Reinforcement Learning
IBM's AutoAI Has The Smarts To Make Data Scientists A Lot More Productive – But What's Scary Is That It's Getting A Whole Lot Smarter
I recently had the opportunity to discuss current IBM artificial intelligence developments with Dr. Lisa Amini, an IBM Distinguished Engineer and the Director of IBM Research Cambridge, home to the MIT-IBM Watson AI Lab. Dr. Amini was previously Director of Knowledge & Reasoning Research in the Cognitive Computing group at IBM's TJ Watson Research Center in New York. Dr. Amini earned her Ph.D. degree in Computer Science from Columbia University. Dr. Amini and her team are part of IBM Research tasked with creating the next generation of Automated AI and data science. I was interested in automation's impact on the lifecycles of artificial intelligence and machine learning and centered our discussion around next-generation capabilities for AutoAI. AutoAI automates the highly complex process of finding and optimizing the best ML model, features, and model hyperparameters for your data.
Exploration in Deep Reinforcement Learning: A Survey
This paper reviews exploration techniques in deep reinforcement learning. Exploration techniques are of primary importance when solving sparse reward problems. In sparse reward problems, the reward is rare, which means that the agent will not find the reward often by acting randomly. In such a scenario, it is challenging for reinforcement learning to learn rewards and actions association. Thus more sophisticated exploration methods need to be devised. This review provides a comprehensive overview of existing exploration approaches, which are categorized based on the key contributions as follows reward novel states, reward diverse behaviours, goal-based methods, probabilistic methods, imitation-based methods, safe exploration and random-based methods. Then, the unsolved challenges are discussed to provide valuable future research directions. Finally, the approaches of different categories are compared in terms of complexity, computational effort and overall performance.
CCLF: A Contrastive-Curiosity-Driven Learning Framework for Sample-Efficient Reinforcement Learning
Sun, Chenyu, Qian, Hangwei, Miao, Chunyan
In reinforcement learning (RL), it is challenging to learn directly from high-dimensional observations, where data augmentation has recently been shown to remedy this via encoding invariances from raw pixels. Nevertheless, we empirically find that not all samples are equally important and hence simply injecting more augmented inputs may instead cause instability in Q-learning. In this paper, we approach this problem systematically by developing a model-agnostic Contrastive-Curiosity-Driven Learning Framework (CCLF), which can fully exploit sample importance and improve learning efficiency in a self-supervised manner. Facilitated by the proposed contrastive curiosity, CCLF is capable of prioritizing the experience replay, selecting the most informative augmented inputs, and more importantly regularizing the Q-function as well as the encoder to concentrate more on under-learned data. Moreover, it encourages the agent to explore with a curiosity-based reward. As a result, the agent can focus on more informative samples and learn representation invariances more efficiently, with significantly reduced augmented inputs. We apply CCLF to several base RL algorithms and evaluate on the DeepMind Control Suite, Atari, and MiniGrid benchmarks, where our approach demonstrates superior sample efficiency and learning performances compared with other state-of-the-art methods.
Target Network and Truncation Overcome The Deadly Triad in $Q$-Learning
Chen, Zaiwei, Clarke, John Paul, Maguluri, Siva Theja
The Deep Q -Network (Mnih et al., 2015), as a typical example of Q -learning with function approximation, is one of the most successful algorithms to solve the reinforcement learning (RL) problem, and hence is viewed as a milestone in the development of modern RL. On the other hand, the behavior of Q -learning with function approximation is theoretically not well understood, and was identified in Sutton (1999) as one of four most important theoretical open problems. In fact, the infamous deadly triad (Sutton, 2015) is present in Q -learning with function approximation, and hence even in the basic setting where linear function approximation is used, the algorithm was shown to be unstable in general (Baird, 1995). While theoretically unclear, it was empirically evident from Mnih et al. (2015) that the following three ingredients: experience replay, target network, and truncation together overcome the divergence of Q - learning with function approximation. In this work, we focus on Q -learning with linear function approximation for infinite horizon discounted Markov decision processes (MDPs), and show theoretically that target network together with truncation is sufficient to provably stabilize Q -learning. The main contributions of this work are summarized in the following.
