Reinforcement Learning
Learning Generative Embeddings using an Optimal Subsampling Policy for Tensor Sketching
Bajaj, Chandrajit, Heo, Taemin, Avlur, Rochan
Data tensors of orders 3 and greater are routinely being generated. These data collections are increasingly huge and growing. They are either tensor fields (e.g., images, videos, geographic data) in which each location of data contains important information or permutation invariant general tensors (e.g., unsupervised latent space learning, graph network analysis, recommendation systems, etc.). Directly accessing such large data tensor collections for information has become increasingly prohibitive. We learn approximate full-rank and compact tensor sketches with decompositive representations providing compact space, time and spectral embeddings of both tensor fields (P-SCT) and general tensors (P-SCT-Permute). All subsequent information querying with high accuracy is performed on the generative sketches. We produce optimal rank-r Tucker decompositions of arbitrary order data tensors by building tensor sketches from a sample-efficient sub-sampling of tensor slices. Our sample efficient policy is learned via an adaptable stochastic Thompson sampling using Dirichlet distributions with conjugate priors.
Scalable Model-based Policy Optimization for Decentralized Networked Systems
Du, Yali, Ma, Chengdong, Liu, Yuchen, Lin, Runji, Dong, Hao, Wang, Jun, Yang, Yaodong
Reinforcement learning algorithms require a large amount of samples; this often limits their real-world applications on even simple tasks. Such a challenge is more outstanding in multi-agent tasks, as each step of operation is more costly requiring communications or shifting or resources. This work aims to improve data efficiency of multi-agent control by model-based learning. We consider networked systems where agents are cooperative and communicate only locally with their neighbors, and propose the decentralized model-based policy optimization framework (DMPO). In our method, each agent learns a dynamic model to predict future states and broadcast their predictions by communication, and then the policies are trained under the model rollouts. To alleviate the bias of model-generated data, we restrain the model usage for generating myopic rollouts, thus reducing the compounding error of model generation. To pertain the independence of policy update, we introduce extended value function and theoretically prove that the resulting policy gradient is a close approximation to true policy gradients. We evaluate our algorithm on several benchmarks for intelligent transportation systems, which are connected autonomous vehicle control tasks (Flow and CACC) and adaptive traffic signal control (ATSC). Empirically results show that our method achieves superior data efficiency and matches the performance of model-free methods using true models.
Monocular Camera-based Complex Obstacle Avoidance via Efficient Deep Reinforcement Learning
Ding, Jianchuan, Gao, Lingping, Liu, Wenxi, Piao, Haiyin, Pan, Jia, Du, Zhenjun, Yang, Xin, Yin, Baocai
Abstract--Deep reinforcement learning has achieved great success in laser-based collision avoidance works because the laser can sense accurate depth information without too much redundant data, which can maintain the robustness of the algorithm when it is migrated from the simulation environment to the real world. However, high-cost laser devices are not only difficult to deploy for a large scale of robots but also demonstrate unsatisfactory robustness towards the complex obstacles, including irregular obstacles, e.g., tables, chairs, and shelves, as well as complex ground and special materials. In this paper, we propose a novel monocular camera-based complex obstacle avoidance framework. Particularly, we innovatively transform the captured RGB images to pseudo-laser measurements for efficient deep reinforcement learning. Compared to the traditional laser measurement captured at a certain height that only contains one-dimensional distance information away from the neighboring obstacles, our proposed pseudo-laser measurement fuses the depth and semantic information of the captured RGB image, which makes our method effective for complex obstacles. We also design a feature extraction guidance module to weight the input pseudo-laser measurement, and the agent has more reasonable attention for the current state, which is conducive to improving the accuracy and efficiency of the obstacle avoidance policy. Besides, we adaptively add the synthesized noise to the laser measurement during the training stage to decrease the simto-real gap and increase the robustness of our model in the real environment. Finally, the experimental results show that our framework achieves state-of-the-art performance in several virtual and real-world scenarios. J. Ding is with the School of Computer Science, Dalian University Figure 1. One-dimensional laser sensors have low robustness to the complex of Technology, Dalian 116024, China, and also with Hebei University of obstacles of certain types.
