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Transfer learning for reinforcement learning on a physical robot
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| In the Ninth International Conference on Autonomous Agents and Multiagent Systems – Adaptive Learning Agents Workshop Toronto, Canada, May 2010. |
(AAMAS – ALA), |
Transfer Learning for Reinforcement Learning on a
Physical Robot ∗
Samuel Barrett
Dept. of Computer Science
University of Texas at Austin
Austin, TX 78712 USA
sbarrett@cs.utexas.edu
Matthew E. Taylor
Dept. of Computer Science
University of Southern
California
Los Angeles, CA 90089
taylorm@usc.edu
Peter Stone
Dept. of Computer Science
University of Texas at Austin
Austin, TX 78712 USA
pstone@cs.utexas.edu
Categories and Subject Descriptors
I.2.6 [Artificial Intelligence]: Learning
General Terms
Algorithms, Experimentation
Keywords
Transfer Learning, Robotics, Reinforcement Learning, Artificial
Intelligence
ABSTRACT
As robots become more widely available, many capabilities that
were once only practical to develop and test in simulation are becoming feasible on real, physically grounded, robots. This newfound feasibility is important because simulators rarely represent
the world with sufficient fidelity that developed behaviors will work
as desired in the real world. However, development and testing on
robots remains difficult and time consuming, so it is desirable to
minimize the number of trials needed when developing robot behaviors.
This paper focuses on reinforcement learning (RL) on physically
grounded robots. A few noteworthy exceptions notwithstanding,
RL has typically been done purely in simulation, or, at best, initially in simulation with the eventual learned behaviors run on a
real robot. However, some recent RL methods exhibit sufficiently
low sample complexity to enable learning entirely on robots. One
such method is transfer learning for RL. The main contribution of
this paper is the first empirical demonstration that transfer learning can significantly speed up and even improve asymptotic performance of RL done entirely on a physical robot. In addition, we
show that transferring information learned in simulation can bolster
additional learning on the robot.
1. INTRODUCTION
∗The authors thank Todd Hester and Michael Quinlan for writing the base code for the Nao upon which this research was built.
This work has taken place in the Learning Agents Research Group
(LARG) at the Artificial Intelligence Laboratory, The University of
Texas at Austin. LARG research is supported in part by grants from
the National Science Foundation (IIS-0917122), ONR (N00014-
09-1-0658), DARPA (FA8650-08-C-7812), and the Federal Highway Administration (DTFH61-07-H-00030). Samuel Barrett was
supported by the Department of Defense (DoD) through the National Defense Science and Engineering Graduate Fellowship (NDSEG) Program.
Physically grounded robots need to be able to learn from their
experience, both in order to deal with changing environments and
to adapt to new problems. For the purpose of online learning of sequential decision making tasks with limited feedback, value-functionbased reinforcement learning (RL) [15] is an appealing paradigm,
because of the well-defined semantics of the value function and its
elegant theoretical properties. However, a few notable successes
notwithstanding (e.g., flying RC helicopters [3, 9] and quadruped
walking [8]), RL algorithms have typically been applied only in
simulation, or at best trained in simulation with the eventual learned
behaviors run on a real robot (e.g., [6], [10], and [5]).
Learning on physically grounded robots is difficult for several
reasons, including environmental and sensor noise, high costs of
failure (such as a crashed helicopter), the large amount of time it
takes to perform tasks, and the fact the robots’ dynamics are often
not constant due to wear and tear on their motors. Thus, to the extent possible, it is desirable to train robots in a controlled environment before sending them out into the world. Doing so can reduce
damage to the robots and prepare them to deal with expected situations. However, when encountering unexpected situations after
“deployment” in the real world, the robot will have to continue to
adapt. Such unexpected situations can even arise from the dynamics of the robot itself changing as its joints break, or as repairs are
made. It is conceivable to relearn tasks from scratch each time a
change happens, but due to the time and cost of learning, it is not
practical. Instead, it is desirable for the robot to reuse prior information in order to learn faster. The concept of reusing information
from past learning is the idea behind transfer learning.
