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 Reinforcement Learning


Expert Human-Level Driving in Gran Turismo Sport Using Deep Reinforcement Learning with Image-based Representation

arXiv.org Artificial Intelligence

When humans play virtual racing games, they use visual environmental information on the game screen to understand the rules within the environments. In contrast, a state-of-the-art realistic racing game AI agent that outperforms human players does not use image-based environmental information but the compact and precise measurements provided by the environment. In this paper, a vision-based control algorithm is proposed and compared with human player performances under the same conditions in realistic racing scenarios using Gran Turismo Sport (GTS), which is known as a high-fidelity realistic racing simulator. In the proposed method, the environmental information that constitutes part of the observations in conventional state-of-the-art methods is replaced with feature representations extracted from game screen images. We demonstrate that the proposed method performs expert human-level vehicle control under high-speed driving scenarios even with game screen images as high-dimensional inputs. Additionally, it outperforms the built-in AI in GTS in a time trial task, and its score places it among the top 10% approximately 28,000 human players.


Towards Robust Knowledge Graph Embedding via Multi-task Reinforcement Learning

arXiv.org Artificial Intelligence

Nowadays, Knowledge graphs (KGs) have been playing a pivotal role in AI-related applications. Despite the large sizes, existing KGs are far from complete and comprehensive. In order to continuously enrich KGs, automatic knowledge construction and update mechanisms are usually utilized, which inevitably bring in plenty of noise. However, most existing knowledge graph embedding (KGE) methods assume that all the triple facts in KGs are correct, and project both entities and relations into a low-dimensional space without considering noise and knowledge conflicts. This will lead to low-quality and unreliable representations of KGs. To this end, in this paper, we propose a general multi-task reinforcement learning framework, which can greatly alleviate the noisy data problem. In our framework, we exploit reinforcement learning for choosing high-quality knowledge triples while filtering out the noisy ones. Also, in order to take full advantage of the correlations among semantically similar relations, the triple selection processes of similar relations are trained in a collective way with multi-task learning. Moreover, we extend popular KGE models TransE, DistMult, ConvE and RotatE with the proposed framework. Finally, the experimental validation shows that our approach is able to enhance existing KGE models and can provide more robust representations of KGs in noisy scenarios.


Inworld AI joins metaverse innovation with AI-driven virtual characters

#artificialintelligence

Here Inworld AI will use natural language processing, emotion recognition, reinforcement learning, and goal-directed conversational AI to enhance the cognitive abilities of virtual characters. Finally, "behavior is about the output or interactions of the character, such as speech gestures, body language, and motion." Technologies like state-of-the-art generative language models, reinforcement learning, and customized voice and emotion synthesis," enable virtual characters to replicate human gestures and behaviors. Together, these three components provide a solid framework for developers to build virtual characters that can respond in detail to natural language, perceive the digital environment, and offer significant interactions for users.


Image-Guided Navigation of a Robotic Ultrasound Probe for Autonomous Spinal Sonography Using a Shadow-aware Dual-Agent Framework

arXiv.org Artificial Intelligence

Ultrasound (US) imaging is commonly used to assist in the diagnosis and interventions of spine diseases, while the standardized US acquisitions performed by manually operating the probe require substantial experience and training of sonographers. In this work, we propose a novel dual-agent framework that integrates a reinforcement learning (RL) agent and a deep learning (DL) agent to jointly determine the movement of the US probe based on the real-time US images, in order to mimic the decision-making process of an expert sonographer to achieve autonomous standard view acquisitions in spinal sonography. Moreover, inspired by the nature of US propagation and the characteristics of the spinal anatomy, we introduce a view-specific acoustic shadow reward to utilize the shadow information to implicitly guide the navigation of the probe toward different standard views of the spine. Our method is validated in both quantitative and qualitative experiments in a simulation environment built with US data acquired from 17 volunteers. The average navigation accuracy toward different standard views achieves 5.18mm/5.25deg and 12.87mm/17.49deg in the intra- and inter-subject settings, respectively. The results demonstrate that our method can effectively interpret the US images and navigate the probe to acquire multiple standard views of the spine.


On the Use and Misuse of Absorbing States in Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

The creation and destruction of agents in cooperative multi-agent reinforcement learning (MARL) is a critically under-explored area of research. Current MARL algorithms often assume that the number of agents within a group remains fixed throughout an experiment. However, in many practical problems, an agent may terminate before their teammates. This early termination issue presents a challenge: the terminated agent must learn from the group's success or failure which occurs beyond its own existence. We refer to propagating value from rewards earned by remaining teammates to terminated agents as the Posthumous Credit Assignment problem. Current MARL methods handle this problem by placing these agents in an absorbing state until the entire group of agents reaches a termination condition. Although absorbing states enable existing algorithms and APIs to handle terminated agents without modification, practical training efficiency and resource use problems exist. In this work, we first demonstrate that sample complexity increases with the quantity of absorbing states in a toy supervised learning task for a fully connected network, while attention is more robust to variable size input. Then, we present a novel architecture for an existing state-of-the-art MARL algorithm which uses attention instead of a fully connected layer with absorbing states. Finally, we demonstrate that this novel architecture significantly outperforms the standard architecture on tasks in which agents are created or destroyed within episodes as well as standard multi-agent coordination tasks.


