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 Reinforcement Learning


Multi-Agent Sequential Decision-Making via Communication

arXiv.org Artificial Intelligence

Communication helps agents to obtain information about others so that better coordinated behavior can be learned. Some existing work communicates predicted future trajectory with others, hoping to get clues about what others would do for better coordination. However, circular dependencies sometimes can occur when agents are treated synchronously so it is hard to coordinate decision-making. In this paper, we propose a novel communication scheme, Sequential Communication (SeqComm). SeqComm treats agents asynchronously (the upper-level agents make decisions before the lower-level ones) and has two communication phases. In negotiation phase, agents determine the priority of decision-making by communicating hidden states of observations and comparing the value of intention, which is obtained by modeling the environment dynamics. In launching phase, the upper-level agents take the lead in making decisions and communicate their actions with the lower-level agents. Theoretically, we prove the policies learned by SeqComm are guaranteed to improve monotonically and converge. Empirically, we show that SeqComm outperforms existing methods in various multi-agent cooperative tasks.


DEFT: Diverse Ensembles for Fast Transfer in Reinforcement Learning

arXiv.org Artificial Intelligence

Deep ensembles have been shown to extend the positive effect seen in typical ensemble learning to neural networks and to reinforcement learning (RL). However, there is still much to be done to improve the efficiency of such ensemble models. In this work, we present Diverse Ensembles for Fast Transfer in RL (DEFT), a new ensemble-based method for reinforcement learning in highly multimodal environments and improved transfer to unseen environments. The algorithm is broken down into two main phases: training of ensemble members, and synthesis (or fine-tuning) of the ensemble members into a policy that works in a new environment. The first phase of the algorithm involves training regular policy gradient or actor-critic agents in parallel but adding a term to the loss that encourages these policies to differ from each other. This causes the individual unimodal agents to explore the space of optimal policies and capture more of the multimodality of the environment than a single actor could. The second phase of DEFT involves synthesizing the component policies into a new policy that works well in a modified environment in one of two ways. To evaluate the performance of DEFT, we start with a base version of the Proximal Policy Optimization (PPO) algorithm and extend it with the modifications for DEFT. Our results show that the pretraining phase is effective in producing diverse policies in multimodal environments. DEFT often converges to a high reward significantly faster than alternatives, such as random initialization without DEFT and fine-tuning of ensemble members. While there is certainly more work to be done to analyze DEFT theoretically and extend it to be even more robust, we believe it provides a strong framework for capturing multimodality in environments while still using RL methods with simple policy representations.


Computer Vision & Reinforcement Learning for platooning cars

#artificialintelligence

The state for this agent consists in two binary features called'left' and'right'. When'left' is 1 then'right' is 0, this means that the agent is not aligned with the leader and that the leader is on the left of the agent. When'right' is 1 then'left' is 0, this means that the agent is not aligned with the leader and that the leader is on the right of the agent. When both'left' and'right' are 0, this means that the agent is aligned with the leader. Using matrix manipulation on the filtered image, we can easily extract the following information to determine if'left' is 1 or 0 and if'right' is 1 or 0 by following these rules: The decision is going to be determined based on the one with maximum probability calculated with the output layer with a softmax activation function. If'left' equal to 1 and action is either going straight or right then reward -5, otherwise 5 If'right' equal to 1 and action is either going straight or left then reward -5, otherwise 5 If'right' and'left' equal to 0 and action is not going straight then reward -5, otherwise 5 From this last component, we can see that a simple heuristic would solve the problem because if we know where the leader is the action is easy to define and it will be the same for the same state representation.


Deep Reinforcement Learning for Adaptive Mesh Refinement

arXiv.org Artificial Intelligence

Finite element discretizations of problems in computational physics often rely on adaptive mesh refinement (AMR) to preferentially resolve regions containing important features during simulation. However, these spatial refinement strategies are often heuristic and rely on domain-specific knowledge or trial-and-error. We treat the process of adaptive mesh refinement as a local, sequential decision-making problem under incomplete information, formulating AMR as a partially observable Markov decision process. Using a deep reinforcement learning approach, we train policy networks for AMR strategy directly from numerical simulation. The training process does not require an exact solution or a high-fidelity ground truth to the partial differential equation at hand, nor does it require a pre-computed training dataset. The local nature of our reinforcement learning formulation allows the policy network to be trained inexpensively on much smaller problems than those on which they are deployed. The methodology is not specific to any particular partial differential equation, problem dimension, or numerical discretization, and can flexibly incorporate diverse problem physics. To that end, we apply the approach to a diverse set of partial differential equations, using a variety of high-order discontinuous Galerkin and hybridizable discontinuous Galerkin finite element discretizations. We show that the resultant deep reinforcement learning policies are competitive with common AMR heuristics, generalize well across problem classes, and strike a favorable balance between accuracy and cost such that they often lead to a higher accuracy per problem degree of freedom.


