Goto

Collaborating Authors

 Reinforcement Learning


Multi-Agent Path Planning Using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper a deep reinforcement based multi-agent path planning approach is introduced. The experiments are realized in a simulation environment and in this environment different multi-agent path planning problems are produced. The produced problems are actually similar to a vehicle routing problem and they are solved using multi-agent deep reinforcement learning. In the simulation environment, the model is trained on different consecutive problems in this way and, as the time passes, it is observed that the model's performance to solve a problem increases. Always the same simulation environment is used and only the location of target points for the agents to visit is changed. This contributes the model to learn its environment and the right attitude against a problem as the episodes pass. At the end, a model who has already learned a lot to solve a path planning or routing problem in this environment is obtained and this model can already find a nice and instant solution to a given unseen problem even without any training. In routing problems, standard mathematical modeling or heuristics seem to suffer from high computational time to find the solution and it is also difficult and critical to find an instant solution. In this paper a new solution method against these points is proposed and its efficiency is proven experimentally.


Learning to Assist Agents by Observing Them

arXiv.org Artificial Intelligence

The ability of an AI agent to assist other agents, such as humans, is an important and challenging goal, which requires the assisting agent to reason about the behavior and infer the goals of the assisted agent. Training such an ability by using reinforcement learning usually requires large amounts of online training, which is difficult and costly. On the other hand, offline data about the behavior of the assisted agent might be available, but is non-trivial to take advantage of by methods such as offline reinforcement learning. We introduce methods where the capability to create a representation of the behavior is first pre-trained with offline data, after which only a small amount of interaction data is needed to learn an assisting policy. We test the setting in a gridworld where the helper agent has the capability to manipulate the environment of the assisted artificial agents, and introduce three different scenarios where the assistance considerably improves the performance of the assisted agents.


Meta-Reinforcement Learning via Buffering Graph Signatures for Live Video Streaming Events

arXiv.org Artificial Intelligence

In this study, we present a meta-learning model to adapt the predictions of the network's capacity between viewers who participate in a live video streaming event. We propose the MELANIE model, where an event is formulated as a Markov Decision Process, performing meta-learning on reinforcement learning tasks. By considering a new event as a task, we design an actor-critic learning scheme to compute the optimal policy on estimating the viewers' high-bandwidth connections. To ensure fast adaptation to new connections or changes among viewers during an event, we implement a prioritized replay memory buffer based on the Kullback-Leibler divergence of the reward/throughput of the viewers' connections. Moreover, we adopt a model-agnostic meta-learning framework to generate a global model from past events. As viewers scarcely participate in several events, the challenge resides on how to account for the low structural similarity of different events. To combat this issue, we design a graph signature buffer to calculate the structural similarities of several streaming events and adjust the training of the global model accordingly. We evaluate the proposed model on the link weight prediction task on three real-world datasets of live video streaming events. Our experiments demonstrate the effectiveness of our proposed model, with an average relative gain of 25% against state-of-the-art strategies. For reproduction purposes, our evaluation datasets and implementation are publicly available at https://github.com/stefanosantaris/melanie


An Unsupervised Video Game Playstyle Metric via State Discretization

arXiv.org Artificial Intelligence

On playing video games, different players usually have their own playstyles. Recently, there have been great improvements for the video game AIs on the playing strength. However, past researches for analyzing the behaviors of players still used heuristic rules or the behavior features with the game-environment support, thus being exhausted for the developers to define the features of discriminating various playstyles. In this paper, we propose the first metric for video game playstyles directly from the game observations and actions, without any prior specification on the playstyle in the target game. Our proposed method is built upon a novel scheme of learning discrete representations that can map game observations into latent discrete states, such that playstyles can be exhibited from these discrete states. Namely, we measure the playstyle distance based on game observations aligned to the same states. We demonstrate high playstyle accuracy of our metric in experiments on some video game platforms, including TORCS, RGSK, and seven Atari games, and for different agents including rule-based AI bots, learning-based AI bots, and human players.


ETH Zurich and NVIDIA's Massively Parallel Deep RL Enables Robots to Learn to Walk in Minutes

#artificialintelligence

A new learned legged locomotion study uses massive parallelism on a single GPU to get robots up and walking on flat terrain in under four minutes, and on uneven terrain in twenty minutes. Although deep reinforcement learning (DRL) has achieved impressive results in robotics, the amount of data required to train a policy increases dramatically with task complexity. One way to improve the quality and time-to-deployment of DRL policies is to use massive parallelism. In the paper Learning to Walk in Minutes Using Massively Parallel Deep Reinforcement Learning, a research team from ETH Zurich and NVIDIA proposes a training framework that enables fast policy generation for real-world robotic tasks using massive parallelism on a single workstation GPU. Compared to previous methods, the approach can reduce training time by multiple orders of magnitude.


