Reinforcement Learning
Gran Turismo Sophy, A New AI By Sony - Pioneering Minds
Gran Turismo Sophy is an artificial intelligence developed in-house at Sony. Sony claims it can race against the best Gran Turismo players in the world. It has been trained using the game’s engine and can score over 100 points after months of training. Sophy is trained through a deep reinforcement learning system, using Sony Interactive Entertainment’s cloud gaming infrastructure. Sony calls it a different kind of AI to the likes of AlphaStar and OpenAI Five, which are developed for RTS games. The AI has to learn how to drive a car and deal with simulated physics. While Sony AI’s goal was to create artificial intelligence that could compete with the best Gran Turismo drivers, the team also saw the value in creating an AI that would be enjoyable for the best drivers to race against. Gran Turismo Sophy was created in such a way that it does neither feel unfair nor appear outlandishly superhuman.
A Unified Perspective on Value Backup and Exploration in Monte-Carlo Tree Search
Dam, Tuan, D'Eramo, Carlo, Peters, Jan, Pajarinen, Joni
Monte-Carlo Tree Search (MCTS) is a class of methods for solving complex decision-making problems through the synergy of Monte-Carlo planning and Reinforcement Learning (RL). The highly combinatorial nature of the problems commonly addressed by MCTS requires the use of efficient exploration strategies for navigating the planning tree and quickly convergent value backup methods. These crucial problems are particularly evident in recent advances that combine MCTS with deep neural networks for function approximation. In this work, we propose two methods for improving the convergence rate and exploration based on a newly introduced backup operator and entropy regularization. We provide strong theoretical guarantees to bound convergence rate, approximation error, and regret of our methods. Moreover, we introduce a mathematical framework based on the use of the $\alpha$-divergence for backup and exploration in MCTS. We show that this theoretical formulation unifies different approaches, including our newly introduced ones, under the same mathematical framework, allowing to obtain different methods by simply changing the value of $\alpha$. In practice, our unified perspective offers a flexible way to balance between exploration and exploitation by tuning the single $\alpha$ parameter according to the problem at hand. We validate our methods through a rigorous empirical study from basic toy problems to the complex Atari games, and including both MDP and POMDP problems.
Artificial Intelligence and Auction Design
Banchio, Martino, Skrzypacz, Andrzej
Motivated by online advertising auctions, we study auction design in repeated auctions played by simple Artificial Intelligence algorithms (Q-learning). We find that first-price auctions with no additional feedback lead to tacit-collusive outcomes (bids lower than values), while second-price auctions do not. We show that the difference is driven by the incentive in first-price auctions to outbid opponents by just one bid increment. This facilitates re-coordination on low bids after a phase of experimentation. We also show that providing information about lowest bid to win, as introduced by Google at the time of switch to first-price auctions, increases competitiveness of auctions.
Online Decision Transformer
Zheng, Qinqing, Zhang, Amy, Grover, Aditya
Generative pretraining for sequence modeling has emerged as a unifying paradigm for machine learning in a number of domains and modalities, notably in language and vision (Radford et al., 2018; Chen et al., 2020; Brown et al., 2020; Lu et al., 2022). Recently, such a pretraining paradigm has been extended to offline reinforcement learning (RL) (Chen et al., 2021; Janner et al., 2021), wherein an agent is trained to autoregressively maximize the likelihood of trajectories in the offline dataset. During training, this paradigm essentially converts offline RL to a supervised learning problem (Schmidhuber, 2019; Srivastava et al., 2019; Emmons et al., 2021). However, these works present an incomplete picture as policies learned via offline RL are limited by the quality of the training dataset and need to be finetuned to the task of interest via online interactions. It remains an open question whether such supervised learning paradigm can be extended to online settings. Unlike language and perception, online finetuning for RL is fundamentally different from the pretraining phase as it involves data acquisition via exploration. The need for exploration renders traditional supervised learning objectives (e.g., mean squared error) for offline RL insufficient in the online setting. Moreover, it has been observed that for standard online algorithms, access to offline data can often have zero or even negative effect on the online performance (Nair et al., 2020). Hence, the overall pipeline for offline pretraining followed by online finetuning for RL policies needs a careful consideration of training objectives and protocols.
The Shapley Value in Machine Learning
Rozemberczki, Benedek, Watson, Lauren, Bayer, Péter, Yang, Hao-Tsung, Kiss, Olivér, Nilsson, Sebastian, Sarkar, Rik
Over the last few years, the Shapley value, a solution concept from cooperative game theory, has found numerous applications in machine learning. In this paper, we first discuss fundamental concepts of cooperative game theory and axiomatic properties of the Shapley value. Then we give an overview of the most important applications of the Shapley value in machine learning: feature selection, explainability, multi-agent reinforcement learning, ensemble pruning, and data valuation. We examine the most crucial limitations of the Shapley value and point out directions for future research.
