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 Reinforcement Learning


AlphaTensor and Its Implications for AI, Reinforcement Learning, and Science - DataScienceCentral.com

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Last week Deepmind announced AlphaTensor, a mathematics package that follows AlphaFold and continues the tradition of using AI to expand the horizons of science. In this case, the problem is matrix multiplication, known to most people from their high school days. The issue is not just the actual multiplication but the fastest method to perform the multiplication. The speeding up of matrix multiplication calculations has a high impact because matrix multiplication is a part of many applications – especially in deep learning and image processing. AlphaTensor models matrix multiplication problems as games and trains the AlphaTensor agent using reinforcement learning.


The Pump Scheduling Problem: A Real-World Scenario for Reinforcement Learning

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) has achieved remarkable success in scenarios such as games and has emerged as a potential solution for control tasks. That is due to its ability to leverage scalability and handle complex dynamics. However, few works have targeted environments grounded in real-world settings. Indeed, real-world scenarios can be challenging, especially when faced with the high dimensionality of the state space and unknown reward function. We release a testbed consisting of an environment simulator and demonstrations of human operation concerning pump scheduling of a real-world water distribution facility to facilitate research. The pump scheduling problem can be viewed as a decision process to decide when to operate pumps to supply water while limiting electricity consumption and meeting system constraints. To provide a starting point, we release a well-documented codebase, present an overview of some challenges that can be addressed and provide a baseline representation of the problem.


Improving aircraft performance using machine learning: a review

arXiv.org Artificial Intelligence

Climate change and increasing resource scarcity are challenges that Europe needs to face in the coming decades. All this has a direct impact on air transport, which is struggling to maintain its performance and competitiveness while ensuring a development focused on sustainable mobility. Research and innovation are essential to maintain the capabilities of the aviation industry, driven by the rise of new markets and new competitors as a result of globalization. A new longterm vision for the aeronautics sector is essential to ensure its successful advancement. In this line, new requirements for the future aviation industry have been defined by the ACARE Flightpath 2050, a Group of Recognized Personalities in the aeronautic sector, including stakeholders from the aeronautics industry, air traffic management, airports, airlines, energy providers and the research community. Aeronautics and air transport comprises both: air vehicle and system technology.


Krylov-Bellman boosting: Super-linear policy evaluation in general state spaces

arXiv.org Artificial Intelligence

We present and analyze the Krylov-Bellman Boosting (KBB) algorithm for policy evaluation in general state spaces. It alternates between fitting the Bellman residual using non-parametric regression (as in boosting), and estimating the value function via the least-squares temporal difference (LSTD) procedure applied with a feature set that grows adaptively over time. By exploiting the connection to Krylov methods, we equip this method with two attractive guarantees. First, we provide a general convergence bound that allows for separate estimation errors in residual fitting and LSTD computation. Consistent with our numerical experiments, this bound shows that convergence rates depend on the restricted spectral structure, and are typically super-linear. Second, by combining this meta-result with sample-size dependent guarantees for residual fitting and LSTD computation, we obtain concrete statistical guarantees that depend on the sample size along with the complexity of the function class used to fit the residuals. We illustrate the behavior of the KBB algorithm for various types of policy evaluation problems, and typically find large reductions in sample complexity relative to the standard approach of fitted value iterationn.


Fine-Grained Session Recommendations in E-commerce using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Sustaining users' interest and keeping them engaged in the platform is very important for the success of an e-commerce business. A session encompasses different activities of a user between logging into the platform and logging out or making a purchase. User activities in a session can be classified into two groups: Known Intent and Unknown intent. Known intent activity pertains to the session where the intent of a user to browse/purchase a specific product can be easily captured. Whereas in unknown intent activity, the intent of the user is not known. For example, consider the scenario where a user enters the session to casually browse the products over the platform, similar to the window shopping experience in the offline setting. While recommending similar products is essential in the former, accurately understanding the intent and recommending interesting products is essential in the latter setting in order to retain a user. In this work, we focus primarily on the unknown intent setting where our objective is to recommend a sequence of products to a user in a session to sustain their interest, keep them engaged and possibly drive them towards purchase. We formulate this problem in the framework of the Markov Decision Process (MDP), a popular mathematical framework for sequential decision making and solve it using Deep Reinforcement Learning (DRL) techniques. However, training the next product recommendation is difficult in the RL paradigm due to large variance in browse/purchase behavior of the users. Therefore, we break the problem down into predicting various product attributes, where a pattern/trend can be identified and exploited to build accurate models. We show that the DRL agent provides better performance compared to a greedy strategy.