Deep Reinforcement Learning for Solving Rubik's Cube
The Rubik's Cube is a famous 3-D puzzle toy. A regular Rubik's Cube has six faces, each of which has nine coloured stickers, and the puzzle is solved when each face has a united colour. If we count one quarter (90) turn as one move and two quarter turns (a "face" turn) as two moves, the best algorithms human-invented can solve any instance of the cube in 26 moves. My target is to let the computer learn how to solve the Rubik's Cube without feeding it any human knowledge like the symmetry of the cube. The most challenging part is the Rubik's Cube has 43,252,003,274,489,856,000 possible permutations.
A newcomer's guide to #ICRA2022: Tutorials
I believe that one of the best ways to get the training you need for a job market in robotics is to attend tutorials at conferences like ICRA. Unlike workshops where you might listen to some work-in-progress, other workshop paper presentations and panel discussions, tutorials are exactly what they sound like. They aim to give you some hands-on learning sessions on technical tools/skills with specific learning objectives. As such, most tutorials would expect you to come prepared to actively participate and follow along. For instance, the "Tools for Robotic Reinforcement Learning" tutorial expects you to come knowing how to code in python and have basic knowledge of reinforcement learning because you'll be expected to use those skills/knowledge in the hands-on sessions. There are seven tutorials this year.
Hands-on reinforcement learning course -- part 1
Let's walk this beautiful path from the fundamentals to cutting edge reinforcement learning (RL), step-by-step, with coding examples and tutorials in Python, together! This first part covers the bare minimum concept and theory you need to embark on this journey. Then, in each following chapter, we will solve a different problem, with increasing difficulty. Ultimately, the most complex RL problems involve a mixture of reinforcement learning algorithms, optimization, and Deep Learning. You do not need to know deep learning (DL) to follow along with this course.
Data-driven control of spatiotemporal chaos with reduced-order neural ODE-based models and reinforcement learning
Zeng, Kevin, Linot, Alec J., Graham, Michael D.
Deep reinforcement learning (RL) is a data-driven method capable of discovering complex control strategies for high-dimensional systems, making it promising for flow control applications. In particular, the present work is motivated by the goal of reducing energy dissipation in turbulent flows, and the example considered is the spatiotemporally chaotic dynamics of the Kuramoto-Sivashinsky equation (KSE). A major challenge associated with RL is that substantial training data must be generated by repeatedly interacting with the target system, making it costly when the system is computationally or experimentally expensive. We mitigate this challenge in a data-driven manner by combining dimensionality reduction via an autoencoder with a neural ODE framework to obtain a low-dimensional dynamical model from just a limited data set. We substitute this data-driven reduced-order model (ROM) in place of the true system during RL training to efficiently estimate the optimal policy, which can then be deployed on the true system. For the KSE actuated with localized forcing ("jets") at four locations, we demonstrate that we are able to learn a ROM that accurately captures the actuated dynamics as well as the underlying natural dynamics just from snapshots of the KSE experiencing random actuations. Using this ROM and a control objective of minimizing dissipation and power cost, we extract a control policy from it using deep RL. We show that the ROM-based control strategy translates well to the true KSE and highlight that the RL agent discovers and stabilizes an underlying forced equilibrium solution of the KSE system. We show that this forced equilibrium captured in the ROM and discovered through RL is related to an existing known equilibrium solution of the natural KSE.
GitHub - piyush2896/Q-Learning: Q-Learning from scratch in Python
There are drawbacks, like requirement of knowing the dynamics of the environment, which we face when using techniques like Value Iteration and Policy iteration. To overcome this drawback we can use sampling-based approximation techniques like Q-Learning. The task is to maximize a reward in a world that consists of an agent that can navigate in 4 directions - North, South, East and West. With a 20% of equally likely chance of deviating to left or right from the action asked to perform. Modify main.json to suit your needs.