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 Reinforcement Learning


Causality-driven Hierarchical Structure Discovery for Reinforcement Learning

arXiv.org Artificial Intelligence

Hierarchical reinforcement learning (HRL) effectively improves agents' exploration efficiency on tasks with sparse reward, with the guide of high-quality hierarchical structures (e.g., subgoals or options). However, how to automatically discover high-quality hierarchical structures is still a great challenge. Previous HRL methods can hardly discover the hierarchical structures in complex environments due to the low exploration efficiency by exploiting the randomness-driven exploration paradigm. To address this issue, we propose CDHRL, a causality-driven hierarchical reinforcement learning framework, leveraging a causality-driven discovery instead of a randomness-driven exploration to effectively build high-quality hierarchical structures in complicated environments. The key insight is that the causalities among environment variables are naturally fit for modeling reachable subgoals and their dependencies and can perfectly guide to build high-quality hierarchical structures. The results in two complex environments, 2D-Minecraft and Eden, show that CDHRL significantly boosts exploration efficiency with the causality-driven paradigm.


Harfang3D Dog-Fight Sandbox: A Reinforcement Learning Research Platform for the Customized Control Tasks of Fighter Aircrafts

arXiv.org Artificial Intelligence

The advent of deep learning (DL) gave rise to significant breakthroughs in Reinforcement Learning (RL) research. Deep Reinforcement Learning (DRL) algorithms have reached super-human level skills when applied to vision-based control problems as such in Atari 2600 games where environment states were extracted from pixel information. Unfortunately, these environments are far from being applicable to highly dynamic and complex real-world tasks as in autonomous control of a fighter aircraft since these environments only involve 2D representation of a visual world. Here, we present a semi-realistic flight simulation environment Harfang3D Dog-Fight Sandbox for fighter aircrafts. It is aimed to be a flexible toolbox for the investigation of main challenges in aviation studies using Reinforcement Learning. The program provides easy access to flight dynamics model, environment states, and aerodynamics of the plane enabling user to customize any specific task in order to build intelligent decision making (control) systems via RL. The software also allows deployment of bot aircrafts and development of multi-agent tasks. This way, multiple groups of aircrafts can be configured to be competitive or cooperative agents to perform complicated tasks including Dog Fight. During the experiments, we carried out training for two different scenarios: navigating to a designated location and within visual range (WVR) combat, shortly Dog Fight. Using Deep Reinforcement Learning techniques for both scenarios, we were able to train competent agents that exhibit human-like behaviours. Based on this results, it is confirmed that Harfang3D Dog-Fight Sandbox can be utilized as a 3D realistic RL research platform.


Learning to Generate Prompts for Dialogue Generation through Reinforcement Learning

arXiv.org Artificial Intelligence

Much literature has shown that prompt-based learning is an efficient method to make use of the large pre-trained language model. Recent works also exhibit the possibility of steering a chatbot's output by plugging in an appropriate prompt. Gradient-based methods are often used to perturb the prompts. However, some language models are not even available to the public. In this work, we first explored the combination of prompting and reinforcement learning (RL) to steer models' generation without accessing any of the models' parameters. Second, to reduce the training effort and enhance the generalizability to the unseen task, we apply multi-task learning to make the model learn to generalize to new tasks better. The experiment results show that our proposed method can successfully control several state-of-the-art (SOTA) dialogue models without accessing their parameters. Furthermore, the model demonstrates the strong ability to quickly adapt to an unseen task in fewer steps than the baseline model.


Towards Trustworthy Automatic Diagnosis Systems by Emulating Doctors' Reasoning with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The automation of the medical evidence acquisition and diagnosis process has recently attracted increasing attention in order to reduce the workload of doctors and democratize access to medical care. However, most works proposed in the machine learning literature focus solely on improving the prediction accuracy of a patient's pathology. We argue that this objective is insufficient to ensure doctors' acceptability of such systems. In their initial interaction with patients, doctors do not only focus on identifying the pathology a patient is suffering from; they instead generate a differential diagnosis (in the form of a short list of plausible diseases) because the medical evidence collected from patients is often insufficient to establish a final diagnosis. Moreover, doctors explicitly explore severe pathologies before potentially ruling them out from the differential, especially in acute care settings. Finally, for doctors to trust a system's recommendations, they need to understand how the gathered evidences led to the predicted diseases. In particular, interactions between a system and a patient need to emulate the reasoning of doctors. We therefore propose to model the evidence acquisition and automatic diagnosis tasks using a deep reinforcement learning framework that considers three essential aspects of a doctor's reasoning, namely generating a differential diagnosis using an exploration-confirmation approach while prioritizing severe pathologies. We propose metrics for evaluating interaction quality based on these three aspects. We show that our approach performs better than existing models while maintaining competitive pathology prediction accuracy.