A Novel Automated Curriculum Strategy to Solve Hard Sokoban Planning Instances

arXiv.org Artificial Intelligence

In recent years, we have witnessed tremendous progress in deep reinforcement learning (RL) for tasks such as Go, Chess, video games, and robot control. Nevertheless, other combinatorial domains, such as AI planning, still pose considerable challenges for RL approaches. The key difficulty in those domains is that a positive reward signal becomes {\em exponentially rare} as the minimal solution length increases. So, an RL approach loses its training signal. There has been promising recent progress by using a curriculum-driven learning approach that is designed to solve a single hard instance. We present a novel {\em automated} curriculum approach that dynamically selects from a pool of unlabeled training instances of varying task complexity guided by our {\em difficulty quantum momentum} strategy. We show how the smoothness of the task hardness impacts the final learning results. In particular, as the size of the instance pool increases, the ``hardness gap'' decreases, which facilitates a smoother automated curriculum based learning process. Our automated curriculum approach dramatically improves upon the previous approaches. We show our results on Sokoban, which is a traditional PSPACE-complete planning problem and presents a great challenge even for specialized solvers. Our RL agent can solve hard instances that are far out of reach for any previous state-of-the-art Sokoban solver. In particular, our approach can uncover plans that require hundreds of steps, while the best previous search methods would take many years of computing time to solve such instances. In addition, we show that we can further boost the RL performance with an intricate coupling of our automated curriculum approach with a curiosity-driven search strategy and a graph neural net representation.


Seeking Visual Discomfort: Curiosity-driven Representations for Reinforcement Learning

arXiv.org Artificial Intelligence

Vision-based reinforcement learning (RL) is a promising approach to solve control tasks involving images as the main observation. State-of-the-art RL algorithms still struggle in terms of sample efficiency, especially when using image observations. This has led to increased attention on integrating state representation learning (SRL) techniques into the RL pipeline. Work in this field demonstrates a substantial improvement in sample efficiency among other benefits. However, to take full advantage of this paradigm, the quality of samples used for training plays a crucial role. More importantly, the diversity of these samples could affect the sample efficiency of vision-based RL, but also its generalization capability. In this work, we present an approach to improve sample diversity for state representation learning. Our method enhances the exploration capability of RL algorithms, by taking advantage of the SRL setup. Our experiments show that our proposed approach boosts the visitation of problematic states, improves the learned state representation, and outperforms the baselines for all tested environments. These results are most apparent for environments where the baseline methods struggle. Even in simple environments, our method stabilizes the training, reduces the reward variance, and promotes sample efficiency.


Feel-Good Thompson Sampling for Contextual Bandits and Reinforcement Learning

arXiv.org Machine Learning

Thompson Sampling has been widely used for contextual bandit problems due to the flexibility of its modeling power. However, a general theory for this class of methods in the frequentist setting is still lacking. In this paper, we present a theoretical analysis of Thompson Sampling, with a focus on frequentist regret bounds. In this setting, we show that the standard Thompson Sampling is not aggressive enough in exploring new actions, leading to suboptimality in some pessimistic situations. A simple modification called Feel-Good Thompson Sampling, which favors high reward models more aggressively than the standard Thompson Sampling, is proposed to remedy this problem. We show that the theoretical framework can be used to derive Bayesian regret bounds for standard Thompson Sampling, and frequentist regret bounds for Feel-Good Thompson Sampling. It is shown that in both cases, we can reduce the bandit regret problem to online least squares regression estimation. For the frequentist analysis, the online least squares regression bound can be directly obtained using online aggregation techniques which have been well studied. The resulting bandit regret bound matches the minimax lower bound in the finite action case. Moreover, the analysis can be generalized to handle a class of linearly embeddable contextual bandit problems (which generalizes the popular linear contextual bandit model). The obtained result again matches the minimax lower bound. Finally we illustrate that the analysis can be extended to handle some MDP problems.


La veille de la cybersécurité

#artificialintelligence

Reinforcement learning (RL) is a field of machine learning (ML) that involves training ML models to make a sequence of intelligent decisions to complete a task (such as robotic locomotion, playing video games, and more) in an uncertain, potentially complex environment. RL agents have shown promising results in various complex tasks. However, it is challenging to transfer the agents' capabilities to new tasks even when they are semantically equivalent. Consider a jumping task in which an agent, learning from image observations, must jump over an obstacle. Deep RL agents who have been taught a handful of these tasks with varied obstacle positions find it difficult to jump over obstacles in previously unknown locations.


OSCAR: Data-Driven Operational Space Control for Adaptive and Robust Robot Manipulation

arXiv.org Artificial Intelligence

Learning performant robot manipulation policies can be challenging due to high-dimensional continuous actions and complex physics-based dynamics. This can be alleviated through intelligent choice of action space. Operational Space Control (OSC) has been used as an effective task-space controller for manipulation. Nonetheless, its strength depends on the underlying modeling fidelity, and is prone to failure when there are modeling errors. In this work, we propose OSC for Adaptation and Robustness (OSCAR), a data-driven variant of OSC that compensates for modeling errors by inferring relevant dynamics parameters from online trajectories. OSCAR decomposes dynamics learning into task-agnostic and task-specific phases, decoupling the dynamics dependencies of the robot and the extrinsics due to its environment. This structure enables robust zero-shot performance under out-of-distribution and rapid adaptation to significant domain shifts through additional finetuning. We evaluate our method on a variety of simulated manipulation problems, and find substantial improvements over an array of controller baselines. For more results and information, please visit https://cremebrule.github.io/oscar-web/.