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 Reinforcement Learning


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.


A Novel Deep Reinforcement Learning Based Stock Direction Prediction using Knowledge Graph and Community Aware Sentiments

arXiv.org Artificial Intelligence

Stock market prediction has been an important topic for investors, researchers, and analysts. Because it is affected by too many factors, stock market prediction is a difficult task to handle. In this study, we propose a novel method that is based on deep reinforcement learning methodologies for the direction prediction of stocks using sentiments of community and knowledge graph. For this purpose, we firstly construct a social knowledge graph of users by analyzing relations between connections. After that, time series analysis of related stock and sentiment analysis is blended with deep reinforcement methodology. Turkish version of Bidirectional Encoder Representations from Transformers (BerTurk) is employed to analyze the sentiments of the users while deep Q-learning methodology is used for the deep reinforcement learning side of the proposed model to construct the deep Q network. In order to demonstrate the effectiveness of the proposed model, Garanti Bank (GARAN), Akbank (AKBNK), T\"urkiye \.I\c{s} Bankas{\i} (ISCTR) stocks in Istanbul Stock Exchange are used as a case study. Experiment results show that the proposed novel model achieves remarkable results for stock market prediction task.


User Role Discovery and Optimization Method based on K-means + Reinforcement learning in Mobile Applications

arXiv.org Artificial Intelligence

With the widespread use of mobile phones, users can share their location and activity anytime, anywhere, as a form of check-in data. These data reflect user features. Long-term stable, and a set of user-shared features can be abstracted as user roles. The role is closely related to the user's social background, occupation, and living habits. This study provides four main contributions. Firstly, user feature models from different views for each user are constructed from the analysis of check-in data. Secondly, K-Means algorithm is used to discover user roles from user features. Thirdly, a reinforcement learning algorithm is proposed to strengthen the clustering effect of user roles and improve the stability of the clustering result. Finally, experiments are used to verify the validity of the method, the results of which show the effectiveness of the method.


It's Easy for Computers to Detect Sarcasm, Right?

#artificialintelligence

So all the all the previous achievements by different machine learning algorithms, precisely the reinforcement learning algorithms, is that it could look at …


Gap-Dependent Bounds for Two-Player Markov Games

arXiv.org Machine Learning

Recently, designing an effective and efficient algorithm to obtain a nea r-optimal strategy in sequential decision-making tasks has attracted more and more interest in the field of modern reinforcement learning (RL) [ SB88 ]. By estimating the optimal state-action value function (a.k.a Q-fun ction), Q-learning method [ WD92 ] is one of the most popular classes of algorithms. In each iteration o f Q-learning algorithms, the agent greedily chooses the action with th e largest Q value and achieve his reward and the next state by interacting with the underlying RL e nvironment. At the same time, the algorithm keeps updating the Q-values by using Bellman Equa tion. In comparison, the model-based methods attempt to reveal the structure of the en vironment, which lead to more memory and worse time efficiency. That's why Q-learning, a typical model-free method, is playing an important role in a wide range of RL problems [ MKS


Distilling Reinforcement Learning Tricks for Video Games

arXiv.org Artificial Intelligence

Reinforcement learning (RL) research focuses on general solutions that can be applied across different domains. This results in methods that RL practitioners can use in almost any domain. However, recent studies often lack the engineering steps ("tricks") which may be needed to effectively use RL, such as reward shaping, curriculum learning, and splitting a large task into smaller chunks. Such tricks are common, if not necessary, to achieve state-of-the-art results and win RL competitions. To ease the engineering efforts, we distill descriptions of tricks from state-of-the-art results and study how well these tricks can improve a standard deep Q-learning agent. The long-term goal of this work is to enable combining proven RL methods with domain-specific tricks by providing a unified software framework and accompanying insights in multiple domains.


Model Mediated Teleoperation with a Hand-Arm Exoskeleton in Long Time Delays Using Reinforcement Learning

arXiv.org Artificial Intelligence

Telerobotic systems must adapt to new environmental conditions and deal with high uncertainty caused by long-time delays. As one of the best alternatives to human-level intelligence, Reinforcement Learning (RL) may offer a solution to cope with these issues. This paper proposes to integrate RL with the Model Mediated Teleoperation (MMT) concept. The teleoperator interacts with a simulated virtual environment, which provides instant feedback. Whereas feedback from the real environment is delayed, feedback from the model is instantaneous, leading to high transparency. The MMT is realized in combination with an intelligent system with two layers. The first layer utilizes Dynamic Movement Primitives (DMP) which accounts for certain changes in the avatar environment. And, the second layer addresses the problems caused by uncertainty in the model using RL methods. Augmented reality was also provided to fuse the avatar device and virtual environment models for the teleoperator. Implemented on DLR's Exodex Adam hand-arm haptic exoskeleton, the results show RL methods are able to find different solutions when changes are applied to the object position after the demonstration. The results also show DMPs to be effective at adapting to new conditions where there is no uncertainty involved.


MHER: Model-based Hindsight Experience Replay

arXiv.org Artificial Intelligence

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.


Optimal Power Allocation for Rate Splitting Communications with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This letter introduces a novel framework to optimize the power allocation for users in a Rate Splitting Multiple Access (RSMA) network. In the network, messages intended for users are split into different parts that are a single common part and respective private parts. This mechanism enables RSMA to flexibly manage interference and thus enhance energy and spectral efficiency. Although possessing outstanding advantages, optimizing power allocation in RSMA is very challenging under the uncertainty of the communication channel and the transmitter has limited knowledge of the channel information. To solve the problem, we first develop a Markov Decision Process framework to model the dynamic of the communication channel. The deep reinforcement algorithm is then proposed to find the optimal power allocation policy for the transmitter without requiring any prior information of the channel. The simulation results show that the proposed scheme can outperform baseline schemes in terms of average sum-rate under different power and QoS requirements.