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 Reinforcement Learning


RLTutor: Reinforcement Learning Based Adaptive Tutoring System by Modeling Virtual Student with Fewer Interactions

arXiv.org Artificial Intelligence

A major challenge in the field of education is providing review schedules that present learned items at appropriate intervals to each student so that memory is retained over time. In recent years, attempts have been made to formulate item reviews as sequential decision-making problems to realize adaptive instruction based on the knowledge state of students. It has been reported previously that reinforcement learning can help realize mathematical models of students learning strategies to maintain a high memory rate. However, optimization using reinforcement learning requires a large number of interactions, and thus it cannot be applied directly to actual students. In this study, we propose a framework for optimizing teaching strategies by constructing a virtual model of the student while minimizing the interaction with the actual teaching target. In addition, we conducted an experiment considering actual instructions using the mathematical model and confirmed that the model performance is comparable to that of conventional teaching methods. Our framework can directly substitute mathematical models used in experiments with human students, and our results can serve as a buffer between theoretical instructional optimization and practical applications in e-learning systems.


Open-Ended Learning Leads to Generally Capable Agents

arXiv.org Artificial Intelligence

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.


Accelerating Quadratic Optimization Up to 3x With Reinforcement Learning

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First-order methods for solving quadratic programs (QPs) are widely used for rapid, multiple-problem solving and embedded optimal control in large-scale machine learning. The problem is, these approaches typically require thousands of iterations, which makes them unsuitable for real-time control applications that have tight latency constraints. To address this issue, a research team from the University of California, Princeton University and ETH Zurich has proposed RLQP, an accelerated QP solver based on operator-splitting QP (OSQP) that uses deep reinforcement learning (RL) to compute a policy that adapts the internal parameters of a first-order quadratic program (QP) solver to speed up the solver's convergence rate. The team performed their speed-up on the OSQP solver, which solves QPs using a first-order alternating direction method of multipliers (ADMM), an efficient first-order optimization algorithm. The RLQP strives to learn a policy to adapt the internal parameters of the ADMM algorithm between iterations in order to minimize solve times.


Army Researchers Develop New ML Framework to Improve In-Vehicle Network Cybersecurity

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The deep reinforcement learning-based resource allocation and moving … Since it is based on machine learning, the framework can be modified by …


Physics-informed Dyna-Style Model-Based Deep Reinforcement Learning for Dynamic Control

arXiv.org Artificial Intelligence

Model-based reinforcement learning (MBRL) is believed to have much higher sample efficiency compared to model-free algorithms by learning a predictive model of the environment. However, the performance of MBRL highly relies on the quality of the learned model, which is usually built in a black-box manner and may have poor predictive accuracy outside of the data distribution. The deficiencies of the learned model may prevent the policy from being fully optimized. Although some uncertainty analysis-based remedies have been proposed to alleviate this issue, model bias still poses a great challenge for MBRL. In this work, we propose to leverage the prior knowledge of underlying physics of the environment, where the governing laws are (partially) known. In particular, we developed a physics-informed MBRL framework, where governing equations and physical constraints are utilized to inform the model learning and policy search. By incorporating the prior information of the environment, the quality of the learned model can be notably improved, while the required interactions with the environment are significantly reduced, leading to better sample efficiency and learning performance. The effectiveness and merit have been demonstrated over a handful of classic control problems, where the environments are governed by canonical ordinary/partial differential equations.


Towards General Function Approximation in Zero-Sum Markov Games

arXiv.org Machine Learning

This paper considers two-player zero-sum finite-horizon Markov games with simultaneous moves. The study focuses on the challenging settings where the value function or the model is parameterized by general function classes. Provably efficient algorithms for both decoupled and {coordinated} settings are developed. In the {decoupled} setting where the agent controls a single player and plays against an arbitrary opponent, we propose a new model-free algorithm. The sample complexity is governed by the Minimax Eluder dimension -- a new dimension of the function class in Markov games. As a special case, this method improves the state-of-the-art algorithm by a $\sqrt{d}$ factor in the regret when the reward function and transition kernel are parameterized with $d$-dimensional linear features. In the {coordinated} setting where both players are controlled by the agent, we propose a model-based algorithm and a model-free algorithm. In the model-based algorithm, we prove that sample complexity can be bounded by a generalization of Witness rank to Markov games. The model-free algorithm enjoys a $\sqrt{K}$-regret upper bound where $K$ is the number of episodes. Our algorithms are based on new techniques of alternate optimism.


Adaptive Approach Phase Guidance for a Hypersonic Glider via Reinforcement Meta Learning

arXiv.org Artificial Intelligence

We use Reinforcement Meta Learning to optimize an adaptive guidance system suitable for the approach phase of a gliding hypersonic vehicle. Adaptability is achieved by optimizing over a range of off-nominal flight conditions including perturbation of aerodynamic coefficient parameters, actuator failure scenarios, and sensor noise. The system maps observations directly to commanded bank angle and angle of attack rates. These observations include a velocity field tracking error formulated using parallel navigation, but adapted to work over long trajectories where the Earth's curvature must be taken into account. Minimizing the tracking error keeps the curved space line of sight to the target location aligned with the vehicle's velocity vector. The optimized guidance system will then induce trajectories that bring the vehicle to the target location with a high degree of accuracy at the designated terminal speed, while satisfying heating rate, load, and dynamic pressure constraints. We demonstrate the adaptability of the guidance system by testing over flight conditions that were not experienced during optimization. The guidance system's performance is then compared to that of a linear quadratic regulator tracking an optimal trajectory.


Strategically Efficient Exploration in Competitive Multi-agent Reinforcement Learning

arXiv.org Artificial Intelligence

High sample complexity remains a barrier to the application of reinforcement learning (RL), particularly in multi-agent systems. A large body of work has demonstrated that exploration mechanisms based on the principle of optimism under uncertainty can significantly improve the sample efficiency of RL in single agent tasks. This work seeks to understand the role of optimistic exploration in non-cooperative multi-agent settings. We will show that, in zero-sum games, optimistic exploration can cause the learner to waste time sampling parts of the state space that are irrelevant to strategic play, as they can only be reached through cooperation between both players. To address this issue, we introduce a formal notion of strategically efficient exploration in Markov games, and use this to develop two strategically efficient learning algorithms for finite Markov games. We demonstrate that these methods can be significantly more sample efficient than their optimistic counterparts.


Maximum Entropy Dueling Network Architecture

arXiv.org Artificial Intelligence

In recent years, there have been many deep structures for Reinforcement Learning, mainly for value function estimation and representations. These methods achieved great success in Atari 2600 domain. In this paper, we propose an improved architecture based upon Dueling Networks, in this architecture, there are two separate estimators, one approximate the state value function and the other, state advantage function. This improvement based on Maximum Entropy, shows better policy evaluation compared to the original network and other value-based architectures in Atari domain.


DeepMind's XLearn trains AI agents to complete complex tasks

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All the sessions from Transform 2021 are available on-demand now. DeepMind today detailed its latest efforts to create AI systems capable of completing a range of different, unique tasks. By designing a virtual environment called XLand, the Alphabet-backed lab says that it managed to train systems with the ability to succeed at problems and games including hide and seek, capture the flag, and finding objects, some of which they didn't encounter during training. The AI technique known as reinforcement learning has shown remarkable potential, enabling systems to learn to play games like chess, shogi, Go, and StarCraft II through a repetitive process of trial and error. But a lack of training data has been one of the major factors limiting reinforcement learning–trained systems' behavior being general enough to apply across diverse games.