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 Reinforcement Learning


Brick Tic-Tac-Toe: Exploring the Generalizability of AlphaZero to Novel Test Environments

arXiv.org Artificial Intelligence

Traditional reinforcement learning (RL) environments typically are the same for both the training and testing phases. Hence, current RL methods are largely not generalizable to a test environment which is conceptually similar but different from what the method has been trained on, which we term the novel test environment. As an effort to push RL research towards algorithms which can generalize to novel test environments, we introduce the Brick Tic-Tac-Toe (BTTT) test bed, where the brick position in the test environment is different from that in the training environment. Using a round-robin tournament on the BTTT environment, we show that traditional RL state-search approaches such as Monte Carlo Tree Search (MCTS) and Minimax are more generalizable to novel test environments than AlphaZero is. This is surprising because AlphaZero has been shown to achieve superhuman performance in environments such as Go, Chess and Shogi, which may lead one to think that it performs well in novel test environments. Our results show that BTTT, though simple, is rich enough to explore the generalizability of AlphaZero. We find that merely increasing MCTS lookahead iterations was insufficient for AlphaZero to generalize to some novel test environments. Rather, increasing the variety of training environments helps to progressively improve generalizability across all possible starting brick configurations.


Navigating to Objects in Unseen Environments by Distance Prediction

arXiv.org Artificial Intelligence

Object Goal Navigation (ObjectNav) task is to navigate an agent to an object category in unseen environments without a pre-built map. In this paper, we solve this task by predicting the distance to the target using semantically-related objects as cues. Based on the estimated distance to the target object, our method directly choose optimal mid-term goals that are more likely to have a shorter path to the target. Specifically, based on the learned knowledge, our model takes a bird's-eye view semantic map as input, and estimates the path length from the frontier map cells to the target object. With the estimated distance map, the agent could simultaneously explore the environment and navigate to the target objects based on a simple human-designed strategy. Empirical results in visually realistic simulation environments show that the proposed method outperforms a wide range of baselines on success rate and efficiency. Real-robot experiment also demonstrates that our method generalizes well to the real world. Video at https://www.youtube.com/watch?v=R79pWVGFKS4


Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games

arXiv.org Artificial Intelligence

In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in each iteration. Instead of adding only deterministic best responses to the opponent's least exploitable population mixture, SP-PSRO also learns an approximately optimal stochastic policy and adds it to the population as well. As a result, SP-PSRO empirically tends to converge much faster than APSRO and in many games converges in just a few iterations.


Scheduling Out-of-Coverage Vehicular Communications Using Reinforcement Learning

arXiv.org Artificial Intelligence

Performance of vehicle-to-vehicle (V2V) communications depends highly on the employed scheduling approach. While centralized network schedulers offer high V2V communication reliability, their operation is conventionally restricted to areas with full cellular network coverage. In contrast, in out-of-cellular-coverage areas, comparatively inefficient distributed radio resource management is used. To exploit the benefits of the centralized approach for enhancing the reliability of V2V communications on roads lacking cellular coverage, we propose VRLS (Vehicular Reinforcement Learning Scheduler), a centralized scheduler that proactively assigns resources for out-of-coverage V2V communications \textit{before} vehicles leave the cellular network coverage. By training in simulated vehicular environments, VRLS can learn a scheduling policy that is robust and adaptable to environmental changes, thus eliminating the need for targeted (re-)training in complex real-life environments. We evaluate the performance of VRLS under varying mobility, network load, wireless channel, and resource configurations. VRLS outperforms the state-of-the-art distributed scheduling algorithm in zones without cellular network coverage by reducing the packet error rate by half in highly loaded conditions and achieving near-maximum reliability in low-load scenarios.


Achieving Zero Constraint Violation for Constrained Reinforcement Learning via Primal-Dual Approach

arXiv.org Artificial Intelligence

Reinforcement learning is widely used in applications where one needs to perform sequential decisions while interacting with the environment. The problem becomes more challenging when the decision requirement includes satisfying some safety constraints. The problem is mathematically formulated as constrained Markov decision process (CMDP). In the literature, various algorithms are available to solve CMDP problems in a model-free manner to achieve $\epsilon$-optimal cumulative reward with $\epsilon$ feasible policies. An $\epsilon$-feasible policy implies that it suffers from constraint violation. An important question here is whether we can achieve $\epsilon$-optimal cumulative reward with zero constraint violations or not. To achieve that, we advocate the use of randomized primal-dual approach to solve the CMDP problems and propose a conservative stochastic primal-dual algorithm (CSPDA) which is shown to exhibit $\tilde{\mathcal{O}}\left(1/\epsilon^2\right)$ sample complexity to achieve $\epsilon$-optimal cumulative reward with zero constraint violations. In the prior works, the best available sample complexity for the $\epsilon$-optimal policy with zero constraint violation is $\tilde{\mathcal{O}}\left(1/\epsilon^5\right)$. Hence, the proposed algorithm provides a significant improvement as compared to the state of the art.


Inferring and Conveying Intentionality: Beyond Numerical Rewards to Logical Intentions

arXiv.org Artificial Intelligence

Shared intentionality is a critical component in developing conscious AI agents capable of collaboration, self-reflection, deliberation, and reasoning. We formulate inference of shared intentionality as an inverse reinforcement learning problem with logical reward specifications. We show how the approach can infer task descriptions from demonstrations. We also extend our approach to actively convey intentionality. We demonstrate the approach on a simple grid-world example.


