Reinforcement Learning
A Reflection on Learning from Data: Epistemology Issues and Limitations
Hammoudeh, Ahmad, Tedmori, Sara, Obeid, Nadim
Although learning from data is effective and has achieved significant milestones, it has many challenges and limitations. Learning from data starts from observations and then proceeds to broader generalizations. This framework is controversial in science, yet it has achieved remarkable engineering successes. This paper reflects on some epistemological issues and some of the limitations of the knowledge discovered in data. The document discusses the common perception that getting more data is the key to achieving better machine learning models from theoretical and practical perspectives. The paper sheds some light on the shortcomings of using generic mathematical theories to describe the process. It further highlights the need for theories specialized in learning from data. While more data leverages the performance of machine learning models in general, the relation in practice is shown to be logarithmic at its best; After a specific limit, more data stabilize or degrade the machine learning models. Recent work in reinforcement learning showed that the trend is shifting away from data-oriented approaches and relying more on algorithms. The paper concludes that learning from data is hindered by many limitations. Hence an approach that has an intensional orientation is needed.
Packet Routing with Graph Attention Multi-agent Reinforcement Learning
Mai, Xuan, Fu, Quanzhi, Chen, Yi
Packet routing is a fundamental problem in communication networks that decides how the packets are directed from their source nodes to their destination nodes through some intermediate nodes. With the increasing complexity of network topology and highly dynamic traffic demand, conventional model-based and rule-based routing schemes show significant limitations, due to the simplified and unrealistic model assumptions, and lack of flexibility and adaption. Adding intelligence to the network control is becoming a trend and the key to achieving high-efficiency network operation. In this paper, we develop a model-free and data-driven routing strategy by leveraging reinforcement learning (RL), where routers interact with the network and learn from the experience to make some good routing configurations for the future. Considering the graph nature of the network topology, we design a multi-agent RL framework in combination with Graph Neural Network (GNN), tailored to the routing problem. Three deployment paradigms, centralized, federated, and cooperated learning, are explored respectively. Simulation results demonstrate that our algorithm outperforms some existing benchmark algorithms in terms of packet transmission delay and affordable load.
Asynchronous Distributed Reinforcement Learning for LQR Control via Zeroth-Order Block Coordinate Descent
Jing, Gangshan, Bai, He, George, Jemin, Chakrabortty, Aranya, Sharma, Piyush K.
Recently introduced distributed zeroth-order optimization (ZOO) algorithms have shown their utility in distributed reinforcement learning (RL). Unfortunately, in the gradient estimation process, almost all of them require random samples with the same dimension as the global variable and/or require evaluation of the global cost function, which may induce high estimation variance for large-scale networks. In this paper, we propose a novel distributed zeroth-order algorithm by leveraging the network structure inherent in the optimization objective, which allows each agent to estimate its local gradient by local cost evaluation independently, without use of any consensus protocol. The proposed algorithm exhibits an asynchronous update scheme, and is designed for stochastic non-convex optimization with a possibly non-convex feasible domain based on the block coordinate descent method. The algorithm is later employed as a distributed model-free RL algorithm for distributed linear quadratic regulator design, where a learning graph is designed to describe the required interaction relationship among agents in distributed learning. We provide an empirical validation of the proposed algorithm to benchmark its performance on convergence rate and variance against a centralized ZOO algorithm.
Persistent Reinforcement Learning via Subgoal Curricula
Sharma, Archit, Gupta, Abhishek, Levine, Sergey, Hausman, Karol, Finn, Chelsea
Reinforcement learning (RL) promises to enable autonomous acquisition of complex behaviors for diverse agents. However, the success of current reinforcement learning algorithms is predicated on an often under-emphasised requirement -- each trial needs to start from a fixed initial state distribution. Unfortunately, resetting the environment to its initial state after each trial requires substantial amount of human supervision and extensive instrumentation of the environment which defeats the purpose of autonomous reinforcement learning. In this work, we propose Value-accelerated Persistent Reinforcement Learning (VaPRL), which generates a curriculum of initial states such that the agent can bootstrap on the success of easier tasks to efficiently learn harder tasks. The agent also learns to reach the initial states proposed by the curriculum, minimizing the reliance on human interventions into the learning. We observe that VaPRL reduces the interventions required by three orders of magnitude compared to episodic RL while outperforming prior state-of-the art methods for reset-free RL both in terms of sample efficiency and asymptotic performance on a variety of simulated robotics problems.
Core Challenges in Embodied Vision-Language Planning
Francis, Jonathan, Kitamura, Nariaki, Labelle, Felix, Lu, Xiaopeng, Navarro, Ingrid, Oh, Jean
Recent advances in the areas of multimodal machine learning and artificial intelligence (AI) have led to the development of challenging tasks at the intersection of Computer Vision, Natural Language Processing, and Embodied AI. Whereas many approaches and previous survey pursuits have characterised one or two of these dimensions, there has not been a holistic analysis at the center of all three. Moreover, even when combinations of these topics are considered, more focus is placed on describing, e.g., current architectural methods, as opposed to also illustrating high-level challenges and opportunities for the field. In this survey paper, we discuss Embodied Vision-Language Planning (EVLP) tasks, a family of prominent embodied navigation and manipulation problems that jointly use computer vision and natural language. We propose a taxonomy to unify these tasks and provide an in-depth analysis and comparison of the new and current algorithmic approaches, metrics, simulated environments, as well as the datasets used for EVLP tasks. Finally, we present the core challenges that we believe new EVLP works should seek to address, and we advocate for task construction that enables model generalizability and furthers real-world deployment.
Finding Failures in High-Fidelity Simulation using Adaptive Stress Testing and the Backward Algorithm
Koren, Mark, Nassar, Ahmed, Kochenderfer, Mykel J.
