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 Reinforcement Learning


Online Reinforcement Learning for Periodic MDP

arXiv.org Artificial Intelligence

We study learning in periodic Markov Decision Process(MDP), a special type of non-stationary MDP where both the state transition probabilities and reward functions vary periodically, under the average reward maximization setting. We formulate the problem as a stationary MDP by augmenting the state space with the period index, and propose a periodic upper confidence bound reinforcement learning-2 (PUCRL2) algorithm. We show that the regret of PUCRL2 varies linearly with the period and as sub-linear with the horizon length. Numerical results demonstrate the efficacy of PUCRL2.


Active Audio-Visual Separation of Dynamic Sound Sources

arXiv.org Artificial Intelligence

We explore active audio-visual separation for dynamic sound sources, where an embodied agent moves intelligently in a 3D environment to continuously isolate the time-varying audio stream being emitted by an object of interest. The agent hears a mixed stream of multiple audio sources (e.g., multiple people conversing and a band playing music at a noisy party). Given a limited time budget, it needs to extract the target sound accurately at every step using egocentric audio-visual observations. We propose a reinforcement learning agent equipped with a novel transformer memory that learns motion policies to control its camera and microphone to recover the dynamic target audio, using self-attention to make high-quality estimates for current timesteps and also simultaneously improve its past estimates. Using highly realistic acoustic SoundSpaces [14] simulations in real-world scanned Matterport3D [12] environments, we show that our model is able to learn efficient behavior to carry out continuous separation of a dynamic audio target.


Provably Efficient Fictitious Play Policy Optimization for Zero-Sum Markov Games with Structured Transitions

arXiv.org Artificial Intelligence

While single-agent policy optimization in a fixed environment has attracted a lot of research attention recently in the reinforcement learning community, much less is known theoretically when there are multiple agents playing in a potentially competitive environment. We take steps forward by proposing and analyzing new fictitious play policy optimization algorithms for zero-sum Markov games with structured but unknown transitions. We consider two classes of transition structures: factored independent transition and single-controller transition. For both scenarios, we prove tight $\widetilde{\mathcal{O}}(\sqrt{K})$ regret bounds after $K$ episodes in a two-agent competitive game scenario. The regret of each agent is measured against a potentially adversarial opponent who can choose a single best policy in hindsight after observing the full policy sequence. Our algorithms feature a combination of Upper Confidence Bound (UCB)-type optimism and fictitious play under the scope of simultaneous policy optimization in a non-stationary environment. When both players adopt the proposed algorithms, their overall optimality gap is $\widetilde{\mathcal{O}}(\sqrt{K})$.



Deep reinforcement learning guided graph neural networks for brain network analysis

arXiv.org Artificial Intelligence

Modern neuroimaging techniques, such as diffusion tensor imaging (DTI) and functional magnetic resonance imaging (fMRI), enable us to model the human brain as a brain network or connectome. Capturing brain networks' structural information and hierarchical patterns is essential for understanding brain functions and disease states. Recently, the promising network representation learning capability of graph neural networks (GNNs) has prompted many GNN-based methods for brain network analysis to be proposed. Specifically, these methods apply feature aggregation and global pooling to convert brain network instances into meaningful low-dimensional representations used for downstream brain network analysis tasks. However, existing GNN-based methods often neglect that brain networks of different subjects may require various aggregation iterations and use GNN with a fixed number of layers to learn all brain networks. Therefore, how to fully release the potential of GNNs to promote brain network analysis is still non-trivial. To solve this problem, we propose a novel brain network representation framework, namely BN-GNN, which searches for the optimal GNN architecture for each brain network. Concretely, BN-GNN employs deep reinforcement learning (DRL) to train a meta-policy to automatically determine the optimal number of feature aggregations (reflected in the number of GNN layers) required for a given brain network. Extensive experiments on eight real-world brain network datasets demonstrate that our proposed BN-GNN improves the performance of traditional GNNs on different brain network analysis tasks.


