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 Reinforcement Learning


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.


Learning Perceptual Concepts by Bootstrapping from Human Queries

arXiv.org Artificial Intelligence

Robots need to be able to learn concepts from their users in order to adapt their capabilities to each user's unique task. But when the robot operates on high-dimensional inputs, like images or point clouds, this is impractical: the robot needs an unrealistic amount of human effort to learn the new concept. To address this challenge, we propose a new approach whereby the robot learns a low-dimensional variant of the concept and uses it to generate a larger data set for learning the concept in the high-dimensional space. This lets it take advantage of semantically meaningful privileged information only accessible at training time, like object poses and bounding boxes, that allows for richer human interaction to speed up learning. We evaluate our approach by learning prepositional concepts that describe object state or multi-object relationships, like above, near, or aligned, which are key to user specification of task goals and execution constraints for robots. Using a simulated human, we show that our approach improves sample complexity when compared to learning concepts directly in the high-dimensional space. We also demonstrate the utility of the learned concepts in motion planning tasks on a 7-DoF Franka Panda robot.


Regular Decision Processes for Grid Worlds

arXiv.org Artificial Intelligence

Markov decision processes are typically used for sequential decision making under uncertainty. For many aspects however, ranging from constrained or safe specifications to various kinds of temporal (non-Markovian) dependencies in task and reward structures, extensions are needed. To that end, in recent years interest has grown into combinations of reinforcement learning and temporal logic, that is, combinations of flexible behavior learning methods with robust verification and guarantees. In this paper we describe an experimental investigation of the recently introduced regular decision processes that support both non-Markovian reward functions as well as transition functions. In particular, we provide a tool chain for regular decision processes, algorithmic extensions relating to online, incremental learning, an empirical evaluation of model-free and model-based solution algorithms, and applications in regular, but non-Markovian, grid worlds.


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Reinforcement learning makes for shitty AI teammates in co-op games

#artificialintelligence

This article is part of our reviews of AI research papers, a series of posts that explore the latest findings in artificial intelligence. 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.


Safe Policy Optimization with Local Generalized Linear Function Approximations

arXiv.org Artificial Intelligence

Safe exploration is a key to applying reinforcement learning (RL) in safety-critical systems. Existing safe exploration methods guaranteed safety under the assumption of regularity, and it has been difficult to apply them to large-scale real problems. We propose a novel algorithm, SPO-LF, that optimizes an agent's policy while learning the relation between a locally available feature obtained by sensors and environmental reward/safety using generalized linear function approximations. We provide theoretical guarantees on its safety and optimality. We experimentally show that our algorithm is 1) more efficient in terms of sample complexity and computational cost and 2) more applicable to large-scale problems than previous safe RL methods with theoretical guarantees, and 3) comparably sample-efficient and safer compared with existing advanced deep RL methods with safety constraints.


Understanding the Effects of Dataset Characteristics on Offline Reinforcement Learning

arXiv.org Artificial Intelligence

In real world, affecting the environment by a weak policy can be expensive or very risky, therefore hampers real world applications of reinforcement learning. Offline Reinforcement Learning (RL) can learn policies from a given dataset without interacting with the environment. However, the dataset is the only source of information for an Offline RL algorithm and determines the performance of the learned policy. We still lack studies on how dataset characteristics influence different Offline RL algorithms. Therefore, we conducted a comprehensive empirical analysis of how dataset characteristics effect the performance of Offline RL algorithms for discrete action environments. A dataset is characterized by two metrics: (1) the average dataset return measured by the Trajectory Quality (TQ) and (2) the coverage measured by the State-Action Coverage (SACo). We found that variants of the off-policy Deep Q-Network family require datasets with high SACo to perform well. Algorithms that constrain the learned policy towards the given dataset perform well for datasets with high TQ or SACo. For datasets with high TQ, Behavior Cloning outperforms or performs similarly to the best Offline RL algorithms.


Reinforcement Learning for Mixed Autonomy Intersections

arXiv.org Artificial Intelligence

We propose a model-free reinforcement learning method for controlling mixed autonomy traffic in simulated traffic networks with through-traffic-only two-way and four-way intersections. Our method utilizes multi-agent policy decomposition which allows decentralized control based on local observations for an arbitrary number of controlled vehicles. We demonstrate that, even without reward shaping, reinforcement learning learns to coordinate the vehicles to exhibit traffic signal-like behaviors, achieving near-optimal throughput with 33-50% controlled vehicles. With the help of multi-task learning and transfer learning, we show that this behavior generalizes across inflow rates and size of the traffic network. Our code, models, and videos of results are available at https://github.com/ZhongxiaYan/mixed_autonomy_intersections.


Batch Reinforcement Learning from Crowds

arXiv.org Artificial Intelligence

A shortcoming of batch reinforcement learning is its requirement for rewards in data, thus not applicable to tasks without reward functions. Existing settings for lack of reward, such as behavioral cloning, rely on optimal demonstrations collected from humans. Unfortunately, extensive expertise is required for ensuring optimality, which hinder the acquisition of large-scale data for complex tasks. This paper addresses the lack of reward in a batch reinforcement learning setting by learning a reward function from preferences. Generating preferences only requires a basic understanding of a task. Being a mental process, generating preferences is faster than performing demonstrations. So preferences can be collected at scale from non-expert humans using crowdsourcing. This paper tackles a critical challenge that emerged when collecting data from non-expert humans: the noise in preferences. A novel probabilistic model is proposed for modelling the reliability of labels, which utilizes labels collaboratively. Moreover, the proposed model smooths the estimation with a learned reward function. Evaluation on Atari datasets demonstrates the effectiveness of the proposed model, followed by an ablation study to analyze the relative importance of the proposed ideas.