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 Reinforcement Learning


A Survey of Zero-shot Generalisation in Deep Reinforcement Learning

Journal of Artificial Intelligence Research

The study of zero-shot generalisation (ZSG) in deep Reinforcement Learning (RL) aims to produce RL algorithms whose policies generalise well to novel unseen situations at deployment time, avoiding overfitting to their training environments. Tackling this is vital if we are to deploy reinforcement learning algorithms in real world scenarios, where the environment will be diverse, dynamic and unpredictable. This survey is an overview of this nascent field. We rely on a unifying formalism and terminology for discussing different ZSG problems, building upon previous works. We go on to categorise existing benchmarks for ZSG, as well as current methods for tackling these problems. Finally, we provide a critical discussion of the current state of the field, including recommendations for future work. Among other conclusions, we argue that taking a purely procedural content generation approach to benchmark design is not conducive to progress in ZSG, we suggest fast online adaptation and tackling RL-specific problems as some areas for future work on methods for ZSG, and we recommend building benchmarks in underexplored problem settings such as offline RL ZSG and reward-function variation.


Exploration in Model-based Reinforcement Learning with Randomized Reward

arXiv.org Artificial Intelligence

Model-based Reinforcement Learning (MBRL) has been widely adapted due to its sample efficiency. However, existing worst-case regret analysis typically requires optimistic planning, which is not realistic in general. In contrast, motivated by the theory, empirical study utilizes ensemble of models, which achieve state-of-the-art performance on various testing environments. Such deviation between theory and empirical study leads us to question whether randomized model ensemble guarantee optimism, and hence the optimal worst-case regret? This paper partially answers such question from the perspective of reward randomization, a scarcely explored direction of exploration with MBRL. We show that under the kernelized linear regulator (KNR) model, reward randomization guarantees a partial optimism, which further yields a near-optimal worst-case regret in terms of the number of interactions. We further extend our theory to generalized function approximation and identified conditions for reward randomization to attain provably efficient exploration. Correspondingly, we propose concrete examples of efficient reward randomization. To the best of our knowledge, our analysis establishes the first worst-case regret analysis on randomized MBRL with function approximation.


Rethinking Value Function Learning for Generalization in Reinforcement Learning

arXiv.org Artificial Intelligence

Our work focuses on training RL agents on multiple visually diverse environments to improve observational generalization performance. In prior methods, policy and value networks are separately optimized using a disjoint network architecture to avoid interference and obtain a more accurate value function. We identify that a value network in the multi-environment setting is more challenging to optimize and prone to memorizing the training data than in the conventional single-environment setting. In addition, we find that appropriate regularization on the value network is necessary to improve both training and test performance. To this end, we propose Delayed-Critic Policy Gradient (DCPG), a policy gradient algorithm that implicitly penalizes value estimates by optimizing the value network less frequently with more training data than the policy network. This can be implemented using a single unified network architecture. Furthermore, we introduce a simple self-supervised task that learns the forward and inverse dynamics of environments using a single discriminator, which can be jointly optimized with the value network. Our proposed algorithms significantly improve observational generalization performance and sample efficiency on the Procgen Benchmark.


XDQN: Inherently Interpretable DQN through Mimicking

arXiv.org Artificial Intelligence

In the DRL case, mimic learning aims to replace the closedbox successfully applied in challenging tasks, their application in realworld DRL controller with an interpretable one, able to mimic the operational settings is challenged by methods' limited ability decisions made by the former [3, 19, 35]. A mimic learner tries to to provide explanations. Among the paradigms for explainability in optimize fidelity [35], which is determined by comparing the mimic DRL is the interpretable box design paradigm, where interpretable controller's actions with the actions selected by the DRL model. To models substitute inner constituent models of the DRL method, thus extract knowledge from deep neural networks, recent work [3, 19] making the DRL method "inherently" interpretable. In this paper has applied mimic learning with tree representations, using decision we explore this paradigm and we propose XDQN, an explainable trees: Criteria used for splitting tree nodes provide a tractable way variation of DQN, which uses an interpretable policy model trained to explain the predictions made by the controller.


