Reinforcement Learning
Convergence of a Human-in-the-Loop Policy-Gradient Algorithm With Eligibility Trace Under Reward, Policy, and Advantage Feedback
Shah, Ishaan, Halpern, David, Asadi, Kavosh, Littman, Michael L.
Fluid human-agent communication is essential for the future of human-in-the-loop reinforcement learning. An agent must respond appropriately to feedback from its human trainer even before they have significant experience working together. Therefore, it is important that learning agents respond well to various feedback schemes human trainers are likely to provide. This work analyzes the COnvergent Actor-Critic by Humans (COACH) algorithm under three different types of feedback-policy feedback, reward feedback, and advantage feedback. For these three feedback types, we find that COACH can behave sub-optimally. We propose a variant of COACH, episodic COACH (E-COACH), which we prove converges for all three types. We compare our COACH variant with two other reinforcement-learning algorithms: Q-learning and TAMER.
Few-shot Quality-Diversity Optimisation
Salehi, Achkan, Coninx, Alexandre, Doncieux, Stephane
In the past few years, a considerable amount of research has been dedicated to the exploitation of previous learning experiences and the design of Few-shot and Meta Learning approaches, in problem domains ranging from Computer Vision to Reinforcement Learning based control. A notable exception, where to the best of our knowledge, little to no effort has been made in this direction is Quality-Diversity (QD) optimisation. QD methods have been shown to be effective tools in dealing with deceptive minima and sparse rewards in Reinforcement Learning. However, they remain costly due to their reliance on inherently sample inefficient evolutionary processes. We show that, given examples from a task distribution, information about the paths taken by optimisation in parameter space can be leveraged to build a prior population, which when used to initialise QD methods in unseen environments, allows for few-shot adaptation. Our proposed method does not require backpropagation. It is simple to implement and scale, and furthermore, it is agnostic to the underlying models that are being trained. Experiments carried in both sparse and dense reward settings using robotic manipulation and navigation benchmarks show that it considerably reduces the number of generations that are required for QD optimisation in these environments.
Benchmarking the Spectrum of Agent Capabilities
Evaluating the general abilities of intelligent agents requires complex simulation environments. Existing benchmarks typically evaluate only one narrow task per environment, requiring researchers to perform expensive training runs on many different environments. We introduce Crafter, an open world survival game with visual inputs that evaluates a wide range of general abilities within a single environment. Agents either learn from the provided reward signal or through intrinsic objectives and are evaluated by semantically meaningful achievements that can be unlocked during each episode, such as discovering resources and crafting tools. Consistently unlocking all achievements requires strong generalization, deep exploration, and long-term reasoning. We experimentally verify that Crafter is of appropriate difficulty to drive future research and provide baselines scores of reward agents and unsupervised agents. Furthermore, we observe sophisticated behaviors emerging from maximizing the reward signal, such as building tunnel systems, bridges, houses, and plantations. We hope that Crafter will accelerate research progress by quickly evaluating a wide spectrum of abilities. Crafter is an open world survival game for reinforcement learning research. Shown in Figure 1, Crafter features randomly generated 2D worlds with forests, lakes, mountains, and caves. The player needs to forage for food and water, find shelter to sleep, defend against monsters, collect materials, and build tools.
DSDF: An approach to handle stochastic agents in collaborative multi-agent reinforcement learning
Perepu, Satheesh K., Dey, Kaushik
Multi-Agent reinforcement learning has received lot of attention in recent years and have applications in many different areas. Existing methods involving Centralized Training and Decentralized execution, attempts to train the agents towards learning a pattern of coordinated actions to arrive at optimal joint policy. However if some agents are stochastic to varying degrees of stochasticity, the above methods often fail to converge and provides poor coordination among agents. In this paper we show how this stochasticity of agents, which could be a result of malfunction or aging of robots, can add to the uncertainty in coordination and there contribute to unsatisfactory global coordination. In this case, the deterministic agents have to understand the behavior and limitations of the stochastic agents while arriving at optimal joint policy. Our solution, DSDF which tunes the discounted factor for the agents according to uncertainty and use the values to update the utility networks of individual agents. DSDF also helps in imparting an extent of reliability in coordination thereby granting stochastic agents tasks which are immediate and of shorter trajectory with deterministic ones taking the tasks which involve longer planning. Such an method enables joint co-ordinations of agents some of which may be partially performing and thereby can reduce or delay the investment of agent/robot replacement in many circumstances. Results on benchmark environment for different scenarios shows the efficacy of the proposed approach when compared with existing approaches.
Continuous Homeostatic Reinforcement Learning for Self-Regulated Autonomous Agents
Laurenรงon, Hugo, Sรฉgerie, Charbel-Raphaรซl, Lussange, Johann, Gutkin, Boris S.
