text: Agents trained in simulation may make errors in the real world due to mismatches between training and execution environments. These mistakes can be dangerous and difficult to discover because the agent cannot predict them a priori. We propose using oracle feedback to learn a predictive model of these blind spots to reduce costly errors in real-world applications. We focus on blind spots in reinforcement learning (RL) that occur due to incomplete state representation: The agent does not have the appropriate features to represent the true state of the world and thus cannot distinguish among numerous states. We formalize the problem of discovering blind spots in RL as a noisy supervised learning problem with class imbalance. We learn models to predict blind spots in unseen regions of the state space by combining techniques for label aggregation, calibration, and supervised learning. The models take into consideration noise emerging from different forms of oracle feedback, including demonstrations and corrections. We evaluate our approach on two domains and show that it achieves higher predictive performance than baseline methods, and that the learned model can be used to selectively query an oracle at execution time to prevent errors. We also empirically analyze the biases of various feedback types and how they influence the discovery of blind spots.
  @cite_18: 
  @cite_4: The aim of this paper is to give an overview of domain adaptation and transfer learning with a specific view on visual applications. After a general motivation, we first position domain adaptation in the larger transfer learning problem. Second, we try to address and analyze briefly the state-of-the-art methods for different types of scenarios, first describing the historical shallow methods, addressing both the homogeneous and the heterogeneous domain adaptation methods. Third, we discuss the effect of the success of deep convolutional architectures which led to new type of domain adaptation methods that integrate the adaptation within the deep architecture. Fourth, we overview the methods that go beyond image categorization, such as object detection or image segmentation, video analyses or learning visual attributes. Finally, we conclude the paper with a section where we relate domain adaptation to other machine learning solutions.
  @cite_22: 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.
  @cite_0: Developing control policies in simulation is often more practical and safer than directly running experiments in the real world. This applies to policies obtained from planning and optimization, and even more so to policies obtained from reinforcement learning, which is often very data demanding. However, a policy that succeeds in simulation often doesn't work when deployed on a real robot. Nevertheless, often the overall gist of what the policy does in simulation remains valid in the real world. In this paper we investigate such settings, where the sequence of states traversed in simulation remains reasonable for the real world, even if the details of the controls are not, as could be the case when the key differences lie in detailed friction, contact, mass and geometry properties. During execution, at each time step our approach computes what the simulation-based control policy would do, but then, rather than executing these controls on the real robot, our approach computes what the simulation expects the resulting next state(s) will be, and then relies on a learned deep inverse dynamics model to decide which real-world action is most suitable to achieve those next states. Deep models are only as good as their training data, and we also propose an approach for data collection to (incrementally) learn the deep inverse dynamics model. Our experiments shows our approach compares favorably with various baselines that have been developed for dealing with simulation to real world model discrepancy, including output error control and Gaussian dynamics adaptation.
  @cite_16: 
  @cite_10: Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning. A top-level q-value function learns a policy over intrinsic goals, while a lower-level function learns a policy over atomic actions to satisfy the given goals. h-DQN allows for flexible goal specifications, such as functions over entities and relations. This provides an efficient space for exploration in complicated environments. We demonstrate the strength of our approach on two problems with very sparse and delayed feedback: (1) a complex discrete stochastic decision process with stochastic transitions, and (2) the classic ATARI game -'Montezuma's Revenge'.
  @cite_17: The reinforcement learning paradigm is a popular way to address problems that have only limited environmental feedback, rather than correctly labeled examples, as is common in other machine learning contexts. While significant progress has been made to improve learning in a single task, the idea of transfer learning has only recently been applied to reinforcement learning tasks. The core idea of transfer is that experience gained in learning to perform one task can help improve learning performance in a related, but different, task. In this article we present a framework that classifies transfer learning methods in terms of their capabilities and goals, and then use it to survey the existing literature, as well as to suggest future directions for transfer learning work.
summary: Many approaches improve transfer of information across tasks @cite_17 @cite_16 @cite_0 @cite_22 , as tasks cannot be learned from scratch each time. Much of this literature has focused on learning mappings between state and action spaces to enable Q-value function or policy transfer. Several works have also considered hierarchical approaches to RL that involve transferring subtasks across domains @cite_10 . In distinction to transfer learning, where the labels (actions) of examples (states) may change, domain adaptation deals with situations where the distribution of examples changes from one domain to another @cite_4 @cite_18 . Our work differs from these in that we relax the assumption that the agent's state representation is complete and sufficient to learn autonomously.