Monte Carlo Augmented Actor-Critic for Sparse Reward Deep Reinforcement Learning from Suboptimal Demonstrations

arXiv.org Artificial Intelligence

Providing densely shaped reward functions for RL algorithms is often exceedingly challenging, motivating the development of RL algorithms that can learn from easier-to-specify sparse reward functions. This sparsity poses new exploration challenges. One common way to address this problem is using demonstrations to provide initial signal about regions of the state space with high rewards. However, prior RL from demonstrations algorithms introduce significant complexity and many hyperparameters, making them hard to implement and tune. We introduce Monte Carlo Augmented Actor Critic (MCAC), a parameter free modification to standard actor-critic algorithms which initializes the replay buffer with demonstrations and computes a modified $Q$-value by taking the maximum of the standard temporal distance (TD) target and a Monte Carlo estimate of the reward-to-go. This encourages exploration in the neighborhood of high-performing trajectories by encouraging high $Q$-values in corresponding regions of the state space. Experiments across $5$ continuous control domains suggest that MCAC can be used to significantly increase learning efficiency across $6$ commonly used RL and RL-from-demonstrations algorithms. See https://sites.google.com/view/mcac-rl for code and supplementary material.


Safe Policy Improvement in Constrained Markov Decision Processes

arXiv.org Artificial Intelligence

The automatic synthesis of a policy through reinforcement learning (RL) from a given set of formal requirements depends on the construction of a reward signal and consists of the iterative application of many policy-improvement steps. The synthesis algorithm has to balance target, safety, and comfort requirements in a single objective and to guarantee that the policy improvement does not increase the number of safety-requirements violations, especially for safety-critical applications. In this work, we present a solution to the synthesis problem by solving its two main challenges: reward-shaping from a set of formal requirements and safe policy update. For the former, we propose an automatic reward-shaping procedure, defining a scalar reward signal compliant with the task specification. For the latter, we introduce an algorithm ensuring that the policy is improved in a safe fashion with high-confidence guarantees. We also discuss the adoption of a model-based RL algorithm to efficiently use the collected data and train a model-free agent on the predicted trajectories, where the safety violation does not have the same impact as in the real world. Finally, we demonstrate in standard control benchmarks that the resulting learning procedure is effective and robust even under heavy perturbations of the hyperparameters.


Learning Robust Dynamics through Variational Sparse Gating

arXiv.org Artificial Intelligence

Learning world models from their sensory inputs enables agents to plan for actions by imagining their future outcomes. World models have previously been shown to improve sample-efficiency in simulated environments with few objects, but have not yet been applied successfully to environments with many objects. In environments with many objects, often only a small number of them are moving or interacting at the same time. In this paper, we investigate integrating this inductive bias of sparse interactions into the latent dynamics of world models trained from pixels. First, we introduce Variational Sparse Gating (VSG), a latent dynamics model that updates its feature dimensions sparsely through stochastic binary gates. Moreover, we propose a simplified architecture Simple Variational Sparse Gating (SVSG) that removes the deterministic pathway of previous models, resulting in a fully stochastic transition function that leverages the VSG mechanism. We evaluate the two model architectures in the BringBackShapes (BBS) environment that features a large number of moving objects and partial observability, demonstrating clear improvements over prior models.


Model-based Lifelong Reinforcement Learning with Bayesian Exploration

arXiv.org Artificial Intelligence

We propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods.


Transferring Dexterous Manipulation from GPU Simulation to a Remote Real-World TriFinger

arXiv.org Artificial Intelligence

We present a system for learning a challenging dexterous manipulation task involving moving a cube to an arbitrary 6-DoF pose with only 3-fingers trained with NVIDIA's IsaacGym simulator. We show empirical benefits, both in simulation and sim-to-real transfer, of using keypoints as opposed to position+quaternion representations for the object pose in 6-DoF for policy observations and in reward calculation to train a model-free reinforcement learning agent. By utilizing domain randomization strategies along with the keypoint representation of the pose of the manipulated object, we achieve a high success rate of 83% on a remote TriFinger system maintained by the organizers of the Real Robot Challenge. With the aim of assisting further research in learning in-hand manipulation, we make the codebase of our system, along with trained checkpoints that come with billions of steps of experience available, at https://s2r2-ig.github.io