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 Reinforcement Learning


Transformer-based Value Function Decomposition for Cooperative Multi-agent Reinforcement Learning in StarCraft

arXiv.org Artificial Intelligence

The StarCraft II Multi-Agent Challenge (SMAC) was created to be a challenging benchmark problem for cooperative multi-agent reinforcement learning (MARL). SMAC focuses exclusively on the problem of StarCraft micromanagement and assumes that each unit is controlled individually by a learning agent that acts independently and only possesses local information; centralized training is assumed to occur with decentralized execution (CTDE). To perform well in SMAC, MARL algorithms must handle the dual problems of multi-agent credit assignment and joint action evaluation. This paper introduces a new architecture TransMix, a transformer-based joint action-value mixing network which we show to be efficient and scalable as compared to the other state-of-the-art cooperative MARL solutions. TransMix leverages the ability of transformers to learn a richer mixing function for combining the agents' individual value functions. It achieves comparable performance to previous work on easy SMAC scenarios and outperforms other techniques on hard scenarios, as well as scenarios that are corrupted with Gaussian noise to simulate fog of war.


Hierarchical Kickstarting for Skill Transfer in Reinforcement Learning

arXiv.org Artificial Intelligence

Practising and honing skills forms a fundamental component of how humans learn, yet artificial agents are rarely specifically trained to perform them. Instead, they are usually trained end-to-end, with the hope being that useful skills will be implicitly learned in order to maximise discounted return of some extrinsic reward function. In this paper, we investigate how skills can be incorporated into the training of reinforcement learning (RL) agents in complex environments with large state-action spaces and sparse rewards. To this end, we created SkillHack, a benchmark of tasks and associated skills based on the game of NetHack. We evaluate a number of baselines on this benchmark, as well as our own novel skill-based method Hierarchical Kickstarting (HKS), which is shown to outperform all other evaluated methods. Our experiments show that learning with a prior knowledge of useful skills can significantly improve the performance of agents on complex problems. We ultimately argue that utilising predefined skills provides a useful inductive bias for RL problems, especially those with large state-action spaces and sparse rewards.


Online 3D Bin Packing Reinforcement Learning Solution with Buffer

arXiv.org Artificial Intelligence

The 3D Bin Packing Problem (3D-BPP) is one of the most demanded yet challenging problems in industry, where an agent must pack variable size items delivered in sequence into a finite bin with the aim to maximize the space utilization. It represents a strongly NP-Hard optimization problem such that no solution has been offered to date with high performance in space utilization. In this paper, we present a new reinforcement learning (RL) framework for a 3D-BPP solution for improving performance. First, a buffer is introduced to allow multi-item action selection. By increasing the degree of freedom in action selection, a more complex policy that results in better packing performance can be derived. Second, we propose an agnostic data augmentation strategy that exploits both bin item symmetries for improving sample efficiency. Third, we implement a model-based RL method adapted from the popular algorithm AlphaGo, which has shown superhuman performance in zero-sum games. Our adaptation is capable of working in single-player and score based environments. In spite of the fact that AlphaGo versions are known to be computationally heavy, we manage to train the proposed framework with a single thread and GPU, while obtaining a solution that outperforms the state-of-the-art results in space utilization.


AI for Global Climate Cooperation: Modeling Global Climate Negotiations, Agreements, and Long-Term Cooperation in RICE-N

arXiv.org Artificial Intelligence

Comprehensive global cooperation is essential to limit global temperature increases while continuing economic development, e.g., reducing severe inequality or achieving long-term economic growth. Achieving long-term cooperation on climate change mitigation with n strategic agents poses a complex game-theoretic problem. For example, agents may negotiate and reach climate agreements, but there is no central authority to enforce adherence to those agreements. Hence, it is critical to design negotiation and agreement frameworks that foster cooperation, allow all agents to meet their individual policy objectives, and incentivize long-term adherence. This is an interdisciplinary challenge that calls for collaboration between researchers in machine learning, economics, climate science, law, policy, ethics, and other fields. In particular, we argue that machine learning is a critical tool to address the complexity of this domain. To facilitate this research, here we introduce RICE-N, a multi-region integrated assessment model that simulates the global climate and economy, and which can be used to design and evaluate the strategic outcomes for different negotiation and agreement frameworks. We also describe how to use multi-agent reinforcement learning to train rational agents using RICE-N. This framework underpinsAI for Global Climate Cooperation, a working group collaboration and competition on climate negotiation and agreement design. Here, we invite the scientific community to design and evaluate their solutions using RICE-N, machine learning, economic intuition, and other domain knowledge. More information can be found on www.ai4climatecoop.org.


