Reinforcement Learning
Sample-Efficient Reinforcement Learning via Conservative Model-Based Actor-Critic
Wang, Zhihai, Wang, Jie, Zhou, Qi, Li, Bin, Li, Houqiang
Model-based reinforcement learning algorithms, which aim to learn a model of the environment to make decisions, are more sample efficient than their model-free counterparts. The sample efficiency of model-based approaches relies on whether the model can well approximate the environment. However, learning an accurate model is challenging, especially in complex and noisy environments. To tackle this problem, we propose the conservative model-based actor-critic (CMBAC), a novel approach that achieves high sample efficiency without the strong reliance on accurate learned models. Specifically, CMBAC learns multiple estimates of the Q-value function from a set of inaccurate models and uses the average of the bottom-k estimates -- a conservative estimate -- to optimize the policy. An appealing feature of CMBAC is that the conservative estimates effectively encourage the agent to avoid unreliable "promising actions" -- whose values are high in only a small fraction of the models. Experiments demonstrate that CMBAC significantly outperforms state-of-the-art approaches in terms of sample efficiency on several challenging tasks, and the proposed method is more robust than previous methods in noisy environments.
Optimal discharge of patients from intensive care via a data-driven policy learning framework
Lejarza, Fernando, Calvert, Jacob, Attwood, Misty M, Evans, Daniel, Mao, Qingqing
Clinical decision support tools rooted in machine learning and optimization can provide significant value to healthcare providers, including through better management of intensive care units. In particular, it is important that the patient discharge task addresses the nuanced trade-off between decreasing a patient's length of stay (and associated hospitalization costs) and the risk of readmission or even death following the discharge decision. This work introduces an end-to-end general framework for capturing this trade-off to recommend optimal discharge timing decisions given a patient's electronic health records. A data-driven approach is used to derive a parsimonious, discrete state space representation that captures a patient's physiological condition. Based on this model and a given cost function, an infinite-horizon discounted Markov decision process is formulated and solved numerically to compute an optimal discharge policy, whose value is assessed using off-policy evaluation strategies. Extensive numerical experiments are performed to validate the proposed framework using real-life intensive care unit patient data.
Deep Reinforcement Learning Policies Learn Shared Adversarial Features Across MDPs
The use of deep neural networks as function approximators has led to striking progress for reinforcement learning algorithms and applications. Yet the knowledge we have on decision boundary geometry and the loss landscape of neural policies is still quite limited. In this paper we propose a framework to investigate the decision boundary and loss landscape similarities across states and across MDPs. We conduct experiments in various games from Arcade Learning Environment, and discover that high sensitivity directions for neural policies are correlated across MDPs. We argue that these high sensitivity directions support the hypothesis that non-robust features are shared across training environments of reinforcement learning agents. We believe our results reveal fundamental properties of the environments used in deep reinforcement learning training, and represent a tangible step towards building robust and reliable deep reinforcement learning agents.
Centralizing State-Values in Dueling Networks for Multi-Robot Reinforcement Learning Mapless Navigation
Marchesini, Enrico, Farinelli, Alessandro
We study the problem of multi-robot mapless navigation in the popular Centralized Training and Decentralized Execution (CTDE) paradigm. This problem is challenging when each robot considers its path without explicitly sharing observations with other robots and can lead to non-stationary issues in Deep Reinforcement Learning (DRL). The typical CTDE algorithm factorizes the joint action-value function into individual ones, to favor cooperation and achieve decentralized execution. Such factorization involves constraints (e.g., monotonicity) that limit the emergence of novel behaviors in an individual as each agent is trained starting from a joint action-value. In contrast, we propose a novel architecture for CTDE that uses a centralized state-value network to compute a joint state-value, which is used to inject global state information in the value-based updates of the agents. Consequently, each model computes its gradient update for the weights, considering the overall state of the environment. Our idea follows the insights of Dueling Networks as a separate estimation of the joint state-value has both the advantage of improving sample efficiency, while providing each robot information whether the global state is (or is not) valuable. Experiments in a robotic navigation task with 2 4, and 8 robots, confirm the superior performance of our approach over prior CTDE methods (e.g., VDN, QMIX).