Transfer learning for RL tasks has been shown to be effective in
simulation [18], but no prior work has been done on transfer learning on physically grounded robots. The main contribution of this
paper is the first empirical demonstration that transfer learning for
RL can significantly speed up and even improve asymptotic performance of RL with learning done entirely on a physical robot,
specifically using Q-value reuse for the Sarsa(λ) algorithm [19]. In
addition, we show that transferring information from learning in
simulation can improve subsequent learning learning on the robot.
To this end, we introduce a novel reinforcement learning task
for humanoid robots and demonstrate that transfer learning can be
effective for this task. The results additionally represent one of the
first successful applications of reinforcement learning on the Nao
humanoid platform developed by Aldebaran1. A limited amount of
previous work has been done using the Nao, but this work focused
on simulation work, with only a single run on a physical robot [7].
The remainder of the paper is organized as follows. Section
2 presents the main algorithms used in our experiments, namely
1http://www.aldebaran-robotics.com/eng
Sarsa(λ) and Q-value reuse. Section 3 introduces our experimental
testbed and fully specifies the task to be learned. Sections 4 and
5 present the results of our experiments. Section 6 further situates
the results in the literature, and Section 7 concludes.
2. BACKGROUND
Reinforcement learning (RL) is a framework for learning sequential decisions with delayed rewards [15]. RL is promising for
robotics because it handles online learning with limited feedback
where actions taken affect the environment. RL has been extensively studied in many domains, with positive results. However,
RL techniques can require long training times. Therefore, especially on robots, it can be useful to reuse knowledge learned from
similar problems to speed up training times via transfer learning.
Value-function-based RL algorithms assume that the task to be
learned can be modeled as a Markov Decision Process (MDP). An
MDP is a four-tuple of (S, A, T, R) where S is a state space, A
is an action space, T is a transition function specifying the effects
of actions, and R is an immediate reward function specifying the
value of state transitions. The complete formulation is given by
T(s, a) = s′ with s, s′ ∈ S and a ∈ A and R(s, s′) = r where r ∈
R. However, the agent typically does not start with any knowledge
about T or R, so it must learn what actions should be taken in the
states it encounters. One way of doing so is via an intermediate
data structure called a state-action value function (Q) that stores
the expected long-term reward of executing action a from state s.
Taylor et al. [19] recently demonstrated that state-action values
from one RL problem can be effectively reused in a related, but different sequential decision making problem. This result is surprising
because the state-action values are intuitively the most problemspecific data structure of an RL algorithm: they represent the expected long-term reward from a given state-action pair in a single,
specific problem. However, it turns out that there are useful patterns encoded in the state-action value function that can speed up
and even improve asymptotic learning on related tasks. Their algorithm of Q-value reuse, which we adopt in this paper, is based on
the standard RL framework.
2.1 Sarsa(λ)
This research uses the Sarsa(λ) learning algorithm as the base
RL algorithm. We choose to use Sarsa because it is compatible
with Q-value reuse, and because it is among the simplest of RL
algorithms: our focus is on speed-up due to transfer rather than on
the learning algorithm itself.
Sarsa is an on-policy temporal difference learning algorithm first
proposed by Rummery and Niranjan [11] and later augmented by
Sutton [14]. Specifically, Sutton’s work describes using cerebellar
model arithmetic computers (CMACs) [2] as a function approximator for generalizing learning, allowing the agent to generalize
across similar states and handle larger (or infinite) state spaces.
This approach has been shown to be successful in a number of domains.
The Sarsa(λ) algorithm is a well-known approach to solving an
MDP. It learns a value function over state-action pairs, Q(s, a) =
r, and actions are chosen ǫ-greedily with respect to Q. The value
function is changed via a Bellman (TD) update:
Q(s, a) = (1 – α)Q(s, a) + α[R(s, s′) + γe(s, a)Q(s′, a′)]
given the state s, action a, reward r, next state s′, next action a′,
the discount factor γ, the eligibility trace e(s, a) (representing how
recently the state-action pair was visited), and the decay parameter
λ.
