Reinforcement Learning
Temporal difference learning and TD-Gammon
Complex board games are a natural testing ground for machine learning and artificial intelligence. They are based on experience; they are attractive; and they do not have the safety requirements that sometimes block the use of heuristic methods. Despite recent advances, computer chess seems not to be a success of machine learning as such, because of its reliance on brute force search rather than "intelligent" approaches. This paper presents an interesting example of an opposite situation, the game-learning program TD-Gammon. TD-Gammon is a neural network that trains itself to play backgammon by playing against itself and learning from the outcome.
Causal policy ranking
McNamee, Daniel, Chockler, Hana
Policies trained via reinforcement learning (RL) are often very complex even for simple tasks. In an episode with $n$ time steps, a policy will make $n$ decisions on actions to take, many of which may appear non-intuitive to the observer. Moreover, it is not clear which of these decisions directly contribute towards achieving the reward and how significant is their contribution. Given a trained policy, we propose a black-box method based on counterfactual reasoning that estimates the causal effect that these decisions have on reward attainment and ranks the decisions according to this estimate. In this preliminary work, we compare our measure against an alternative, non-causal, ranking procedure, highlight the benefits of causality-based policy ranking, and discuss potential future work integrating causal algorithms into the interpretation of RL agent policies.
On Effective Scheduling of Model-based Reinforcement Learning
Lai, Hang, Shen, Jian, Zhang, Weinan, Huang, Yimin, Zhang, Xing, Tang, Ruiming, Yu, Yong, Li, Zhenguo
Model-based reinforcement learning has attracted wide attention due to its superior sample efficiency. Despite its impressive success so far, it is still unclear how to appropriately schedule the important hyperparameters to achieve adequate performance, such as the real data ratio for policy optimization in Dyna-style model-based algorithms. In this paper, we first theoretically analyze the role of real data in policy training, which suggests that gradually increasing the ratio of real data yields better performance. Inspired by the analysis, we propose a framework named AutoMBPO to automatically schedule the real data ratio as well as other hyperparameters in training model-based policy optimization (MBPO) algorithm, a representative running case of model-based methods. On several continuous control tasks, the MBPO instance trained with hyperparameters scheduled by AutoMBPO can significantly surpass the original one, and the real data ratio schedule found by AutoMBPO shows consistency with our theoretical analysis.
SEIHAI: A Sample-efficient Hierarchical AI for the MineRL Competition
Mao, Hangyu, Wang, Chao, Hao, Xiaotian, Mao, Yihuan, Lu, Yiming, Wu, Chengjie, Hao, Jianye, Li, Dong, Tang, Pingzhong
The MineRL competition is designed for the development of reinforcement learning and imitation learning algorithms that can efficiently leverage human demonstrations to drastically reduce the number of environment interactions needed to solve the complex ObtainDiamond task with sparse rewards. To address the challenge, in this paper, we present SEIHAI, a Sample-efficient Hierarchical AI, that fully takes advantage of the human demonstrations and the task structure. Specifically, we split the task into several sequentially dependent subtasks, and train a suitable agent for each subtask using reinforcement learning and imitation learning. We further design a scheduler to select different agents for different subtasks automatically. SEIHAI takes the first place in the preliminary and final of the NeurIPS-2020 MineRL competition.
Compressive Features in Offline Reinforcement Learning for Recommender Systems
Nguyen, Hung, Nguyen, Minh, Pham, Long, Nieves, Jennifer Adorno
In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Our approach is built on a reinforcement learning-based technique and is trained on an offline data set that is publicly available on an IEEE Big Data Cup challenge. The limitation of the offline data set and the curse of high dimensionality pose significant obstacles to solving this problem. Our proposed method focuses on improving the total rewards and performance by tackling these main difficulties. More specifically, we utilized sparse PCA to extract important features of user behaviors. Our Q-learning-based system is then trained from the processed offline data set. To exploit all possible information from the provided data set, we cluster user features to different groups and build an independent Q-table for each group. Furthermore, to tackle the challenge of unknown formula for evaluation metrics, we design a metric to self-evaluate our system's performance based on the potential value the game provider might achieve and a small collection of actual evaluation metrics that we obtain from the live scoring environment. Our experiments show that our proposed metric is consistent with the results published by the challenge organizers. We have implemented the proposed training pipeline, and the results show that our method outperforms current state-of-the-art methods in terms of both total rewards and training speed. By addressing the main challenges and leveraging the state-of-the-art techniques, we have achieved the best public leaderboard result in the challenge. Furthermore, our proposed method achieved an estimated score of approximately 20% better and can be trained faster by 30 times than the best of the current state-of-the-art methods.
