Reinforcement Learning
MAN: Multi-Action Networks Learning
Wang, Keqin, Bartsch, Alison, Farimani, Amir Barati
Learning control policies with large discrete action spaces is a challenging problem in the field of reinforcement learning due to present inefficiencies in exploration. With high dimensional action spaces, there are a large number of potential actions in each individual dimension over which policies would be learned. In this work, we introduce a Deep Reinforcement Learning (DRL) algorithm call Multi-Action Networks (MAN) Learning that addresses the challenge of high-dimensional large discrete action spaces. We propose factorizing the N-dimension action space into N 1-dimensional components, known as sub-actions, creating a Value Neural Network for each sub-action. Then, MAN uses temporal-difference learning to train the networks synchronously, which is simpler than training a single network with a large action output directly. To evaluate the proposed method, we test MAN on three scenarios: an n-dimension maze task, a block stacking task, and then extend MAN to handle 12 games from the Atari Arcade Learning environment with 18 action spaces. Our results indicate that MAN learns faster than both Deep Q-Learning and Double Deep Q-Learning, implying our method is a better performing synchronous temporal difference algorithm than those currently available for large discrete action spaces.
Transformers are Sample-Efficient World Models
Micheli, Vincent, Alonso, Eloi, Fleuret, Franรงois
Deep reinforcement learning agents are notoriously sample inefficient, which considerably limits their application to real-world problems. Recently, many model-based methods have been designed to address this issue, with learning in the imagination of a world model being one of the most prominent approaches. However, while virtually unlimited interaction with a simulated environment sounds appealing, the world model has to be accurate over extended periods of time. Motivated by the success of Transformers in sequence modeling tasks, we introduce IRIS, a data-efficient agent that learns in a world model composed of a discrete autoencoder and an autoregressive Transformer. With the equivalent of only two hours of gameplay in the Atari 100k benchmark, IRIS achieves a mean human normalized score of 1.046, and outperforms humans on 10 out of 26 games, setting a new state of the art for methods without lookahead search. To foster future research on Transformers and world models for sample-efficient reinforcement learning, we release our code and models at https://github.com/eloialonso/iris.
AIhub monthly digest: February 2023 โ attending AAAI, awards galore, and GPT-3 for 5-minute crafts
In a special award session, the best papers of the conference were announced. The AAAI-2023 outstanding paper award went to Joar Skalse and Alessandro Abate for their work Misspecification in Inverse Reinforcement Learning. The AAAI-2023 outstanding student paper award was given to Decorate the Newcomers: Visual Domain Prompt for Continual Test Time Adaptation, authored by Yulu Gan, Yan Bai, Yihang Lou, Xianzheng Ma, Renrui Zhang, Nian Shi, and Lin Luo. There were also 12 distinguished paper award winners, the details of which can be found here. As well as these best paper awards, a number of prestigious AAAI awards were presented at the conference. These included the AAAI Award for Artificial Intelligence for the Benefit of Humanity, which was won by Tuomas Sandholm. You can find out more about this prize, and the others awarded, here. There will be plenty more content to come as we continue to cover the conference, and hear from participants about their work. You can find our conference coverage here, and this collection will be updated as soon as we add new content.
Recent Advances in Reinforcement Learning in Finance
Hambly, Ben, Xu, Renyuan, Yang, Huining
The rapid changes in the finance industry due to the increasing amount of data have revolutionized the techniques on data processing and data analysis and brought new theoretical and computational challenges. In contrast to classical stochastic control theory and other analytical approaches for solving financial decision-making problems that heavily reply on model assumptions, new developments from reinforcement learning (RL) are able to make full use of the large amount of financial data with fewer model assumptions and to improve decisions in complex financial environments. This survey paper aims to review the recent developments and use of RL approaches in finance. We give an introduction to Markov decision processes, which is the setting for many of the commonly used RL approaches. Various algorithms are then introduced with a focus on value and policy based methods that do not require any model assumptions. Connections are made with neural networks to extend the framework to encompass deep RL algorithms. Our survey concludes by discussing the application of these RL algorithms in a variety of decision-making problems in finance, including optimal execution, portfolio optimization, option pricing and hedging, market making, smart order routing, and robo-advising.
On The Convergence Of Policy Iteration-Based Reinforcement Learning With Monte Carlo Policy Evaluation
A common technique in reinforcement learning is to evaluate the value function from Monte Carlo simulations of a given policy, and use the estimated value function to obtain a new policy which is greedy with respect to the estimated value function. A well-known longstanding open problem in this context is to prove the convergence of such a scheme when the value function of a policy is estimated from data collected from a single sample path obtained from implementing the policy (see page 99 of [Sutton and Barto, 2018], page 8 of [Tsitsiklis, 2002]). We present a solution to the open problem by showing that a first-visit version of such a policy iteration scheme indeed converges to the optimal policy provided that the policy improvement step uses lookahead [Silver et al., 2016, Mnih et al., 2016, Silver et al., 2017b] rather than a simple greedy policy improvement. We provide results both for the original open problem in the tabular setting and also present extensions to the function approximation setting, where we show that the policy resulting from the algorithm performs close to the optimal policy within a function approximation error.
