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Novel Reinforcement Learning method for tackling goal-oriented robotics tasks with obstacles.

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harry-uglow/Curriculum-Reinforcement-Learning

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CuRL - Curriculum Reinforcement Learning for Goal-Oriented Robot Control

Code archive of my MEng in Computing (Artificial Intelligence) final project, report published here - [PDF].

The main outcome of the project is CuRL - a method for training policies to complete goal-oriented robotics tasks that are difficult to solve with state-of-the-art Deep Reinforcement Learning. Using a curriculum of simpler tasks, we progressively guide a policy towards being able to complete the desired full task.

The above figure helps illustrate the method. We aim to train a robot to reach the target sphere while avoiding the wall. State-of-the-art approaches using Reinforcement Learning from scratch will struggle to learn to get past the wall. This is explained in far greater detail in the project report. With curriculum reinforcement learning, we initially remove the wall and the robot can learn to move along the red trajectory. By sequentially adding "parts" of the wall (represented by the coloured concentric circles), we can guide the policy so that the robot learns to follow the desired green trajectory.

The final method presented here and its earlier versions required significant changes to baseline implementations of RL algorithms, in particular to support residual policy training. I hope making the code available here can help others working on similar projects.

Uses

During the project Curriculum Learning was used to tackle three main tasks:

  • Placing a plate in a dish rack (both in simulation and reality)
  • Reaching a point in space by moving over a wall
  • Moving a mug from one shelf to a higher one

Method details

We describe the tasks tackled by this method as obstacle-driven goal-oriented tasks. The robot arm must move to a goal position, navigating obstacles in the scene in order to do so. The simplest version of such a task has no obstacles - a reacher environment. All tasks can be reduced to their reacher variant by making all obstacles "non-respondable" (they can be passed through). We create a curriculum of tasks that starts with the reacher variant and gradually increases the proportion of obstacles that are respondable. The final task in the curriculum is the true task, where all obstacles are respondable as they would be in reality.

Due to limitations of the simulation software used (V-REP) we do not programmatically edit the obstacles in a scene. Instead the intermediary variants of a task are created manually as separate scenes and given to the program to load. There is a mathematical specification of how the obstacles in a scene change and by how much from one variant to the next. I will not go into detail here but it can be found in the report linked above.

Algorithm

Many versions of this algorithm were attempted and can be seen in full in the project report. The final version is slightly different from the report version, as more work has been done since the end of my degree. This final version behaves as follows:

  • Training begins in simulation. State observations are a vector containing the robot's current joint angles and the position and orientation of the target (e.g. the dish rack). Actions are a 6 dimensional vector, the 3-dimensional
    position and orientation that the subject should move to in this simulation step. This is sent to the simulation software which solves the inverse kinematics to calculate the appropriate joint velocities which are then applied to the robot.
  • A cartesian controller is used as an initial policy. Alone this would move the tip of the robot arm directly toward the target at every step.
  • A residual policy is trained with RL to augment the actions output by the initial controller. This policy is trained on the non-respondable version of the scene - the reacher variant.
  • Every few policy updates the policy is evaluated to calculate the success rate (proportion of successful attempts at the task). Once the success rate reaches a target, training moves to the next task in the curriculum.
  • At the end of the curriculum, the policy is trained on the full task until convergence.

The above could be run with a command such as:

python main.py --pipeline rack --num-steps 256 --eval-interval 4 --trg-succ-rate 70 --save-as <out_path>

This trains on the dish rack task, taking 256 simulation steps in between each policy update, evaluating the policy every 4 updates, and moving to the next stage of the curriculum after evaluation finds the policy >= 70% successful.

Some examples of trained policies can be found in the trained_models directory. To watch the policy in action, follow the installation instructions below and run:

python enjoy.py --load-dir trained_models/ppo --env-name "dish_rack_cartesian_control" --pipeline rack

Transferring to reality

Once the above training finishes you will have a policy that takes full state information and outputs actions. To use this policy on a real robot it will need to be able to produce these actions from only the joint angles (known in reality) and an image of the scene. gather_training_images.py can be used to rollout the trained policy in simulation, creating a large dataset containing the state of the environment, the action output by the policy, and simulated images of the scene at every step.

This dataset is then used by train_e2e.py to train an end-to-end controller with supervised learning to approximate the full state policy on images and partial state information. This controller is usable by a real robot.

Repository details

This project uses PPO as its main RL algorithm. ikostrikov's implementation was used as a starting point for this repository. ikostrikov_license.txt contains the license for this implementation. The project was forked at commit ddb89a5c - any changes since then are my own. That repository also implements the A2C and KFAC algorithms. Though they were not used in this project their implementations are left intact here.

Environment implementations can be found in the envs directory. A large selection of V-REP scenes created over the course of the project can be found in scenes. Their filenames are used to specify curricula in pipelines.py. enjoy.py can be used to execute a trained policy and observe its behaviour.

Requirements

In order to install requirements, follow:

# Pytorch and other requirements
pip install -r requirements.txt

# Baselines (with some personal edits)
git clone https://github.com/harry-uglow/baselines.git
cd baselines
pip install -e .

Install V-REP, depending on your version you may need to replace vrep.py, vrepConst.py and remoteApi.dylib / remoteApi.so with the ones found in your VREP installation.

Branches

  • master - most recent code is here, commented, in Python 3.7
  • reality - code used to run trained policies on a real Sawyer robot. Branched and written in Python 2.7 because required packages for connecting to robot are Python 2 ONLY.
  • joint-velocity-control - archived, marks the last point where policies directly output joint velocities, rather than target position. Changed as this was bias towards base joints which have a greater effect on end position. Left here in case you find it useful.

Questions / Problems

Though I'm no longer actively developing on this project (least of all I no longer have access to the kind of hardware required to run RL experiments), I am happy to answer any questions or look in to any problems you may find. Raise an issue and I'll do my best to respond quickly. Thanks for reading!

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