Minimum Description Length Control

arXiv.org Artificial Intelligence

In order to learn efficiently in a complex world with multiple, sometimes rapidly changing objectives, both animals and machines must leverage information obtained from past experience. This is a challenging task, as processing and storing all relevant information is computationally infeasible. How can an intelligent agent address this problem? We hypothesize that one route may lie in the dual process theory of cognition, a longstanding framework in cognitive psychology first introduced by William James (James, 1890) which lies at the heart of many dichotomies in both cognitive science and machine learning. Examples include goal-directed versus habitual behavior (Graybiel, 2008), model-based versus model-free reinforcement learning (Daw et al., 2011; Sutton and Barto, 2018), and "System 1" versus "System 2" thinking (Kahneman, 2011).


Adaptive Decision Making at the Intersection for Autonomous Vehicles Based on Skill Discovery

arXiv.org Artificial Intelligence

In urban environments, the complex and uncertain intersection scenarios are challenging for autonomous driving. To ensure safety, it is crucial to develop an adaptive decision making system that can handle the interaction with other vehicles. Manually designed model-based methods are reliable in common scenarios. But in uncertain environments, they are not reliable, so learning-based methods are proposed, especially reinforcement learning (RL) methods. However, current RL methods need retraining when the scenarios change. In other words, current RL methods cannot reuse accumulated knowledge. They forget learned knowledge when new scenarios are given. To solve this problem, we propose a hierarchical framework that can autonomously accumulate and reuse knowledge. The proposed method combines the idea of motion primitives (MPs) with hierarchical reinforcement learning (HRL). It decomposes complex problems into multiple basic subtasks to reduce the difficulty. The proposed method and other baseline methods are tested in a challenging intersection scenario based on the CARLA simulator. The intersection scenario contains three different subtasks that can reflect the complexity and uncertainty of real traffic flow. After offline learning and testing, the proposed method is proved to have the best performance among all methods.


Generating Explanations from Deep Reinforcement Learning Using Episodic Memory

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (RL) involves the use of Deep Neural Networks (DNNs) to make sequential decisions in order to maximize reward. For many tasks the resulting sequence of actions produced by a Deep RL policy can be long and difficult to understand for humans. A crucial component of human explanations is selectivity, whereby only key decisions and causes are recounted. Imbuing Deep RL agents with such an ability would make their resulting policies easier to understand from a human perspective and generate a concise set of instructions to aid the learning of future agents. To this end we use a Deep RL agent with an episodic memory system to identify and recount key decisions during policy execution. We show that these decisions form a short, human readable explanation that can also be used to speed up the learning of naive Deep RL agents in an algorithm-independent manner.


Anti-Overestimation Dialogue Policy Learning for Task-Completion Dialogue System

arXiv.org Artificial Intelligence

A dialogue policy module is an essential part of task-completion dialogue systems. Recently, increasing interest has focused on reinforcement learning (RL)-based dialogue policy. Its favorable performance and wise action decisions rely on an accurate estimation of action values. The overestimation problem is a widely known issue of RL since its estimate of the maximum action value is larger than the ground truth, which results in an unstable learning process and suboptimal policy. This problem is detrimental to RL-based dialogue policy learning. To mitigate this problem, this paper proposes a dynamic partial average estimator (DPAV) of the ground truth maximum action value. DPAV calculates the partial average between the predicted maximum action value and minimum action value, where the weights are dynamically adaptive and problem-dependent. We incorporate DPAV into a deep Q-network as the dialogue policy and show that our method can achieve better or comparable results compared to top baselines on three dialogue datasets of different domains with a lower computational load. In addition, we also theoretically prove the convergence and derive the upper and lower bounds of the bias compared with those of other methods.


After Go and Chess, AI Is Back to defeat Mere Humans--this time its Stratego

#artificialintelligence

Deepmind has been the pioneer in making AI models that have the capability to mimic a human's cognitive ability to play games. Games are a common testbed to assess a model's ability. After mastering games like Go, Chess and Checkers, Deepmind has launched DeepNash, an AI model that can play Stratego at an expert level. Mastering a game like'Stratego' is a significant achievement for AI research because it presents a challenging benchmark for learning strategic interactions at a massive scale. Stratego's complexity is based on two key aspects. Firstly, there are 10535 possible states in the game, which is exponentially larger than Texas hold'em poker(10164 states) and Go(10360 states).