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 Reinforcement Learning


Enforcing and Discovering Structure in Machine Learning

arXiv.org Artificial Intelligence

The world is structured in countless ways. It may be prudent to enforce corresponding structural properties to a learning algorithm's solution, such as incorporating prior beliefs, natural constraints, or causal structures. Doing so may translate to faster, more accurate, and more flexible models, which may directly relate to real-world impact. In this dissertation, we consider two different research areas that concern structuring a learning algorithm's solution: when the structure is known and when it has to be discovered.


Learning Long-Term Reward Redistribution via Randomized Return Decomposition

arXiv.org Artificial Intelligence

Many practical applications of reinforcement learning require agents to learn from sparse and delayed rewards. It challenges the ability of agents to attribute their actions to future outcomes. In this paper, we consider the problem formulation of episodic reinforcement learning with trajectory feedback. It refers to an extreme delay of reward signals, in which the agent can only obtain one reward signal at the end of each trajectory. A popular paradigm for this problem setting is learning with a designed auxiliary dense reward function, namely proxy reward, instead of sparse environmental signals. Based on this framework, this paper proposes a novel reward redistribution algorithm, randomized return decomposition (RRD), to learn a proxy reward function for episodic reinforcement learning. We establish a surrogate problem by Monte-Carlo sampling that scales up least-squares-based reward redistribution to long-horizon problems. We analyze our surrogate loss function by connection with existing methods in the literature, which illustrates the algorithmic properties of our approach. In experiments, we extensively evaluate our proposed method on a variety of benchmark tasks with episodic rewards and demonstrate substantial improvement over baseline algorithms. Scaling reinforcement learning (RL) algorithms to practical applications has become the focus of numerous recent studies, including resource management (Mao et al., 2016), industrial control (Hein et al., 2017), drug discovery (Popova et al., 2018), and recommendation systems (Chen et al., 2018). One of the challenges in these real-world problems is the sparse and delayed environmental rewards. For example, in the molecular structure design problem, the target molecule property can only be evaluated after completing the whole sequence of modification operations (Zhou et al., 2019b). The sparsity of environmental feedback would complicate the attribution of rewards on agent actions and therefore can hinder the efficiency of learning (Rahmandad et al., 2009).


A comment on stabilizing reinforcement learning

#artificialintelligence

This is a short comment on the paper "Asymptotically Stable Adaptive-Optimal Control Algorithm With Saturating Actuators and Relaxed Persistence of Excitation" by Vamvoudakis et al. The question of stability of reinforcement learning (RL) agents remains hard and the said work suggested an on-policy approach with a suitable stability property using a technique from adaptive control - a robustifying term to be added to the action. However, there is an issue with this approach to stabilizing RL, which we will explain in this note. Furthermore, Vamvoudakis et al. seems to have made a fallacious assumption on the Hamiltonian under a generic policy. To provide a positive result, we will not only indicate this mistake, but show critic neural network weight convergence under a stochastic, continuous-time environment, provided certain conditions on the behavior policy hold.


Data Science: Supervised Machine Learning in Python

#artificialintelligence

In recent years, we've seen a resurgence in AI, or artificial intelligence, and machine learning. Machine learning has led to some amazing results, like being able to analyze medical images and predict diseases on-par with human experts. Google's AlphaGo program was able to beat a world champion in the strategy game go using deep reinforcement learning. Machine learning is even being used to program self driving cars, which is going to change the automotive industry forever. Imagine a world with drastically reduced car accidents, simply by removing the element of human error.


Learn Zero-Constraint-Violation Policy in Model-Free Constrained Reinforcement Learning

arXiv.org Artificial Intelligence

--In the trial-and-error mechanism of reinforcement learning (RL), a notorious contradiction arises when we expect to learn a safe policy: how to learn a safe policy without enough data and prior model about the dangerous region? Existing methods mostly use the posterior penalty for dangerous actions, which means that the agent is not penalized until experiencing danger . This fact causes that the agent cannot learn a zero-violation policy even after convergence . Otherwise, it would not receive any penalty and lose the knowledge about danger . In this paper, we propose the safe set actor-critic (SSAC) algorithm, which confines the policy update using safety-oriented energy functions, or the safety indexes . The safety index is designed to increase rapidly for potentially dangerous actions, which allow us to locate the safe set on the action space, or the control safe set . Therefore, we can identify the dangerous actions prior to taking them, and further obtain a zero constraint-violation policy after convergence. We claim that we can learn the energy function in a model-free manner similar to learning a value function. By using the energy function transition as the constraint objective, we formulate a constrained RL problem. We prove that our Lagrangian-based solutions make sure that the learned policy will converge to the constrained optimum under some assumptions. The proposed algorithm is evaluated on both the complex simulation environments and a hardware-in-loop (HIL) experiment with a real controller from the autonomous vehicle. Experimental results suggest that the converged policy in all environments achieve zero constraint violation and comparable performance with model-based baseline. EINFORCEMENT learning has drawn rapidly growing attention for its superhuman learning capabilities in many sequential decision making problems like Go [1], Atari Games [2], and Starcraft [3].


