Examples
Each example shows the behavior the agent learns, the principles it is taught, and the code to train it.
Underactuated control
Underactuated systems are mechanical systems that cannot be fully driven by their controls, such as a two-link arm with a motor only at its elbow. The agent uses the coupling between driven and undriven parts to reach a target configuration or maintain balance.
Thrust-driven vehicles
Thrust-driven vehicles move only through the forces of their engines, such as a lander with a main engine and two side engines. The agent coordinates the vehicle's translation and rotation to reach a target position or follow a desired trajectory.
More examples in progress
We are adding further tasks from Gymnasium and beyond.
Why is learning from reward hard?
Reward decoding burden
Principles in tasks
Pendulum
Build up energy, then keep balance
Lunar Lander
Land softly and stay upright
Mountain Car
Build up energy to reach the top
Cart-pole
Keep the pole over the cart
Reacher
Move toward the goal posture
Hopper
Push off, then land softly
Principles of behavior
A principle is a simple norm of good behavior. It says how to behave, not which action to take, so the same principle holds when the state or the dynamics change.
- Keep your balancekeep the body over its support
- Build up energypush along the motion to swing higher
- Slow down before arrivingbrake in time to stop where you must
- Keep clear of obstaclesstay as far from them as you can
- Land softlytouch down slowly and absorb the impact
- Move toward the goal postureturn each joint toward where it should end
Click the examples above to see how the principles of each task are taught and what the agent learns.
Implementation of PPL
Principle
Stay upright, approach the pad, and do not descend too fast.
Key quantity
What the action changes directly in one step, here the velocities.
Reference
The velocity to reach after this step, from the height, tilt and position.
Each step
An action scores by how far it moves the velocity toward the reference.
Score each action
How much closer one step brings the key quantity to its reference.
Make good actions more likely
Actions with a higher score become more likely.
\(\bm q\) key quantity, such as an angular velocity · \(\widetilde{\bm q}(s)\) the value it should reach after this step · \(s, s'\) the state before and after the action · details in the paper ↗