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Learning and Transfer of Modulated Locomotor Controllers (1610.05182v1)

Published 17 Oct 2016 in cs.RO and cs.AI

Abstract: We study a novel architecture and training procedure for locomotion tasks. A high-frequency, low-level "spinal" network with access to proprioceptive sensors learns sensorimotor primitives by training on simple tasks. This pre-trained module is fixed and connected to a low-frequency, high-level "cortical" network, with access to all sensors, which drives behavior by modulating the inputs to the spinal network. Where a monolithic end-to-end architecture fails completely, learning with a pre-trained spinal module succeeds at multiple high-level tasks, and enables the effective exploration required to learn from sparse rewards. We test our proposed architecture on three simulated bodies: a 16-dimensional swimming snake, a 20-dimensional quadruped, and a 54-dimensional humanoid. Our results are illustrated in the accompanying video at https://youtu.be/sboPYvhpraQ

Citations (206)
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Summary

  • The paper introduces a hierarchical design that separates low-level motor command generation from high-level modulation to achieve robust learning.
  • It leverages sparse rewards and varied update rates to boost the adaptability and stability of complex locomotor behaviors.
  • Empirical tests on snake, quadruped, and humanoid models demonstrate superior transfer learning compared to monolithic end-to-end methods.

Analysis of "Learning and Transfer of Modulated Locomotor Controllers"

The paper presents a paper in which a hierarchical architecture for learning and transferring modulated locomotor controllers is proposed. It explores an innovative approach for solving high-level tasks in locomotion by leveraging a system composed of low-frequency, high-level (cortical) controllers and high-frequency, low-level (spinal) controllers. This architectural design capitalizes on the strengths of modular, hierarchical components, as opposed to monolithic end-to-end learning which often fails in such domains.

Technical Framework

Key features of the proposed architecture include:

  1. Hierarchical Structure: The system is divided into two levels— a low-level controller responsible for rendering motor commands and a high-level controller tasked with differentiating between complex motor behaviors. This separation allows for focused training on specific components, optimizing learning dynamics at different layers of abstraction.
  2. Modulation with Sparse Rewards: The high-level controller modulates the low-level controller's inputs, effectively navigating through the policy space even when faced with sparse rewards. The modulated control signal allows the high-level controller to adapt and refine behaviors learned by the low-level controller for more abstract tasks.
  3. Information Hiding: The low-level controller is provisioned with access only to proprioceptive data, eschewing task-specific information. This design forms a basis for inducing domain-general locomotor behavior. Meanwhile, the high-level controller integrates a wide range of observations, granting it the flexibility to refine overarching behavior.
  4. Multiple Timescales: The asynchronous operation of different levels allows for varied rates of parameter updates, aligning with biological motor control systems. This design detail is crucial in achieving coherent and stable behavior while facilitating the initial learning process.

Empirical Validation

The proposed system's potential is illustrated through experiments across three domains, including a 16-dimensional swimming snake, a 20-dimensional quadruped, and a 54-dimensional humanoid. The results demonstrate that the articulated architecture succeeds in circumstances where monolithic, end-to-end reinforcement learning architectures fail. By pre-training low-level networks on simple tasks, the high-level controller effectively modulates these learned behaviors to accomplish complex, high-level objectives with sparse feedback.

Two snake tasks demonstrate the model's capability in learning efficient locomotion behaviors, while the quadruped task further shows effective manipulation, such as in a soccer-playing scenario. On the humanoid model, known for its complexity due to high degrees of freedom and stability concerns, the architecture exhibited considerable proficiency at navigating tasks through the reuse of low-level locomotor patterns.

Implications and Future Directions

The implications of this work lie in its ability to leverage pre-learned primitives in enhancing exploration efficiency in environments characterized by sparse reward structures. The separation between task-agnostic and task-specific processes provides a framework conducive to transfer learning across varied tasks.

This modular approach reflects an intrinsic design principle potentially applicable beyond robotic locomotion—in broader AI systems dealing with complex, hierarchical tasks. The idea of manipulating established modular policies rather than retraining from scratch underpins a more scalable approach to reinforcement learning in dynamic, real-world situations.

Future investigations will likely explore optimizing the high-level controller's modulation capacity, enhancing the flexibility and robustness of low-level controllers, and empirically quantifying the benefits of varying degrees of hierarchy depth. Integrating a richer set of pre-training tasks and examining varied hierarchical schemes might improve the robustness and versatility of the learned locomotor modules, particularly in high-dimensional control problems akin to humanoid movement.

Through these refinements, the framework could see expanded implementation across complex robotics and interactive AI systems, thus engaging with broader applicability and establishing more generalizable AI competencies.

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