Offline Reinforcement Learning with Realizability and Single-policy Concentrability
Zhan, Wenhao, Huang, Baihe, Huang, Audrey, Jiang, Nan, Lee, Jason D.
Sample-efficiency guarantees for offline reinforcement learning (RL) often rely on strong assumptions on both the function classes (e.g., Bellman-completeness) and the data coverage (e.g., all-policy concentrability). Despite the recent efforts on relaxing these assumptions, existing works are only able to relax one of the two factors, leaving the strong assumption on the other factor intact. As an important open problem, can we achieve sample-efficient offline RL with weak assumptions on both factors? In this paper we answer the question in the positive. We analyze a simple algorithm based on the primal-dual formulation of MDPs, where the dual variables (discounted occupancy) are modeled using a density-ratio function against offline data. With proper regularization, we show that the algorithm enjoys polynomial sample complexity, under only realizability and single-policy concentrability. We also provide alternative analyses based on different assumptions to shed light on the nature of primal-dual algorithms for offline RL.
Reinforcement Learning
Here,maze will act like an environment and our bot will be an agent which can perform certain action like moving along up, down,left,right. Performing an action also cause to change of state of our bot. Now,suppose out bot is trying to explore the environment.In the meantime,our bot will perform action,in turn it will get reward or punishment(negative reward) and by doing that process it's going to be learning about what was going to be exploring the environment, understanding what actions leads to good rewards and favourable states and what action leads to bad rewards and unfavorable state.
Abstraction for Deep Reinforcement Learning
Shanahan, Murray, Mitchell, Melanie
We characterise the problem of abstraction in the context of deep reinforcement learning. Various well established approaches to analogical reasoning and associative memory might be brought to bear on this issue, but they present difficulties because of the need for end-to-end differentiability. We review developments in AI and machine learning that could facilitate their adoption.
Uncovering Instabilities in Variational-Quantum Deep Q-Networks
Franz, Maja, Wolf, Lucas, Periyasamy, Maniraman, Ufrecht, Christian, Scherer, Daniel D., Plinge, Axel, Mutschler, Christopher, Mauerer, Wolfgang
Deep Reinforcement Learning (RL) has considerably advanced over the past decade. At the same time, state-of-the-art RL algorithms require a large computational budget in terms of training time to converge. Recent work has started to approach this problem through the lens of quantum computing, which promises theoretical speed-ups for several traditionally hard tasks. In this work, we examine a class of hybrid quantumclassical RL algorithms that we collectively refer to as variational quantum deep Q-networks (VQ-DQN). We show that VQ-DQN approaches are subject to instabilities that cause the learned policy to diverge, study the extent to which this afflicts reproduciblity of established results based on classical simulation, and perform systematic experiments to identify potential explanations for the observed instabilities. Additionally, and in contrast to most existing work on quantum reinforcement learning, we execute RL algorithms on an actual quantum processing unit (an IBM Quantum Device) and investigate differences in behaviour between simulated and physical quantum systems that suffer from implementation deficiencies. Our experiments show that, contrary to opposite claims in the literature, it cannot be conclusively decided if known quantum approaches, even if simulated without physical imperfections, can provide an advantage as compared to classical approaches. Finally, we provide a robust, universal and well-tested implementation of VQ-DQN as a reproducible testbed for future experiments.
Interpretable pipelines with evolutionarily optimized modules for RL tasks with visual inputs
Custode, Leonardo Lucio, Iacca, Giovanni
The importance of explainability in AI has become a pressing concern, for which several explainable AI (XAI) approaches have been recently proposed. However, most of the available XAI techniques are post-hoc methods, which however may be only partially reliable, as they do not reflect exactly the state of the original models. Thus, a more direct way for achieving XAI is through interpretable (also called glass-box) models. These models have been shown to obtain comparable (and, in some cases, better) performance with respect to black-boxes models in various tasks such as classification and reinforcement learning. However, they struggle when working with raw data, especially when the input dimensionality increases and the raw inputs alone do not give valuable insights on the decision-making process. Here, we propose to use end-to-end pipelines composed of multiple interpretable models co-optimized by means of evolutionary algorithms, that allows us to decompose the decision-making process into two parts: computing high-level features from raw data, and reasoning on the extracted high-level features. We test our approach in reinforcement learning environments from the Atari benchmark, where we obtain comparable results (with respect to black-box approaches) in settings without stochastic frame-skipping, while performance degrades in frame-skipping settings.