Jesus Bujalance Martin

LG
3papers
8citations
Novelty50%
AI Score22

3 Papers

LGJan 11, 2022
STIR$^2$: Reward Relabelling for combined Reinforcement and Imitation Learning on sparse-reward tasks

Jesus Bujalance Martin, Fabien Moutarde

In the search for more sample-efficient reinforcement-learning (RL) algorithms, a promising direction is to leverage as much external off-policy data as possible. For instance, expert demonstrations. In the past, multiple ideas have been proposed to make good use of the demonstrations added to the replay buffer, such as pretraining on demonstrations only or minimizing additional cost functions. We present a new method, able to leverage both demonstrations and episodes collected online in any sparse-reward environment with any off-policy algorithm. Our method is based on a reward bonus given to demonstrations and successful episodes (via relabeling), encouraging expert imitation and self-imitation. Our experiments focus on several robotic-manipulation tasks across two different simulation environments. We show that our method based on reward relabeling improves the performance of the base algorithm (SAC and DDPG) on these tasks. Finally, our best algorithm STIR$^2$ (Self and Teacher Imitation by Reward Relabeling), which integrates into our method multiple improvements from previous works, is more data-efficient than all baselines.

LGOct 27, 2021
Learning from demonstrations with SACR2: Soft Actor-Critic with Reward Relabeling

Jesus Bujalance Martin, Raphael Chekroun, Fabien Moutarde

During recent years, deep reinforcement learning (DRL) has made successful incursions into complex decision-making applications such as robotics, autonomous driving or video games. Off-policy algorithms tend to be more sample-efficient than their on-policy counterparts, and can additionally benefit from any off-policy data stored in the replay buffer. Expert demonstrations are a popular source for such data: the agent is exposed to successful states and actions early on, which can accelerate the learning process and improve performance. In the past, multiple ideas have been proposed to make good use of the demonstrations in the buffer, such as pretraining on demonstrations only or minimizing additional cost functions. We carry on a study to evaluate several of these ideas in isolation, to see which of them have the most significant impact. We also present a new method for sparse-reward tasks, based on a reward bonus given to demonstrations and successful episodes. First, we give a reward bonus to the transitions coming from demonstrations to encourage the agent to match the demonstrated behaviour. Then, upon collecting a successful episode, we relabel its transitions with the same bonus before adding them to the replay buffer, encouraging the agent to also match its previous successes. The base algorithm for our experiments is the popular Soft Actor-Critic (SAC), a state-of-the-art off-policy algorithm for continuous action spaces. Our experiments focus on manipulation robotics, specifically on a 3D reaching task for a robotic arm in simulation. We show that our method SACR2 based on reward relabeling improves the performance on this task, even in the absence of demonstrations.

AIMay 20, 2021
Towards a Sample Efficient Reinforcement Learning Pipeline for Vision Based Robotics

Maxence Mahe, Pierre Belamri, Jesus Bujalance Martin

Deep Reinforcement learning holds the guarantee of empowering self-ruling robots to master enormous collections of conduct abilities with negligible human mediation. The improvements brought by this technique enables robots to perform difficult tasks such as grabbing or reaching targets. Nevertheless, the training process is still time consuming and tedious especially when learning policies only with RGB camera information. This way of learning is capital to transfer the task from simulation to the real world since the only external source of information for the robot in real life is video. In this paper, we study how to limit the time taken for training a robotic arm with 6 Degrees Of Freedom (DOF) to reach a ball from scratch by assembling a pipeline as efficient as possible. The pipeline is divided into two parts: the first one is to capture the relevant information from the RGB video with a Computer Vision algorithm. The second one studies how to train faster a Deep Reinforcement Learning algorithm in order to make the robotic arm reach the target in front of him. Follow this link to find videos and plots in higher resolution: \url{https://drive.google.com/drive/folders/1_lRlDSoPzd_GTcVrxNip10o_lm-_DPdn?usp=sharing}