1.8LGMay 6, 2022
Geodesics, Non-linearities and the Archive of Novelty SearchAchkan Salehi, Alexandre Coninx, Stephane Doncieux
The Novelty Search (NS) algorithm was proposed more than a decade ago. However, the mechanisms behind its empirical success are still not well formalized/understood. This short note focuses on the effects of the archive on exploration. Experimental evidence from a few application domains suggests that archive-based NS performs in general better than when Novelty is solely computed with respect to the population. An argument that is often encountered in the literature is that the archive prevents exploration from backtracking or cycling, i.e. from revisiting previously encountered areas in the behavior space. We argue that this is not a complete or accurate explanation as backtracking - beside often being desirable - can actually be enabled by the archive. Through low-dimensional/analytical examples, we show that a key effect of the archive is that it counterbalances the exploration biases that result, among other factors, from the use of inadequate behavior metrics and the non-linearities of the behavior mapping. Our observations seem to hint that attributing a more active role to the archive in sampling can be beneficial.
Quality Diversity under Sparse Reward and Sparse Interaction: Application to Grasping in RoboticsJ. Huber, F. Hélénon, M. Coninx et al.
Quality-Diversity (QD) methods are algorithms that aim to generate a set of diverse and high-performing solutions to a given problem. Originally developed for evolutionary robotics, most QD studies are conducted on a limited set of domains - mainly applied to locomotion, where the fitness and the behavior signal are dense. Grasping is a crucial task for manipulation in robotics. Despite the efforts of many research communities, this task is yet to be solved. Grasping cumulates unprecedented challenges in QD literature: it suffers from reward sparsity, behavioral sparsity, and behavior space misalignment. The present work studies how QD can address grasping. Experiments have been conducted on 15 different methods on 10 grasping domains, corresponding to 2 different robot-gripper setups and 5 standard objects. An evaluation framework that distinguishes the evaluation of an algorithm from its internal components has also been proposed for a fair comparison. The obtained results show that MAP-Elites variants that select successful solutions in priority outperform all the compared methods on the studied metrics by a large margin. We also found experimental evidence that sparse interaction can lead to deceptive novelty. To our knowledge, the ability to efficiently produce examples of grasping trajectories demonstrated in this work has no precedent in the literature.
Exploratory State Representation LearningAstrid Merckling, Nicolas Perrin-Gilbert, Alex Coninx et al.
Not having access to compact and meaningful representations is known to significantly increase the complexity of reinforcement learning (RL). For this reason, it can be useful to perform state representation learning (SRL) before tackling RL tasks. However, obtaining a good state representation can only be done if a large diversity of transitions is observed, which can require a difficult exploration, especially if the environment is initially reward-free. To solve the problems of exploration and SRL in parallel, we propose a new approach called XSRL (eXploratory State Representation Learning). On one hand, it jointly learns compact state representations and a state transition estimator which is used to remove unexploitable information from the representations. On the other hand, it continuously trains an inverse model, and adds to the prediction error of this model a $k$-step learning progress bonus to form the maximization objective of a discovery policy. This results in a policy that seeks complex transitions from which the trained models can effectively learn. Our experimental results show that the approach leads to efficient exploration in challenging environments with image observations, and to state representations that significantly accelerate learning in RL tasks.
Few-shot Quality-Diversity OptimizationAchkan Salehi, Alexandre Coninx, Stephane Doncieux
In the past few years, a considerable amount of research has been dedicated to the exploitation of previous learning experiences and the design of Few-shot and Meta Learning approaches, in problem domains ranging from Computer Vision to Reinforcement Learning based control. A notable exception, where to the best of our knowledge, little to no effort has been made in this direction is Quality-Diversity (QD) optimization. QD methods have been shown to be effective tools in dealing with deceptive minima and sparse rewards in Reinforcement Learning. However, they remain costly due to their reliance on inherently sample inefficient evolutionary processes. We show that, given examples from a task distribution, information about the paths taken by optimization in parameter space can be leveraged to build a prior population, which when used to initialize QD methods in unseen environments, allows for few-shot adaptation. Our proposed method does not require backpropagation. It is simple to implement and scale, and furthermore, it is agnostic to the underlying models that are being trained. Experiments carried in both sparse and dense reward settings using robotic manipulation and navigation benchmarks show that it considerably reduces the number of generations that are required for QD optimization in these environments.
Novelty Search makes Evolvability InevitableStephane Doncieux, Giuseppe Paolo, Alban Laflaquière et al.
