Reinforcement Learning
HG2P: Hippocampus-inspired High-reward Graph and Model-Free Q-Gradient Penalty for Path Planning and Motion Control
Wang, Haoran, Sun, Yaoru, Tang, Zeshen
Goal-conditioned hierarchical reinforcement learning (HRL) decomposes complex reaching tasks into a sequence of simple subgoal-conditioned tasks, showing significant promise for addressing long-horizon planning in large-scale environments. This paper bridges the goal-conditioned HRL based on graph-based planning to brain mechanisms, proposing a hippocampus-striatum-like dual-controller hypothesis. Inspired by the brain mechanisms of organisms (i.e., the high-reward preferences observed in hippocampal replay) and instance-based theory, we propose a high-return sampling strategy for constructing memory graphs, improving sample efficiency. Additionally, we derive a model-free lower-level Q-function gradient penalty to resolve the model dependency issues present in prior work, improving the generalization of Lipschitz constraints in applications. Finally, we integrate these two extensions, High-reward Graph and model-free Gradient Penalty (HG2P), into the state-of-the-art framework ACLG, proposing a novel goal-conditioned HRL framework, HG2P+ACLG. Experimentally, the results demonstrate that our method outperforms state-of-the-art goal-conditioned HRL algorithms on a variety of long-horizon navigation tasks and robotic manipulation tasks.
Towards a Domain-Specific Modelling Environment for Reinforcement Learning
Sinani, Natalie, Salma, Sahil, Boutot, Paul, Mustafiz, Sadaf
In recent years, machine learning technologies have gained immense popularity and are being used in a wide range of domains. However, due to the complexity associated with machine learning algorithms, it is a challenge to make it user-friendly, easy to understand and apply. Machine learning applications are especially challenging for users who do not have proficiency in this area. In this paper, we use model-driven engineering (MDE) methods and tools for developing a domain-specific modelling environment to contribute towards providing a solution for this problem. We targeted reinforcement learning from the machine learning domain, and evaluated the proposed language, reinforcement learning modelling language (RLML), with multiple applications. The tool supports syntax-directed editing, constraint checking, and automatic generation of code from RLML models. The environment also provides support for comparing results generated with multiple RL algorithms. With our proposed MDE approach, we were able to help in abstracting reinforcement learning technologies and improve the learning curve for RL users.
Information Discovery in e-Commerce
Ren, Zhaochun, He, Xiangnan, Yin, Dawei, de Rijke, Maarten
Electronic commerce, or e-commerce, is the buying and selling of goods and services, or the transmitting of funds or data online. E-commerce platforms come in many kinds, with global players such as Amazon, Airbnb, Alibaba, eBay and platforms targeting specific geographic regions. Information retrieval has a natural role to play in e-commerce, especially in connecting people to goods and services. Information discovery in e-commerce concerns different types of search (e.g., exploratory search vs. lookup tasks), recommender systems, and natural language processing in e-commerce portals. The rise in popularity of e-commerce sites has made research on information discovery in e-commerce an increasingly active research area. This is witnessed by an increase in publications and dedicated workshops in this space. Methods for information discovery in e-commerce largely focus on improving the effectiveness of e-commerce search and recommender systems, on enriching and using knowledge graphs to support e-commerce, and on developing innovative question answering and bot-based solutions that help to connect people to goods and services. In this survey, an overview is given of the fundamental infrastructure, algorithms, and technical solutions for information discovery in e-commerce. The topics covered include user behavior and profiling, search, recommendation, and language technology in e-commerce.
Learning Retrospective Knowledge with Reverse Reinforcement Learning
We present a Reverse Reinforcement Learning (Reverse RL) approach for representing retrospective knowledge. General Value Functions (GVFs) have enjoyed great success in representing predictive knowledge, i.e., answering questions about possible future outcomes such as "how much fuel will be consumed in expectation if we drive from A to B?". GVFs, however, cannot answer questions like "how much fuel do we expect a car to have given it is at B at time t?". To answer this question, we need to know when that car had a full tank and how that car came to B. Since such questions emphasize the influence of possible past events on the present, we refer to their answers as retrospective knowledge. In this paper, we show how to represent retrospective knowledge with Reverse GVFs, which are trained via Reverse RL. We demonstrate empirically the utility of Reverse GVFs in both representation learning and anomaly detection.