Low Emission Building Control with Zero-Shot Reinforcement Learning

arXiv.org Artificial Intelligence

Heating and cooling systems in buildings account for 31\% of global energy use, much of which are regulated by Rule Based Controllers (RBCs) that neither maximise energy efficiency nor minimise emissions by interacting optimally with the grid. Control via Reinforcement Learning (RL) has been shown to significantly improve building energy efficiency, but existing solutions require access to building-specific simulators or data that cannot be expected for every building in the world. In response, we show it is possible to obtain emission-reducing policies without such knowledge a priori--a paradigm we call zero-shot building control. We combine ideas from system identification and model-based RL to create PEARL (Probabilistic Emission-Abating Reinforcement Learning) and show that a short period of active exploration is all that is required to build a performant model. In experiments across three varied building energy simulations, we show PEARL outperforms an existing RBC once, and popular RL baselines in all cases, reducing building emissions by as much as 31\% whilst maintaining thermal comfort. Our source code is available online via https://enjeeneer.io/projects/pearl .


DialFRED: Dialogue-Enabled Agents for Embodied Instruction Following

arXiv.org Artificial Intelligence

Language-guided Embodied AI benchmarks requiring an agent to navigate an environment and manipulate objects typically allow one-way communication: the human user gives a natural language command to the agent, and the agent can only follow the command passively. We present DialFRED, a dialogue-enabled embodied instruction following benchmark based on the ALFRED benchmark. DialFRED allows an agent to actively ask questions to the human user; the additional information in the user's response is used by the agent to better complete its task. We release a human-annotated dataset with 53K task-relevant questions and answers and an oracle to answer questions. To solve DialFRED, we propose a questioner-performer framework wherein the questioner is pre-trained with the human-annotated data and fine-tuned with reinforcement learning. We make DialFRED publicly available and encourage researchers to propose and evaluate their solutions to building dialog-enabled embodied agents.


Artificial Intelligence: Reinforcement Learning in Python

#artificialintelligence

When people talk about artificial intelligence, they usually don't mean supervised and unsupervised machine learning. These tasks are pretty trivial compared to what we think of AIs doing - playing chess and Go, driving cars, and beating video games at a superhuman level. Reinforcement learning has recently become popular for doing all of that and more. Much like deep learning, a lot of the theory was discovered in the 70s and 80s but it hasn't been until recently that we've been able to observe first hand the amazing results that are possible. In 2016 we saw Google's AlphaGo beat the world Champion in Go.


PrefixRL: Nvidia's Deep-Reinforcement-Learning Approach to Design Better Circuits

#artificialintelligence

Nvidia has developed PrefixRL, an approach based on reinforcement learning (RL) to designing parallel-prefix circuits that are smaller and faster than those designed by state-of-the-art electronic-design-automation (EDA) tools. Various important circuits in the GPU such as adders, incrementors, and encoders are called parallel-prefix circuits. These circuits are fundamental to high-performance digital design and can be defined at a higher level as prefix graphs. PrefixRL is focused on this class of arithmetic circuits and the main goal of this approach is to understand if an AI agent could design a good prefix graph, considering that the state-space of the problem is O(2 n n) and cannot be resolved using brute-force methods. The desirable circuit should be small, fast and consume less power.


IRL with Partial Observations using the Principle of Uncertain Maximum Entropy

arXiv.org Artificial Intelligence

The principle of maximum entropy is a broadly applicable technique for computing a distribution with the least amount of information possible while constrained to match empirically estimated feature expectations. However, in many real-world applications that use noisy sensors computing the feature expectations may be challenging due to partial observation of the relevant model variables. For example, a robot performing apprenticeship learning may lose sight of the agent it is learning from due to environmental occlusion. We show that in generalizing the principle of maximum entropy to these types of scenarios we unavoidably introduce a dependency on the learned model to the empirical feature expectations. We introduce the principle of uncertain maximum entropy and present an expectation-maximization based solution generalized from the principle of latent maximum entropy. Finally, we experimentally demonstrate the improved robustness to noisy data offered by our technique in a maximum causal entropy inverse reinforcement learning domain.


Novel Ordering-based Approaches for Causal Structure Learning in the Presence of Unobserved Variables

arXiv.org Artificial Intelligence

We propose ordering-based approaches for learning the maximal ancestral graph (MAG) of a structural equation model (SEM) up to its Markov equivalence class (MEC) in the presence of unobserved variables. Existing ordering-based methods in the literature recover a graph through learning a causal order (c-order). We advocate for a novel order called removable order (r-order) as they are advantageous over c-orders for structure learning. This is because r-orders are the minimizers of an appropriately defined optimization problem that could be either solved exactly (using a reinforcement learning approach) or approximately (using a hill-climbing search). Moreover, the r-orders (unlike c-orders) are invariant among all the graphs in a MEC and include c-orders as a subset. Given that set of r-orders is often significantly larger than the set of c-orders, it is easier for the optimization problem to find an r-order instead of a c-order. We evaluate the performance and the scalability of our proposed approaches on both real-world and randomly generated networks.