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 Reinforcement Learning


Concave Utility Reinforcement Learning with Zero-Constraint Violations

arXiv.org Artificial Intelligence

We consider the problem of tabular infinite horizon concave utility reinforcement learning (CURL) with convex constraints. Various learning applications with constraints, such as robotics, do not allow for policies that can violate constraints. To this end, we propose a model-based learning algorithm that achieves zero constraint violations. To obtain this result, we assume that the concave objective and the convex constraints have a solution interior to the set of feasible occupation measures. We then solve a tighter optimization problem to ensure that the constraints are never violated despite the imprecise model knowledge and model stochasticity. We also propose a novel Bellman error based analysis for tabular infinite-horizon setups which allows to analyse stochastic policies. Combining the Bellman error based analysis and tighter optimization equation, for $T$ interactions with the environment, we obtain a regret guarantee for objective which grows as $\Tilde{O}(1/\sqrt{T})$, excluding other factors.


Reinforcement learning

#artificialintelligence

Reinforcement learning is a sort of Machine Learning in which an operator learns how and when to respond in a given environment by taking certain actions and observing its outcomes. We can even see a lot of progress in this remarkable field of research in recent decades. DeepMind and the Deep Q learning architecture in 2014, AlphaGo defeating the master of the game of Go in 2016, OpenAI and the PPO in 2017, and others are only a few examples. Reinforcement Learning is based on the premise that an operator can gain knowledge from their environment by interacting with it and obtaining incentives for taking actions. All environmental encounters provide us with opportunities to learn through our interactions with the world.


Demystifying deep reinforcement learning

#artificialintelligence

This article is part of Demystifying AI, a series of posts that (try to) disambiguate the jargon and myths surrounding AI. 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.


An Empirical Comparison of Off-policy Prediction Learning Algorithms in the Four Rooms Environment

arXiv.org Artificial Intelligence

Many off-policy prediction learning algorithms have been proposed in the past decade, but it remains unclear which algorithms learn faster than others. We empirically compare 11 off-policy prediction learning algorithms with linear function approximation on two small tasks: the Rooms task, and the High Variance Rooms task. The tasks are designed such that learning fast in them is challenging. In the Rooms task, the product of importance sampling ratios can be as large as $2^{14}$ and can sometimes be two. To control the high variance caused by the product of the importance sampling ratios, step size should be set small, which in turn slows down learning. The High Variance Rooms task is more extreme in that the product of the ratios can become as large as $2^{14}\times 25$. This paper builds upon the empirical study of off-policy prediction learning algorithms by Ghiassian and Sutton (2021). We consider the same set of algorithms as theirs and employ the same experimental methodology. The algorithms considered are: Off-policy TD($\lambda$), five Gradient-TD algorithms, two Emphatic-TD algorithms, Tree Backup($\lambda$), Vtrace($\lambda$), and ABTD($\zeta$). We found that the algorithms' performance is highly affected by the variance induced by the importance sampling ratios. The data shows that Tree Backup($\lambda$), Vtrace($\lambda$), and ABTD($\zeta$) are not affected by the high variance as much as other algorithms but they restrict the effective bootstrapping parameter in a way that is too limiting for tasks where high variance is not present. We observed that Emphatic TD($\lambda$) tends to have lower asymptotic error than other algorithms, but might learn more slowly in some cases. We suggest algorithms for practitioners based on their problem of interest, and suggest approaches that can be applied to specific algorithms that might result in substantially improved algorithms.


Optimizing a domestic battery and solar photovoltaic system with deep reinforcement learning

arXiv.org Artificial Intelligence

A lowering in the cost of batteries and solar PV systems has led to a high uptake of solar battery home systems. In this work, we use the deep deterministic policy gradient algorithm to optimise the charging and discharging behaviour of a battery within such a system. Our approach outputs a continuous action space when it charges and discharges the battery, and can function well in a stochastic environment. We show good performance of this algorithm by lowering the expenditure of a single household on electricity to almost \$1AUD for large batteries across selected weeks within a year.


Potential-based Reward Shaping in Sokoban

arXiv.org Artificial Intelligence

Learning to solve sparse-reward reinforcement learning problems is difficult, due to the lack of guidance towards the goal. But in some problems, prior knowledge can be used to augment the learning process. Reward shaping is a way to incorporate prior knowledge into the original reward function in order to speed up the learning. While previous work has investigated the use of expert knowledge to generate potential functions, in this work, we study whether we can use a search algorithm(A*) to automatically generate a potential function for reward shaping in Sokoban, a well-known planning task. The results showed that learning with shaped reward function is faster than learning from scratch. Our results indicate that distance functions could be a suitable function for Sokoban. This work demonstrates the possibility of solving multiple instances with the help of reward shaping. The result can be compressed into a single policy, which can be seen as the first phrase towards training a general policy that is able to solve unseen instances.



Event-Based Communication in Multi-Agent Distributed Q-Learning

arXiv.org Artificial Intelligence

We present in this work an approach to reduce the communication of information needed on a multi-agent learning system inspired by Event Triggered Control (ETC) techniques. We consider a baseline scenario of a distributed Q-learning problem on a Markov Decision Process (MDP). Following an event-based approach, N agents explore the MDP and communicate experiences to a central learner only when necessary, which performs updates of the actor Q functions. We analyse the convergence guarantees retained with respect to a regular Q-learning algorithm, and present experimental results showing that event-based communication results in a substantial reduction of data transmission rates in such distributed systems. Additionally, we discuss what effects (desired and undesired) these event-based approaches have on the learning processes studied, and how they can be applied to more complex multi-agent learning systems.


OPIRL: Sample Efficient Off-Policy Inverse Reinforcement Learning via Distribution Matching

arXiv.org Artificial Intelligence

Inverse Reinforcement Learning (IRL) is attractive in scenarios where reward engineering can be tedious. However, prior IRL algorithms use on-policy transitions, which require intensive sampling from the current policy for stable and optimal performance. This limits IRL applications in the real world, where environment interactions can become highly expensive. To tackle this problem, we present Off-Policy Inverse Reinforcement Learning (OPIRL), which (1) adopts off-policy data distribution instead of on-policy and enables significant reduction of the number of interactions with the environment, (2) learns a stationary reward function that is transferable with high generalization capabilities on changing dynamics, and (3) leverages mode-covering behavior for faster convergence. We demonstrate that our method is considerably more sample efficient and generalizes to novel environments through the experiments. Our method achieves better or comparable results on policy performance baselines with significantly fewer interactions. Furthermore, we empirically show that the recovered reward function generalizes to different tasks where prior arts are prone to fail.


Deep Active Inference for Pixel-Based Discrete Control: Evaluation on the Car Racing Problem

arXiv.org Artificial Intelligence

Despite the potential of active inference for visual-based control, learning the model and the preferences (priors) while interacting with the environment is challenging. Here, we study the performance of a deep active inference (dAIF) agent on OpenAI's car racing benchmark, where there is no access to the car's state. The agent learns to encode the world's state from high-dimensional input through unsupervised representation learning. State inference and control are learned end-to-end by optimizing the expected free energy. Results show that our model achieves comparable performance to deep Q-learning. However, vanilla dAIF does not reach state-of-the-art performance compared to other world model approaches. Hence, we discuss the current model implementation's limitations and potential architectures to overcome them.