Reinforcement Learning
Classical Planning in Deep Latent Space
Asai, Masataro, Kajino, Hiroshi, Fukunaga, Alex, Muise, Christian
Current domain-independent, classical planners require symbolic models of the problem domain and instance as input, resulting in a knowledge acquisition bottleneck. Meanwhile, although deep learning has achieved significant success in many fields, the knowledge is encoded in a subsymbolic representation which is incompatible with symbolic systems such as planners. We propose Latplan, an unsupervised architecture combining deep learning and classical planning. Given only an unlabeled set of image pairs showing a subset of transitions allowed in the environment (training inputs), Latplan learns a complete propositional PDDL action model of the environment. Later, when a pair of images representing the initial and the goal states (planning inputs) is given, Latplan finds a plan to the goal state in a symbolic latent space and returns a visualized plan execution. We evaluate Latplan using image-based versions of 6 planning domains: 8-puzzle, 15-Puzzle, Blocksworld, Sokoban and Two variations of LightsOut.
Multiagent Deep Reinforcement Learning: Challenges and Directions Towards Human-Like Approaches
Wong, Annie, Bรคck, Thomas, Kononova, Anna V., Plaat, Aske
This paper surveys the field of multiagent deep reinforcement learning. The combination of deep neural networks with reinforcement learning has gained increased traction in recent years and is slowly shifting the focus from single-agent to multiagent environments. Dealing with multiple agents is inherently more complex as (a) the future rewards depend on the joint actions of multiple players and (b) the computational complexity of functions increases. We present the most common multiagent problem representations and their main challenges, and identify five research areas that address one or more of these challenges: centralised training and decentralised execution, opponent modelling, communication, efficient coordination, and reward shaping. We find that many computational studies rely on unrealistic assumptions or are not generalisable to other settings; they struggle to overcome the curse of dimensionality or nonstationarity. Approaches from psychology and sociology capture promising relevant behaviours such as communication and coordination. We suggest that, for multiagent reinforcement learning to be successful, future research addresses these challenges with an interdisciplinary approach to open up new possibilities for more human-oriented solutions in multiagent reinforcement learning.
Learning Task Informed Abstractions
Fu, Xiang, Yang, Ge, Agrawal, Pulkit, Jaakkola, Tommi
Current model-based reinforcement learning methods struggle when operating from complex visual scenes due to their inability to prioritize task-relevant features. To mitigate this problem, we propose learning Task Informed Abstractions (TIA) that explicitly separates reward-correlated visual features from distractors. For learning TIA, we introduce the formalism of Task Informed MDP (TiMDP) that is realized by training two models that learn visual features via cooperative reconstruction, but one model is adversarially dissociated from the reward signal. Empirical evaluation shows that TIA leads to significant performance gains over state-of-the-art methods on many visual control tasks where natural and unconstrained visual distractions pose a formidable challenge.
DRILL-- Deep Reinforcement Learning for Refinement Operators in $\mathcal{ALC}$
Demir, Caglar, Ngomo, Axel-Cyrille Ngonga
Approaches based on refinement operators have been successfully applied to class expression learning on RDF knowledge graphs. These approaches often need to explore a large number of concepts to find adequate hypotheses. This need arguably stems from current approaches relying on myopic heuristic functions to guide their search through an infinite concept space. In turn, deep reinforcement learning provides effective means to address myopia by estimating how much discounted cumulated future reward states promise. In this work, we leverage deep reinforcement learning to accelerate the learning of concepts in $\mathcal{ALC}$ by proposing DRILL -- a novel class expression learning approach that uses a convolutional deep Q-learning model to steer its search. By virtue of its architecture, DRILL is able to compute the expected discounted cumulated future reward of more than $10^3$ class expressions in a second on standard hardware. We evaluate DRILL on four benchmark datasets against state-of-the-art approaches. Our results suggest that DRILL converges to goal states at least 2.7$\times$ faster than state-of-the-art models on all benchmark datasets. We provide an open-source implementation of our approach, including training and evaluation scripts as well as pre-trained models.
Action Set Based Policy Optimization for Safe Power Grid Management
Zhou, Bo, Zeng, Hongsheng, Liu, Yuecheng, Li, Kejiao, Wang, Fan, Tian, Hao
Maintaining the stability of the modern power grid is becoming increasingly difficult due to fluctuating power consumption, unstable power supply coming from renewable energies, and unpredictable accidents such as man-made and natural disasters. As the operation on the power grid must consider its impact on future stability, reinforcement learning (RL) has been employed to provide sequential decision-making in power grid management. However, existing methods have not considered the environmental constraints. As a result, the learned policy has risk of selecting actions that violate the constraints in emergencies, which will escalate the issue of overloaded power lines and lead to large-scale blackouts. In this work, we propose a novel method for this problem, which builds on top of the search-based planning algorithm. At the planning stage, the search space is limited to the action set produced by the policy. The selected action strictly follows the constraints by testing its outcome with the simulation function provided by the system. At the learning stage, to address the problem that gradients cannot be propagated to the policy, we introduce Evolutionary Strategies (ES) with black-box policy optimization to improve the policy directly, maximizing the returns of the long run. In NeurIPS 2020 Learning to Run Power Network (L2RPN) competition, our solution safely managed the power grid and ranked first in both tracks.
