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 Reinforcement Learning


Robust Predictable Control

arXiv.org Artificial Intelligence

Many of the challenges facing today's reinforcement learning (RL) algorithms, such as robustness, generalization, transfer, and computational efficiency are closely related to compression. Prior work has convincingly argued why minimizing information is useful in the supervised learning setting, but standard RL algorithms lack an explicit mechanism for compression. The RL setting is unique because (1) its sequential nature allows an agent to use past information to avoid looking at future observations and (2) the agent can optimize its behavior to prefer states where decision making requires few bits. We take advantage of these properties to propose a method (RPC) for learning simple policies. This method brings together ideas from information bottlenecks, model-based RL, and bits-back coding into a simple and theoretically-justified algorithm. Our method jointly optimizes a latent-space model and policy to be self-consistent, such that the policy avoids states where the model is inaccurate. We demonstrate that our method achieves much tighter compression than prior methods, achieving up to 5x higher reward than a standard information bottleneck. We also demonstrate that our method learns policies that are more robust and generalize better to new tasks.


On the impact of MDP design for Reinforcement Learning agents in Resource Management

arXiv.org Artificial Intelligence

The recent progress in Reinforcement Learning applications to Resource Management presents MDPs without a deeper analysis of the impacts of design decisions on agent performance. In this paper, we compare and contrast four different MDP variations, discussing their computational requirements and impacts on agent performance by means of an empirical analysis. We conclude by showing that, in our experiments, when using Multi-Layer Perceptrons as approximation function, a compact state representation allows transfer of agents between environments, and that transferred agents have good performance and outperform specialized agents in 80\% of the tested scenarios, even without retraining.


Delving into Macro Placement with Reinforcement Learning

arXiv.org Artificial Intelligence

In physical design, human designers typically place macros via trial and error, which is a Markov decision process. Reinforcement learning (RL) methods have demonstrated superhuman performance on the macro placement. In this paper, we propose an extension to this prior work (Mirhoseini et al., 2020). We first describe the details of the policy and value network architecture. We replace the force-directed method with DREAMPlace for placing standard cells in the RL environment. We also compare our improved method with other academic placers on public benchmarks.


Method for making multi-attribute decisions in wargames by combining intuitionistic fuzzy numbers with reinforcement learning

arXiv.org Artificial Intelligence

Researchers are increasingly focusing on intelligent games as a hot research area.The article proposes an algorithm that combines the multi-attribute management and reinforcement learning methods, and that combined their effect on wargaming, it solves the problem of the agent's low rate of winning against specific rules and its inability to quickly converge during intelligent wargame training.At the same time, this paper studied a multi-attribute decision making and reinforcement learning algorithm in a wargame simulation environment, and obtained data on red and blue conflict.Calculate the weight of each attribute based on the intuitionistic fuzzy number weight calculations. Then determine the threat posed by each opponent's chess pieces.Using the red side reinforcement learning reward function, the AC framework is trained on the reward function, and an algorithm combining multi-attribute decision-making with reinforcement learning is obtained. A simulation experiment confirms that the algorithm of multi-attribute decision-making combined with reinforcement learning presented in this paper is significantly more intelligent than the pure reinforcement learning algorithm.By resolving the shortcomings of the agent's neural network, coupled with sparse rewards in large-map combat games, this robust algorithm effectively reduces the difficulties of convergence. It is also the first time in this field that an algorithm design for intelligent wargaming combines multi-attribute decision making with reinforcement learning.Attempt interdisciplinary cross-innovation in the academic field, like designing intelligent wargames and improving reinforcement learning algorithms.


Hindsight Reward Tweaking via Conditional Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Designing optimal reward functions has been desired but extremely difficult in reinforcement learning (RL). When it comes to modern complex tasks, sophisticated reward functions are widely used to simplify policy learning yet even a tiny adjustment on them is expensive to evaluate due to the drastically increasing cost of training. To this end, we propose a hindsight reward tweaking approach by designing a novel paradigm for deep reinforcement learning to model the influences of reward functions within a near-optimal space. We simply extend the input observation with a condition vector linearly correlated with the effective environment reward parameters and train the model in a conventional manner except for randomizing reward configurations, obtaining a hyper-policy whose characteristics are sensitively regulated over the condition space. We demonstrate the feasibility of this approach and study one of its potential application in policy performance boosting with multiple MuJoCo tasks.