Human-Inspired Framework to Accelerate Reinforcement Learning
Beikmohammadi, Ali, Magnรบsson, Sindri
While deep reinforcement learning (RL) is becoming an integral part of good decision-making in data science, it is still plagued with sample inefficiency. This can be challenging when applying deep-RL in real-world environments where physical interactions are expensive and can risk system safety. To improve the sample efficiency of RL algorithms, this paper proposes a novel human-inspired framework that facilitates fast exploration and learning for difficult RL tasks. The main idea is to first provide the learning agent with simpler but similar tasks that gradually grow in difficulty and progress toward the main task. The proposed method requires no pre-training phase. Specifically, the learning of simpler tasks is only done for one iteration. The generated knowledge could be used by any transfer learning, including value transfer and policy transfer, to reduce the sample complexity while not adding to the computational complexity. So, it can be applied to any goal, environment, and reinforcement learning algorithm - both value-based methods and policy-based methods and both tabular methods and deep-RL methods. We have evaluated our proposed framework on both a simple Random Walk for illustration purposes and on more challenging optimal control problems with constraint. The experiments show the good performance of our proposed framework in improving the sample efficiency of RL-learning algorithms, especially when the main task is difficult.
CRC-RL: A Novel Visual Feature Representation Architecture for Unsupervised Reinforcement Learning
Jain, Darshita, Majumder, Anima, Dutta, Samrat, Kumar, Swagat
This paper addresses the problem of visual feature representation learning with an aim to improve the performance of end-to-end reinforcement learning (RL) models. Specifically, a novel architecture is proposed that uses a heterogeneous loss function, called CRC loss, to learn improved visual features which can then be used for policy learning in RL. The CRC-loss function is a combination of three individual loss functions, namely, contrastive, reconstruction and consistency loss. The feature representation is learned in parallel to the policy learning while sharing the weight updates through a Siamese Twin encoder model. This encoder model is augmented with a decoder network and a feature projection network to facilitate computation of the above loss components. Through empirical analysis involving latent feature visualization, an attempt is made to provide an insight into the role played by this loss function in learning new action-dependent features and how they are linked to the complexity of the problems being solved. The proposed architecture, called CRC-RL, is shown to outperform the existing state-of-the-art methods on the challenging Deep mind control suite environments by a significant margin thereby creating a new benchmark in this field.
Finite-sample Guarantees for Nash Q-learning with Linear Function Approximation
Cisneros-Velarde, Pedro, Koyejo, Sanmi
Nash Q-learning may be considered one of the first and most known algorithms in multi-agent reinforcement learning (MARL) for learning policies that constitute a Nash equilibrium of an underlying general-sum Markov game. Its original proof provided asymptotic guarantees and was for the tabular case. Recently, finite-sample guarantees have been provided using more modern RL techniques for the tabular case. Our work analyzes Nash Q-learning using linear function approximation -- a representation regime introduced when the state space is large or continuous -- and provides finite-sample guarantees that indicate its sample efficiency. We find that the obtained performance nearly matches an existing efficient result for single-agent RL under the same representation and has a polynomial gap when compared to the best-known result for the tabular case.
Parameter Optimization of LLC-Converter with multiple operation points using Reinforcement Learning
Kruse, Georg, Happel, Dominik, Ditze, Stefan, Ehrlich, Stefan, Rosskopf, Andreas
The optimization of electrical circuits is a difficult and time-consuming process performed by experts, but also increasingly by sophisticated algorithms. In this paper, a reinforcement learning (RL) approach is adapted to optimize a LLC converter at multiple operation points corresponding to different output powers at high converter efficiency at different switching frequencies. During a training period, the RL agent learns a problem specific optimization policy enabling optimizations for any objective and boundary condition within a pre-defined range. The results show, that the trained RL agent is able to solve new optimization problems based on LLC converter simulations using Fundamental Harmonic Approximation (FHA) within 50 tuning steps for two operation points with power efficiencies greater than 90%. Therefore, this AI technique provides the potential to augment expert-driven design processes with data-driven strategy extraction in the field of power electronics and beyond.
Targeted Search Control in AlphaZero for Effective Policy Improvement
Trudeau, Alexandre, Bowling, Michael
AlphaZero is a self-play reinforcement learning algorithm that achieves superhuman play in chess, shogi, and Go via policy iteration. To be an effective policy improvement operator, AlphaZero's search requires accurate value estimates for the states appearing in its search tree. AlphaZero trains upon self-play matches beginning from the initial state of a game and only samples actions over the first few moves, limiting its exploration of states deeper in the game tree. We introduce Go-Exploit, a novel search control strategy for AlphaZero. Go-Exploit samples the start state of its self-play trajectories from an archive of states of interest. Beginning self-play trajectories from varied starting states enables Go-Exploit to more effectively explore the game tree and to learn a value function that generalizes better. Producing shorter self-play trajectories allows Go-Exploit to train upon more independent value targets, improving value training. Finally, the exploration inherent in Go-Exploit reduces its need for exploratory actions, enabling it to train under more exploitative policies. In the games of Connect Four and 9x9 Go, we show that Go-Exploit learns with a greater sample efficiency than standard AlphaZero, resulting in stronger performance against reference opponents and in head-to-head play. We also compare Go-Exploit to KataGo, a more sample efficient reimplementation of AlphaZero, and demonstrate that Go-Exploit has a more effective search control strategy. Furthermore, Go-Exploit's sample efficiency improves when KataGo's other innovations are incorporated.