Making RL tractable by learning more informative reward functions: example-based control, meta-learning, and normalized maximum likelihood
After the user provides a few examples of desired outcomes, MURAL automatically infers a reward function that takes into account these examples and the agent's uncertainty for each state. Although reinforcement learning has shown success in domains such as robotics, chip placement and playing video games, it is usually intractable in its most general form. In particular, deciding when and how to visit new states in the hopes of learning more about the environment can be challenging, especially when the reward signal is uninformative. These questions of reward specification and exploration are closely connected -- the more directed and "well shaped" a reward function is, the easier the problem of exploration becomes. The answer to the question of how to explore most effectively is likely to be closely informed by the particular choice of how we specify rewards.
Difference between Artificial Intelligence, Machine Learning, Deep Learning, and Data Science
Machine learning enables a machine to automatically learn from data, improve performance from experiences, and predict things without being explicitly programmed. Deep learning algorithms attempt to draw similar conclusions as humans would by continually analyzing data with a given logical structure. Q-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment, and it can handle problems with stochastic transitions and rewards without requiring adaptations. This field of engineering focuses on the design and manufacturing of robots.
Route Optimization via Environment-Aware Deep Network and Reinforcement Learning
Guo, Pengzhan, Xiao, Keli, Ye, Zeyang, Zhu, Wei
Taxicab service plays an essential and irreplaceable role in urban traffic system [Ji et al., 2020]. For example, in New York City, there are more than 21,000 taxi drivers and more than 80,000 ride-sharing drivers. Compared to other means of daily transportation, such as bus and subway, taxis usually offers a better trip experience in terms of comfort, convenience, and travel time accommodation. Thus, it has been a long-standing central issue to improve the efficiency of vehicle mobility by optimizing the route recommendation for drivers for taxi services in big cities like New York, Tokyo, and Beijing [Yuan et al., 2011, Zheng et al., 2014]. Based on large-scale taxi trace data, there is an extensive literature on route recommendation systems. Some studies focus on the traditional optimization method. For example, Qu et al. [2014] proposed a cost-efficient objective function and developed a greedy method to maximize the potential net profit. Similar methods can be found in [Ding et al., 2013, Zhou et al., 2016]. Stochastic optimization methods (e.g., simulated annealing -SA-) and parallel computing techniques have also been applied to route recommendation problems to speed up the route searching tasks (see [Ye This manuscript has been accepted by ACM Transactions on Intelligent Systems and Technology on April 25, 2021.
Improving Learning from Demonstrations by Learning from Experience
Liu, Haofeng, Chen, Yiwen, Tan, Jiayi, Ang, Marcelo H Jr
How to make imitation learning more general when demonstrations are relatively limited has been a persistent problem in reinforcement learning (RL). Poor demonstrations lead to narrow and biased date distribution, non-Markovian human expert demonstration makes it difficult for the agent to learn, and over-reliance on sub-optimal trajectories can make it hard for the agent to improve its performance. To solve these problems we propose a new algorithm named TD3fG that can smoothly transition from learning from experts to learning from experience. Our algorithm achieves good performance in the MUJOCO environment with limited and sub-optimal demonstrations. We use behavior cloning to train the network as a reference action generator and utilize it in terms of both loss function and exploration noise. This innovation can help agents extract a priori knowledge from demonstrations while reducing the detrimental effects of the poor Markovian properties of the demonstrations. It has a better performance compared to the BC+ fine-tuning and DDPGfD approach, especially when the demonstrations are relatively limited. We call our method TD3fG meaning TD3 from a generator.
Learning Optimal Control with Stochastic Models of Hamiltonian Dynamics
Bajaj, Chandrajit, Nguyen, Minh
Optimal control problems can be solved by first applying the Pontryagin maximum principle, followed by computing a solution of the corresponding unconstrained Hamiltonian dynamical system. In this paper, and to achieve a balance between robustness and efficiency, we learn a reduced Hamiltonian of the unconstrained Hamiltonian. This reduced Hamiltonian is learned by going backward in time and by minimizing the loss function resulting from application of the Pontryagin maximum principle's conditions. The robustness of our learning process is then further improved by progressively learning a posterior distribution of reduced Hamiltonians. This leads to a more efficient sampling of the generalized coordinates (position, velocity) of our phase space. Our solution framework applies to not only optimal control problems with finite-dimensional phase (state) spaces but also the infinite-dimensional case.