Goto

Collaborating Authors

 Reinforcement Learning


Low Dimensional State Representation Learning with Robotics Priors in Continuous Action Spaces

arXiv.org Artificial Intelligence

Autonomous robots require high degrees of cognitive and motoric intelligence to come into our everyday life. In non-structured environments and in the presence of uncertainties, such degrees of intelligence are not easy to obtain. Reinforcement learning algorithms have proven to be capable of solving complicated robotics tasks in an end-to-end fashion without any need for hand-crafted features or policies. Especially in the context of robotics, in which the cost of real-world data is usually extremely high, reinforcement learning solutions achieving high sample efficiency are needed. In this paper, we propose a framework combining the learning of a low-dimensional state representation, from high-dimensional observations coming from the robot's raw sensory readings, with the learning of the optimal policy, given the learned state representation. We evaluate our framework in the context of mobile robot navigation in the case of continuous state and action spaces. Moreover, we study the problem of transferring what learned in the simulated virtual environment to the real robot without further retraining using real-world data in the presence of visual and depth distractors, such as lighting changes and moving obstacles.


Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study

arXiv.org Artificial Intelligence

We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable levels in an online manner while respecting particular experiences for the player as designed in the form of reward functions. The framework is tested initially in the Super Mario Bros game. In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments. The correctness of the generation is ensured by a neural net-assisted evolutionary level repairer and the playability of the whole level is determined through AI-based testing. Our agents in this EDRL implementation learn to maximise a quantification of Koster's principle of fun by moderating the degree of diversity across level segments. Moreover, we test their ability to design fun levels that are diverse over time and playable. Our proposed framework is capable of generating endless, playable Super Mario Bros levels with varying degrees of fun, deviation from earlier segments, and playability. EDRL can be generalised to any game that is built as a segment-based sequential process and features a built-in compressed representation of its game content.


Importance of Artificial Intelligence and its impact on humanity

#artificialintelligence

Artificial intelligence is based on the principles of human intelligence and is defined as the way in which machines imitate human intelligence to perform simple and complex tasks. Artificial intelligence aims to learn human cognitive abilities and eventually surpass it. Currently, most AI models rely on deep neural networks, inspired by the human brain, which takes in a lot of raw data and expected results and learns the relationship between the two. Once trained it can apply this knowledge to new data and predict the result. More advanced methods use Deep reinforcement learning, where the model learns to make decisions by trial and error.


QKSA: Quantum Knowledge Seeking Agent

arXiv.org Artificial Intelligence

In this article we present the motivation and the core thesis towards the implementation of a Quantum Knowledge Seeking Agent (QKSA). QKSA is a general reinforcement learning agent that can be used to model classical and quantum dynamics. It merges ideas from universal artificial general intelligence, constructor theory and genetic programming to build a robust and general framework for testing the capabilities of the agent in a variety of environments. It takes the artificial life (or, animat) path to artificial general intelligence where a population of intelligent agents are instantiated to explore valid ways of modelling the perceptions. The multiplicity and survivability of the agents are defined by the fitness, with respect to the explainability and predictability, of a resource-bounded computational model of the environment. This general learning approach is then employed to model the physics of an environment based on subjective observer states of the agents. A specific case of quantum process tomography as a general modelling principle is presented. The various background ideas and a baseline formalism are discussed in this article which sets the groundwork for the implementations of the QKSA that are currently in active development.


Where is the Grass Greener? Revisiting Generalized Policy Iteration for Offline Reinforcement Learning

arXiv.org Artificial Intelligence

The performance of state-of-the-art baselines in the offline RL regime varies widely over the spectrum of dataset qualities, ranging from "far-from-optimal" random data to "close-to-optimal" expert demonstrations. We re-implement these under a fair, unified, and highly factorized framework, and show that when a given baseline outperforms its competing counterparts on one end of the spectrum, it never does on the other end. This consistent trend prevents us from naming a victor that outperforms the rest across the board. We attribute the asymmetry in performance between the two ends of the quality spectrum to the amount of inductive bias injected into the agent to entice it to posit that the behavior underlying the offline dataset is optimal for the task. The more bias is injected, the higher the agent performs, provided the dataset is close-to-optimal. Otherwise, its effect is brutally detrimental. Adopting an advantage-weighted regression template as base, we conduct an investigation which corroborates that injections of such optimality inductive bias, when not done parsimoniously, makes the agent subpar in the datasets it was dominant as soon as the offline policy is sub-optimal. In an effort to design methods that perform well across the whole spectrum, we revisit the generalized policy iteration scheme for the offline regime, and study the impact of nine distinct newly-introduced proposal distributions over actions, involved in proposed generalization of the policy evaluation and policy improvement update rules. We show that certain orchestrations strike the right balance and can improve the performance on one end of the spectrum without harming it on the other end.