Homeostasis is a prevalent process by which living beings maintain their internal milieu around optimal levels. Multiple lines of evidence suggest that living beings learn to act to predicatively ensure homeostasis (allostasis). A classical theory for such regulation is drive reduction, where a function of the difference between the current and the optimal internal state. The recently introduced homeostatic regulated reinforcement learning theory (HRRL), by defining within the framework of reinforcement learning a reward function based on the internal state of the agent, makes the link between the theories of drive reduction and reinforcement learning. The HRRL makes it possible to explain multiple eating disorders. However, the lack of continuous change in the internal state of the agent with the discrete-time modeling has been so far a key shortcoming of the HRRL theory. Here, we propose an extension of the homeostatic reinforcement learning theory to a continuous environment in space and time, while maintaining the validity of the theoretical results and the behaviors explained by the model in discrete time. Inspired by the self-regulating mechanisms abundantly present in biology, we also introduce a model for the dynamics of the agent internal state, requiring the agent to continuously take actions to maintain homeostasis. Based on the Hamilton-Jacobi-Bellman equation and function approximation with neural networks, we derive a numerical scheme allowing the agent to learn directly how its internal mechanism works, and to choose appropriate action policies via reinforcement learning and an appropriate exploration of the environment. Our numerical experiments show that the agent does indeed learn to behave in a way that is beneficial to its survival in the environment, making our framework promising for modeling animal dynamics and decision-making.
Dependability Analysis of Deep Reinforcement Learning based Robotics and Autonomous Systems
Dong, Yi, Zhao, Xingyu, Huang, Xiaowei
While Deep Reinforcement Learning (DRL) provides transformational capabilities to the control of Robotics and Autonomous Systems (RAS), the black-box nature of DRL and uncertain deployment-environments of RAS pose new challenges on its dependability. Although there are many existing works imposing constraints on the DRL policy to ensure a successful completion of the mission, it is far from adequate in terms of assessing the DRL-driven RAS in a holistic way considering all dependability properties. In this paper, we formally define a set of dependability properties in temporal logic and construct a Discrete-Time Markov Chain (DTMC) to model the dynamics of risk/failures of a DRL-driven RAS interacting with the stochastic environment. We then do Probabilistic Model Checking based on the designed DTMC to verify those properties. Our experimental results show that the proposed method is effective as a holistic assessment framework, while uncovers conflicts between the properties that may need trade-offs in the training. Moreover, we find the standard DRL training cannot improve dependability properties, thus requiring bespoke optimisation objectives concerning them. Finally, our method offers a novel dependability analysis to the Sim-to-Real challenge of DRL.
Vision Transformer for Learning Driving Policies in Complex Multi-Agent Environments
Driving in a complex urban environment is a difficult task that requires a complex decision policy. In order to make informed decisions, one needs to gain an understanding of the long-range context and the importance of other vehicles. In this work, we propose to use Vision Transformer (ViT) to learn a driving policy in urban settings with birds-eye-view (BEV) input images. The ViT network learns the global context of the scene more effectively than with earlier proposed Convolutional Neural Networks (ConvNets). Furthermore, ViT's attention mechanism helps to learn an attention map for the scene which allows the ego car to determine which surrounding cars are important to its next decision. We demonstrate that a DQN agent with a ViT backbone outperforms baseline algorithms with ConvNet backbones pre-trained in various ways. In particular, the proposed method helps reinforcement learning algorithms to learn faster, with increased performance and less data than baselines.
Deep hierarchical reinforcement agents for automated penetration testing
Tran, Khuong, Akella, Ashlesha, Standen, Maxwell, Kim, Junae, Bowman, David, Richer, Toby, Lin, Chin-Teng
Penetration testing the organised attack of a computer system in order to test existing defences has been used extensively to evaluate network security. This is a time consuming process and requires in-depth knowledge for the establishment of a strategy that resembles a real cyber-attack. This paper presents a novel deep reinforcement learning architecture with hierarchically structured agents called HA-DRL, which employs an algebraic action decomposition strategy to address the large discrete action space of an autonomous penetration testing simulator where the number of actions is exponentially increased with the complexity of the designed cybersecurity network. The proposed architecture is shown to find the optimal attacking policy faster and more stably than a conventional deep Q-learning agent which is commonly used as a method to apply artificial intelligence in automatic penetration testing.
Demystifying deep reinforcement learning
The Transform Technology Summits start October 13th with Low-Code/No Code: Enabling Enterprise Agility. Deep reinforcement learning is one of the most interesting branches of artificial intelligence. It is behind some of the most remarkable achievements of the AI community, including beating human champions at board and video games, self-driving cars, robotics, and AI hardware design. Deep reinforcement learning leverages the learning capacity of deep neural networks to tackle problems that were too complex for classic RL techniques. Deep reinforcement learning is much more complicated than the other branches of machine learning.
Overview of Machine Learning
Most people see Machine Learning as robots that will dominate the world, computers winning against people in board games, robot butlers. However, Machine Learning can be things simpler than that and also be used in thousands of different tasks. Personally, my first experience with Machine Learning was in 2019 during my internship at a startup, where I make a system that could automatically count insects using only an RGB image. I don't know when was the first time that you have heard about Machine Learning, but probably this can take less than a decade, however, Machine Learning is not a young approach. First of all, Machine Learning is not a magic trick, there is Math behind that, of course, our computer wasn't be able to learn if we didn't set up a well-defined mathematical model.