a s
Reward
r
Action State
source source source
Source Task
Q-value
Function
Approximator
Source Task
Q-value
Function
Approximator
Q-value
Function
Approximator
Target Task
Q-value
Function
Approximator
Target Task
Source Task
Q-value
Function
Approximator
Source Task
Q-value
Function
Approximator
Source Task Target Task
a s
Reward
r
Action State
target target target
Environment Environment
Agent
Inter-Task Mapping
Variable Mappings
Action and State
Inter-Task Mapping
Agent +
Figure 1: Q-Value Reuse
We use CMACs for their discretization and generalization abilities, deriving from their infinite, axis-parallel tilings over a continuous state space. These tiles are discrete features, and there are a
constant number active for each point in the space. Several tilings
are used and each is offset from the others (by a random amount in
our implementation). The value function is generalized over each
tile, but the overlapping tiles allow for better resolution. A CMAC’s
value for each action is computed by summing the weights from
each activated tile:
f(x) = X
i
wifi(x)
where
fi(x) = 1 0 if tile otherwise i is activated
For any state, the result is a vector of values with length equal to
the number of actions, and the lengths may not be the same for
different tasks.
2.2 Q-value Reuse
Transfer learning involves reusing knowledge learned from earlier tasks to learn new problems more effectively. The task learned
previously is called the source task and the new task is called the
target task. We use Q-value reuse for the transfer, where the value
function, Qsource, learned from an earlier task is used as a starting point for the new problem, and a new value function, Qtarget,
is learned to correct errors in the source value function. However,
the source state and action spaces may not coincide with the target state and action spaces. Therefore, the agent must be given a
mapping between the source and target tasks: χX(starget) = ssource
and χA(atarget) = asource. In this work, this mapping is provided
to the agent rather than learned. Therefore, the agent’s new value
function is given by
Q(s, a) = Qsource(χX(s), χA(a)) + Qtarget(s, a)
Figure 1 shows how Q-value reuse works, reusing the source task’s
state-action value function approximator in the target.
Sarsa updates are calculated the same way as previously, but
only the target’s function approximator weights (Qtarget(s,a)) are
updated. In some cases, there may be no corresponding action in
the source task so a default value is given to these actions. In this
paper, we initialize these actions to the average action values across
all possible states in the source domain [19]. We also tried initializing new actions to an intermediate value picked by hand (0) and to
Figure 2: Estimates of episode rewards
the average action value for the current state, but the average action
values of all states performed better in initial experiments.
3. EXPERIMENTAL SETUP
For all experiments in this paper, we use a novel task on the Nao
humanoid platform developed by Aldebaran. We chose a task with
the robot seated to reduce the possibility of damaging the robot and
for easier control of the robot’s start state. We emphasize the physical groundedness of our experiments by requiring that the robot
calculate its own reward signal from observations, accepting any
resulting inaccuracies.
Specifically, the robot’s task was to hit an orange ball as far as
possible at a 45◦ angle with its right hand. It used its onboard
camera to observe the result of each trial and calculate the reward
signal. The robot is seated with the ball 80 mm in front of the
center of the robot and 170 mm to its right. Note that the robot is
not given ball’s location except for the information in the reward
signal. Every 75 ms, the robot is given the current positions of the
joints and their velocities as observations.
The reward signal is given by r = d ∗ cos(θ), where d is the
distance that the ball moved, and θ is the angle between the ball’s
trajectory and the 45◦ target angle. If the ball was not seen for
sufficiently long, it was assumed to have been hit backwards, and
the action was assigned reward -100. All other steps were given a
reward of -1 to encourage the agent to find a fast action sequence
to hit the ball.
The reward from vision can be inaccurate, due to the ball moving outside the sight range of the robot, the arm obscuring the sight
of the ball, and noisy distance estimates of the ball. However, we
measured these effects, and found that they were not very significant. Figure 2 compares the robot’s estimate of the reward with the
measurements taken by hand using a tape measure and a protractor. Out of 50 episodes, only two successful hits were not seen by
the robot and incorrectly assumed to be backward hits with reward
-100. The R-squared value of the robot’s estimations was 0.86.