Towards Minimax Optimal Reinforcement Learning in Factored Markov Decision Processes
We study minimax optimal reinforcement learning in episodic factored Markov decision processes (FMDPs), which are MDPs with conditionally independent transition components. Assuming the factorization is known, we propose two model-based algorithms. The first one achieves minimax optimal regret guarantees for a rich class of factored structures, while the second one enjoys better computational complexity with a slightly worse regret. A key new ingredient of our algorithms is the design of a bonus term to guide exploration. We complement our algorithms by presenting several structure dependent lower bounds on regret for FMDPs that reveal the difficulty hiding in the intricacy of the structures.
Reinforcement Learning with Augmented Data
Learning from visual observations is a fundamental yet challenging problem in Reinforcement Learning (RL). Although algorithmic advances combined with convolutional neural networks have proved to be a recipe for success, current methods are still lacking on two fronts: (a) data-efficiency of learning and (b) generalization to new environments. To this end, we present Reinforcement Learning with Augmented Data (RAD), a simple plug-and-play module that can enhance most RL algorithms. We perform the first extensive study of general data augmentations for RL on both pixel-based and state-based inputs, and introduce two new data augmentations - random translate and random amplitude scale. We show that augmentations such as random translate, crop, color jitter, patch cutout, random convolutions, and amplitude scale can enable simple RL algorithms to outperform complex state-of-the-art methods across common benchmarks.
Model-based Reinforcement Learning for Semi-Markov Decision Processes with Neural ODEs
We present two elegant solutions for modeling continuous-time dynamics, in a novel model-based reinforcement learning (RL) framework for semi-Markov decision processes (SMDPs), using neural ordinary differential equations (ODEs). Our models accurately characterize continuous-time dynamics and enable us to develop high-performing policies using a small amount of data. We also develop a model-based approach for optimizing time schedules to reduce interaction rates with the environment while maintaining the near-optimal performance, which is not possible for model-free methods. We experimentally demonstrate the efficacy of our methods across various continuous-time domains.
DeepFoids: Adaptive Bio-Inspired Fish Simulation with Deep Reinforcement Learning
Our goal is to synthesize realistic underwater scenes with various fish species in different fish cages, which can be utilized to train computer vision models to automate fish counting and sizing tasks. It is a challenging problem to prepare a sufficiently diverse labeled dataset of images from aquatic environments. We solve this challenge by introducing an adaptive bio-inspired fish simulation. The behavior of caged fish changes based on the species, size and number of fish, and the size and shape of the cage, among other variables. However, a method to autonomously achieve schooling behavior for caged fish did not exist.
Accelerating Reinforcement Learning through GPU Atari Emulation
We introduce CuLE (CUDA Learning Environment), a CUDA port of the Atari Learning Environment (ALE) which is used for the development of deep reinforcement algorithms. CuLE overcomes many limitations of existing CPU-based emulators and scales naturally to multiple GPUs. It leverages GPU parallelization to run thousands of games simultaneously and it renders frames directly on the GPU, to avoid the bottleneck arising from the limited CPU-GPU communication bandwidth. CuLE generates up to 155M frames per hour on a single GPU, a finding previously achieved only through a cluster of CPUs. Beyond highlighting the differences between CPU and GPU emulators in the context of reinforcement learning, we show how to leverage the high throughput of CuLE by effective batching of the training data, and show accelerated convergence for A2C V-trace.
Contrastive Reinforcement Learning of Symbolic Reasoning Domains
symbolic reasoning, as required in domains such as mathematics and logic, is a key component of human intelligence. Solvers for these domains have important applications, especially to computer-assisted education. But learning to solve symbolic problems is challenging for machine learning algorithms. Existing models either learn from human solutions or use hand-engineered features, making them expensive to apply in new domains. In this paper, we instead consider symbolic domains as simple environments where states and actions are given as unstructured text, and binary rewards indicate whether a problem is solved.