Riley Simmons-Edler

AI
h-index4
5papers
90citations
Novelty58%
AI Score26

5 Papers

12.8ROAug 10, 2021
AuraSense: Robot Collision Avoidance by Full Surface Proximity Detection

Xiaoran Fan, Riley Simmons-Edler, Daewon Lee et al.

Perceiving obstacles and avoiding collisions is fundamental to the safe operation of a robot system, particularly when the robot must operate in highly dynamic human environments. Proximity detection using on-robot sensors can be used to avoid or mitigate impending collisions. However, existing proximity sensing methods are orientation and placement dependent, resulting in blind spots even with large numbers of sensors. In this paper, we introduce the phenomenon of the Leaky Surface Wave (LSW), a novel sensing modality, and present AuraSense, a proximity detection system using the LSW. AuraSense is the first system to realize no-dead-spot proximity sensing for robot arms. It requires only a single pair of piezoelectric transducers, and can easily be applied to off-the-shelf robots with minimal modifications. We further introduce a set of signal processing techniques and a lightweight neural network to address the unique challenges in using the LSW for proximity sensing. Finally, we demonstrate a prototype system consisting of a single piezoelectric element pair on a robot manipulator, which validates our design. We conducted several micro benchmark experiments and performed more than 2000 on-robot proximity detection trials with various potential robot arm materials, colliding objects, approach patterns, and robot movement patterns. AuraSense achieves 100% and 95.3% true positive proximity detection rates when the arm approaches static and mobile obstacles respectively, with a true negative rate over 99%, showing the real-world viability of this system.

6.5LGJun 8, 2021
Towards Practical Credit Assignment for Deep Reinforcement Learning

Vyacheslav Alipov, Riley Simmons-Edler, Nikita Putintsev et al.

Credit assignment is a fundamental problem in reinforcement learning, the problem of measuring an action's influence on future rewards. Explicit credit assignment methods have the potential to boost the performance of RL algorithms on many tasks, but thus far remain impractical for general use. Recently, a family of methods called Hindsight Credit Assignment (HCA) was proposed, which explicitly assign credit to actions in hindsight based on the probability of the action having led to an observed outcome. This approach has appealing properties, but remains a largely theoretical idea applicable to a limited set of tabular RL tasks. Moreover, it is unclear how to extend HCA to deep RL environments. In this work, we explore the use of HCA-style credit in a deep RL context. We first describe the limitations of existing HCA algorithms in deep RL that lead to their poor performance or complete lack of training, then propose several theoretically-justified modifications to overcome them. We explore the quantitative and qualitative effects of the resulting algorithm on the Arcade Learning Environment (ALE) benchmark, and observe that it improves performance over Advantage Actor-Critic (A2C) on many games where non-trivial credit assignment is necessary to achieve high scores and where hindsight probabilities can be accurately estimated.

5.4LGJun 19, 2019
Reward Prediction Error as an Exploration Objective in Deep RL

Riley Simmons-Edler, Ben Eisner, Daniel Yang et al.

A major challenge in reinforcement learning is exploration, when local dithering methods such as epsilon-greedy sampling are insufficient to solve a given task. Many recent methods have proposed to intrinsically motivate an agent to seek novel states, driving the agent to discover improved reward. However, while state-novelty exploration methods are suitable for tasks where novel observations correlate well with improved reward, they may not explore more efficiently than epsilon-greedy approaches in environments where the two are not well-correlated. In this paper, we distinguish between exploration tasks in which seeking novel states aids in finding new reward, and those where it does not, such as goal-conditioned tasks and escaping local reward maxima. We propose a new exploration objective, maximizing the reward prediction error (RPE) of a value function trained to predict extrinsic reward. We then propose a deep reinforcement learning method, QXplore, which exploits the temporal difference error of a Q-function to solve hard exploration tasks in high-dimensional MDPs. We demonstrate the exploration behavior of QXplore on several OpenAI Gym MuJoCo tasks and Atari games and observe that QXplore is comparable to or better than a baseline state-novelty method in all cases, outperforming the baseline on tasks where state novelty is not well-correlated with improved reward.

19.6AIMar 25, 2019
Q-Learning for Continuous Actions with Cross-Entropy Guided Policies

Riley Simmons-Edler, Ben Eisner, Eric Mitchell et al.

Off-Policy reinforcement learning (RL) is an important class of methods for many problem domains, such as robotics, where the cost of collecting data is high and on-policy methods are consequently intractable. Standard methods for applying Q-learning to continuous-valued action domains involve iteratively sampling the Q-function to find a good action (e.g. via hill-climbing), or by learning a policy network at the same time as the Q-function (e.g. DDPG). Both approaches make tradeoffs between stability, speed, and accuracy. We propose a novel approach, called Cross-Entropy Guided Policies, or CGP, that draws inspiration from both classes of techniques. CGP aims to combine the stability and performance of iterative sampling policies with the low computational cost of a policy network. Our approach trains the Q-function using iterative sampling with the Cross-Entropy Method (CEM), while training a policy network to imitate CEM's sampling behavior. We demonstrate that our method is more stable to train than state of the art policy network methods, while preserving equivalent inference time compute costs, and achieving competitive total reward on standard benchmarks.

13.2AIJun 8, 2018
Program Synthesis Through Reinforcement Learning Guided Tree Search

Riley Simmons-Edler, Anders Miltner, Sebastian Seung

Program Synthesis is the task of generating a program from a provided specification. Traditionally, this has been treated as a search problem by the programming languages (PL) community and more recently as a supervised learning problem by the machine learning community. Here, we propose a third approach, representing the task of synthesizing a given program as a Markov decision process solvable via reinforcement learning(RL). From observations about the states of partial programs, we attempt to find a program that is optimal over a provided reward metric on pairs of programs and states. We instantiate this approach on a subset of the RISC-V assembly language operating on floating point numbers, and as an optimization inspired by search-based techniques from the PL community, we combine RL with a priority search tree. We evaluate this instantiation and demonstrate the effectiveness of our combined method compared to a variety of baselines, including a pure RL ablation and a state of the art Markov chain Monte Carlo search method on this task.