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 Reinforcement Learning


MIT study finds humans struggle when partnered with RL agents

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Artificial intelligence has proven that complicated board and video games are no longer the exclusive domain of the human mind. From chess to Go to StarCraft, AI systems that use reinforcement learning algorithms have outperformed human world champions in recent years. But despite the high individual performance of RL agents, they can become frustrating teammates when paired with human players, according to a study by AI researchers at MIT Lincoln Laboratory. The study, which involved cooperation between humans and AI agents in the card game Hanabi, shows that players prefer the classic and predictable rule-based AI systems over complex RL systems. The findings, presented in a paper published on arXiv, highlight some of the underexplored challenges of applying reinforcement learning to real-world situations and can have important implications for the future development of AI systems that are meant to cooperate with humans. Deep reinforcement learning, the algorithm used by state-of-the-art game-playing bots, starts by providing an agent with a set of possible actions in the game, a mechanism to receive feedback from the environment, and a goal to pursue.


Optimization of the Model Predictive Control Meta-Parameters Through Reinforcement Learning

arXiv.org Artificial Intelligence

Model predictive control (MPC) is increasingly being considered for control of fast systems and embedded applications. However, the MPC has some significant challenges for such systems. Its high computational complexity results in high power consumption from the control algorithm, which could account for a significant share of the energy resources in battery-powered embedded systems. The MPC parameters must be tuned, which is largely a trial-and-error process that affects the control performance, the robustness and the computational complexity of the controller to a high degree. In this paper, we propose a novel framework in which any parameter of the control algorithm can be jointly tuned using reinforcement learning(RL), with the goal of simultaneously optimizing the control performance and the power usage of the control algorithm. We propose the novel idea of optimizing the meta-parameters of MPCwith RL, i.e. parameters affecting the structure of the MPCproblem as opposed to the solution to a given problem. Our control algorithm is based on an event-triggered MPC where we learn when the MPC should be re-computed, and a dual mode MPC and linear state feedback control law applied in between MPC computations. We formulate a novel mixture-distribution policy and show that with joint optimization we achieve improvements that do not present themselves when optimizing the same parameters in isolation. We demonstrate our framework on the inverted pendulum control task, reducing the total computation time of the control system by 36% while also improving the control performance by 18.4% over the best-performing MPC baseline.


Automatic Goal Generation using Dynamical Distance Learning

arXiv.org Artificial Intelligence

Reinforcement Learning (RL) agents can learn to solve complex sequential decision making tasks by interacting with the environment. However, sample efficiency remains a major challenge. In the field of multi-goal RL, where agents are required to reach multiple goals to solve complex tasks, improving sample efficiency can be especially challenging. On the other hand, humans or other biological agents learn such tasks in a much more strategic way, following a curriculum where tasks are sampled with increasing difficulty level in order to make gradual and efficient learning progress. In this work, we propose a method for automatic goal generation using a dynamical distance function (DDF) in a self-supervised fashion. DDF is a function which predicts the dynamical distance between any two states within a markov decision process (MDP). With this, we generate a curriculum of goals at the appropriate difficulty level to facilitate efficient learning throughout the training process. We evaluate this approach on several goal-conditioned robotic manipulation and navigation tasks, and show improvements in sample efficiency over a baseline method which only uses random goal sampling.


Which Mutual Information Representation Learning Objectives are Sufficient for Control?

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Processing raw sensory inputs is crucial for applying deep RL algorithms to real-world problems. For example, autonomous vehicles must make decisions about how to drive safely given information flowing from cameras, radar, and microphones about the conditions of the road, traffic signals, and other cars and pedestrians. However, direct "end-to-end" RL that maps sensor data to actions (Figure 1, left) can be very difficult because the inputs are high-dimensional, noisy, and contain redundant information. Instead, the challenge is often broken down into two problems (Figure 1, right): (1) extract a representation of the sensory inputs that retains only the relevant information, and (2) perform RL with these representations of the inputs as the system state. A wide variety of algorithms have been proposed to learn lossy state representations in an unsupervised fashion (see this recent tutorial for an overview).


