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 Reinforcement Learning


Learning Interaction-aware Guidance Policies for Motion Planning in Dense Traffic Scenarios

arXiv.org Artificial Intelligence

Autonomous navigation in dense traffic scenarios remains challenging for autonomous vehicles (AVs) because the intentions of other drivers are not directly observable and AVs have to deal with a wide range of driving behaviors. To maneuver through dense traffic, AVs must be able to reason how their actions affect others (interaction model) and exploit this reasoning to navigate through dense traffic safely. This paper presents a novel framework for interaction-aware motion planning in dense traffic scenarios. We explore the connection between human driving behavior and their velocity changes when interacting. Hence, we propose to learn, via deep Reinforcement Learning (RL), an interaction-aware policy providing global guidance about the cooperativeness of other vehicles to an optimization-based planner ensuring safety and kinematic feasibility through constraint satisfaction. The learned policy can reason and guide the local optimization-based planner with interactive behavior to pro-actively merge in dense traffic while remaining safe in case the other vehicles do not yield. We present qualitative and quantitative results in highly interactive simulation environments (highway merging and unprotected left turns) against two baseline approaches, a learning-based and an optimization-based method. The presented results demonstrate that our method significantly reduces the number of collisions and increases the success rate with respect to both learning-based and optimization-based baselines.


Offline reinforcement learning with uncertainty for treatment strategies in sepsis

arXiv.org Artificial Intelligence

Guideline-based treatment for sepsis and septic shock is difficult because sepsis is a disparate range of life-threatening organ dysfunctions whose pathophysiology is not fully understood. Early intervention in sepsis is crucial for patient outcome, yet those interventions have adverse effects and are frequently overadministered. Greater personalization is necessary, as no single action is suitable for all patients. We present a novel application of reinforcement learning in which we identify optimal recommendations for sepsis treatment from data, estimate their confidence level, and identify treatment options infrequently observed in training data. Rather than a single recommendation, our method can present several treatment options. We examine learned policies and discover that reinforcement learning is biased against aggressive intervention due to the confounding relationship between mortality and level of treatment received. We mitigate this bias using subspace learning, and develop methodology that can yield more accurate learning policies across healthcare applications.


Aligning an optical interferometer with beam divergence control and continuous action space

arXiv.org Artificial Intelligence

Reinforcement learning is finding its way to real-world problem application, transferring from simulated environments to physical setups. In this work, we implement vision-based alignment of an optical Mach-Zehnder interferometer with a confocal telescope in one arm, which controls the diameter and divergence of the corresponding beam. We use a continuous action space; exponential scaling enables us to handle actions within a range of over two orders of magnitude. Our agent trains only in a simulated environment with domain randomizations. In an experimental evaluation, the agent significantly outperforms an existing solution and a human expert.


A Comparison of Contextual and Non-Contextual Preference Ranking for Set Addition Problems

arXiv.org Artificial Intelligence

In this paper, we study the problem of evaluating the addition of elements to a set. This problem is difficult, because it can, in the general case, not be reduced to unconditional preferences between the choices. Therefore, we model preferences based on the context of the decision. We discuss and compare two different Siamese network architectures for this task: a twin network that compares the two sets resulting after the addition, and a triplet network that models the contribution of each candidate to the existing set. We evaluate the two settings on a real-world task; learning human card preferences for deck building in the collectible card game Magic: The Gathering. We show that the triplet approach achieves a better result than the twin network and that both outperform previous results on this task.


Reinforcement Learning: Deep Q-Learning with Atari games

#artificialintelligence

In my previous post A First Look at Reinforcement Learning, I attempted to use Deep Q learning to solve the CartPole problem. In this post, I will be further exploring Deep Q learning but in the…


Towards Autonomous Pipeline Inspection with Hierarchical Reinforcement Learning

arXiv.org Artificial Intelligence

Learning algorithms tend to struggle [4]. Hierarchical Reinforcement Learning, or HRL, takes advantage of the hierarchical Pipelines networks are the fulcrum of the oil and gas policy decomposition to exploit underlying problem industries and of gas and water mains. These pipes must structures and simplify the learning of complex tasks. The hierarchical be periodically inspected to guarantee the safety and proper decomposition can be either defined by using prior functioning of the plants. However, inspection is usually knowledge [5], [6], [7], [8], or can be automatically learned a long, expensive and tedious procedure that requires the during training [4], [9], [10]. While the latter category of shut-down of the whole plant and, in the specific case of algorithm does not require expert knowledge for defining industrial pipelines, the removal of the insulation around the the hierarchy, the autonomous discovery of the options often pipes. With metal pipes, the inspection is currently performed leads to sub-optimal policies if additional regularizers are not from the outside using ultrasonic or magnetic probes that used during the learning phase [7], [10].