Evolvability is an important feature that impacts the ability of evolutionary processes to find interesting novel solutions and to deal with changing conditions of the problem to solve. The estimation of evolvability is not straightforward and is generally too expensive to be directly used as selective pressure in the evolutionary process. Indirectly promoting evolvability as a side effect of other easier and faster to compute selection pressures would thus be advantageous. In an unbounded behavior space, it has already been shown that evolvable individuals naturally appear and tend to be selected as they are more likely to invade empty behavior niches. Evolvability is thus a natural byproduct of the search in this context. However, practical agents and environments often impose limits on the reach-able behavior space. How do these boundaries impact evolvability? In this context, can evolvability still be promoted without explicitly rewarding it? We show that Novelty Search implicitly creates a pressure for high evolvability even in bounded behavior spaces, and explore the reasons for such a behavior. More precisely we show that, throughout the search, the dynamic evaluation of novelty rewards individuals which are very mobile in the behavior space, which in turn promotes evolvability.
12.3AIMay 13, 2020
DREAM Architecture: a Developmental Approach to Open-Ended Learning in RoboticsStephane Doncieux, Nicolas Bredeche, Léni Le Goff et al.
Robots are still limited to controlled conditions, that the robot designer knows with enough details to endow the robot with the appropriate models or behaviors. Learning algorithms add some flexibility with the ability to discover the appropriate behavior given either some demonstrations or a reward to guide its exploration with a reinforcement learning algorithm. Reinforcement learning algorithms rely on the definition of state and action spaces that define reachable behaviors. Their adaptation capability critically depends on the representations of these spaces: small and discrete spaces result in fast learning while large and continuous spaces are challenging and either require a long training period or prevent the robot from converging to an appropriate behavior. Beside the operational cycle of policy execution and the learning cycle, which works at a slower time scale to acquire new policies, we introduce the redescription cycle, a third cycle working at an even slower time scale to generate or adapt the required representations to the robot, its environment and the task. We introduce the challenges raised by this cycle and we present DREAM (Deferred Restructuring of Experience in Autonomous Machines), a developmental cognitive architecture to bootstrap this redescription process stage by stage, build new state representations with appropriate motivations, and transfer the acquired knowledge across domains or tasks or even across robots. We describe results obtained so far with this approach and end up with a discussion of the questions it raises in Neuroscience.
5.4LGSep 15, 2019
State Representation Learning from DemonstrationAstrid Merckling, Alexandre Coninx, Loic Cressot et al.
Robots could learn their own state and world representation from perception and experience without supervision. This desirable goal is the main focus of our field of interest, state representation learning (SRL). Indeed, a compact representation of such a state is beneficial to help robots grasp onto their environment for interacting. The properties of this representation have a strong impact on the adaptive capability of the agent. In this article we present an approach based on imitation learning. The idea is to train several policies that share the same representation to reproduce various demonstrations. To do so, we use a multi-head neural network with a shared state representation feeding a task-specific agent. If the demonstrations are diverse, the trained representation will eventually contain the information necessary for all tasks, while discarding irrelevant information. As such, it will potentially become a compact state representation useful for new tasks. We call this approach SRLfD (State Representation Learning from Demonstration). Our experiments confirm that when a controller takes SRLfD-based representations as input, it can achieve better performance than with other representation strategies and promote more efficient reinforcement learning (RL) than with an end-to-end RL strategy.
Unsupervised Learning and Exploration of Reachable Outcome SpaceGiuseppe Paolo, Alban Laflaquière, Alexandre Coninx et al.
Performing Reinforcement Learning in sparse rewards settings, with very little prior knowledge, is a challenging problem since there is no signal to properly guide the learning process. In such situations, a good search strategy is fundamental. At the same time, not having to adapt the algorithm to every single problem is very desirable. Here we introduce TAXONS, a Task Agnostic eXploration of Outcome spaces through Novelty and Surprise algorithm. Based on a population-based divergent-search approach, it learns a set of diverse policies directly from high-dimensional observations, without any task-specific information. TAXONS builds a repertoire of policies while training an autoencoder on the high-dimensional observation of the final state of the system to build a low-dimensional outcome space. The learned outcome space, combined with the reconstruction error, is used to drive the search for new policies. Results show that TAXONS can find a diverse set of controllers, covering a good part of the ground-truth outcome space, while having no information about such space.
9.2ROMar 11, 2019
Building an Affordances Map with Interactive PerceptionLeni K. Le Goff, Oussama Yaakoubi, Alexandre Coninx et al.
