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 Reinforcement Learning


An Introduction to Lifelong Supervised Learning

arXiv.org Artificial Intelligence

This primer is an attempt to provide a detailed summary of the different facets of lifelong learning. We start with Chapter 2 which provides a high-level overview of lifelong learning systems. In this chapter, we discuss prominent scenarios in lifelong learning (Section 2.4), provide 8 Introduction a high-level organization of different lifelong learning approaches (Section 2.5), enumerate the desiderata for an ideal lifelong learning system (Section 2.6), discuss how lifelong learning is related to other learning paradigms (Section 2.7), describe common metrics used to evaluate lifelong learning systems (Section 2.8). This chapter is more useful for readers who are new to lifelong learning and want to get introduced to the field without focusing on specific approaches or benchmarks. The remaining chapters focus on specific aspects (either learning algorithms or benchmarks) and are more useful for readers who are looking for specific approaches or benchmarks. Chapter 3 focuses on regularization-based approaches that do not assume access to any data from previous tasks. Chapter 4 discusses memory-based approaches that typically use a replay buffer or an episodic memory to save subset of data across different tasks. Chapter 5 focuses on different architecture families (and their instantiations) that have been proposed for training lifelong learning systems. Following these different classes of learning algorithms, we discuss the commonly used evaluation benchmarks and metrics for lifelong learning (Chapter 6) and wrap up with a discussion of future challenges and important research directions in Chapter 7.


Model-Based Offline Meta-Reinforcement Learning with Regularization

arXiv.org Artificial Intelligence

Existing offline reinforcement learning (RL) methods face a few major challenges, particularly the distributional shift between the learned policy and the behavior policy. Offline Meta-RL is emerging as a promising approach to address these challenges, aiming to learn an informative meta-policy from a collection of tasks. Nevertheless, as shown in our empirical studies, offline Meta-RL could be outperformed by offline single-task RL methods on tasks with good quality of datasets, indicating that a right balance has to be delicately calibrated between "exploring" the out-of-distribution state-actions by following the meta-policy and "exploiting" the offline dataset by staying close to the behavior policy. Motivated by such empirical analysis, we explore model-based offline Meta-RL with regularized Policy Optimization (MerPO), which learns a meta-model for efficient task structure inference and an informative meta-policy for safe exploration of out-of-distribution state-actions. In particular, we devise a new meta-Regularized model-based Actor-Critic (RAC) method for within-task policy optimization, as a key building block of MerPO, using conservative policy evaluation and regularized policy improvement; and the intrinsic tradeoff therein is achieved via striking the right balance between two regularizers, one based on the behavior policy and the other on the meta-policy. We theoretically show that the learnt policy offers guaranteed improvement over both the behavior policy and the meta-policy, thus ensuring the performance improvement on new tasks via offline Meta-RL. Experiments corroborate the superior performance of MerPO over existing offline Meta-RL methods. Offline reinforcement learning (a.k.a., batch RL) has recently attracted extensive attention by learning from offline datasets previously collected via some behavior policy (Kumar et al., 2020). However, the performance of existing offline RL methods could degrade significantly due to the following issues: 1) the possibly poor quality of offline datasets (Levine et al., 2020) and 2) the inability to generalize to different environments (Li et al., 2020b). To tackle these challenges, offline Meta -RL (Li et al., 2020a; Dorfman & Tamar, 2020; Mitchell et al., 2020; Li et al., 2020b) has emerged very recently by leveraging the knowledge of similar offline RL tasks (Y u et al., 2021a).


Online Game Level Generation from Music

arXiv.org Artificial Intelligence

Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the ``energy'' dynamic of music for different artificial players in an online fashion.


Arena-Bench: A Benchmarking Suite for Obstacle Avoidance Approaches in Highly Dynamic Environments

arXiv.org Artificial Intelligence

Abstract--The ability to autonomously navigate safely, especially within dynamic environments, is paramount for mobile robotics. In recent years, DRL approaches have shown superior performance in dynamic obstacle avoidance. However, these learning-based approaches are often developed in specially designed simulation environments and are hard to test against conventional planning approaches. Furthermore, the integration and deployment of these approaches into real robotic platforms are not yet completely solved. In this paper, we present Arena-bench, a benchmark suite to train, test, and evaluate navigation planners on different robotic platforms within 3D environments. Existing benchmarks for robot navigation algorithms mostly focus on static environments, but few exist that cover both dynamic I. On that account, OBILE robots are increasingly being employed for various use cases such as last-mile delivery, healthcare we propose Arena-bench, a benchmark suite consisting of services, or operation in hazardous environments [1]. This dynamic environments is essential for the operation of mobile benchmark provides an intuitive interface to design and create robotics. In recent years, Deep Reinforcement Learning (DRL) dynamic scenarios within 2D and 3D simulators based on has accomplished remarkable results for dynamic obstacle Flatland and Gazebo, respectively.