RLAS-BIABC: A Reinforcement Learning-Based Answer Selection Using the BERT Model Boosted by an Improved ABC Algorithm

arXiv.org Artificial Intelligence

Answer selection (AS) is a critical subtask of the open-domain question answering (QA) problem. The present paper proposes a method called RLAS-BIABC for AS, which is established on attention mechanism-based long short-term memory (LSTM) and the bidirectional encoder representations from transformers (BERT) word embedding, enriched by an improved artificial bee colony (ABC) algorithm for pretraining and a reinforcement learning-based algorithm for training backpropagation (BP) algorithm. BERT can be comprised in downstream work and fine-tuned as a united task-specific architecture, and the pretrained BERT model can grab different linguistic effects. Existing algorithms typically train the AS model with positive-negative pairs for a two-class classifier. A positive pair contains a question and a genuine answer, while a negative one includes a question and a fake answer. The output should be one for positive and zero for negative pairs. Typically, negative pairs are more than positive, leading to an imbalanced classification that drastically reduces system performance. To deal with it, we define classification as a sequential decision-making process in which the agent takes a sample at each step and classifies it. For each classification operation, the agent receives a reward, in which the prize of the majority class is less than the reward of the minority class. Ultimately, the agent finds the optimal value for the policy weights. We initialize the policy weights with the improved ABC algorithm. The initial value technique can prevent problems such as getting stuck in the local optimum. Although ABC serves well in most tasks, there is still a weakness in the ABC algorithm that disregards the fitness of related pairs of individuals in discovering a neighboring food source position.


Markov Chain Concentration with an Application in Reinforcement Learning

arXiv.org Artificial Intelligence

Given $X_1,\cdot ,X_N$ random variables whose joint distribution is given as $\mu$ we will use the Martingale Method to show any Lipshitz Function $f$ over these random variables is subgaussian. The Variance parameter however can have a simple expression under certain conditions. For example under the assumption that the random variables follow a Markov Chain and that the function is Lipschitz under a Weighted Hamming Metric. We shall conclude with certain well known techniques from concentration of suprema of random processes with applications in Reinforcement Learning


Learning Symbolic Representations for Reinforcement Learning of Non-Markovian Behavior

arXiv.org Artificial Intelligence

Many real-world reinforcement learning (RL) problems necessitate learning complex, temporally extended behavior that may only receive reward signal when the behavior is completed. If the reward-worthy behavior is known, it can be specified in terms of a non-Markovian reward function - a function that depends on aspects of the state-action history, rather than just the current state and action. Such reward functions yield sparse rewards, necessitating an inordinate number of experiences to find a policy that captures the reward-worthy pattern of behavior. Recent work has leveraged Knowledge Representation (KR) to provide a symbolic abstraction of aspects of the state that summarize reward-relevant properties of the state-action history and support learning a Markovian decomposition of the problem in terms of an automaton over the KR. Providing such a decomposition has been shown to vastly improve learning rates, especially when coupled with algorithms that exploit automaton structure. Nevertheless, such techniques rely on a priori knowledge of the KR. In this work, we explore how to automatically discover useful state abstractions that support learning automata over the state-action history. The result is an end-to-end algorithm that can learn optimal policies with significantly fewer environment samples than state-of-the-art RL on simple non-Markovian domains.


Hierarchical Reinforcement Learning at Mitsubishi Electric Research Labs - Cambridge, Massachusetts, United States

#artificialintelligence

MERL is looking for a highly motivated individual to work on hierarchical reinforcement learning for robotic applications. The research will develop novel algorithms for hierarchical reinforcement learning and evaluate them on challenging long horizon robotic problems. The ideal candidate must have experience in either one or multiple of the following topics: (Deep) Reinforcement learning, Hierarchical RL, policy optimization and Markov Decision Processes (MDPs). Senior PhD students in machine learning and engineering with a focus on Reinforcement Learning are encouraged to apply. Prior experience working with physics engines like Mujoco, Bullet, etc. is required.


Best of Machine Learning Research in 2022 part3

#artificialintelligence

Abstract: Microstructural heterogeneity affects the macro-scale behavior of materials. Conversely, load distribution at the macro-scale changes the microstructural response. These up-scaling and down-scaling relations are often modeled using multiscale finite element (FE) approaches such as FE-squared (FE2). However, FE2 requires numerous calculations at the micro-scale, which often renders this approach intractable. This paper reports an enormously faster machine learning (ML) based approach for multiscale mechanics modeling.