As shown in Figure 3 (supplied by Aldebaran1), the robot can
use four joints to help it hit the ball: shoulder pitch, shoulder roll,
elbow pitch, and elbow yaw. For each episode, these joints start
at a fixed position with no initial velocity; these values are given
in Table 1 and depicted in the left-most frames of Figure 4. Also,
the ball starts in the same position for every episode, as shown in
Figure 4. At each time step, the robot can accelerate one joint in either direction or leave all the joints alone. Therefore, the robot has
nine actions: no change, accelerate the shoulder pitch upwards,
accelerate the shoulder pitch downwards, accelerate the shoulder
roll clockwise, or accelerate the shoulder roll counter-clockwise,
etc.. Furthermore, it has eight observations: the position and velocity for each joint. The velocities are kept in the range [-100◦/s,
Figure 3: Joint movements possible for the task
(a) Source task
(b) Target task
Figure 4: Keyframes of robot tasks
+100◦/s] and the actions are taken every 75ms (more than 13
times per second) to change the velocity by 50◦/s.
It is possible to learn this task without any prior information,
but the process can be slow and the robot converges to a mediocre
policy. Our work focuses on improving this learning, specifically
by using a related source task as prior information. For this simpler
task, the robot only has control of the two shoulder joints, with the
elbow roll and yaw fixed at 0◦ and 0◦. Therefore, the robot will
only have five actions and four observations. We will refer to this
simpler task as the source task and the original task as the target
task. The keyframes of the robot performing the two tasks can be
seen in Figure 4. The robot has less control in this source task,
and therefore cannot hit the ball as far as in the target task, but it
can learn faster as the problem is simpler. Our central hypothesis
is that using Q-value reuse to transfer information from this source
task will enable the robot to learn faster on the target task.
As this work focuses on transfer learning on robots, so the main
task considered was transferring from the source task to the target
task on the robot, compared to learning the target task with no prior
information. We also replicated both tasks in the Webots simulator2
to test our algorithm in a different, though similar environment (as
the dynamics of the simulator do not entirely match the physical
2Cyberbotics Ltd. http://www.cyberbotics.com
| Joint | Min | Max | Start |
| Shoulder pitch | 0◦ | 115◦ | 115◦ |
| Shoulder roll | -90◦ | 5◦ | -75◦ |
| Elbow roll | 0◦ | 120◦ | 45◦ |
| Elbow yaw | -90◦ | 90◦ | -45◦ |
Table 1: Joint angle ranges and starting positions
robot). We do not assume that a useful simulator will be available
in all cases, which is why we focus on transfer on the robot itself.
In this case, the simulator allows us to better evaluate the effectiveness and robustness of the algorithm and to run many more experiments than physical robots allow. However, we emphasize that for
the main result of the paper, both the source and target tasks were
learned on the physical robot.
We refer to the source task on the robot as SOURCEROB, the
target task on the robot as TARGETROB, the source task in the
simulator as SOURCESIM, and the target task in the simulator as
TARGETSIM. The main test of our algorithm is in how the transfer from SOURCEROB to TARGETROB and from SOURCESIM to
TARGETSIM performs. However, the use of the simulator allows
for several other paths for transfer information, and we discuss this
idea further in Section 5
A significant part of the work was done using the Webots simulator2,
and this work relies heavily on the code developed by the UT Austin
Villa robot soccer team3. This code base provides the interface between the learning agent and the robot’s actions, as well as providing visual detection of the ball.
4. RESULTS
Transfer learning can be evaluated in many different ways [18].
In this paper, our main focus is on “weak” transfer, meaning that
we assume that the time spent in the source task does not count
against the learner in the target. This is the case when the robot
has already learned the source task, so this training time is not a
new cost. For example, if a robot was trained in a lab before being
sent out, we might be interested in the time it would take the robot
to learn a new task, and less interested in how long the robot was
trained in the lab. We also show one “strong” transfer result, where
time spent in the source does count.
For all experiments, we plot the running average reward for each
approach, taken with a 25 episode moving window for the robot
tests and a 50 episode window for the simulation tests. Each test
on the robot represents five runs, each lasting 50 episodes. In the
simulator, each test averages 50 runs, each lasting 1,000 episodes.
