GA+DDPG+HER: Genetic Algorithm-Based Function Optimizer in Deep Reinforcement Learning for Robotic Manipulation TasksAdarsh Sehgal, Nicholas Ward, Hung Manh La et al.
Agents can base decisions made using reinforcement learning (RL) on a reward function. The selection of values for the learning algorithm parameters can, nevertheless, have a substantial impact on the overall learning process. In order to discover values for the learning parameters that are close to optimal, we extended our previously proposed genetic algorithm-based Deep Deterministic Policy Gradient and Hindsight Experience Replay approach (referred to as GA+DDPG+HER) in this study. On the robotic manipulation tasks of FetchReach, FetchSlide, FetchPush, FetchPick&Place, and DoorOpening, we applied the GA+DDPG+HER methodology. Our technique GA+DDPG+HER was also used in the AuboReach environment with a few adjustments. Our experimental analysis demonstrates that our method produces performance that is noticeably better and occurs faster than the original algorithm. We also offer proof that GA+DDPG+HER beat the current approaches. The final results support our assertion and offer sufficient proof that automating the parameter tuning procedure is crucial and does cut down learning time by as much as 57%.
3.0ROSep 2, 2021
VORRT-COLREGs: A Hybrid Velocity Obstacles and RRT Based COLREGs-Compliant Path Planner for Autonomous Surface VesselsRahul Dubey, Sushil J Louis
This paper presents VORRT-COLREGs, a hybrid technique that combines velocity obstacles (VO) and rapidly-exploring random trees (RRT) to generate safe trajectories for autonomous surface vessels (ASVs) while following nautical rules of the road. RRT generates a set of way points and the velocity obstacles method ensures safe travel between way points. We also ensure that the actions of ASVs do not violate maritime collision guidelines. Earlier work has used RRT and VO separately to generate paths for ASVs. However, RRT does not handle highly dynamic situations well and and VO seems most suitable as a local path planner. Combining both approaches, VORRT-COLREGs is a global path planner that uses a joint forward simulation to ensure that generated paths remain valid and collision free as the situation changes. Experiments were conducted in different types of collision scenarios and with different numbers of ASVs. Results show that VORRT-COLREGS generated collision regulations (COLREGs) complaint paths in open ocean scenarios. Furthermore, VORRT-COLREGS successfully generated compliant paths within traffic separation schemes. These results show the applicability of our technique for generating paths for ASVs in different collision scenarios. To the best of our knowledge, this is the first work that combines velocity obstacles and RRT to produce safe and COLREGs complaint path for ASVs.
2.3DCMay 9, 2020
GPU Acceleration of Sparse Neural NetworksAavaas Gajurel, Sushil J. Louis, Frederick C Harris
In this paper, we use graphics processing units(GPU) to accelerate sparse and arbitrary structured neural networks. Sparse networks have nodes in the network that are not fully connected with nodes in preceding and following layers, and arbitrary structure neural networks have different number of nodes in each layers. Sparse Neural networks with arbitrary structures are generally created in the processes like neural network pruning and evolutionary machine learning strategies. We show that we can gain significant speedup for full activation of such neural networks using graphical processing units. We do a prepossessing step to determine dependency groups for all the nodes in a network, and use that information to guide the progression of activation in the neural network. Then we compute activation for each nodes in its own separate thread in the GPU, which allows for massive parallelization. We use CUDA framework to implement our approach and compare the results of sequential and GPU implementations. Our results show that the activation of sparse neural networks lends very well to GPU acceleration and can help speed up machine learning strategies which generate such networks or other processes that have similar structure.
10.9ROMar 5, 2019
Lidar-Monocular Visual Odometry with Genetic Algorithm for Parameter OptimizationAdarsh Sehgal, Ashutosh Singandhupe, Hung Manh La et al.
Lidar-Monocular Visual Odometry (LIMO), a odometry estimation algorithm, combines camera and LIght Detection And Ranging sensor (LIDAR) for visual localization by tracking camera features as well as features from LIDAR measurements, and it estimates the motion using Bundle Adjustment based on robust key frames. For rejecting the outliers, LIMO uses semantic labelling and weights of the vegetation landmarks. A drawback of LIMO as well as many other odometry estimation algorithms is that it has many parameters that need to be manually adjusted according to the dynamic changes in the environment in order to decrease the translational errors. In this paper, we present and argue the use of Genetic Algorithm to optimize parameters with reference to LIMO and maximize LIMO's localization and motion estimation performance. We evaluate our approach on the well known KITTI odometry dataset and show that the genetic algorithm helps LIMO to reduce translation error in different datasets.
Deep Reinforcement Learning using Genetic Algorithm for Parameter OptimizationAdarsh Sehgal, Hung Manh La, Sushil J. Louis et al.
Reinforcement learning (RL) enables agents to take decision based on a reward function. However, in the process of learning, the choice of values for learning algorithm parameters can significantly impact the overall learning process. In this paper, we use a genetic algorithm (GA) to find the values of parameters used in Deep Deterministic Policy Gradient (DDPG) combined with Hindsight Experience Replay (HER), to help speed up the learning agent. We used this method on fetch-reach, slide, push, pick and place, and door opening in robotic manipulation tasks. Our experimental evaluation shows that our method leads to better performance, faster than the original algorithm.
4.8NEMar 27, 2018
Evolutionary Multi-objective Optimization of Real-Time Strategy MicroRahul Dubey, Joseph Ghantous, Sushil Louis et al.