Gradient Optimization for Single-State RMDPs

arXiv.org Artificial Intelligence

As modern problems such as autonomous driving, control of robotic components, and medical diagnostics have become increasingly difficult to solve analytically, data-driven decision-making has seen a large gain in interest. Where there are problems with more dimensions of complexity than can be understood by people, data-driven solutions are a strong option. Many of these methods belong to a subdivision of machine learning known as reinforcement learning. Unfortunately, data-driven models often come with uncertainty in how they will perform in the worst of scenarios. Since the solutions are not derived analytically many times, these models will fail unpredictably. In fields such as autonomous driving and medicine, the consequences of these failures could be catastrophic. Various methods are being explored to resolve this issue and one of them is known as adversarial learning. It pits two models against each other by having one model optimize its goals as the opposite of the other model's goals. This type of training has the potential to find models which perform reliably in complex and high stakes settings, although it is not certain when this type of training will work. The goal is to gain insight about when these types of models will reach stable solutions.


Reward Learning using Structural Motifs in Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

The Inverse Reinforcement Learning (\textit{IRL}) problem has seen rapid evolution in the past few years, with important applications in domains like robotics, cognition, and health. In this work, we explore the inefficacy of current IRL methods in learning an agent's reward function from expert trajectories depicting long-horizon, complex sequential tasks. We hypothesize that imbuing IRL models with structural motifs capturing underlying tasks can enable and enhance their performance. Subsequently, we propose a novel IRL method, SMIRL, that first learns the (approximate) structure of a task as a finite-state-automaton (FSA), then uses the structural motif to solve the IRL problem. We test our model on both discrete grid world and high-dimensional continuous domain environments. We empirically show that our proposed approach successfully learns all four complex tasks, where two foundational IRL baselines fail. Our model also outperforms the baselines in sample efficiency on a simpler toy task. We further show promising test results in a modified continuous domain on tasks with compositional reward functions.


Temporally Extended Successor Representations

arXiv.org Artificial Intelligence

We present a temporally extended variation of the successor representation, which we term t-SR. t-SR captures the expected state transition dynamics of temporally extended actions by constructing successor representations over primitive action repeats. This form of temporal abstraction does not learn a top-down hierarchy of pertinent task structures, but rather a bottom-up composition of coupled actions and action repetitions. This lessens the amount of decisions required in control without learning a hierarchical policy. As such, t-SR directly considers the time horizon of temporally extended action sequences without the need for predefined or domain-specific options. We show that in environments with dynamic reward structure, t-SR is able to leverage both the flexibility of the successor representation and the abstraction afforded by temporally extended actions. Thus, in a series of sparsely rewarded gridworld environments, t-SR optimally adapts learnt policies far faster than comparable value-based, model-free reinforcement learning methods. We also show that the manner in which t-SR learns to solve these tasks requires the learnt policy to be sampled consistently less often than non-temporally extended policies.


Advanced AI: Deep Reinforcement Learning in Python

#artificialintelligence

Created by Lazy Programmer Team, Lazy Programmer Inc. This course is all about the application of deep learning and neural networks to reinforcement learning. If you've taken my first reinforcement learning class, then you know that reinforcement learning is on the bleeding edge of what we can do with AI. Specifically, the combination of deep learning with reinforcement learning has led to AlphaGo beating a world champion in the strategy game Go, it has led to self-driving cars, and it has led to machines that can play video games at a superhuman level. Reinforcement learning has been around since the 70s but none of this has been possible until now.


Learn what matters: cross-domain imitation learning with task-relevant embeddings

arXiv.org Artificial Intelligence

We study how an autonomous agent learns to perform a task from demonstrations in a different domain, such as a different environment or different agent. Such cross-domain imitation learning is required to, for example, train an artificial agent from demonstrations of a human expert. We propose a scalable framework that enables cross-domain imitation learning without access to additional demonstrations or further domain knowledge. We jointly train the learner agent's policy and learn a mapping between the learner and expert domains with adversarial training. We effect this by using a mutual information criterion to find an embedding of the expert's state space that contains task-relevant information and is invariant to domain specifics. This step significantly simplifies estimating the mapping between the learner and expert domains and hence facilitates end-to-end learning. We demonstrate successful transfer of policies between considerably different domains, without extra supervision such as additional demonstrations, and in situations where other methods fail.


Robust Reinforcement Learning as a Stackelberg Game via Adaptively-Regularized Adversarial Training

arXiv.org Artificial Intelligence

Robust Reinforcement Learning (RL) focuses on improving performances under model errors or adversarial attacks, which facilitates the real-life deployment of RL agents. Robust Adversarial Reinforcement Learning (RARL) is one of the most popular frameworks for robust RL. However, most of the existing literature models RARL as a zero-sum simultaneous game with Nash equilibrium as the solution concept, which could overlook the sequential nature of RL deployments, produce overly conservative agents, and induce training instability. In this paper, we introduce a novel hierarchical formulation of robust RL - a general-sum Stackelberg game model called RRL-Stack - to formalize the sequential nature and provide extra flexibility for robust training. We develop the Stackelberg Policy Gradient algorithm to solve RRL-Stack, leveraging the Stackelberg learning dynamics by considering the adversary's response. Our method generates challenging yet solvable adversarial environments which benefit RL agents' robust learning. Our algorithm demonstrates better training stability and robustness against different testing conditions in the single-agent robotics control and multi-agent highway merging tasks.