Efficient Model-Based Multi-Agent Mean-Field Reinforcement Learning

arXiv.org Machine Learning

Learning in multi-agent systems is highly challenging due to the inherent complexity introduced by agents' interactions. We tackle systems with a huge population of interacting agents (e.g., swarms) via Mean-Field Control (MFC). MFC considers an asymptotically infinite population of identical agents that aim to collaboratively maximize the collective reward. Specifically, we consider the case of unknown system dynamics where the goal is to simultaneously optimize for the rewards and learn from experience. We propose an efficient model-based reinforcement learning algorithm $\text{M}^3\text{-UCRL}$ that runs in episodes and provably solves this problem. $\text{M}^3\text{-UCRL}$ uses upper-confidence bounds to balance exploration and exploitation during policy learning. Our main theoretical contributions are the first general regret bounds for model-based RL for MFC, obtained via a novel mean-field type analysis. $\text{M}^3\text{-UCRL}$ can be instantiated with different models such as neural networks or Gaussian Processes, and effectively combined with neural network policy learning. We empirically demonstrate the convergence of $\text{M}^3\text{-UCRL}$ on the swarm motion problem of controlling an infinite population of agents seeking to maximize location-dependent reward and avoid congested areas.


A Systematic Survey of Text Worlds as Embodied Natural Language Environments

arXiv.org Artificial Intelligence

Text Worlds are virtual environments for embodied agents that, unlike 2D or 3D environments, are rendered exclusively using textual descriptions. These environments offer an alternative to higher-fidelity 3D environments due to their low barrier to entry, providing the ability to study semantics, compositional inference, and other high-level tasks with rich high-level action spaces while controlling for perceptual input. This systematic survey outlines recent developments in tooling, environments, and agent modeling for Text Worlds, while examining recent trends in knowledge graphs, common sense reasoning, transfer learning of Text World performance to higher-fidelity environments, as well as near-term development targets that, once achieved, make Text Worlds an attractive general research paradigm for natural language processing.


Computational Benefits of Intermediate Rewards for Hierarchical Planning

arXiv.org Artificial Intelligence

Many hierarchical reinforcement learning (RL) applications have empirically verified that incorporating prior knowledge in reward design improves convergence speed and practical performance. We attempt to quantify the computational benefits of hierarchical RL from a planning perspective under assumptions about the intermediate state and intermediate rewards frequently (but often implicitly) adopted in practice. Our approach reveals a trade-off between computational complexity and the pursuit of the shortest path in hierarchical planning: using intermediate rewards significantly reduces the computational complexity in finding a successful policy but does not guarantee to find the shortest path, whereas using sparse terminal rewards finds the shortest path at a significantly higher computational cost. We also corroborate our theoretical results with extensive experiments on the MiniGrid environments using Q-learning and other popular deep RL algorithms.


Imitation by Predicting Observations

arXiv.org Artificial Intelligence

Imitation learning enables agents to reuse and adapt the hard-won expertise of others, offering a solution to several key challenges in learning behavior. Although it is easy to observe behavior in the real-world, the underlying actions may not be accessible. We present a new method for imitation solely from observations that achieves comparable performance to experts on challenging continuous control tasks while also exhibiting robustness in the presence of observations unrelated to the task. Our method, which we call FORM (for "Future Observation Reward Model") is derived from an inverse RL objective and imitates using a model of expert behavior learned by generative modelling of the expert's observations, without needing ground truth actions. We show that FORM performs comparably to a strong baseline IRL method (GAIL) on the DeepMind Control Suite benchmark, while outperforming GAIL in the presence of task-irrelevant features.