Machine learning has become an important research area in many domains and real-world applications. The prevailing assumption in traditional machine learning techniques, that training and testing data should be of the same domain, is a challenge. In the real world, gathering enough training data to create high-performance learning models is not easy. Sometimes data are not available, very expensive, or dangerous to collect. In this scenario, the concept of machine learning does not hold up to its potential. Transfer learning has recently gained much acclaim in the field of research as it has the capability to create high performance learners through virtual environments or by using data gathered from other domains. This systematic review defines (a) transfer learning; (b) discusses the recent research conducted; (c) the current status of transfer learning and finally, (d) discusses how transfer learning can bridge the gap between the virtual and the real.
Creating Reinforcement learning(RL) agents that can perform tasks in the real-world robotic systems remains a challenging task due to inconsistencies between the virtual-and the real-world. This is known as the ''reality-gap'' which hinders the performance of a RL agent trained in a virtual environment. The research describes the techniques used to train the models, generate randomized environments, reward function, and techniques utilized to transfer the model to the physical environment for evaluation. For this investigation, a low-cost 3-degrees-of-freedom (DOF) Steward platform was 3D modeled and created virtually and physically. The goal of the 3D-Stewart platform was to guide and balance the marble towards the center. Custom end-to-end APIs were developed to interact with the Godot game engine, manipulate physics and dynamics, interact with the in-game lighting and perform environment randomizations. Two RL algorithms: Q-learning and Actor-Critic, were implemented to evaluate the performance by using domain randomization and induced noise to bridge the reality gap. For Q-learning, raw frames were used to make predictions while Actor-Critic utilized marble position, velocity vector and relative position by preprocessing captured frames. The experimental results show the effectiveness of domain randomization and introduction of noise during the training.
This paper investigates techniques that can be utilized to bridge the reality gap between virtual and physical robots, by implementing a virtual environment and a physical robotic platform to evaluate the robustness of transfer learning from virtual to real-world robots. The proposed approach utilizes two reinforcement (RL) learning methods: deep Q-learning and Actor-Critic methodology to create a model that can learn from a virtual environment and performs in a physical environment. Techniques such as domain randomization and induced noise during training were utilized to bring variability and ultimately improve the learning policies. The experimental results demonstrate the effectiveness of the Actor-Critic reinforcement learning technique to bridge the reality gap.
Reinforcement learning (RL) has demonstrated promising results in transferring learned policies from simulation to real-world environments. However, inconsistencies and discrepancies between the two environments cause a negative transfer. The phenomenon is commonly known as the “reality gap.” The reality gap prevents learned policies from generalizing to the physical environment. This paper aims to evaluate techniques to improve sim2real learning and bridge the reality gap using RL. For this research, a 3-DOF Stewart Platform was built virtually and physically. The goal of the platform was to guide and balance the marble towards the center of the Stewart platform. Custom API was created to induce noise, manipulate in-game physics, dynamics, and lighting conditions, and perform domain randomization to improve generalization. Two RL algorithms; Q-Learning and Actor-Critic were implemented to train the agent and to evaluate the performance in bridging the reality gap. This paper outlines the techniques utilized to create noise, domain randomization, perform training, results, and observations. Overall, the obtained results show the effectiveness of domain randomization and inducing noise during the agents' learning process. Additionally, the findings provide valuable insights into implementing sim2real RL algorithms to bridge the reality gap.
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