Goto

Collaborating Authors

 Reinforcement Learning


Near-Optimal Regret Bounds for Multi-batch Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, we study the episodic reinforcement learning (RL) problem modeled by finite-horizon Markov Decision Processes (MDPs) with constraint on the number of batches. The multi-batch reinforcement learning framework, where the agent is required to provide a time schedule to update policy before everything, which is particularly suitable for the scenarios where the agent suffers extensively from changing the policy adaptively. Given a finite-horizon MDP with $S$ states, $A$ actions and planning horizon $H$, we design a computational efficient algorithm to achieve near-optimal regret of $\tilde{O}(\sqrt{SAH^3K\ln(1/\delta)})$\footnote{$\tilde{O}(\cdot)$ hides logarithmic terms of $(S,A,H,K)$} in $K$ episodes using $O\left(H+\log_2\log_2(K) \right)$ batches with confidence parameter $\delta$. To our best of knowledge, it is the first $\tilde{O}(\sqrt{SAH^3K})$ regret bound with $O(H+\log_2\log_2(K))$ batch complexity. Meanwhile, we show that to achieve $\tilde{O}(\mathrm{poly}(S,A,H)\sqrt{K})$ regret, the number of batches is at least $\Omega\left(H/\log_A(K)+ \log_2\log_2(K) \right)$, which matches our upper bound up to logarithmic terms. Our technical contribution are two-fold: 1) a near-optimal design scheme to explore over the unlearned states; 2) an computational efficient algorithm to explore certain directions with an approximated transition model.


Towards an Interpretable Hierarchical Agent Framework using Semantic Goals

arXiv.org Artificial Intelligence

Learning to solve long horizon temporally extended tasks with reinforcement learning has been a challenge for several years now. We believe that it is important to leverage both the hierarchical structure of complex tasks and to use expert supervision whenever possible to solve such tasks. This work introduces an interpretable hierarchical agent framework by combining planning and semantic goal directed reinforcement learning. We assume access to certain spatial and haptic predicates and construct a simple and powerful semantic goal space. These semantic goal representations are more interpretable, making expert supervision and intervention easier. They also eliminate the need to write complex, dense reward functions thereby reducing human engineering effort. We evaluate our framework on a robotic block manipulation task and show that it performs better than other methods, including both sparse and dense reward functions. We also suggest some next steps and discuss how this framework makes interaction and collaboration with humans easier.


Revisiting the Roles of "Text" in Text Games

arXiv.org Artificial Intelligence

Text games present opportunities for natural language understanding (NLU) methods to tackle reinforcement learning (RL) challenges. However, recent work has questioned the necessity of NLU by showing random text hashes could perform decently. In this paper, we pursue a fine-grained investigation into the roles of text in the face of different RL challenges, and reconcile that semantic and non-semantic language representations could be complementary rather than contrasting. Concretely, we propose a simple scheme to extract relevant contextual information into an approximate state hash as extra input for an RNN-based text agent. Such a lightweight plug-in achieves competitive performance with state-of-the-art text agents using advanced NLU techniques such as knowledge graph and passage retrieval, suggesting non-NLU methods might suffice to tackle the challenge of partial observability. However, if we remove RNN encoders and use approximate or even ground-truth state hash alone, the model performs miserably, which confirms the importance of semantic function approximation to tackle the challenge of combinatorially large observation and action spaces. Our findings and analysis provide new insights for designing better text game task setups and agents.


Reinforcement Learning for ConnectX

arXiv.org Artificial Intelligence

ConnectX is a two-player game that generalizes the popular game Connect 4. The objective is to get X coins across a row, column, or diagonal of an M x N board. The first player to do so wins the game. The parameters (M, N, X) are allowed to change in each game, making ConnectX a novel and challenging problem. In this paper, we present our work on the implementation and modification of various reinforcement learning algorithms to play ConnectX.


DyFEn: Agent-Based Fee Setting in Payment Channel Networks

arXiv.org Artificial Intelligence

In recent years, with the development of easy to use learning environments, implementing and reproducible benchmarking of reinforcement learning algorithms has been largely accelerated by utilizing these frameworks. In this article, we introduce the Dynamic Fee learning Environment (DyFEn), an open-source real-world financial network model. It can provide a testbed for evaluating different reinforcement learning techniques. To illustrate the promise of DyFEn, we present a challenging problem which is a simultaneous multi-channel dynamic fee setting for off-chain payment channels. This problem is well-known in the Bitcoin Lightning Network and has no effective solutions. Specifically, we report the empirical results of several commonly used deep reinforcement learning methods on this dynamic fee setting task as a baseline for further experiments. To the best of our knowledge, this work proposes the first virtual learning environment based on a simulation of blockchain and distributed ledger technologies, unlike many others which are based on physics simulations or game platforms.