A Technique to Create Weaker Abstract Board Game Agents via Reinforcement Learning
Jamieson, Peter, Upadhyay, Indrima
Board games, with the exception of solo games, need at least one other player to play. Because of this, we created Artificial Intelligent (AI) agents to play against us when an opponent is missing. These AI agents are created in a number of ways, but one challenge with these agents is that an agent can have superior ability compared to us. In this work, we describe how to create weaker AI agents that play board games. We use Tic-Tac-Toe, Nine-Men's Morris, and Mancala, and our technique uses a Reinforcement Learning model where an agent uses the Q-learning algorithm to learn these games. We show how these agents can learn to play the board game perfectly, and we then describe our approach to making weaker versions of these agents. Finally, we provide a methodology to compare AI agents.
Offline Meta-Reinforcement Learning for Industrial Insertion
Zhao, Tony Z., Luo, Jianlan, Sushkov, Oleg, Pevceviciute, Rugile, Heess, Nicolas, Scholz, Jon, Schaal, Stefan, Levine, Sergey
Reinforcement learning (RL) can in principle let robots automatically adapt to new tasks, but current RL methods require a large number of trials to accomplish this. In this paper, we tackle rapid adaptation to new tasks through the framework of meta-learning, which utilizes past tasks to learn to adapt with a specific focus on industrial insertion tasks. Fast adaptation is crucial because prohibitively large number of on-robot trials will potentially damage hardware pieces. Additionally, effective adaptation is also feasible in that experience among different insertion applications can be largely leveraged by each other. In this setting, we address two specific challenges when applying meta-learning. First, conventional meta-RL algorithms require lengthy online meta-training. We show that this can be replaced with appropriately chosen offline data, resulting in an offline meta-RL method that only requires demonstrations and trials from each of the prior tasks, without the need to run costly meta-RL procedures online. Second, meta-RL methods can fail to generalize to new tasks that are too different from those seen at meta-training time, which poses a particular challenge in industrial applications, where high success rates are critical. We address this by combining contextual meta-learning with direct online finetuning: if the new task is similar to those seen in the prior data, then the contextual meta-learner adapts immediately, and if it is too different, it gradually adapts through finetuning. We show that our approach is able to quickly adapt to a variety of different insertion tasks, with a success rate of 100% using only a fraction of the samples needed for learning the tasks from scratch. Experiment videos and details are available at https://sites.google.com/view/offline-metarl-insertion.
Actor Prioritized Experience Replay
Saglam, Baturay, Mutlu, Furkan B., Cicek, Dogan C., Kozat, Suleyman S.
A widely-studied deep reinforcement learning (RL) technique known as Prioritized Experience Replay (PER) allows agents to learn from transitions sampled with non-uniform probability proportional to their temporal-difference (TD) error. Although it has been shown that PER is one of the most crucial components for the overall performance of deep RL methods in discrete action domains, many empirical studies indicate that it considerably underperforms actor-critic algorithms in continuous control. We theoretically show that actor networks cannot be effectively trained with transitions that have large TD errors. As a result, the approximate policy gradient computed under the Q-network diverges from the actual gradient computed under the optimal Q-function. Motivated by this, we introduce a novel experience replay sampling framework for actor-critic methods, which also regards issues with stability and recent findings behind the poor empirical performance of PER. The introduced algorithm suggests a new branch of improvements to PER and schedules effective and efficient training for both actor and critic networks. An extensive set of experiments verifies our theoretical claims and demonstrates that the introduced method significantly outperforms the competing approaches and obtains state-of-the-art results over the standard off-policy actor-critic algorithms.