RobustAnalog: Fast Variation-Aware Analog Circuit Design Via Multi-task RL

arXiv.org Artificial Intelligence

Analog/mixed-signal circuit design is one of the most complex and time-consuming stages in the whole chip design process. Due to various process, voltage, and temperature (PVT) variations from chip manufacturing, analog circuits inevitably suffer from performance degradation. Although there has been plenty of work on automating analog circuit design under the typical condition, limited research has been done on exploring robust designs under real and unpredictable silicon variations. Automatic analog design against variations requires prohibitive computation and time costs. To address the challenge, we present RobustAnalog, a robust circuit design framework that involves the variation information in the optimization process. Specifically, circuit optimizations under different variations are considered as a set of tasks. Similarities among tasks are leveraged and competitions are alleviated to realize a sample-efficient multi-task training. Moreover, RobustAnalog prunes the task space according to the current performance in each iteration, leading to a further simulation cost reduction. In this way, RobustAnalog can rapidly produce a set of circuit parameters that satisfies diverse constraints (e.g. gain, bandwidth, noise...) across variations. We compare RobustAnalog with Bayesian optimization, Evolutionary algorithm, and Deep Deterministic Policy Gradient (DDPG) and demonstrate that RobustAnalog can significantly reduce required optimization time by 14-30 times. Therefore, our study provides a feasible method to handle various real silicon conditions.


Interactive Machine Learning: A State of the Art Review

arXiv.org Artificial Intelligence

Machine learning has proved useful in many software disciplines, including computer vision, speech and audio processing, natural language processing, robotics and some other fields. However, its applicability has been significantly hampered due its black-box nature and significant resource consumption. Performance is achieved at the expense of enormous computational resource and usually compromising the robustness and trustworthiness of the model. Recent researches have been identifying a lack of interactivity as the prime source of these machine learning problems. Consequently, interactive machine learning (iML) has acquired increased attention of researchers on account of its human-in-the-loop modality and relatively efficient resource utilization. Thereby, a state-of-the-art review of interactive machine learning plays a vital role in easing the effort toward building human-centred models. In this paper, we provide a comprehensive analysis of the state-of-the-art of iML. We analyze salient research works using merit-oriented and application/task oriented mixed taxonomy. We use a bottom-up clustering approach to generate a taxonomy of iML research works. Research works on adversarial black-box attacks and corresponding iML based defense system, exploratory machine learning, resource constrained learning, and iML performance evaluation are analyzed under their corresponding theme in our merit-oriented taxonomy. We have further classified these research works into technical and sectoral categories. Finally, research opportunities that we believe are inspiring for future work in iML are discussed thoroughly.


A Reinforcement Learning-based Offensive semantics Censorship System for Chatbots

arXiv.org Artificial Intelligence

The rapid development of artificial intelligence (AI) technology has enabled large-scale AI applications to land in the market and practice. However, while AI technology has brought many conveniences to people in the productization process, it has also exposed many security issues. Especially, attacks against online learning vulnerabilities of chatbots occur frequently. Therefore, this paper proposes a semantics censorship chatbot system based on reinforcement learning, which is mainly composed of two parts: the Offensive semantics censorship model and the semantics purification model. Offensive semantics review can combine the context of user input sentences to detect the rapid evolution of Offensive semantics and respond to Offensive semantics responses. The semantics purification model For the case of chatting robot models, it has been contaminated by large numbers of offensive semantics, by strengthening the offensive reply learned by the learning algorithm, rather than rolling back to the early versions. In addition, by integrating a once-through learning approach, the speed of semantics purification is accelerated while reducing the impact on the quality of replies. The experimental results show that our proposed approach reduces the probability of the chat model generating offensive replies and that the integration of the few-shot learning algorithm improves the training speed rapidly while effectively slowing down the decline in BLEU values.


A Near-Optimal Primal-Dual Method for Off-Policy Learning in CMDP

arXiv.org Artificial Intelligence

As an important framework for safe Reinforcement Learning, the Constrained Markov Decision Process (CMDP) has been extensively studied in the recent literature. However, despite the rich results under various on-policy learning settings, there still lacks some essential understanding of the offline CMDP problems, in terms of both the algorithm design and the information theoretic sample complexity lower bound. In this paper, we focus on solving the CMDP problems where only offline data are available. By adopting the concept of the single-policy concentrability coefficient $C^*$, we establish an $\Omega\left(\frac{\min\left\{|\mathcal{S}||\mathcal{A}|,|\mathcal{S}|+I\right\} C^*}{(1-\gamma)^3\epsilon^2}\right)$ sample complexity lower bound for the offline CMDP problem, where $I$ stands for the number of constraints. By introducing a simple but novel deviation control mechanism, we propose a near-optimal primal-dual learning algorithm called DPDL. This algorithm provably guarantees zero constraint violation and its sample complexity matches the above lower bound except for an $\tilde{\mathcal{O}}((1-\gamma)^{-1})$ factor. Comprehensive discussion on how to deal with the unknown constant $C^*$ and the potential asynchronous structure on the offline dataset are also included.