Examining average and discounted reward optimality criteria in reinforcement learning

arXiv.org Artificial Intelligence

In reinforcement learning (RL), the goal is to obtain an optimal policy, for which the optimality criterion is fundamentally important. Two major optimality criteria are average and discounted rewards, where the later is typically considered as an approximation to the former. While the discounted reward is more popular, it is problematic to apply in environments that have no natural notion of discounting. This motivates us to revisit a) the progression of optimality criteria in dynamic programming, b) justification for and complication of an artificial discount factor, and c) benefits of directly maximizing the average reward. Our contributions include a thorough examination of the relationship between average and discounted rewards, as well as a discussion of their pros and cons in RL. We emphasize that average-reward RL methods possess the ingredient and mechanism for developing the general discounting-free optimality criterion (Veinott, 1969) in RL.


Traffic Signal Control with Communicative Deep Reinforcement Learning Agents: a Case Study

arXiv.org Artificial Intelligence

In this work we theoretically and experimentally analyze Multi-Agent Advantage Actor-Critic (MA2C) and Independent Advantage Actor-Critic (IA2C), two recently proposed multi-agent reinforcement learning methods that can be applied to control traffic signals in urban areas. The two methods differ in their use of a reward calculated locally or globally and in the management of agents' communication. We analyze the methods theoretically with the framework provided by non-Markov decision processes, which provides useful insights in the analysis of the algorithms. Moreover, we analyze the efficacy and the robustness of the methods experimentally by testing them in two traffic areas in the Bologna (Italy) area, simulated by SUMO, a software tool. The experimental results indicate that MA2C achieves the best performance in the majority of cases, outperforms the alternative method considered, and displays sufficient stability during the learning process.


MHER: Model-based Hindsight Experience Replay

#artificialintelligence

Solving multi-goal reinforcement learning (RL) problems with sparse rewards is generally challenging. Existing approaches have utilized goal relabeling on collected experiences to alleviate issues raised from sparse rewards. However, these methods are still limited in efficiency and cannot make full use of experiences. In this paper, we propose Model-based Hindsight Experience Replay (MHER), which exploits experiences more efficiently by leveraging environmental dynamics to generate virtual achieved goals. Replacing original goals with virtual goals generated from interaction with a trained dynamics model leads to a novel relabeling method, \emph{model-based relabeling} (MBR). Based on MBR, MHER performs both reinforcement learning and supervised learning for efficient policy improvement. Theoretically, we also prove the supervised part in MHER, i.e., goal-conditioned supervised learning with MBR data, optimizes a lower bound on the multi-goal RL objective. Experimental results in several point-based tasks and simulated robotics environments show that MHER achieves significantly higher sample efficiency than previous state-of-the-art methods.


Systematic Evaluation of Causal Discovery in Visual Model Based Reinforcement Learning

arXiv.org Machine Learning

Inducing causal relationships from observations is a classic problem in machine learning. Most work in causality starts from the premise that the causal variables themselves are observed. However, for AI agents such as robots trying to make sense of their environment, the only observables are low-level variables like pixels in images. To generalize well, an agent must induce high-level variables, particularly those which are causal or are affected by causal variables. A central goal for AI and causality is thus the joint discovery of abstract representations and causal structure. However, we note that existing environments for studying causal induction are poorly suited for this objective because they have complicated task-specific causal graphs which are impossible to manipulate parametrically (e.g., number of nodes, sparsity, causal chain length, etc.). In this work, our goal is to facilitate research in learning representations of high-level variables as well as causal structures among them. In order to systematically probe the ability of methods to identify these variables and structures, we design a suite of benchmarking RL environments. We evaluate various representation learning algorithms from the literature and find that explicitly incorporating structure and modularity in models can help causal induction in model-based reinforcement learning.


General Board Game Concepts

arXiv.org Artificial Intelligence

Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise the notion of "game concept", inspired by terms generally used by game players and designers. Through the Ludii General Game System, we describe concepts for several levels of abstraction, such as the game itself, the moves played, or the states reached. This new GGP feature associated with the ludeme representation of games opens many new lines of research. The creation of a hyper-agent selector, the transfer of AI learning between games, or explaining AI techniques using game terms, can all be facilitated by the use of game concepts. Other applications which can benefit from game concepts are also discussed, such as the generation of plausible reconstructed rules for incomplete ancient games, or the implementation of a board game recommender system.