Emergent Communication: Generalization and Overfitting in Lewis Games

arXiv.org Artificial Intelligence

Lewis signaling games are a class of simple communication games for simulating the emergence of language. In these games, two agents must agree on a communication protocol in order to solve a cooperative task. Previous work has shown that agents trained to play this game with reinforcement learning tend to develop languages that display undesirable properties from a linguistic point of view (lack of generalization, lack of compositionality, etc). In this paper, we aim to provide better understanding of this phenomenon by analytically studying the learning problem in Lewis games. As a core contribution, we demonstrate that the standard objective in Lewis games can be decomposed in two components: a co-adaptation loss and an information loss. This decomposition enables us to surface two potential sources of overfitting, which we show may undermine the emergence of a structured communication protocol. In particular, when we control for overfitting on the co-adaptation loss, we recover desired properties in the emergent languages: they are more compositional and generalize better.


Multi-Game Decision Transformers

arXiv.org Artificial Intelligence

A longstanding goal of the field of AI is a method for learning a highly capable, generalist agent from diverse experience. In the subfields of vision and language, this was largely achieved by scaling up transformer-based models and training them on large, diverse datasets. Motivated by this progress, we investigate whether the same strategy can be used to produce generalist reinforcement learning agents. Specifically, we show that a single transformer-based model - with a single set of weights - trained purely offline can play a suite of up to 46 Atari games simultaneously at close-to-human performance. When trained and evaluated appropriately, we find that the same trends observed in language and vision hold, including scaling of performance with model size and rapid adaptation to new games via fine-tuning. We compare several approaches in this multi-game setting, such as online and offline RL methods and behavioral cloning, and find that our Multi-Game Decision Transformer models offer the best scalability and performance. We release the pre-trained models and code to encourage further research in this direction.


Applied Reinforcement Learning II: Implementation of Q-Learning

#artificialintelligence

In order to make this article didactic, a simple and basic environment has been chosen that does not add too much complexity to the training, so that the learning of the Q-Learning algorithm can be fully appreciated. The environment is OpenAI Gym's Taxi-v3 [1], which consists of a grid world where the agent is a taxi driver who must pick up a customer and drop him off at his destination. As for the action space, the following discrete actions are available for the agent to interact with the environment: go forward, go backward, go right, go left, pick up a passenger and drop him off. This makes a total of 6 possible actions, which in turn are encoded in numbers from 0 to 5 for ease of programming. The correspondences between actions and numbers are shown in Figure 1.


Efficient circuit implementation for coined quantum walks on binary trees and application to reinforcement learning

arXiv.org Artificial Intelligence

As NAND formula algorithm allow us to evaluate quality Quantum computing is a computation paradigm using of a position in a two-player game tree, we illustrate its properties of quantum mechanics to perform information potential application by using it as a training tool for a processing. Many famous quantum algorithms have been quantum agent in a simple two-player game. With the shown to outperform their equivalent classical algorithm[1], speed-up proposed by this algorithm, we are able to perform [2]. Quantum walk is a way to compose many promising evaluation of deeper trees in equivalent time (twice deeper quantum algorithms. It can be viewed as the quantum exploration for a binary tree). By using quantum algorithm analogues of classical random walks [3]. In several studies, to perform such explorations, we expect agents to achieve it has been shown that it could provide some algorithmic better performances in their learning process.


WILD-SCAV: Benchmarking FPS Gaming AI on Unity3D-based Environments

arXiv.org Artificial Intelligence

Recent advances in deep reinforcement learning (RL) have demonstrated complex decision-making capabilities in simulation environments such as Arcade Learning Environment, MuJoCo, and ViZDoom. However, they are hardly extensible to more complicated problems, mainly due to the lack of complexity and variations in the environments they are trained and tested on. Furthermore, they are not extensible to an open-world environment to facilitate long-term exploration research. To learn realistic task-solving capabilities, we need to develop an environment with greater diversity and complexity. We developed WILD-SCAV, a powerful and extensible environment based on a 3D open-world FPS (First-Person Shooter) game to bridge the gap. It provides realistic 3D environments of variable complexity, various tasks, and multiple modes of interaction, where agents can learn to perceive 3D environments, navigate and plan, compete and cooperate in a human-like manner. WILD-SCAV also supports different complexities, such as configurable maps with different terrains, building structures and distributions, and multi-agent settings with cooperative and competitive tasks. The experimental results on configurable complexity, multi-tasking, and multi-agent scenarios demonstrate the effectiveness of WILD-SCAV in benchmarking various RL algorithms, as well as it is potential to give rise to intelligent agents with generalized task-solving abilities. The link to our open-sourced code can be found here https://github.com/inspirai/wilderness-scavenger.