Goto

Collaborating Authors

 Reinforcement Learning


How to Learn and Represent Abstractions: An Investigation using Symbolic Alchemy

arXiv.org Artificial Intelligence

Alchemy is a new meta-learning environment rich enough to contain interesting abstractions, yet simple enough to make fine-grained analysis tractable. Further, Alchemy provides an optional symbolic interface that enables meta-RL research without a large compute budget. In this work, we take the first steps toward using Symbolic Alchemy to identify design choices that enable deep-RL agents to learn various types of abstraction. Then, using a variety of behavioral and introspective analyses we investigate how our trained agents use and represent abstract task variables, and find intriguing connections to the neuroscience of abstraction. We conclude by discussing the next steps for using meta-RL and Alchemy to better understand the representation of abstract variables in the brain.


Assessing Human Interaction in Virtual Reality With Continually Learning Prediction Agents Based on Reinforcement Learning Algorithms: A Pilot Study

arXiv.org Artificial Intelligence

Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research has hitherto under-explored interactions that occur while the system is actively learning, and can noticeably change its behaviour in minutes. In this pilot study, we investigate how the interaction between a human and a continually learning prediction agent develops as the agent develops competency. Additionally, we compare two different agent architectures to assess how representational choices in agent design affect the human-agent interaction. We develop a virtual reality environment and a time-based prediction task wherein learned predictions from a reinforcement learning (RL) algorithm augment human predictions. We assess how a participant's performance and behaviour in this task differs across agent types, using both quantitative and qualitative analyses. Our findings suggest that human trust of the system may be influenced by early interactions with the agent, and that trust in turn affects strategic behaviour, but limitations of the pilot study rule out any conclusive statement. We identify trust as a key feature of interaction to focus on when considering RL-based technologies, and make several recommendations for modification to this study in preparation for a larger-scale investigation. A video summary of this paper can be found at https://youtu.be/oVYJdnBqTwQ .


Modeling Strong and Human-Like Gameplay with KL-Regularized Search

arXiv.org Artificial Intelligence

We consider the task of building strong but human-like policies in multi-agent decision-making problems, given examples of human behavior. Imitation learning is effective at predicting human actions but may not match the strength of expert humans, while self-play learning and search techniques (e.g. AlphaZero) lead to strong performance but may produce policies that are difficult for humans to understand and coordinate with. We show in chess and Go that regularizing search policies based on the KL divergence from an imitation-learned policy by applying Monte Carlo tree search produces policies that have higher human prediction accuracy and are stronger than the imitation policy. We then introduce a novel regret minimization algorithm that is regularized based on the KL divergence from an imitation-learned policy, and show that applying this algorithm to no-press Diplomacy yields a policy that maintains the same human prediction accuracy as imitation learning while being substantially stronger.


Scientific Discovery and the Cost of Measurement -- Balancing Information and Cost in Reinforcement Learning

arXiv.org Artificial Intelligence

The use of reinforcement learning (RL) in scientific applications, such as materials design and automated chemistry, is increasing. A major challenge, however, lies in fact that measuring the state of the system is often costly and time consuming in scientific applications, whereas policy learning with RL requires a measurement after each time step. In this work, we make the measurement costs explicit in the form of a costed reward and propose a framework that enables off-the-shelf deep RL algorithms to learn a policy for both selecting actions and determining whether or not to measure the current state of the system at each time step. In this way, the agents learn to balance the need for information with the cost of information. Our results show that when trained under this regime, the Dueling DQN and PPO agents can learn optimal action policies whilst making up to 50\% fewer state measurements, and recurrent neural networks can produce a greater than 50\% reduction in measurements. We postulate the these reduction can help to lower the barrier to applying RL to real-world scientific applications.


Conjugated Discrete Distributions for Distributional Reinforcement Learning

arXiv.org Artificial Intelligence

In this work we continue to build upon recent advances in reinforcement learning for finite Markov processes. A common approach among previous existing algorithms, both single-actor and distributed, is to either clip rewards or to apply a transformation method on Q-functions to handle a large variety of magnitudes in real discounted returns. We theoretically show that one of the most successful methods may not yield an optimal policy if we have a non-deterministic process. As a solution, we argue that distributional reinforcement learning lends itself to remedy this situation completely. By the introduction of a conjugated distributional operator we may handle a large class of transformations for real returns with guaranteed theoretical convergence. We propose an approximating single-actor algorithm based on this operator that trains agents directly on unaltered rewards using a proper distributional metric given by the Cram\'er distance. To evaluate its performance in a stochastic setting we train agents on a suite of 55 Atari 2600 games using sticky-actions and obtain state-of-the-art performance compared to other well-known algorithms in the Dopamine framework.