We investigate an evolutionary multi-objective approach to good micro for real-time strategy games. Good micro helps a player win skirmishes and is one of the keys to developing better real-time strategy game play. In prior work, the same multi-objective approach of maximizing damage done while minimizing damage received was used to evolve micro for a group of ranged units versus a group of melee units. We extend this work to consider groups composed from two types of units. Specifically, this paper uses evolutionary multi-objective optimization to generate micro for one group composed from both ranged and melee units versus another group of ranged and melee units. Our micro behavior representation uses influence maps to represent enemy spatial information and potential fields generated from distance, health, and weapons cool down to guide unit movement. Experimental results indicate that our multi-objective approach leads to a Pareto front of diverse high-quality micro encapsulating multiple possible tactics. This range of micro provided by the Pareto front enables a human or AI player to trade-off among short term tactics that better suit the player's longer term strategy - for example, choosing to minimize friendly unit damage at the cost of only lightly damaging the enemy versus maximizing damage to the enemy units at the cost of increased damage to friendly units. We believe that our results indicate the usefulness of potential fields as a representation, and of evolutionary multi-objective optimization as an approach, for generating good micro.
4.8NEMar 27, 2018
Co-evolving Real-Time Strategy Game MicroNavin K Adhikari, Sushil J. Louis, Siming Liu et al.
We investigate competitive co-evolution of unit micromanagement in real-time strategy games. Although good long-term macro-strategy and good short-term unit micromanagement both impact real-time strategy games performance, this paper focuses on generating quality micro. Better micro, for example, can help players win skirmishes and battles even when outnumbered. Prior work has shown that we can evolve micro to beat a given opponent. We remove the need for a good opponent to evolve against by using competitive co-evolution to evolve high-quality micro for both sides from scratch. We first co-evolve micro to control a group of ranged units versus a group of melee units. We then move to co-evolve micro for a group of ranged and melee units versus a group of ranged and melee units. Results show that competitive co-evolution produces good quality micro and when combined with the well-known techniques of fitness sharing, shared sampling, and a hall of fame takes less time to produce better quality micro than simple co-evolution. We believe these results indicate the viability of co-evolutionary approaches for generating good unit micro-management.
6.6AIMar 27, 2018
Neuroevolution for RTS MicroAavaas Gajurel, Sushil J Louis, Daniel J Mendez et al.
This paper uses neuroevolution of augmenting topologies to evolve control tactics for groups of units in real-time strategy games. In such games, players build economies to generate armies composed of multiple types of units with different attack and movement characteristics to combat each other. This paper evolves neural networks to control movement and attack commands, also called micro, for a group of ranged units skirmishing with a group of melee units. Our results show that neuroevolution of augmenting topologies can effectively generate neural networks capable of good micro for our ranged units against a group of hand-coded melee units. The evolved neural networks lead to kiting behavior for the ranged units which is a common tactic used by professional players in ranged versus melee skirmishes in popular real-time strategy games like Starcraft. The evolved neural networks also generalized well to other starting positions and numbers of units. We believe these results indicate the potential of neuroevolution for generating effective micro in real-time strategy games.
3.4NEMar 8, 2018
Multi-objective evolution for 3D RTS MicroSushil J. Louis, Siming Liu
We attack the problem of controlling teams of autonomous units during skirmishes in real-time strategy games. Earlier work had shown promise in evolving control algorithm parameters that lead to high performance team behaviors similar to those favored by good human players in real-time strategy games like Starcraft. This algorithm specifically encoded parameterized kiting and fleeing behaviors and the genetic algorithm evolved these parameter values. In this paper we investigate using influence maps and potential fields alone to compactly represent and control real-time team behavior for entities that can maneuver in three dimensions. A two-objective fitness function that maximizes damage done and minimizes damage taken guides our multi-objective evolutionary algorithm. Preliminary results indicate that evolving friend and enemy unit potential field parameters for distance, weapon characteristics, and entity health suffice to produce complex, high performing, three-dimensional, team tactics.
1.5NENov 27, 2017
Collaborative Evolution of 3D ModelsJuan C. Quiroz, Amit Banerjee, Sushil J. Louis et al.
We present a computational model of creative design based on collaborative interactive genetic algorithms. In our model, designers individually guide interactive genetic algorithms (IGAs) to generate and explore potential design solutions quickly. Collaboration is supported by allowing designers to share solutions amongst each other while using IGAs, with the sharing of solutions adding variables to the search space. We present experiments on 3D modeling as a case study, with designers creating model transformations individually and collaboratively. The transformations were evaluated by participants in surveys and results show that individual and collaborative models were considered equally creative. However, the use of our collaborative IGAs model materially changes resulting designs compared to individual IGAs.
3.2ROApr 24, 2017
Development of a Swarm UAV Simulator Integrating Realistic Motion Control Models For Disaster OperationsKazi Tanvir Ahmed Siddiqui, David Feil-Seifer, Tianyi Jiang et al.
Simulation environments for Unmanned Aerial Vehicles (UAVs) can be very useful for prototyping user interfaces and training personnel that will operate UAVs in the real world. The realistic operation of such simulations will only enhance the value of such training. In this paper, we present the integration of a model-based waypoint navigation controller into the Reno Rescue Simulator for the purposes of providing a more realistic user interface in simulated environments. We also present potential uses for such simulations, even for real-world operation of UAVs.