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Towards a Common Implementation of Reinforcement Learning for Multiple Robotic Tasks

arXiv.org Artificial Intelligence

Mobile robots are increasingly being employed for performing complex tasks in dynamic environments. Reinforcement learning (RL) methods are recognized to be promising for specifying such tasks in a relatively simple manner. However, the strong dependency between the learning method and the task to learn is a well-known problem that restricts practical implementations of RL in robotics, often requiring major modifications of parameters and adding other techniques for each particular task. In this paper we present a practical core implementation of RL which enables the learning process for multiple robotic tasks with minimal per-task tuning or none. Based on value iteration methods, this implementation includes a novel approach for action selection, called Q-biased softmax regression (QBIASSR), which avoids poor performance of the learning process when the robot reaches new unexplored states. Our approach takes advantage of the structure of the state space by attending the physical variables involved (e.g., distances to obstacles, X,Y,{\theta} pose, etc.), thus experienced sets of states may favor the decision-making process of unexplored or rarely-explored states. This improvement has a relevant role in reducing the tuning of the algorithm for particular tasks. Experiments with real and simulated robots, performed with the software framework also introduced here, show that our implementation is effectively able to learn different robotic tasks without tuning the learning method. Results also suggest that the combination of true online SARSA({\lambda}) with QBIASSR can outperform the existing RL core algorithms in low-dimensional robotic tasks.


13 Free Self-Study Books on Mathematics, Machine Learning & Deep Learning

#artificialintelligence

Getting learners to read textbooks and use other teaching aids effectively can be tricky. Especially, when the books are just too dreary. In this post, we've compiled great e-resources for you digital natives looking to explore the exciting world of Machine Learning and Neural Networks. But before you dive into the deep end, you need to make sure you've got the fundamentals down pat. It doesn't matter what catches your fancy, machine learning, artificial intelligence, or deep learning; you need to know the basics of math and stats--linear algebra, calculus, optimization, probability--to get ahead.


Nonlinear Dynamic Boltzmann Machines for Time-Series Prediction

AAAI Conferences

The dynamic Boltzmann machine (DyBM) has been proposed as a stochastic generative model of multi-dimensional time series, with an exact, learning rule that maximizes the log-likelihood of a given time series. The DyBM, however, is defined only for binary valued data, without any nonlinear hidden units. Here, in our first contribution, we extend the DyBM to deal with real valued data. We present a formulation called Gaussian DyBM, that can be seen as an extension of a vector autoregressive (VAR) model. This uses, in addition to standard (explanatory) variables, components that captures long term dependencies in the time series. In our second contribution, we extend the Gaussian DyBM model with a recurrent neural network (RNN) that controls the bias input to the DyBM units. We derive a stochastic gradient update rule such that, the output weights from the RNN can also be trained online along with other DyBM parameters. Furthermore, this acts as nonlinear hidden layer extending the capacity of DyBM and allows it to model nonlinear components in a given time-series. Numerical experiments with synthetic datasets show that the RNN-Gaussian DyBM improves predictive accuracy upon standard VAR by up to 35%. On real multi-dimensional time-series prediction, consisting of high nonlinearity and non-stationarity, we demonstrate that this nonlinear DyBM model achieves significant improvement upon state of the art baseline methods like VAR and long short-term memory (LSTM) networks at a reduced computational cost.


The Linearization of Belief Propagation on Pairwise Markov Random Fields

AAAI Conferences

Belief Propagation (BP) is an iterative message-passing algorithm for performing inference in graphical models Convergent message-passing algorithms. There has (GMs), such as Markov Random Fields (MRFs). BP calculates been much research on finding variations to the update equations the marginal distribution for each unobserved node, of BP that guarantee convergence. These algorithms conditional on any observed nodes (Pearl 1988). It achieves are often similar in structure to the nonconvergent algorithms, this by propagating the information from a few observed yet it can be proven that the value of the variational nodes throughout the network by iteratively passing information problem (or its dual) improves at each iteration (Hazan and between neighboring nodes. It is known that when Shashua 2008; Heskes 2006; Meltzer, Globerson, and Weiss the graphical model has a tree structure, then BP converges 2009). Another body of recent papers have suggested to to the true marginals (according to exact probabilistic inference) solve the convergence problems of MMinference by linearizing after a finite number of iterations.


Hindsight Optimization for Hybrid State and Action MDPs

AAAI Conferences

Hybrid (mixed discrete and continuous) state and action Markov Decision Processes (HSA-MDPs) provide an expressive formalism for modeling stochastic and concurrent sequential decision-making problems. Existing solvers for HSA-MDPs are either limited to very restricted transition distributions, require knowledge of domain-specific basis functions to achieve good approximations, or do not scale. We explore a domain-independent approach based on the framework of hindsight optimization (HOP) for HSA-MDPs, which uses an upper bound on the finite-horizon action values for action selection. Our main contribution is a linear time reduction to a Mixed Integer Linear Program (MILP) that encodes the HOP objective, when the dynamics are specified as location-scale probability distributions parametrized by Piecewise Linear (PWL) functions of states and actions. In addition, we show how to use the same machinery to select actions based on a lower-bound generated by straight line plans. Our empirical results show that the HSA-HOP approach effectively scales to high-dimensional problems and outperforms baselines that are capable of scaling to such large hybrid MDPs.


