Goto

Collaborating Authors

 Reinforcement Learning


AI-as-a-Service Toolkit for Human-Centered Intelligence in Autonomous Driving

arXiv.org Artificial Intelligence

This paper presents a proof-of-concept implementation of the AI-as-a-Service toolkit developed within the H2020 TEACHING project and designed to implement an autonomous driving personalization system according to the output of an automatic driver's stress recognition algorithm, both of them realizing a Cyber-Physical System of Systems. In addition, we implemented a data-gathering subsystem to collect data from different sensors, i.e., wearables and cameras, to automatize stress recognition. The system was attached for testing to a driving simulation software, CARLA, which allows testing the approach's feasibility with minimum cost and without putting at risk drivers and passengers. At the core of the relative subsystems, different learning algorithms were implemented using Deep Neural Networks, Recurrent Neural Networks, and Reinforcement Learning.


Cutting-Edge AI: Deep Reinforcement Learning in Python

#artificialintelligence

Created by Lazy Programmer Inc. English [Auto-generated] Created by Lazy Programmer Inc. This is technically Deep Learning in Python part 11 of my deep learning series, and my 3rd reinforcement learning course. Deep Reinforcement Learning is actually the combination of 2 topics: Reinforcement Learning and Deep Learning (Neural Networks). While both of these have been around for quite some time, it's only been recently that Deep Learning has really taken off, and along with it, Reinforcement Learning. The maturation of deep learning has propelled advances in reinforcement learning, which has been around since the 1980s, although some aspects of it, such as the Bellman equation, have been for much longer.


van Seijen

AAAI Conferences

This paper introduces a novel approach for abstraction selection in reinforcement learning problems modelled as factored Markov decision processes (MDPs), for which a state is described via a set of state components. In abstraction selection, an agent must choose an abstraction from a set of candidate abstractions, each build up from a different combination of state components.


Mandel

AAAI Conferences

Reinforcement Learning is beginning to be applied outside traditional domains such as robotics, and into human-centric domains such as healthcare and education. In these domains, two problems are critical to address: We must be able to evaluate algorithms with a collection of prior data if one is available, and we must devise algorithms that carefully trade off exploration and exploitation in such a way that they are guaranteed to converge to optimal behavior quickly, while retaining very good performance with limited data. In this thesis, I examine these two problems, with an eye towards applications to educational games.


Brys

AAAI Conferences

Reinforcement learning algorithms typically require too many trial-and-error' experiences before reaching a desirable behaviour. A considerable amount of ongoing research is focused on speeding up this learning process by using external knowledge. We contribute in several ways, proposing novel approaches to transfer learning and learning from demonstration, as well as an ensemble approach to combine knowledge from various sources.


Bellemare

AAAI Conferences

In this extended abstract we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by presenting a benchmark set of domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. We conclude with a brief update on the latest ALE developments. All of the software, including the benchmark agents, is publicly available.


Zhang

AAAI Conferences

Exploration strategy is an essential part of learning agents in model-based Reinforcement Learning. R-MAX and V-MAX are PAC-MDP strategies proved to have polynomial sample complexity; yet, their exploration behavior tend to be overly cautious in practice. We propose the principle of Increasingly Cautious Optimism (ICO) to automatically cut off unnecessarily cautious exploration, and apply ICO to R-MAX and V-MAX, yielding two new strategies, namely Increasingly Cautious R-MAX (ICR) and Increasingly Cautious V-MAX (ICV). We prove that both ICR and ICV are PACMDP, and show that their improvement is guaranteed by a tighter sample complexity upper bound. Then, we demonstrate their significantly improved performance through empirical results.


Munzer

AAAI Conferences

In this work, we introduce the first approach to the Inverse Reinforcement Learning (IRL) problem in relational domains. IRL has been used to recover a more compact representation of the expert policy leading to better generalization performances among different contexts. On the other hand, relational learning allows representing problems with a varying number of objects (potentially infinite), thus provides more generalizable representations of problems and skills. We show how these different formalisms allow one to create a new IRL algorithm for relational domains that can recover with great efficiency rewards from expert data that have strong generalization and transfer properties. We evaluate our algorithm in representative tasks and study the impact of diverse experimental conditions such as: the number of demonstrations, knowledge about the dynamics, transfer among varying dimensions of a problem, and changing dynamics.


MacGlashan

AAAI Conferences

Research in learning from demonstration can generally be grouped into either imitation learning or intention learning. In imitation learning, the goal is to imitate the observed behavior of an expert and is typically achieved using supervised learning techniques. In intention learning, the goal is to learn the intention that motivated the expert's behavior and to use a planning algorithm to derive behavior. Imitation learning has the advantage of learning a direct mapping from states to actions, which bears a small computational cost. Intention learning has the advantage of behaving well in novel states, but may bear a large computational cost by relying on planning algorithms in complex tasks. In this work, we introduce receding horizon inverse reinforcement learning, in which the planning horizon induces a continuum between these two learning paradigms. We present empirical results on multiple domains that demonstrate that performing IRL with a small, but non-zero, receding planning horizon greatly decreases the computational cost of planning while maintaining superior generalization performance compared to imitation learning.


Gao

AAAI Conferences

Hierarchical Reinforcement Learning (HRL) outperforms many'flat' Reinforcement Learning (RL) algorithms in some application domains. However, HRL may need longer time to obtain the optimal policy because of its large action space. Potential Based Reward Shaping (PBRS) has been widely used to incorporate heuristics into flat RL algorithms so as to reduce their exploration. In this paper, we investigate the integration of PBRS and HRL, and propose a new algorithm: PBRS-MAXQ-0. We prove that under certain conditions, PBRS-MAXQ-0 is guaranteed to converge. Empirical results show that PBRS-MAXQ-0 significantly outperforms MAXQ-0 given good heuristics, and can converge even when given misleading heuristics.