Can AI Be A Good Teammate?

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The recent advancements in Artificial Intelligence (AI) have been a boon for various applied fields. Artificially intelligent systems today are present everywhere around us, chatbots, for instance, replying back to queries in accordance with the interaction made, processing a result in return. Recently, one of the most popular areas of research in artificial intelligence has been in the field of video games. Challenging yet easy to formalize, this platform can be very well used to develop new AI methods and measure how well they work. Video games can also help demonstrate that machines today are capable of behaviour that is thought to require intelligence without putting human lives or property at risk.


Exponential Bellman Equation and Improved Regret Bounds for Risk-Sensitive Reinforcement Learning

arXiv.org Machine Learning

We study risk-sensitive reinforcement learning (RL) based on the entropic risk measure. Although existing works have established non-asymptotic regret guarantees for this problem, they leave open an exponential gap between the upper and lower bounds. We identify the deficiencies in existing algorithms and their analysis that result in such a gap. To remedy these deficiencies, we investigate a simple transformation of the risk-sensitive Bellman equations, which we call the exponential Bellman equation. The exponential Bellman equation inspires us to develop a novel analysis of Bellman backup procedures in risk-sensitive RL algorithms, and further motivates the design of a novel exploration mechanism. We show that these analytic and algorithmic innovations together lead to improved regret upper bounds over existing ones.


Robust Deep Reinforcement Learning for Quadcopter Control

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) has made it possible to solve complex robotics problems using neural networks as function approximators. However, the policies trained on stationary environments suffer in terms of generalization when transferred from one environment to another. In this work, we use Robust Markov Decision Processes (RMDP) to train the drone control policy, which combines ideas from Robust Control and RL. It opts for pessimistic optimization to handle potential gaps between policy transfer from one environment to another. The trained control policy is tested on the task of quadcopter positional control. RL agents were trained in a MuJoCo simulator. During testing, different environment parameters (unseen during the training) were used to validate the robustness of the trained policy for transfer from one environment to another. The robust policy outperformed the standard agents in these environments, suggesting that the added robustness increases generality and can adapt to non-stationary environments. Codes: https://github.com/adipandas/gym_multirotor


Model-Based Episodic Memory Induces Dynamic Hybrid Controls

arXiv.org Artificial Intelligence

Episodic control enables sample efficiency in reinforcement learning by recalling past experiences from an episodic memory. We propose a new model-based episodic memory of trajectories addressing current limitations of episodic control. Our memory estimates trajectory values, guiding the agent towards good policies. Built upon the memory, we construct a complementary learning model via a dynamic hybrid control unifying model-based, episodic and habitual learning into a single architecture. Experiments demonstrate that our model allows significantly faster and better learning than other strong reinforcement learning agents across a variety of environments including stochastic and non-Markovian settings.


Machine Learning: Beginner Reinforcement Learning in Python

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This course is designed for beginners to machine learning. Some of the most exciting advances in artificial intelligence have occurred by challenging neural networks to play games. I will introduce the concept of reinforcement learning, by teaching you to code a neural network in Python capable of delayed gratification. We will use the NChain game provided by the Open AI institute. The computer gets a small reward if it goes backwards, but if it learns to make short term sacrifices by persistently pressing forwards it can earn a much larger reward.


d3rlpy: An Offline Deep Reinforcement Learning Library

arXiv.org Artificial Intelligence

In this paper, we introduce d3rlpy, an open-sourced offline deep reinforcement learning (RL) library for Python. d3rlpy supports a number of offline deep RL algorithms as well as online algorithms via a user-friendly API. To assist deep RL research and development projects, d3rlpy provides practical and unique features such as data collection, exporting policies for deployment, preprocessing and postprocessing, distributional Q-functions, multi-step learning and a convenient command-line interface. Furthermore, d3rlpy additionally provides a novel graphical interface that enables users to train offline RL algorithms without coding programs. Lastly, the implemented algorithms are benchmarked with D4RL datasets to ensure the implementation quality. The d3rlpy source code can be found on GitHub: \url{https://github.com/takuseno/d3rlpy}.