Reinforcement Learning
Imitation Learning by Reinforcement Learning
Typically, Reinforcement Learning (RL) assumes access to a pre-specified reward and then learns a policy maximizing the expected average of this reward along a trajectory. However, specifying rewards is difficult for many practical tasks (Atkeson & Schaal, 1997; Zhang et al., 2018; Ibarz et al., 2018). In such cases, it is convenient to instead perform Imitation Learning (IL), learning a policy from expert demonstrations. There are two major categories of Imitation Learning algorithms: Behavioral Cloning and Inverse Reinforcement Learning. Behavioral Cloning learns the policy by supervised learning on expert data, but is not robust to training errors, failing in settings where expert data is limited (Ross & Bagnell, 2010). Inverse Reinforcement Learning (IRL) achieves improved performance on limited data by constructing reward signals and calling an RL oracle to maximize these rewards (Ng et al., 2000).
Learning to Maximize Influence
Panagopoulos, George, Tziortziotis, Nikolaos, Malliaros, Fragkiskos D., Vazirgiannis, Michalis
As the field of machine learning for combinatorial optimization advances, traditional problems are resurfaced and readdressed through this new perspective. The overwhelming majority of the literature focuses on small graph problems, while several real-world problems are devoted to large graphs. Here, we focus on two such problems that are related: influence estimation, a \#P-hard counting problem, and influence maximization, an NP-hard problem. We develop GLIE, a Graph Neural Network (GNN) that inherently parameterizes an upper bound of influence estimation and train it on small simulated graphs. Experiments show that GLIE can provide accurate predictions faster than the alternatives for graphs 10 times larger than the train set. More importantly, it can be used on arbitrary large graphs for influence maximization, as the predictions can rank effectively seed sets even when the accuracy deteriorates. To showcase this, we propose a version of a standard Influence Maximization (IM) algorithm where we substitute traditional influence estimation with the predictions of GLIE.We also transfer GLIE into a reinforcement learning model that learns how to choose seeds to maximize influence sequentially using GLIE's hidden representations and predictions. The final results show that the proposed methods surpasses a previous GNN-RL approach and perform on par with a state-of-the-art IM algorithm.
Deep Reinforcement Learning for Demand Driven Services in Logistics and Transportation Systems: A Survey
Zong, Zefang, Feng, Tao, Xia, Tong, Depeng, null, Li, Yong
Recent technology development brings the booming of numerous new Demand-Driven Services (DDS) into urban lives, including ridesharing, on-demand delivery, express systems and warehousing. In DDS, a service loop is an elemental structure, including its service worker, the service providers and corresponding service targets. The service workers should transport either humans or parcels from the providers to the target locations. Various planning tasks within DDS can thus be classified into two individual stages: 1) Dispatching, which is to form service loops from demand/supply distributions, and 2)Routing, which is to decide specific serving orders within the constructed loops. Generating high-quality strategies in both stages is important to develop DDS but faces several challenging. Meanwhile, deep reinforcement learning (DRL) has been developed rapidly in recent years. It is a powerful tool to solve these problems since DRL can learn a parametric model without relying on too many problem-based assumptions and optimize long-term effect by learning sequential decisions. In this survey, we first define DDS, then highlight common applications and important decision/control problems within. For each problem, we comprehensively introduce the existing DRL solutions, and further summarize them in \textit{https://github.com/tsinghua-fib-lab/DDS\_Survey}. We also introduce open simulation environments for development and evaluation of DDS applications. Finally, we analyze remaining challenges and discuss further research opportunities in DRL solutions for DDS.
High Quality Related Search Query Suggestions using Deep Reinforcement Learning
"High Quality Related Search Query Suggestions" task aims at recommending search queries which are real, accurate, diverse, relevant and engaging. Obtaining large amounts of query-quality human annotations is expensive. Prior work on supervised query suggestion models suffered from selection and exposure bias, and relied on sparse and noisy immediate user-feedback (e.g., clicks), leading to low quality suggestions. Reinforcement Learning techniques employed to reformulate a query using terms from search results, have limited scalability to large-scale industry applications. To recommend high quality related search queries, we train a Deep Reinforcement Learning model to predict the query a user would enter next. The reward signal is composed of long-term session-based user feedback, syntactic relatedness and estimated naturalness of generated query. Over the baseline supervised model, our proposed approach achieves a significant relative improvement in terms of recommendation diversity (3%), down-stream user-engagement (4.2%) and per-sentence word repetitions (82%).
Globally Optimal Hierarchical Reinforcement Learning for Linearly-Solvable Markov Decision Processes
Infante, Guillermo, Jonsson, Anders, Gรณmez, Vicenรง
In this work we present a novel approach to hierarchical reinforcement learning for linearly-solvable Markov decision processes. Our approach assumes that the state space is partitioned, and the subtasks consist in moving between the partitions. We represent value functions on several levels of abstraction, and use the compositionality of subtasks to estimate the optimal values of the states in each partition. The policy is implicitly defined on these optimal value estimates, rather than being decomposed among the subtasks. As a consequence, our approach can learn the globally optimal policy, and does not suffer from the non-stationarity of high-level decisions. If several partitions have equivalent dynamics, the subtasks of those partitions can be shared. If the set of boundary states is smaller than the entire state space, our approach can have significantly smaller sample complexity than that of a flat learner, and we validate this empirically in several experiments.