Validating the safety of autonomous systems generally requires the use of high-fidelity simulators that adequately capture the variability of real-world scenarios. However, it is generally not feasible to exhaustively search the space of simulation scenarios for failures. Adaptive stress testing (AST) is a method that uses reinforcement learning to find the most likely failure of a system. AST with a deep reinforcement learning solver has been shown to be effective in finding failures across a range of different systems. This approach generally involves running many simulations, which can be very expensive when using a high-fidelity simulator. To improve efficiency, we present a method that first finds failures in a low-fidelity simulator. It then uses the backward algorithm, which trains a deep neural network policy using a single expert demonstration, to adapt the low-fidelity failures to high-fidelity. We have created a series of autonomous vehicle validation case studies that represent some of the ways low-fidelity and high-fidelity simulators can differ, such as time discretization. We demonstrate in a variety of case studies that this new AST approach is able to find failures with significantly fewer high-fidelity simulation steps than are needed when just running AST directly in high-fidelity. As a proof of concept, we also demonstrate AST on NVIDIA's DriveSim simulator, an industry state-of-the-art high-fidelity simulator for finding failures in autonomous vehicles.
Reinforcement Learning with Formal Performance Metrics for Quadcopter Attitude Control under Non-nominal Contexts
Bernini, Nicola, Bessa, Mikhail, Delmas, Rémi, Gold, Arthur, Goubault, Eric, Pennec, Romain, Putot, Sylvie, Sillion, François
We explore the reinforcement learning approach to designing controllers by extensively discussing the case of a quadcopter attitude controller. We provide all details allowing to reproduce our approach, starting with a model of the dynamics of a crazyflie 2.0 under various nominal and non-nominal conditions, including partial motor failures and wind gusts. We develop a robust form of a signal temporal logic to quantitatively evaluate the vehicle's behavior and measure the performance of controllers. The paper thoroughly describes the choices in training algorithms, neural net architecture, hyperparameters, observation space in view of the different performance metrics we have introduced. We discuss the robustness of the obtained controllers, both to partial loss of power for one rotor and to wind gusts and finish by drawing conclusions on practical controller design by reinforcement learning.
Predicting Game Engagement and Difficulty Using AI Players
Roohi, Shaghayegh, Guckelsberger, Christian, Relas, Asko, Heiskanen, Henri, Takatalo, Jari, Hämäläinen, Perttu
This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game difficulty and player engagement, operationalized as average pass and churn rates. We improve this approach by enhancing DRL with Monte Carlo Tree Search (MCTS). We also motivate an enhanced selection strategy for predictor features, based on the observation that an AI agent's best-case performance can yield stronger correlations with human data than the agent's average performance. Both additions consistently improve the prediction accuracy, and the DRL-enhanced MCTS outperforms both DRL and vanilla MCTS in the hardest levels. We conclude that player modelling via automated playtesting can benefit from combining DRL and MCTS. Moreover, it can be worthwhile to investigate a subset of repeated best AI agent runs, if AI gameplay does not yield good predictions on average.
Human-Level Reinforcement Learning through Theory-Based Modeling, Exploration, and Planning
Tsividis, Pedro A., Loula, Joao, Burga, Jake, Foss, Nathan, Campero, Andres, Pouncy, Thomas, Gershman, Samuel J., Tenenbaum, Joshua B.
Reinforcement learning (RL) studies how an agent comes to achieve reward in an environment through interactions over time. Recent advances in machine RL have surpassed human expertise at the world's oldest board games and many classic video games, but they require vast quantities of experience to learn successfully -- none of today's algorithms account for the human ability to learn so many different tasks, so quickly. Here we propose a new approach to this challenge based on a particularly strong form of model-based RL which we call Theory-Based Reinforcement Learning, because it uses human-like intuitive theories -- rich, abstract, causal models of physical objects, intentional agents, and their interactions -- to explore and model an environment, and plan effectively to achieve task goals. We instantiate the approach in a video game playing agent called EMPA (the Exploring, Modeling, and Planning Agent), which performs Bayesian inference to learn probabilistic generative models expressed as programs for a game-engine simulator, and runs internal simulations over these models to support efficient object-based, relational exploration and heuristic planning. EMPA closely matches human learning efficiency on a suite of 90 challenging Atari-style video games, learning new games in just minutes of game play and generalizing robustly to new game situations and new levels. The model also captures fine-grained structure in people's exploration trajectories and learning dynamics. Its design and behavior suggest a way forward for building more general human-like AI systems.
Playtesting: What is Beyond Personas
Ariyurek, Sinan, Surer, Elif, Betin-Can, Aysu
Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their design. Game designers may employ procedural personas to automate the playtesting process. In this paper, we present two approaches to improve automated playtesting. First, we propose a goal-based persona model, which we call developing persona -- developing persona proposes a dynamic persona model, whereas the current persona models are static. Game designers can use the developing persona to model the changes that a player undergoes while playing a game. Additionally, a human playtester knows which paths she has tested before, and during the consequent tests, she may test different paths. However, RL agents disregard the previously generated trajectories. We propose a novel methodology that helps Reinforcement Learning (RL) agents to generate distinct trajectories than the previous trajectories. We refer to this methodology as Alternative Path Finder (APF). We present a generic APF framework that can be applied to all RL agents. APF is trained with the previous trajectories, and APF distinguishes the novel states from similar states. We use the General Video Game Artificial Intelligence (GVG-AI) and VizDoom frameworks to test our proposed methodologies. We use Proximal Policy Optimization (PPO) RL agent during experiments. First, we show that the playtest data generated by the developing persona cannot be generated using the procedural personas. Second, we present the alternative paths found using APF. We show that the APF penalizes the previous paths and rewards the distinct paths.