Reinforcement Learning in Data Science

#artificialintelligence

In the past few weeks, I've been doing research on Linear Regression in Data Science. This week, however, I wanted to change things up. We know a little bit about supervised learning methods and unsupervised learning methods, but we haven't spoken about a different type of learning: Reinforcement Learning.


A Survey on Recent Advances and Challenges in Reinforcement Learning Methods for Task-Oriented Dialogue Policy Learning

arXiv.org Artificial Intelligence

Dialogue Policy Learning is a key component in a task-oriented dialogue system (TDS) that decides the next action of the system given the dialogue state at each turn. Reinforcement Learning (RL) is commonly chosen to learn the dialogue policy, regarding the user as the environment and the system as the agent. Many benchmark datasets and algorithms have been created to facilitate the development and evaluation of dialogue policy based on RL. In this paper, we survey recent advances and challenges in dialogue policy from the prescriptive of RL. More specifically, we identify the major problems and summarize corresponding solutions for RL-based dialogue policy learning. Besides, we provide a comprehensive survey of applying RL to dialogue policy learning by categorizing recent methods into basic elements in RL. We believe this survey can shed a light on future research in dialogue management.


Scaling up ML-based Black-box Planning with Partial STRIPS Models

arXiv.org Artificial Intelligence

A popular approach for sequential decision-making is to perform simulator-based search guided with Machine Learning (ML) methods like policy learning. On the other hand, model-relaxation heuristics can guide the search effectively if a full declarative model is available. In this work, we consider how a practitioner can improve ML-based black-box planning on settings where a complete symbolic model is not available. We show that specifying an incomplete STRIPS model that describes only part of the problem enables the use of relaxation heuristics. Our findings on several planning domains suggest that this is an effective way to improve ML-based black-box planning beyond collecting more data or tuning ML architectures.


State Dropout-Based Curriculum Reinforcement Learning for Self-Driving at Unsignalized Intersections

arXiv.org Artificial Intelligence

Traversing intersections is a challenging problem for autonomous vehicles, especially when the intersections do not have traffic control. Recently deep reinforcement learning has received massive attention due to its success in dealing with autonomous driving tasks. In this work, we address the problem of traversing unsignalized intersections using a novel curriculum for deep reinforcement learning. The proposed curriculum leads to: 1) A faster training process for the reinforcement learning agent, and 2) Better performance compared to an agent trained without curriculum. Our main contribution is two-fold: 1) Presenting a unique curriculum for training deep reinforcement learning agents, and 2) showing the application of the proposed curriculum for the unsignalized intersection traversal task. The framework expects processed observations of the surroundings from the perception system of the autonomous vehicle. We test our method in the CommonRoad motion planning simulator on T-intersections and four-way intersections.


Autotelic Agents with Intrinsically Motivated Goal-Conditioned Reinforcement Learning: A Short Survey

Journal of Artificial Intelligence Research

Building autonomous machines that can explore open-ended environments, discover possible interactions and build repertoires of skills is a general objective of artificial intelligence. Developmental approaches argue that this can only be achieved by autotelic agents: intrinsically motivated learning agents that can learn to represent, generate, select and solve their own problems. In recent years, the convergence of developmental approaches with deep reinforcement learning (rl) methods has been leading to the emergence of a new field: developmental reinforcement learning. Developmental rl is concerned with the use of deep rl algorithms to tackle a developmental problem -- the intrinsically motivated acquisition of open-ended repertoires of skills. The self-generation of goals requires the learning of compact goal encodings as well as their associated goal-achievement functions. This raises new challenges compared to standard rl algorithms originally designed to tackle pre-defined sets of goals using external reward signals. The present paper introduces developmental rl and proposes a computational framework based on goal-conditioned rl to tackle the intrinsically motivated skills acquisition problem. It proceeds to present a typology of the various goal representations used in the literature, before reviewing existing methods to learn to represent and prioritize goals in autonomous systems. We finally close the paper by discussing some open challenges in the quest of intrinsically motivated skills acquisition.


Your Policy Regularizer is Secretly an Adversary

arXiv.org Machine Learning

Policy regularization methods such as maximum entropy regularization are widely used in reinforcement learning to improve the robustness of a learned policy. In this paper, we show how this robustness arises from hedging against worst-case perturbations of the reward function, which are chosen from a limited set by an imagined adversary. Using convex duality, we characterize this robust set of adversarial reward perturbations under KL and alpha-divergence regularization, which includes Shannon and Tsallis entropy regularization as special cases. Importantly, generalization guarantees can be given within this robust set. We provide detailed discussion of the worst-case reward perturbations, and present intuitive empirical examples to illustrate this robustness and its relationship with generalization. Finally, we discuss how our analysis complements and extends previous results on adversarial reward robustness and path consistency optimality conditions.