Enhancing Visual Dialog Questioner with Entity-based Strategy Learning and Augmented Guesser

arXiv.org Artificial Intelligence

Considering the importance of building a good Visual Dialog (VD) Questioner, many researchers study the topic under a Q-Bot-A-Bot image-guessing game setting, where the Questioner needs to raise a series of questions to collect information of an undisclosed image. Despite progress has been made in Supervised Learning (SL) and Reinforcement Learning (RL), issues still exist. Firstly, previous methods do not provide explicit and effective guidance for Questioner to generate visually related and informative questions. Secondly, the effect of RL is hampered by an incompetent component, i.e., the Guesser, who makes image predictions based on the generated dialogs and assigns rewards accordingly. To enhance VD Questioner: 1) we propose a Related entity enhanced Questioner (ReeQ) that generates questions under the guidance of related entities and learns entity-based questioning strategy from human dialogs; 2) we propose an Augmented Guesser (AugG) that is strong and is optimized for the VD setting especially. Experimental results on the VisDial v1.0 dataset show that our approach achieves state-of-theart performance on both image-guessing task and question diversity. Human study further proves that our model generates more visually related, informative and coherent questions.


From Where Q Learning Comes ? - AI Summary

#artificialintelligence

reinforcement learning means learning by interacting with an environment through positive feedback or reinforcement it’s similar to how you over the past few decades in the late 1950s an American…


Learning-Based Strategy Design for Robot-Assisted Reminiscence Therapy Based on a Developed Model for People with Dementia

arXiv.org Artificial Intelligence

In this paper, the robot-assisted Reminiscence Therapy (RT) is studied as a psychosocial intervention to persons with dementia (PwDs). We aim at a conversation strategy for the robot by reinforcement learning to stimulate the PwD to talk. Specifically, to characterize the stochastic reactions of a PwD to the robot's actions, a simulation model of a PwD is developed which features the transition probabilities among different PwD states consisting of the response relevance, emotion levels and confusion conditions. A Q-learning (QL) algorithm is then designed to achieve the best conversation strategy for the robot. The objective is to stimulate the PwD to talk as much as possible while keeping the PwD's states as positive as possible. In certain conditions, the achieved strategy gives the PwD choices to continue or change the topic, or stop the conversation, so that the PwD has a sense of control to mitigate the conversation stress. To achieve this, the standard QL algorithm is revised to deliberately integrate the impact of PwD's choices into the Q-value updates. Finally, the simulation results demonstrate the learning convergence and validate the efficacy of the achieved strategy. Tests show that the strategy is capable to duly adjust the difficulty level of prompt according to the PwD's states, take actions (e.g., repeat or explain the prompt, or comfort) to help the PwD out of bad states, and allow the PwD to control the conversation tendency when bad states continue.


Deep Q learning is no rocket science

#artificialintelligence

Deep Q learning and double Q reinforcement learning explained and coded in pytorch python. Deep Q learning is Neural Networks and Q learning combined.


An Exploration of Deep Learning Methods in Hungry Geese

arXiv.org Artificial Intelligence

Hungry Geese is a n-player variation of the popular game snake. This paper looks at state of the art Deep Reinforcement Learning Value Methods. The goal of the paper is to aggregate research of value based methods and apply it as an exercise to other environments. A vanilla Deep Q Network, a Double Q-network and a Dueling Q-Network were all examined and tested with the Hungry Geese environment. The best performing model was the vanilla Deep Q Network due to its simple state representation and smaller network structure. Converging towards an optimal policy was found to be difficult due to random geese initialization and food generation. Therefore we show that Deep Q Networks may not be the appropriate model for such a stochastic environment and lastly we present improvements that can be made along with more suitable models for the environment.