Edge Artificial Intelligence for 6G: Vision, Enabling Technologies, and Applications

arXiv.org Artificial Intelligence

The thriving of artificial intelligence (AI) applications is driving the further evolution of wireless networks. It has been envisioned that 6G will be transformative and will revolutionize the evolution of wireless from "connected things" to "connected intelligence". However, state-of-the-art deep learning and big data analytics based AI systems require tremendous computation and communication resources, causing significant latency, energy consumption, network congestion, and privacy leakage in both of the training and inference processes. By embedding model training and inference capabilities into the network edge, edge AI stands out as a disruptive technology for 6G to seamlessly integrate sensing, communication, computation, and intelligence, thereby improving the efficiency, effectiveness, privacy, and security of 6G networks. In this paper, we shall provide our vision for scalable and trustworthy edge AI systems with integrated design of wireless communication strategies and decentralized machine learning models. New design principles of wireless networks, service-driven resource allocation optimization methods, as well as a holistic end-to-end system architecture to support edge AI will be described. Standardization, software and hardware platforms, and application scenarios are also discussed to facilitate the industrialization and commercialization of edge AI systems.


Reinforcement Learning for General LTL Objectives Is Intractable

arXiv.org Artificial Intelligence

In recent years, researchers have made significant progress in devising reinforcement-learning algorithms for optimizing linear temporal logic (LTL) objectives and LTL-like objectives. Despite these advancements, there are fundamental limitations to how well this problem can be solved that previous studies have alluded to but, to our knowledge, have not examined in depth. In this paper, we address theoretically the hardness of learning with general LTL objectives. We formalize the problem under the probably approximately correct learning in Markov decision processes (PAC-MDP) framework, a standard framework for measuring sample complexity in reinforcement learning. In this formalization, we prove that the optimal policy for any LTL formula is PAC-MDP-learnable only if the formula is in the most limited class in the LTL hierarchy, consisting of only finite-horizon-decidable properties. Practically, our result implies that it is impossible for a reinforcement-learning algorithm to obtain a PAC-MDP guarantee on the performance of its learned policy after finitely many interactions with an unconstrained environment for non-finite-horizon-decidable LTL objectives.


Adaptively Calibrated Critic Estimates for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Accurate value estimates are important for off-policy reinforcement learning. Algorithms based on temporal difference learning typically are prone to an over- or underestimation bias building up over time. In this paper, we propose a general method called Adaptively Calibrated Critics (ACC) that uses the most recent high variance but unbiased on-policy rollouts to alleviate the bias of the low variance temporal difference targets. We apply ACC to Truncated Quantile Critics, which is an algorithm for continuous control that allows regulation of the bias with a hyperparameter tuned per environment. The resulting algorithm adaptively adjusts the parameter during training rendering hyperparameter search unnecessary and sets a new state of the art on the OpenAI gym continuous control benchmark among all algorithms that do not tune hyperparameters for each environment. Additionally, we demonstrate that ACC is quite general by further applying it to TD3 and showing an improved performance also in this setting.


How does AI play football? An analysis of RL and real-world football strategies

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning (RL) have made it possible to develop sophisticated agents that excel in a wide range of applications. Simulations using such agents can provide valuable information in scenarios that are difficult to scientifically experiment in the real world. In this paper, we examine the play-style characteristics of football RL agents and uncover how strategies may develop during training. The learnt strategies are then compared with those of real football players. We explore what can be learnt from the use of simulated environments by using aggregated statistics and social network analysis (SNA). As a result, we found that (1) there are strong correlations between the competitiveness of an agent and various SNA metrics and (2) aspects of the RL agents play style become similar to real world footballers as the agent becomes more competitive. We discuss further advances that may be necessary to improve our understanding necessary to fully utilise RL for the analysis of football.


DeepMind RL method promises better co-op between AI and humans

#artificialintelligence

This article is part of our reviews of AI research papers, a series of posts that explore the latest findings in artificial intelligence. From Go to StarCraft to Dota, artificial intelligence researchers are creating reinforcement learning systems that can defeat human experts at complicated games. But the bigger challenge of AI is creating RL systems that can team up with humans instead of competing with them. In a new paper, AI researchers at DeepMind present a new technique to improve the capacity of reinforcement learning agents to cooperate with humans at different skill levels. Accepted at the annual NeurIPS conference, the technique is called Fictitious Co-Play (FCP) and it does not require human-generated data to train the RL agents.