Nov 2022· Motion in Games· 0 citations· 44 references
Computer Science
TL;DR
This work proposes and evaluates State-Conditioned Shooting (SCOOT), a novel DRL algorithm that builds on advantage-weighted regression (AWR) with three key modifications, and showcases the features’ performance in learning physically-based billiard shots demonstrating high action precision and discovering multiple shot strategies for a given ball configuration.
Abstract
Deep reinforcement learning (DRL) algorithms for movement control are typically evaluated and benchmarked on sequential decision tasks where imprecise actions may be corrected with later actions, thus allowing high returns with noisy actions. In contrast, we focus on an under-researched class of high-risk, high-precision motion control problems where actions carry irreversible outcomes, driving sharp peaks and ridges to plague the state-action reward landscape. Using computational pool as a representative example of such problems, we propose and evaluate State-Conditioned Shooting (SCOOT), a novel DRL algorithm that builds on advantage-weighted regression (AWR) with three key modifications: 1) Performing policy optimization only using elite samples, allowing the policy to better latch on to the rare high-reward action samples; 2) Utilizing a mixture-of-experts (MoE) policy, to allow switching between reward landscape modes depending on the state; 3) Adding a distance regularization term and a learning curriculum to encourage exploring diverse strategies before adapting to the most advantageous samples. We showcase our features’ performance in learning physically-based billiard shots demonstrating high action precision and discovering multiple shot strategies for a given ball configuration.
This paper investigates developing real-world perception for active agents, proposes Gibson Environment for this purpose, and showcases a set of perceptual tasks learned therein.
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Haonan Qiu, Chaowei Xiao, Lei Yang et al.· arXiv.org· 208 citations· ⚡17
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A new system identifies and corrects unreliable object descriptions stored in a robot’s memory, improving the robot’s ability to interact with its environment.
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