Stochastic Planner-Actor-Critic for Unsupervised Deformable Image Registration

arXiv.org Artificial Intelligence

Large deformations of organs, caused by diverse shapes and nonlinear shape changes, pose a significant challenge for medical image registration. Traditional registration methods need to iteratively optimize an objective function via a specific deformation model along with meticulous parameter tuning, but which have limited capabilities in registering images with large deformations. While deep learning-based methods can learn the complex mapping from input images to their respective deformation field, it is regression-based and is prone to be stuck at local minima, particularly when large deformations are involved. To this end, we present Stochastic Planner-Actor-Critic (SPAC), a novel reinforcement learning-based framework that performs step-wise registration. The key notion is warping a moving image successively by each time step to finally align to a fixed image. Considering that it is challenging to handle high dimensional continuous action and state spaces in the conventional reinforcement learning (RL) framework, we introduce a new concept `Plan' to the standard Actor-Critic model, which is of low dimension and can facilitate the actor to generate a tractable high dimensional action. The entire framework is based on unsupervised training and operates in an end-to-end manner. We evaluate our method on several 2D and 3D medical image datasets, some of which contain large deformations. Our empirical results highlight that our work achieves consistent, significant gains and outperforms state-of-the-art methods.


Quantifying Multimodality in World Models

arXiv.org Artificial Intelligence

Model-based Deep Reinforcement Learning (RL) assumes the availability of a model of an environment's underlying transition dynamics. This model can be used to predict future effects of an agent's possible actions. When no such model is available, it is possible to learn an approximation of the real environment, e.g. by using generative neural networks, sometimes also called World Models. As most real-world environments are stochastic in nature and the transition dynamics are oftentimes multimodal, it is important to use a modelling technique that is able to reflect this multimodal uncertainty. In order to safely deploy such learning systems in the real world, especially in an industrial context, it is paramount to consider these uncertainties. In this work, we analyze existing and propose new metrics for the detection and quantification of multimodal uncertainty in RL based World Models. The correct modelling & detection of uncertain future states lays the foundation for handling critical situations in a safe way, which is a prerequisite for deploying RL systems in real-world settings.


Deep Reinforcement Learning 2.0

#artificialintelligence

Deep Reinforcement Learning 2.0. The smartest combination of Deep Q-Learning, Policy Gradient, Actor Critic, and DDPG Preview this course


Multi-agent Soft Actor-Critic Based Hybrid Motion Planner for Mobile Robots

arXiv.org Artificial Intelligence

In this paper, a novel hybrid multi-robot motion planner that can be applied under non-communication and local observable conditions is presented. The planner is model-free and can realize the end-to-end mapping of multi-robot state and observation information to final smooth and continuous trajectories. The planner is a front-end and back-end separated architecture. The design of the front-end collaborative waypoints searching module is based on the multi-agent soft actor-critic algorithm under the centralized training with decentralized execution diagram. The design of the back-end trajectory optimization module is based on the minimal snap method with safety zone constraints. This module can output the final dynamic-feasible and executable trajectories. Finally, multi-group experimental results verify the effectiveness of the proposed motion planner.


Probability Density Estimation Based Imitation Learning

arXiv.org Artificial Intelligence

Imitation Learning (IL) is an effective learning paradigm exploiting the interactions between agents and environments. It does not require explicit reward signals and instead tries to recover desired policies using expert demonstrations. In general, IL methods can be categorized into Behavioral Cloning (BC) and Inverse Reinforcement Learning (IRL). In this work, a novel reward function based on probability density estimation is proposed for IRL, which can significantly reduce the complexity of existing IRL methods. Furthermore, we prove that the theoretically optimal policy derived from our reward function is identical to the expert policy as long as it is deterministic. Consequently, an IRL problem can be gracefully transformed into a probability density estimation problem. Based on the proposed reward function, we present a "watch-try-learn" style framework named Probability Density Estimation based Imitation Learning (PDEIL), which can work in both discrete and continuous action spaces. Finally, comprehensive experiments in the Gym environment show that PDEIL is much more efficient than existing algorithms in recovering rewards close to the ground truth.