Learning from Guided Play: A Scheduled Hierarchical Approach for Improving Exploration in Adversarial Imitation Learning
Ablett, Trevor, Chan, Bryan, Kelly, Jonathan
Effective exploration continues to be a significant challenge that prevents the deployment of reinforcement learning for many physical systems. This is particularly true for systems with continuous and high-dimensional state and action spaces, such as robotic manipulators. The challenge is accentuated in the sparse rewards setting, where the low-level state information required for the design of dense rewards is unavailable. Adversarial imitation learning (AIL) can partially overcome this barrier by leveraging expert-generated demonstrations of optimal behaviour and providing, essentially, a replacement for dense reward information. Unfortunately, the availability of expert demonstrations does not necessarily improve an agent's capability to explore effectively and, as we empirically show, can lead to inefficient or stagnated learning. We present Learning from Guided Play (LfGP), a framework in which we leverage expert demonstrations of, in addition to a main task, multiple auxiliary tasks. Subsequently, a hierarchical model is used to learn each task reward and policy through a modified AIL procedure, in which exploration of all tasks is enforced via a scheduler composing different tasks together. This affords many benefits: learning efficiency is improved for main tasks with challenging bottleneck transitions, expert data becomes reusable between tasks, and transfer learning through the reuse of learned auxiliary task models becomes possible. Our experimental results in a challenging multitask robotic manipulation domain indicate that our method compares favourably to supervised imitation learning and to a state-of-the-art AIL method. Code is available at https://github.com/utiasSTARS/lfgp.
Intelli-Paint: Towards Developing Human-like Painting Agents
Singh, Jaskirat, Smith, Cameron, Echevarria, Jose, Zheng, Liang
The generation of well-designed artwork is often quite time-consuming and assumes a high degree of proficiency on part of the human painter. In order to facilitate the human painting process, substantial research efforts have been made on teaching machines how to "paint like a human", and then using the trained agent as a painting assistant tool for human users. However, current research in this direction is often reliant on a progressive grid-based division strategy wherein the agent divides the overall image into successively finer grids, and then proceeds to paint each of them in parallel. This inevitably leads to artificial painting sequences which are not easily intelligible to human users. To address this, we propose a novel painting approach which learns to generate output canvases while exhibiting a more human-like painting style. The proposed painting pipeline Intelli-Paint consists of 1) a progressive layering strategy which allows the agent to first paint a natural background scene representation before adding in each of the foreground objects in a progressive fashion. 2) We also introduce a novel sequential brushstroke guidance strategy which helps the painting agent to shift its attention between different image regions in a semantic-aware manner. 3) Finally, we propose a brushstroke regularization strategy which allows for ~60-80% reduction in the total number of required brushstrokes without any perceivable differences in the quality of the generated canvases. Through both quantitative and qualitative results, we show that the resulting agents not only show enhanced efficiency in output canvas generation but also exhibit a more natural-looking painting style which would better assist human users express their ideas through digital artwork.
Inherently Explainable Reinforcement Learning in Natural Language
Peng, Xiangyu, Riedl, Mark O., Ammanabrolu, Prithviraj
We focus on the task of creating a reinforcement learning agent that is inherently explainable -- with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce causal explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed -- providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.
Learning to Minimize Cost-to-Serve for Multi-Node Multi-Product Order Fulfilment in Electronic Commerce
Pathakota, Pranavi, Zaid, Kunwar, Dhara, Anulekha, Meisheri, Hardik, Souza, Shaun D, Shah, Dheeraj, Khadilkar, Harshad
We describe a novel decision-making problem developed in response to the demands of retail electronic commerce (e-commerce). While working with logistics and retail industry business collaborators, we found that the cost of delivery of products from the most opportune node in the supply chain (a quantity called the cost-to-serve or CTS) is a key challenge. The large scale, high stochasticity, and large geographical spread of e-commerce supply chains make this setting ideal for a carefully designed data-driven decision-making algorithm. In this preliminary work, we focus on the specific subproblem of delivering multiple products in arbitrary quantities from any warehouse to multiple customers in each time period. We compare the relative performance and computational efficiency of several baselines, including heuristics and mixed-integer linear programming. We show that a reinforcement learning based algorithm is competitive with these policies, with the potential of efficient scale-up in the real world.
Cornell University Develops Robot Photographer Using Reinforcement Learning - Clearpath Robotics
The technological standards of photography have dramatically increased over the last few years. While cell phones used to not even have photo capture capabilities, nowadays, it is becoming more and more expected that modern smartphones can take pictures of a quality close to that of a dedicated camera. The computer vision community has recently focused on assessing image aesthetics for image cropping and learning systems for capturing cinematographic videos. In other words, researchers are asking themselves if robots can understand and capture aesthetically pleasing imagery. However, these systems often focus on composing specific objects of interest into the photo by using composition heuristics, like the rule of thirds, and do not translate directly to a system that can capture well-composed photographs in general.
A Deep-Dive into CNNs
Machine Learning is a subset of Artificial Intelligence that focuses on the use of data and algorithms to allow the machine to learn automatically and improve from experiences without being explicitly coded to do so -- mimicking the human learning process. There are three ways a machine can learn: supervised learning, unsupervised learning, and reinforcement learning. Let's link this back to humans, specifically 6-year-old Anika who is just learning how to add. Supervised Learning is when we teach a machine with labeled data. For example, we would give Anika 30 solved problem sets and tell her which one was added correctly and which ones were added incorrectly.