A Concise Introduction to Reinforcement Learning in Robotics

arXiv.org Artificial Intelligence

One of the biggest hurdles robotics faces is the facet of sophisticated and hard-to-engineer behaviors. Reinforcement learning offers a set of tools, and a framework to address this problem. In parallel, the misgivings of robotics offer a solid testing ground and evaluation metric for advancements in reinforcement learning. The two disciplines go hand-in-hand, much like the fields of Mathematics and Physics. By means of this survey paper, we aim to invigorate links between the research communities of the two disciplines by focusing on the work done in reinforcement learning for locomotive and control aspects of robotics. Additionally, we aim to highlight not only the notable successes but also the key challenges of the application of Reinforcement Learning in Robotics. This paper aims to serve as a reference guide for researchers in reinforcement learning applied to the field of robotics. The literature survey is at a fairly introductory level, aimed at aspiring researchers. Appropriately, we have covered the most essential concepts required for research in the field of reinforcement learning, with robotics in mind. Through a thorough analysis of this problem, we are able to manifest how reinforcement learning could be applied profitably, and also focus on open-ended questions, as well as the potential for future research.


Object-Category Aware Reinforcement Learning

arXiv.org Artificial Intelligence

Object-oriented reinforcement learning (OORL) is a promising way to improve the sample efficiency and generalization ability over standard RL. Recent works that try to solve OORL tasks without additional feature engineering mainly focus on learning the object representations and then solving tasks via reasoning based on these object representations. However, none of these works tries to explicitly model the inherent similarity between different object instances of the same category. Objects of the same category should share similar functionalities; therefore, the category is the most critical property of an object. Following this insight, we propose a novel framework named Object-Category Aware Reinforcement Learning (OCARL), which utilizes the category information of objects to facilitate both perception and reasoning. OCARL consists of three parts: (1) Category-Aware Unsupervised Object Discovery (UOD), which discovers the objects as well as their corresponding categories; (2) Object-Category Aware Perception, which encodes the category information and is also robust to the incompleteness of (1) at the same time; (3) Object-Centric Modular Reasoning, which adopts multiple independent and object-category-specific networks when reasoning based on objects. Our experiments show that OCARL can improve both the sample efficiency and generalization in the OORL domain.


Testing Stationarity and Change Point Detection in Reinforcement Learning

arXiv.org Artificial Intelligence

We consider offline reinforcement learning (RL) methods in possibly nonstationary environments. Many existing RL algorithms in the literature rely on the stationarity assumption that requires the system transition and the reward function to be constant over time. However, the stationarity assumption is restrictive in practice and is likely to be violated in a number of applications, including traffic signal control, robotics and mobile health. In this paper, we develop a consistent procedure to test the nonstationarity of the optimal policy based on pre-collected historical data, without additional online data collection. Based on the proposed test, we further develop a sequential change point detection method that can be naturally coupled with existing state-of-the-art RL methods for policy optimization in nonstationary environments. The usefulness of our method is illustrated by theoretical results, simulation studies, and a real data example from the 2018 Intern Health Study. A Python implementation of the proposed procedure is available at https://github.com/limengbinggz/CUSUM-RL.


EAGER: Asking and Answering Questions for Automatic Reward Shaping in Language-guided RL

arXiv.org Artificial Intelligence

Reinforcement learning (RL) in long horizon and sparse reward tasks is notoriously difficult and requires a lot of training steps. A standard solution to speed up the process is to leverage additional reward signals, shaping it to better guide the learning process. In the context of language-conditioned RL, the abstraction and generalisation properties of the language input provide opportunities for more efficient ways of shaping the reward. In this paper, we leverage this idea and propose an automated reward shaping method where the agent extracts auxiliary objectives from the general language goal. These auxiliary objectives use a question generation (QG) and question answering (QA) system: they consist of questions leading the agent to try to reconstruct partial information about the global goal using its own trajectory. When it succeeds, it receives an intrinsic reward proportional to its confidence in its answer. This incentivizes the agent to generate trajectories which unambiguously explain various aspects of the general language goal. Our experimental study shows that this approach, which does not require engineer intervention to design the auxiliary objectives, improves sample efficiency by effectively directing exploration.


Reinforcement Learning with Unbiased Policy Evaluation and Linear Function Approximation

arXiv.org Artificial Intelligence

We provide performance guarantees for a variant of simulation-based policy iteration for controlling Markov decision processes that involves the use of stochastic approximation algorithms along with state-of-the-art techniques that are useful for very large MDPs, including lookahead, function approximation, and gradient descent. Specifically, we analyze two algorithms; the first algorithm involves a least squares approach where a new set of weights associated with feature vectors is obtained via least squares minimization at each iteration and the second algorithm involves a two-time-scale stochastic approximation algorithm taking several steps of gradient descent towards the least squares solution before obtaining the next iterate using a stochastic approximation algorithm.


Algorithms Enable Robots to Avoid Obstacles and Run in the Wild

#artificialintelligence

The team addressed this challenge by simulating the mismatch by randomizing the two sets of inputs. The researchers refer to this technique as multi-modal delay randomization, and they then used the used and randomized inputs to train a reinforcement learning policy. The approach enabled the robot to make decisions quickly while it was navigating, as well as anticipate changes in its environment. These abilities allowed the robot to move and maneuver obstacles faster on different types of terrains, all without assistance from a human operator.