Robots need to understand their environment to perform their task. If it is possible to pre-program a visual scene analysis process in closed environments, robots operating in an open environment would benefit from the ability to learn it through their interaction with their environment. This ability furthermore opens the way to the acquisition of affordances maps in which the action capabilities of the robot structure its visual scene understanding. We propose an approach to build such affordances maps by relying on an interactive perception approach and an online classification. In the proposed formalization of affordances, actions and effects are related to visual features, not objects, and they can be combined. We have tested the approach on three action primitives and on a real PR2 robot.
Bootstrapping Robotic Ecological Perception from a Limited Set of Hypotheses Through Interactive PerceptionLéni K. Le Goff, Ghanim Mukhtar, Alexandre Coninx et al.
To solve its task, a robot needs to have the ability to interpret its perceptions. In vision, this interpretation is particularly difficult and relies on the understanding of the structure of the scene, at least to the extent of its task and sensorimotor abilities. A robot with the ability to build and adapt this interpretation process according to its own tasks and capabilities would push away the limits of what robots can achieve in a non controlled environment. A solution is to provide the robot with processes to build such representations that are not specific to an environment or a situation. A lot of works focus on objects segmentation, recognition and manipulation. Defining an object solely on the basis of its visual appearance is challenging given the wide range of possible objects and environments. Therefore, current works make simplifying assumptions about the structure of a scene. Such assumptions reduce the adaptivity of the object extraction process to the environments in which the assumption holds. To limit such assumptions, we introduce an exploration method aimed at identifying moveable elements in a scene without considering the concept of object. By using the interactive perception framework, we aim at bootstrapping the acquisition process of a representation of the environment with a minimum of context specific assumptions. The robotic system builds a perceptual map called relevance map which indicates the moveable parts of the current scene. A classifier is trained online to predict the category of each region (moveable or non-moveable). It is also used to select a region with which to interact, with the goal of minimizing the uncertainty of the classification. A specific classifier is introduced to fit these needs: the collaborative mixture models classifier. The method is tested on a set of scenarios of increasing complexity, using both simulations and a PR2 robot.
18.1ROJan 3, 2019
From exploration to control: learning object manipulation skills through novelty search and local adaptationSeungsu Kim, Alexandre Coninx, Stephane Doncieux
Programming a robot to deal with open-ended tasks remains a challenge, in particular if the robot has to manipulate objects. Launching, grasping, pushing or any other object interaction can be simulated but the corresponding models are not reversible and the robot behavior thus cannot be directly deduced. These behaviors are hard to learn without a demonstration as the search space is large and the reward sparse. We propose a method to autonomously generate a diverse repertoire of simple object interaction behaviors in simulation. Our goal is to bootstrap a robot learning and development process with limited information about what the robot has to achieve and how. This repertoire can be exploited to solve different tasks in reality thanks to a proposed adaptation method or could be used as a training set for data-hungry algorithms. The proposed approach relies on the definition of a goal space and generates a repertoire of trajectories to reach attainable goals, thus allowing the robot to control this goal space. The repertoire is built with an off-the-shelf simulation thanks to a quality diversity algorithm. The result is a set of solutions tested in simulation only. It may result in two different problems: (1) as the repertoire is discrete and finite, it may not contain the trajectory to deal with a given situation or (2) some trajectories may lead to a behavior in reality that differs from simulation because of a reality gap. We propose an approach to deal with both issues by using a local linearization of the mapping between the motion parameters and the observed effects. Furthermore, we present an approach to update the existing solutions repertoire with the tests done on the real robot. The approach has been validated on two different experiments on the Baxter robot: a ball launching and a joystick manipulation tasks.
1.1CVSep 14, 2016
Quick and energy-efficient Bayesian computing of binocular disparity using stochastic digital signalsAlexandre Coninx, Pierre Bessière, Jacques Droulez
Reconstruction of the tridimensional geometry of a visual scene using the binocular disparity information is an important issue in computer vision and mobile robotics, which can be formulated as a Bayesian inference problem. However, computation of the full disparity distribution with an advanced Bayesian model is usually an intractable problem, and proves computationally challenging even with a simple model. In this paper, we show how probabilistic hardware using distributed memory and alternate representation of data as stochastic bitstreams can solve that problem with high performance and energy efficiency. We put forward a way to express discrete probability distributions using stochastic data representations and perform Bayesian fusion using those representations, and show how that approach can be applied to diparity computation. We evaluate the system using a simulated stochastic implementation and discuss possible hardware implementations of such architectures and their potential for sensorimotor processing and robotics.