Modified Double DQN: addressing stability
Halat, Shervin, Ebadzadeh, Mohammad Mehdi
Inspired by double q learning algorithm, the double DQN algorithm was originally proposed in order to address the overestimation issue in the original DQN algorithm. The double DQN has successfully shown both theoretically and empirically the importance of decoupling in terms of action evaluation and selection in computation of targets values; although, all the benefits were acquired with only a simple adaption to DQN algorithm, minimal possible change as it was mentioned by the authors. Nevertheless, there seems a roll-back in the proposed algorithm of Double-DQN since the parameters of policy network are emerged again in the target value function which were initially withdrawn by DQN with the hope of tackling the serious issue of moving targets and the instability caused by it (i.e., by moving targets) in the process of learning. Therefore, in this paper three modifications to the Double-DQN algorithm are proposed with the hope of maintaining the performance in the terms of both stability and overestimation. These modifications are focused on the logic of decoupling the best action selection and evaluation in the target value function and the logic of tackling the moving targets issue. Each of these modifications have their own pros and cons compared to the others. The mentioned pros and cons mainly refer to the execution time required for the corresponding algorithm and the stability provided by the corresponding algorithm. Also, in terms of overestimation, none of the modifications seem to underperform compared to the original Double-DQN if not outperform it. With the intention of evaluating the efficacy of the proposed modifications, multiple empirical experiments along with theoretical experiments were conducted. The results obtained are represented and discussed in this article.
Knowledge accumulating: The general pattern of learning
Artificial Intelligence has been developed for decades with the achievement of great progress. Recently, deep learning shows its ability to solve many real world problems, e.g. image classification and detection, natural language processing, playing GO. Theoretically speaking, an artificial neural network can fit any function and reinforcement learning can learn from any delayed reward. But in solving real world tasks, we still need to spend a lot of effort to adjust algorithms to fit task unique features. This paper proposes that the reason of this phenomenon is the sparse feedback feature of the nature, and a single algorithm, no matter how we improve it, can only solve dense feedback tasks or specific sparse feedback tasks. This paper first analyses how sparse feedback affects algorithm perfomance, and then proposes a pattern that explains how to accumulate knowledge to solve sparse feedback problems.
ManiSkill: Learning-from-Demonstrations Benchmark for Generalizable Manipulation Skills
Mu, Tongzhou, Ling, Zhan, Xiang, Fanbo, Yang, Derek, Li, Xuanlin, Tao, Stone, Huang, Zhiao, Jia, Zhiwei, Su, Hao
Learning generalizable manipulation skills is central for robots to achieve task automation in environments with endless scene and object variations. However, existing robot learning environments are limited in both scale and diversity of 3D assets (especially of articulated objects), making it difficult to train and evaluate the generalization ability of agents over novel objects. In this work, we focus on object-level generalization and propose SAPIEN Manipulation Skill Benchmark (abbreviated as ManiSkill), a large-scale learning-from-demonstrations benchmark for articulated object manipulation with 3D visual input (point cloud and RGB-D image). ManiSkill supports object-level variations by utilizing a rich and diverse set of articulated objects, and each task is carefully designed for learning manipulations on a single category of objects. We equip ManiSkill with a large number of high-quality demonstrations to facilitate learning-from-demonstrations approaches and perform evaluations on baseline algorithms. We believe that ManiSkill can encourage the robot learning community to explore more on learning generalizable object manipulation skills.
Integrating Planning, Execution and Monitoring in the presence of Open World Novelties: Case Study of an Open World Monopoly Solver
Gopalakrishnan, Sriram, Soni, Utkarsh, Thai, Tung, Lymperopoulos, Panagiotis, Scheutz, Matthias, Kambhampati, Subbarao
The game of monopoly is an adversarial multi-agent domain where there is no fixed goal other than to be the last player solvent, There are useful subgoals like monopolizing sets of properties, and developing them. There is also a lot of randomness from dice rolls, card-draws, and adversaries' strategies. This unpredictability is made worse when unknown novelties are added during gameplay. Given these challenges, Monopoly was one of the test beds chosen for the DARPA-SAILON program which aims to create agents that can detect and accommodate novelties. To handle the game complexities, we developed an agent that eschews complete plans, and adapts it's policy online as the game evolves. In the most recent independent evaluation in the SAILON program, our agent was the best performing agent on most measures. We herein present our approach and results.
Oregon State University develops first-ever bipedal robot that can run a 5K
Dr. Amy Compton-Phillips is the chief clinical officer and executive vice president for Providence St. Humanity is getting a peek into the future with a new bipedal robot named "Cassie," which ran a 5K recently in 53 minutes and only took two tumbles along the way. Agility Robotics, a company launched at Oregon State University, developed Cassie through a $1 million grant from the Defense Advanced Research Projects Agency. Four-legged robots have a big advantage over bipedal robots when it comes to stability and maneuverability, but researchers at OSU are using a "deep reinforcement learning algorithm" to make Cassie's ostrich-like legs run smoothly. "Deep reinforcement learning is a powerful method in AI that opens up skills like running, skipping and walking up and down stairs," Yesh Godse, an undergraduate in the lab, explained in a statement. Jonathan Hurst, a robotics professor at OSU, said that robots like Cassie will deliver packages and even help people in their homes.