Expert Q-learning: Deep Q-learning With State Values From Expert Examples
Meng, Li, Yazidi, Anis, Goodwin, Morten, Engelstad, Paal
We propose a novel algorithm named Expert Q-learning. Expert Q-learning was inspired by Dueling Q-learning and aimed at incorporating the ideas from semi-supervised learning into reinforcement learning through splitting Q-values into state values and action advantages. Different from Generative Adversarial Imitation Learning and Deep Q-Learning from Demonstrations, the offline expert we have used only predicts the value of a state from {-1, 0, 1}, indicating whether this is a bad, neutral or good state. An expert network was designed in addition to the Q-network, which updates each time following the regular offline minibatch update whenever the expert example buffer is not empty. The Q-network plays the role of the advantage function only during the update. Our algorithm also keeps asynchronous copies of the Q-network and expert network, predicting the target values using the same manner as of Double Q-learning. We compared on the game of Othello our algorithm with the state-of-the-art Q-learning algorithm, which was a combination of Double Q-learning and Dueling Q-learning. The results showed that Expert Q-learning was indeed useful and more resistant to the overestimation bias of Q-learning. The baseline Q-learning algorithm exhibited unstable and suboptimal behavior, especially when playing against a stochastic player, whereas Expert Q-learning demonstrated more robust performance with higher scores. Expert Q-learning without using examples has also gained better results than the baseline algorithm when trained and tested against a fixed player. On the other hand, Expert Q-learning without examples cannot win against the baseline Q-learning algorithm in direct game competitions despite the fact that it has also shown the strength of reducing the overestimation bias.
Decision Transformer: Unifying sequence modelling and model-free, offline RL
Can we apply massive advancements of Transformer approach with its simplicity and scalability to Reinforcement Learning (RL)? Yes, but for that - one needs to approach RL as a sequence modeling problem. The Decision Transformer does that by abstracting RL as a conditional sequence modeling and using language modeling technique of casual masking of self-attention from GPT/BERT, enabling autoregressive generation of trajectories from the previous tokens in a sequence. The classical RL approach of fitting the value functions, or computing policy gradients (needs live correction; online), has been ditched in favor of masked Transformer yielding optimal actions. The Decision Transformer can match or outperform strong algorithms designed explicitly for offline RL with minimal modifications from standard language modeling architectures.
What is Hierarchical Reinforcement Learning?
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Deep Reinforcement Learning 2.0
Welcome to Deep Reinforcement Learning 2.0! In this course, we will learn and implement a new incredibly smart AI model, called the Twin-Delayed DDPG, which combines state of the art techniques in Artificial Intelligence including continuous Double Deep Q-Learning, Policy Gradient, and Actor Critic. The model is so strong that for the first time in our courses, we are able to solve the most challenging virtual AI applications (training an ant/spider and a half humanoid to walk and run across a field). In this part we will study all the fundamentals of Artificial Intelligence which will allow you to understand and master the AI of this course. These include Q-Learning, Deep Q-Learning, Policy Gradient, Actor-Critic and more.
Multi-task curriculum learning in a complex, visual, hard-exploration domain: Minecraft
Kanitscheider, Ingmar, Huizinga, Joost, Farhi, David, Guss, William Hebgen, Houghton, Brandon, Sampedro, Raul, Zhokhov, Peter, Baker, Bowen, Ecoffet, Adrien, Tang, Jie, Klimov, Oleg, Clune, Jeff
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by focusing on the next best task to learn. We explore curriculum learning in a complex, visual domain with many hard exploration challenges: Minecraft. We find that learning progress (defined as a change in success probability of a task) is a reliable measure of learnability for automatically constructing an effective curriculum. We introduce a learning-progress based curriculum and test it on a complex reinforcement learning problem (called "Simon Says") where an agent is instructed to obtain a desired goal item. Many of the required skills depend on each other. Experiments demonstrate that: (1) a within-episode exploration bonus for obtaining new items improves performance, (2) dynamically adjusting this bonus across training such that it only applies to items the agent cannot reliably obtain yet further increases performance, (3) the learning-progress based curriculum elegantly follows the learning curve of the agent, and (4) when the learning-progress based curriculum is combined with the dynamic exploration bonus it learns much more efficiently and obtains far higher performance than uniform baselines. These results suggest that combining intra-episode and across-training exploration bonuses with learning progress creates a promising method for automated curriculum generation, which may substantially increase our ability to train more capable, generally intelligent agents.