Reinforcement Learning
Sequence Adaptation via Reinforcement Learning in Recommender Systems
Antaris, Stefanos, Rafailidis, Dimitrios
Accounting for the fact that users have different sequential patterns, the main drawback of state-of-the-art recommendation strategies is that a fixed sequence length of user-item interactions is required as input to train the models. This might limit the recommendation accuracy, as in practice users follow different trends on the sequential recommendations. Hence, baseline strategies might ignore important sequential interactions or add noise to the models with redundant interactions, depending on the variety of users' sequential behaviours. To overcome this problem, in this study we propose the SAR model, which not only learns the sequential patterns but also adjusts the sequence length of user-item interactions in a personalized manner. We first design an actor-critic framework, where the RL agent tries to compute the optimal sequence length as an action, given the user's state representation at a certain time step. In addition, we optimize a joint loss function to align the accuracy of the sequential recommendations with the expected cumulative rewards of the critic network, while at the same time we adapt the sequence length with the actor network in a personalized manner. Our experimental evaluation on four real-world datasets demonstrates the superiority of our proposed model over several baseline approaches. Finally, we make our implementation publicly available at https://github.com/stefanosantaris/sar.
Inverse Reinforcement Learning for Strategy Identification
Rucker, Mark, Adams, Stephen, Hayes, Roy, Beling, Peter A.
In adversarial environments, one side could gain an advantage by identifying the opponent's strategy. For example, in combat games, if an opponents strategy is identified as overly aggressive, one could lay a trap that exploits the opponent's aggressive nature. However, an opponent's strategy is not always apparent and may need to be estimated from observations of their actions. This paper proposes to use inverse reinforcement learning (IRL) to identify strategies in adversarial environments. Specifically, the contributions of this work are 1) the demonstration of this concept on gaming combat data generated from three pre-defined strategies and 2) the framework for using IRL to achieve strategy identification. The numerical experiments demonstrate that the recovered rewards can be identified using a variety of techniques. In this paper, the recovered reward are visually displayed, clustered using unsupervised learning, and classified using a supervised learner.
RLTutor: Reinforcement Learning Based Adaptive Tutoring System by Modeling Virtual Student with Fewer Interactions
Kubotani, Yoshiki, Fukuhara, Yoshihiro, Morishima, Shigeo
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
Open Ended Learning Team, null, Stooke, Adam, Mahajan, Anuj, Barros, Catarina, Deck, Charlie, Bauer, Jakob, Sygnowski, Jakub, Trebacz, Maja, Jaderberg, Max, Mathieu, Michael, McAleese, Nat, Bradley-Schmieg, Nathalie, Wong, Nathaniel, Porcel, Nicolas, Raileanu, Roberta, Hughes-Fitt, Steph, Dalibard, Valentin, Czarnecki, Wojciech Marian
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
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.
Physics-informed Dyna-Style Model-Based Deep Reinforcement Learning for Dynamic Control
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
Huang, Baihe, Lee, Jason D., Wang, Zhaoran, Yang, Zhuoran
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
Gaudet, Brian, Drozd, Kris, Meltzer, Ryan, Furfaro, Roberto
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
Loftin, Robert, Saha, Aadirupa, Devlin, Sam, Hofmann, Katja
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.