LGAug 4, 2020Code
Deep Inverse Q-learning with ConstraintsGabriel Kalweit, Maria Huegle, Moritz Werling et al.
Popular Maximum Entropy Inverse Reinforcement Learning approaches require the computation of expected state visitation frequencies for the optimal policy under an estimate of the reward function. This usually requires intermediate value estimation in the inner loop of the algorithm, slowing down convergence considerably. In this work, we introduce a novel class of algorithms that only needs to solve the MDP underlying the demonstrated behavior once to recover the expert policy. This is possible through a formulation that exploits a probabilistic behavior assumption for the demonstrations within the structure of Q-learning. We propose Inverse Action-value Iteration which is able to fully recover an underlying reward of an external agent in closed-form analytically. We further provide an accompanying class of sampling-based variants which do not depend on a model of the environment. We show how to extend this class of algorithms to continuous state-spaces via function approximation and how to estimate a corresponding action-value function, leading to a policy as close as possible to the policy of the external agent, while optionally satisfying a list of predefined hard constraints. We evaluate the resulting algorithms called Inverse Action-value Iteration, Inverse Q-learning and Deep Inverse Q-learning on the Objectworld benchmark, showing a speedup of up to several orders of magnitude compared to (Deep) Max-Entropy algorithms. We further apply Deep Constrained Inverse Q-learning on the task of learning autonomous lane-changes in the open-source simulator SUMO achieving competent driving after training on data corresponding to 30 minutes of demonstrations.
LGMar 20, 2020Code
Deep Constrained Q-learningGabriel Kalweit, Maria Huegle, Moritz Werling et al.
In many real world applications, reinforcement learning agents have to optimize multiple objectives while following certain rules or satisfying a list of constraints. Classical methods based on reward shaping, i.e. a weighted combination of different objectives in the reward signal, or Lagrangian methods, including constraints in the loss function, have no guarantees that the agent satisfies the constraints at all points in time and can lead to undesired behavior. When a discrete policy is extracted from an action-value function, safe actions can be ensured by restricting the action space at maximization, but can lead to sub-optimal solutions among feasible alternatives. In this work, we propose Constrained Q-learning, a novel off-policy reinforcement learning framework restricting the action space directly in the Q-update to learn the optimal Q-function for the induced constrained MDP and the corresponding safe policy. In addition to single-step constraints referring only to the next action, we introduce a formulation for approximate multi-step constraints under the current target policy based on truncated value-functions. We analyze the advantages of Constrained Q-learning in the tabular case and compare Constrained DQN to reward shaping and Lagrangian methods in the application of high-level decision making in autonomous driving, considering constraints for safety, keeping right and comfort. We train our agent in the open-source simulator SUMO and on the real HighD data set.
LGSep 30, 2019
Dynamic Interaction-Aware Scene Understanding for Reinforcement Learning in Autonomous DrivingMaria Huegle, Gabriel Kalweit, Moritz Werling et al.
The common pipeline in autonomous driving systems is highly modular and includes a perception component which extracts lists of surrounding objects and passes these lists to a high-level decision component. In this case, leveraging the benefits of deep reinforcement learning for high-level decision making requires special architectures to deal with multiple variable-length sequences of different object types, such as vehicles, lanes or traffic signs. At the same time, the architecture has to be able to cover interactions between traffic participants in order to find the optimal action to be taken. In this work, we propose the novel Deep Scenes architecture, that can learn complex interaction-aware scene representations based on extensions of either 1) Deep Sets or 2) Graph Convolutional Networks. We present the Graph-Q and DeepScene-Q off-policy reinforcement learning algorithms, both outperforming state-of-the-art methods in evaluations with the publicly available traffic simulator SUMO.
LGSep 30, 2019
Composite Q-learning: Multi-scale Q-function Decomposition and Separable OptimizationGabriel Kalweit, Maria Huegle, Joschka Boedecker
In the past few years, off-policy reinforcement learning methods have shown promising results in their application for robot control. Deep Q-learning, however, still suffers from poor data-efficiency and is susceptible to stochasticity in the environment or reward functions which is limiting with regard to real-world applications. We alleviate these problems by proposing two novel off-policy Temporal-Difference formulations: (1) Truncated Q-functions which represent the return for the first n steps of a target-policy rollout w.r.t. the full action-value and (2) Shifted Q-functions, acting as the farsighted return after this truncated rollout. This decomposition allows us to optimize both parts with their individual learning rates, achieving significant learning speedup. We prove that the combination of these short- and long-term predictions is a representation of the full return, leading to the Composite Q-learning algorithm. We show the efficacy of Composite Q-learning in the tabular case and compare Deep Composite Q-learning with TD3 and TD3(Delta), which we introduce as an off-policy variant of TD(Delta). Moreover, we show that Composite TD3 outperforms TD3 as well as state-of-the-art compositional Q-learning approaches significantly in terms of data-efficiency in multiple simulated robot tasks and that Composite Q-learning is robust to stochastic environments and reward functions.