Multi-Agent Path Finding with Delay Probabilities

AAAI Conferences

Several recently developed Multi-Agent Path Finding (MAPF) solvers scale to large MAPF instances by searching for MAPF plans on 2 levels: The high-level search resolves collisions between agents, and the low-level search plans paths for single agents under the constraints imposed by the high-level search. We make the following contributions to solve the MAPF problem with imperfect plan execution with small average makespans: First, we formalize the MAPF Problem with Delay Probabilities (MAPF-DP), define valid MAPF-DP plans and propose the use of robust plan-execution policies for valid MAPF-DP plans to control how each agent proceeds along its path. Second, we discuss 2 classes of decentralized robust plan-execution policies (called Fully Synchronized Policies and Minimal Communication Policies) that prevent collisions during plan execution for valid MAPF-DP plans. Third, we present a 2-level MAPF-DP solver (called Approximate Minimization in Expectation) that generates valid MAPF-DP plans.


Heuristic Search Value Iteration for One-Sided Partially Observable Stochastic Games

AAAI Conferences

Security problems can be modeled as two-player partially observable stochastic games with one-sided partial observability and infinite horizon (one-sided POSGs). We seek for optimal strategies of player 1 that correspond to robust strategies against the worst-case opponent (player 2) that is assumed to have a perfect information about the game. We present a novel algorithm for approximately solving one-sided POSGs based on the heuristic search value iteration (HSVI) for POMDPs. Our results include (1) theoretical properties of one-sided POSGs and their value functions, (2) guarantees showing the convergence of our algorithm to optimal strategies, and (3) practical demonstration of applicability and scalability of our algorithm on three different domains: pursuit-evasion, patrolling, and search games.


Optimizing Expectation with Guarantees in POMDPs

AAAI Conferences

A standard objective in partially-observable Markov decision processes (POMDPs) is to find a policy that maximizes the expected discounted-sum payoff. However, such policies may still permit unlikely but highly undesirable outcomes, which is problematic especially in safety-critical applications. Recently, there has been a surge of interest in POMDPs where the goal is to maximize the probability to ensure that the payoff is at least a given threshold, but these approaches do not consider any optimization beyond satisfying this threshold constraint. In this work we go beyond both the “expectation” and “threshold” approaches and consider a “guaranteed payoff optimization (GPO)” problem for POMDPs, where we are given a threshold t and the objective is to find a policy σ such that a) each possible outcome of σ yields a discounted-sum payoff of at least t, and b) the expected discounted-sum payoff of σ is optimal (or near-optimal) among all policies satisfying a). We present a practical approach to tackle the GPO problem and evaluate it on standard POMDP benchmarks.


Decentralized Planning in Stochastic Environments with Submodular Rewards

AAAI Conferences

Decentralized Markov Decision Process (Dec-MDP) provides a rich framework to represent cooperative decentralized and stochastic planning problems under transition uncertainty. However, solving a Dec-MDP to generate coordinated yet decentralized policies is NEXP-Hard. Researchers have made significant progress in providing approximate approaches to improve scalability with respect to number of agents. However, there has been little or no research devoted to finding guarantees on solution quality for approximate approaches considering multiple (more than 2 agents) agents. We have a similar situation with respect to the competitive decentralized planning problem and the Stochastic Game (SG) model. To address this, we identify models in the cooperative and competitive case that rely on submodular rewards, where we show that existing approximate approaches can provide strong quality guarantees ( a priori, and for cooperative case also posteriori guarantees). We then provide solution approaches and demonstrate improved online guarantees on benchmark problems from the literature for the cooperative case.


Beyond Monte Carlo Tree Search: Playing Go with Deep Alternative Neural Network and Long-Term Evaluation

AAAI Conferences

Monte Carlo tree search (MCTS) is extremely popular in computer Go which determines each action by enormous simulations in a broad and deep search tree. However, human experts select most actions by pattern analysis and careful evaluation rather than brute search of millions of future interactions. In this paper, we propose a computer Go system that follows experts’ way of thinking and playing. Our system consists of two parts. The first part is a novel deep alternative neural network (DANN) used to generate candidates of next move. Compared with existing deep convolutional neural network (DCNN), DANN inserts recurrent layer after each convolutional layer and stacks them in an alternative manner. We show such setting can preserve more contexts of local features and its evolutions which are beneficial for move prediction. The second part is a long-term evaluation (LTE) module used to provide a reliable evaluation of candidates rather than a single probability from move predictor. This is consistent with human experts’ nature of playing since they can foresee tens of steps to give an accurate estimation of candidates. In our system, for each candidate, LTE calculates a cumulative reward after several future interactions when local variations are settled. Combining criteria from the two parts, our system determines the optimal choice of next move. For more comprehensive experiments, we introduce a new professional Go dataset (PGD), consisting of $253,233$ professional records. Experiments on GoGoD and PGD datasets show the DANN can substantially improve performance of move prediction over pure DCNN. When combining LTE, our system outperforms most relevant approaches and open engines based on MCTS.