CubeTR: Learning to Solve The Rubiks Cube Using Transformers

arXiv.org Artificial Intelligence

Since its first appearance, transformers have been successfully used in wide ranging domains from computer vision to natural language processing. Application of transformers in Reinforcement Learning by reformulating it as a sequence modelling problem was proposed only recently. Compared to other commonly explored reinforcement learning problems, the Rubiks cube poses a unique set of challenges. The Rubiks cube has a single solved state for quintillions of possible configurations which leads to extremely sparse rewards. The proposed model CubeTR attends to longer sequences of actions and addresses the problem of sparse rewards. CubeTR learns how to solve the Rubiks cube from arbitrary starting states without any human prior, and after move regularisation, the lengths of solutions generated by it are expected to be very close to those given by algorithms used by expert human solvers. CubeTR provides insights to the generalisability of learning algorithms to higher dimensional cubes and the applicability of transformers in other relevant sparse reward scenarios.


Agent Spaces

arXiv.org Artificial Intelligence

Exploration is one of the most important tasks in Reinforcement Learning, but it is not well-defined beyond finite problems in the Dynamic Programming paradigm (see Subsection 2.4). We provide a reinterpretation of exploration which can be applied to any online learning method. We come to this definition by approaching exploration from a new direction. After finding that concepts of exploration created to solve simple Markov decision processes with Dynamic Programming are no longer broadly applicable, we reexamine exploration. Instead of extending the ends of dynamic exploration procedures, we extend their means. That is, rather than repeatedly sampling every state-action pair possible in a process, we define the act of modifying an agent to itself be explorative. The resulting definition of exploration can be applied in infinite problems and non-dynamic learning methods, which the dynamic notion of exploration cannot tolerate. To understand the way that modifications of an agent affect learning, we describe a novel structure on the set of agents: a collection of distances (see footnote 7) $d_{a} \in A$, which represent the perspectives of each agent possible in the process. Using these distances, we define a topology and show that many important structures in Reinforcement Learning are well behaved under the topology induced by convergence in the agent space.


PowerGridworld: A Framework for Multi-Agent Reinforcement Learning in Power Systems

arXiv.org Artificial Intelligence

We present the PowerGridworld software package to provide users with a lightweight, modular, and customizable framework for creating power-systems-focused, multi-agent Gym environments that readily integrate with existing training frameworks for reinforcement learning (RL). Although many frameworks exist for training multi-agent RL (MARL) policies, none can rapidly prototype and develop the environments themselves, especially in the context of heterogeneous (composite, multi-device) power systems where power flow solutions are required to define grid-level variables and costs. PowerGridworld is an open-source software package that helps to fill this gap. To highlight PowerGridworld's key features, we present two case studies and demonstrate learning MARL policies using both OpenAI's multi-agent deep deterministic policy gradient (MADDPG) and RLLib's proximal policy optimization (PPO) algorithms. In both cases, at least some subset of agents incorporates elements of the power flow solution at each time step as part of their reward (negative cost) structures.


Search in Imperfect Information Games

arXiv.org Artificial Intelligence

From the very dawn of the field, search with value functions was a fundamental concept of computer games research. Turing's chess algorithm from 1950 was able to think two moves ahead, and Shannon's work on chess from $1950$ includes an extensive section on evaluation functions to be used within a search. Samuel's checkers program from 1959 already combines search and value functions that are learned through self-play and bootstrapping. TD-Gammon improves upon those ideas and uses neural networks to learn those complex value functions -- only to be again used within search. The combination of decision-time search and value functions has been present in the remarkable milestones where computers bested their human counterparts in long standing challenging games -- DeepBlue for Chess and AlphaGo for Go. Until recently, this powerful framework of search aided with (learned) value functions has been limited to perfect information games. As many interesting problems do not provide the agent perfect information of the environment, this was an unfortunate limitation. This thesis introduces the reader to sound search for imperfect information games.


Spatially and Seamlessly Hierarchical Reinforcement Learning for State Space and Policy space in Autonomous Driving

arXiv.org Artificial Intelligence

Despite advances in hierarchical reinforcement learning, its applications to path planning in autonomous driving on highways are challenging. One reason is that conventional hierarchical reinforcement learning approaches are not amenable to autonomous driving due to its riskiness: the agent must move avoiding multiple obstacles such as other agents that are highly unpredictable, thus safe regions are small, scattered, and changeable over time. To overcome this challenge, we propose a spatially hierarchical reinforcement learning method for state space and policy space. The high-level policy selects not only behavioral sub-policy but also regions to pay mind to in state space and for outline in policy space. Subsequently, the low-level policy elaborates the short-term goal position of the agent within the outline of the region selected by the high-level command. The network structure and optimization suggested in our method are as concise as those of single-level methods. Experiments on the environment with various shapes of roads showed that our method finds the nearly optimal policies from early episodes, outperforming a baseline hierarchical reinforcement learning method, especially in narrow and complex roads. The resulting trajectories on the roads were similar to those of human strategies on the behavioral planning level.