markov Reinforcement-Learning (RL) algorithm based upon historical sequences and Q-learning. Results show that this RL algorithm takes significantly longer than a constructivist algorithm implemented previously by Georgeon, Ritter, & Haynes (2009). This is because the constructivist algorithm directly learns and repeats hierarchical sequences of interactions, whereas the RL algorithm spends time learning Q-values. Along with theoretical arguments, these results support the constructivist paradigm for modeling biological agents.
Learning robot navigation strategies among pedestrian is crucial for domain based applications. Combining perception, planning and prediction allows us to model the interactions between robots and pedestrians, resulting in impressive outcomes especially with recent approaches based on deep reinforcement learning (RL). However, these works do not consider multi-robot scenarios. In this paper, we present MultiSoc, a new method for learning multi-agent socially aware navigation strategies using RL. Inspired by recent works on multi-agent deep RL, our method leverages graph-based representation of agent interactions, combining the positions and fields of view of entities (pedestrians and agents). Each agent uses a model based on two Graph Neural Network combined with attention mechanisms. First an edge-selector produces a sparse graph, then a crowd coordinator applies node attention to produce a graph representing the influence of each entity on the others. This is incorporated into a model-free RL framework to learn multi-agent policies. We evaluate our approach on simulation and provide a series of experiments in a set of various conditions (number of agents / pedestrians). Empirical results show that our method learns faster than social navigation deep RL mono-agent techniques, and enables efficient multi-agent implicit coordination in challenging crowd navigation with multiple heterogeneous humans. Furthermore, by incorporating customizable meta-parameters, we can adjust the neighborhood density to take into account in our navigation strategy.