SFP: State-free Priors for Exploration in Off-Policy Reinforcement Learning
Bagatella, Marco, Christen, Sammy, Hilliges, Otmar
Efficient exploration is a crucial challenge in deep reinforcement learning. Several methods, such as behavioral priors, are able to leverage offline data in order to efficiently accelerate reinforcement learning on complex tasks. However, if the task at hand deviates excessively from the demonstrated task, the effectiveness of such methods is limited. In our work, we propose to learn features from offline data that are shared by a more diverse range of tasks, such as correlation between actions and directedness. Therefore, we introduce state-free priors, which directly model temporal consistency in demonstrated trajectories, and are capable of driving exploration in complex tasks, even when trained on data collected on simpler tasks. Furthermore, we introduce a novel integration scheme for action priors in off-policy reinforcement learning by dynamically sampling actions from a probabilistic mixture of policy and action prior. We compare our approach against strong baselines and provide empirical evidence that it can accelerate reinforcement learning in long-horizon continuous control tasks under sparse reward settings.
A stabilizing reinforcement learning approach for sampled systems with partially unknown models
Beckenbach, Lukas, Osinenko, Pavel, Streif, Stefan
Reinforcement learning is commonly associated with training of reward-maximizing (or cost-minimizing) agents, in other words, controllers. It can be applied in model-free or model-based fashion, using a priori or online collected system data to train involved parametric architectures. In general, online reinforcement learning does not guarantee closed loop stability unless special measures are taken, for instance, through learning constraints or tailored training rules. Particularly promising are hybrids of reinforcement learning with "classical" control approaches. In this work, we suggest a method to guarantee practical stability of the system-controller closed loop in a purely online learning setting, i.e., without offline training. Moreover, we assume only partial knowledge of the system model. To achieve the claimed results, we employ techniques of classical adaptive control. The implementation of the overall control scheme is provided explicitly in a digital, sampled setting. That is, the controller receives the state of the system and computes the control action at discrete, specifically, equidistant moments in time. The method is tested in adaptive traction control and cruise control where it proved to significantly reduce the cost.
Deep Reinforcement Learning for Uplink Multi-Carrier Non-Orthogonal Multiple Access Resource Allocation Using Buffer State Information
Bansbach, Eike-Manuel, Kiyak, Yigit, Schmalen, Laurent
For orthogonal multiple access (OMA) systems, the number of served user equipments (UEs) is limited to the number of available orthogonal resources. On the other hand, non-orthogonal multiple access (NOMA) schemes allow multiple UEs to use the same orthogonal resource. This extra degree of freedom introduces new challenges for resource allocation. Buffer state information (BSI), like the size and age of packets waiting for transmission, can be used to improve scheduling in OMA systems. In this paper, we investigate the impact of BSI on the performance of a centralized scheduler in an uplink multi-carrier NOMA scenario with UEs having various data rate and latency requirements. To handle the large combinatorial space of allocating UEs to the resources, we propose a novel scheduler based on actor-critic reinforcement learning incorporating BSI. Training and evaluation are carried out using Nokia's "wireless suite". We propose various novel techniques to both stabilize and speed up training. The proposed scheduler outperforms benchmark schedulers.
Model-Based Imitation Learning Using Entropy Regularization of Model and Policy
Approaches based on generative adversarial networks for imitation learning are promising because they are sample efficient in terms of expert demonstrations. However, training a generator requires many interactions with the actual environment because model-free reinforcement learning is adopted to update a policy. To improve the sample efficiency using model-based reinforcement learning, we propose model-based Entropy-Regularized Imitation Learning (MB-ERIL) under the entropy-regularized Markov decision process to reduce the number of interactions with the actual environment. MB-ERIL uses two discriminators. A policy discriminator distinguishes the actions generated by a robot from expert ones, and a model discriminator distinguishes the counterfactual state transitions generated by the model from the actual ones. We derive structured discriminators so that the learning of the policy and the model is efficient. Computer simulations and real robot experiments show that MB-ERIL achieves a competitive performance and significantly improves the sample efficiency compared to baseline methods.