These 50 episodes on a robot takes approximately 30 minutes, and
1,000 episodes in simulation takes approximately three hours. This
data allows us to draw conclusions with statistical significance and
reason about the convergence of each approach.
The baseline that we use is learning TARGETROB with no prior
information. Figure 5a shows that transfer from SOURCEROB to
TARGETROB is helpful, improving the reward throughout the entire test. The initial few episodes of each algorithm are very noisy,
so the initial positive performance of TARGETROB is not significant, just the effect of a few outliers. This graph is an evaluation of
weak transfer: we do not depict training time in the source task.
Figure 5b shifts the transfer plot 50 episodes to the right to represent the strong transfer scenario. Though not as dramatic, the
result is still positive, thus demonstrating that it can be useful to
break a robot task into robot subtasks, and then transfer from the
subtasks to the target task. In this test, the robot performs about as
well in the source task as in the target task, because it does not have
enough trials to completely explore the target task and find a good
behavior.
Unfortunately, the small number of tests on the robots means that
we cannot draw statistical conclusions about the performance of the
methods. However, the tests were also replicated in simulation with
good results. Figure 6a shows that the transfer from SOURCESIM
to TARGETSIM is helpful, even after a large number of episodes.
3http://www.cs.utexas.edu/users/austinvilla
(a) Weak Transfer (b) Strong Transfer
Figure 5: Transfer on the robot to the target task
(a) Weak Transfer (b) Strong Transfer
Figure 6: Transfer in the simulator
The differences between the final rewards of each method are statistically significant with a confidence of 99%, and the error bars
in the diagram show the standard deviation of the average rewards.
Figure 6b shows that our results for strong transfer hold in simulation. Overall, Figures 5–6 suggest that transfer learning works
on robots, and can greatly speed up learning and reach better end
behaviors.
5. ADDITIONAL EXPERIMENTS
In addition to providing statistically significant results, the use of
the simulator opens several other paths for transferring knowledge
between tasks, including two-step transfer, where we learn sequentially from multiple source tasks. Two-step transfer is performed as
described in Section 2, with the value function:
| Q(s, a) | = | Q1(χX1(s), χA1(a)) +Q2(χX2(s), χA2(a)) + Q3(s, a) |
We consider TARGETROB to be the target for all of the tests, and
we continue using 1,000 episodes in simulation and 50 on the physical robot. Figure 7 shows all the ways to transfer information to
TARGETROB, with numbers corresponding to the following tests:
1. SOURCEROB → TARGETROB
2. SOURCESIM → TARGETROB
3. TARGETSIM → TARGETROB
4. SOURCESIM → SOURCEROB → TARGETROB
5. SOURCESIM → TARGETSIM → TARGETROB
SOURCEROB TARGETROB
SOURCESIM TARGETSIM
1
2
3
4
5
Figure 7: Paths for transferring experience
Figure 8: One-step transfer to the robot target task
Test 1 is further investigated in Section 4, and the results of the
three one-step transfer tests (tests 1, 2, and 3) are displayed in Figure 8. Transferring from TARGETSIM produces the biggest improvement in the early episodes due to it having already learned
about the entire state-action space. However, the agent does have to
learn about the differences between the simulated and real robots.
Also, transferring from SOURCESIM performs better than transferring from SOURCEROB, probably due to the higher number of
runs in SOURCESIM, which allow the agent to explore the stateaction space more completely. In the end, all of the transfer methods end up with similar performance, and all perform much better
than starting with no prior information.
The two types of two-step transfer were also tested (tests 4 and
5), and the results are shown in Figure 9. Both methods show a substantial boost to early episodes but later plateau, achieving similar
results to the other transfer methods. The results of the two-step
transfer are not better than some of the one-step transfers, but Figure 10 shows that multi-step transfer can be beneficial, giving a
large early boost.
Though all of these results are for weak transfer, we speculate
that these trends will hold for strong transfer (as they did in both
one-step transfer cases). Furthermore, transferring from simulation
Figure 9: Two-step transfer to the robot target task
Figure 10: Comparison of one and two-step transfer.
to a physical robot raises the possibility of having different costs
for training spent in the simulator than on the robot. For example,
if we consider simulation time to be insignificant, then tests 2, 3,
and 5 are all evidence of strong transfer.
