Reinforcement learning agent learns how to perform a task by interacting with the environment. The use of reinforcement learning in real-life applications has been limited because of the sample efficiency problem. Interactive reinforcement learning has been developed to speed up the agent’s learning and facilitate to learn from ordinary people by allowing them to provide social feedback, e.g, evaluative feedback, advice or instruction. Inspired by real-life biological learning scenarios, there could be many ways to provide feedback for agent learning, such as via hardware delivered, natural interaction like facial expressions, speech or gestures. The agent can even learn from feedback via unimodal or multimodal sensory input. This paper reviews methods for interactive reinforcement learning agent to learn from human social feedback and the ways of delivering feedback. Finally, we discuss some open problems and possible future research directions.
7 May 2019 in IEEE Transactions on Human-Machine Systems
Human-centered reinforcement learning (RL), in which an agent learns how to perform a task from evaluative feedback delivered by a human observer, has become more and more popular in recent years. The advantage of being able to learn from human feedback for a RL agent has led to increasing applicability to real-life problems. This paper describes the state-of-the-art human-centered RL algorithms and aims to become a starting point for researchers who are initiating their endeavors in human-centered RL. Moreover, the objective of this paper is to present a comprehensive survey of the recent breakthroughs in this field and provide references to the most interesting and successful works. After starting with an introduction of the concepts of RL from environmental reward, this paper discusses the origins of human-centered RL and its difference from traditional RL. Then we describe different interpretations of human evaluative feedback, which have produced many human-centered RL algorithms in the past decade. In addition, we describe research on agents learning from both human evaluative feedback and environmental rewards as well as on improving the efficiency of human-centered RL. Finally, we conclude with an overview of application areas and a discussion of future work and open questions.
Autonomous underwater vehicle (AUV) plays an increasingly important role in ocean exploration. Existing AUVs are usually not fully autonomous and generally limited to pre-planning or pre-programming tasks. Reinforcement learning (RL) and deep reinforcement learning have been introduced into the AUV design and research to improve its autonomy. However, these methods are still difficult to apply directly to the actual AUV system because of the sparse rewards and low learning efficiency. In this paper, we proposed a deep interactive reinforcement learning method for path following of AUV by combining the advantages of deep reinforcement learning and interactive RL. In addition, since the human trainer cannot provide human rewards for AUV when it is running in the ocean and AUV needs to adapt to a changing environment, we further propose a deep reinforcement learning method that learns from both human rewards and environmental rewards at the same time. We test our methods in two path following tasks—straight line and sinusoids curve following of AUV by simulating in the Gazebo platform. Our experimental results show that with our proposed deep interactive RL method, AUV can converge faster than a DQN learner from only environmental reward. Moreover, AUV learning with our deep RL from both human and environmental rewards can also achieve a similar or even better performance than that with deep interactive RL and can adapt to the actual environment by further learning from environmental rewards.
Autonomous Underwater Vehicle (AUV) is an automated navigation device, which can independently complete the underwater investigation and detection without supervision. However, the marine environment is getting increasingly severe, and the garbage in the ocean and fishnets cast by fishermen have a great negative influence on the work of AUV. To solve the problems of low precision and slow speed in the state-of-the-art network detection of weak and small targets in underwater sonar images, Yolo5 was improved by building the multi-branch shuttle neural network. The dataset is collected by multi-beam forward-looking sonar Gemini720i, and includes “fishnet” and two representative types of knitted and plastic garbage, i.e., “cloth” and “plasticbag”. The original dataset is enhanced and balanced, and the effect of dataset distribution on the model performance is studied. Utilizing pre-training, the effects of Yolo5 family, i.e., Yolo5s, Yolo5m, Yolo5l and Yolo5x are compared using the balanced dataset, to explore the impacts on detecting weak and small targets of the deeper and wider networks of this family. In addition, the combinations of Yolo5s with lightweight networks, i.e., MobileNet3 and ShuffleNet2 are experimented, which further illustrates the effectiveness of the proposed network, and can satisfy the high accuracy and real-time requirements of AUV.