6. RELATED WORK
One of the earliest uses of transfer learning for reinforcement
learning was done by Selfridge et al. [12] in the familiar cart-pole
domain. In this work, the function approximator was reused for
poles of different sizes and weights, with good effect.
Taylor and Stone [18] recently surveyed the use of transfer learning in reinforcement learning. Significant prior work in this area
has been performed, with good results. However, little work has
been done in applying transfer learning to the area of robotics. Taylor and Stone discuss several approaches to transfer learning, and
point out several ways to evaluate the effects of the transfer. Our
research focuses on Q-value reuse with supervised task transfer.
Taylor et al. [19] explored Q-value reuse in temporal difference
learning with good results. They specifically evaluate a Sarsa agent
using CMAC for function approximation. However, this work focuses on the simulated domain of keepaway for soccer. Our work
applies this research to a physical robot, and has a greater difference between the source and target tasks.
One interesting approach to transfer learning is to extract higher
level strategies from the policy learned by the agent. Torrey et
al. [20] explored this idea using relational macros to represent the
strategies learned by induction logic programming (ILP) in the RoboCup
breakaway domain, but this requires the domain to be translated
into first-order logic. It is also possible to break a single problem
into a series of smaller tasks. Then, the agent learns each of these
sub-tasks and combines the learned knowledge for the full task.
In the target task, the state space, actions, and transition function
are the same as the sub-tasks, and the information is transferred
via Q-value transfer. Singh [13] also explored this area, naming it
“compositional learning.”
It is possible to learn a mapping between source and target tasks
autonomously (e.g., when a human is unable or unwilling to provide such a mapping). Talvitie and Singh [16] developed an algorithm to generate possible state variable mappings and learn which
mapping is best as an n-armed bandit problem. Further work has
been done by Taylor et al. [17] using a model-based approach to
reduce the samples needed, and they transfer observed (s, a, r, s′)
instances, which allows the source and target agents to have different representations for the task. However, these methods are not
as reliable as hand-mapping and can be unnecessary for smaller
domains.
Unfortunately, tests on robots can be slow, and most learning algorithms require a large amount of training data to perform well.
Therefore, it can be useful to train an agent in simulation and transfer these behaviors to a robot [6, 10, 5]. However, we cannot assume that a simulator will accurately model complex perception or
manipulation tasks, so it is often useful to tune the behavior from
the simulator by running more tests on a robot. This requires combining information about a source simulation task and a target robot
task, but no work we know of treats this as a transfer learning problem.
Another way to speed up learning is to use prior demonstrations.
Researchers have shown that sub-optimal demonstrations can be
sufficient to teach an agent to control an autonomous helicopter [1,
4]. Unfortunately, this requires on an expert in the domain to perform the demonstrations, which is not always possible.
7. CONCLUSIONS AND FUTURE WORK
This paper empirically tests transfer learning for RL on physical
robots. The results show that model-free RL can be effective on a
robot, and that transfer learning can speed up learning on physical
robots.
Furthermore, this prior information can be learned in simulation,
even if the simulator does not completely capture the dynamics of
the robot. For example, the simulator does not model collisions
between the robot’s different parts, so dynamics of the arm hitting
the body are never learned in the simulator. However, the behaviors
learned in the simulator serve as good starting points for learning
on the robot. This result is useful when a simulator is available,
since simulator tests are significantly easier to run than robot tests:
it suggests that only a relatively small amount of tuning is necessary
to adapt behaviors learned in the simulator to the real robot. The
main motivation for this work is that in some situations learning
must be performed entirely on a physical platform, and the positive
results in that setting are the main contribution of this paper.
This work opens up several interesting directions for future work.
For example, it is worth investigating if other learning algorithms
can learn this task faster than Sarsa, and if so, whether Q-value
reuse (if applicable) can show similar benefits with these other algorithms. It would also be interesting to see how different methods
for transfer learning perform on this task. In the long run, we view
the research reported in this paper as just the first of many possible
applications of transfer learning for RL to physical robots.
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