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 Reinforcement Learning


Techniques Toward Optimizing Viewability in RTB Ad Campaigns Using Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning (RL) is an effective technique for training decision-making agents through interactions with their environment. The advent of deep learning has been associated with highly notable successes with sequential decision making problems - such as defeating some of the highest-ranked human players at Go. In digital advertising, real-time bidding (RTB) is a common method of allocating advertising inventory through real-time auctions. Bidding strategies need to incorporate logic for dynamically adjusting parameters in order to deliver pre-assigned campaign goals. Here we discuss techniques toward using RL to train bidding agents. As a campaign metric we particularly focused on viewability: the percentage of inventory which goes on to be viewed by an end user. This paper is presented as a survey of techniques and experiments which we developed through the course of this research. We discuss expanding our training data to include edge cases by training on simulated interactions. We discuss the experimental results comparing the performance of several promising RL algorithms, and an approach to hyperparameter optimization of an actor/critic training pipeline through Bayesian optimization. Finally, we present live-traffic tests of some of our RL agents against a rule-based feedback-control approach, demonstrating the potential for this method as well as areas for further improvement. This paper therefore presents an arrangement of our findings in this quickly developing field, and ways that it can be applied to an RTB use case.


Multi-Agent Deep Reinforcement Learning using Attentive Graph Neural Architectures for Real-Time Strategy Games

arXiv.org Artificial Intelligence

In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because it is the most well-known RTS games in world-wide. In our proposed MADRL-based algorithm, distributed MADRL is fundamentally used that is called QMIX. In addition to QMIX-based distributed computation, we consider state categorization which can reduce computational complexity significantly. Furthermore, self-attention mechanisms are used for identifying the relationship among agents in the form of graphs. Based on these approaches, we propose a categorized state graph attention policy (CSGA-policy). As observed in the performance evaluation of our proposed CSGA-policy with the most well-known StarCraft II simulation environment, our proposed algorithm works well in various settings, as expected.


Efficient PAC Reinforcement Learning in Regular Decision Processes

arXiv.org Artificial Intelligence

Recently regular decision processes have been proposed as a well-behaved form of non-Markov decision process. Regular decision processes are characterised by a transition function and a reward function that depend on the whole history, though regularly (as in regular languages). In practice both the transition and the reward functions can be seen as finite transducers. We study reinforcement learning in regular decision processes. Our main contribution is to show that a near-optimal policy can be PAC-learned in polynomial time in a set of parameters that describe the underlying decision process. We argue that the identified set of parameters is minimal and it reasonably captures the difficulty of a regular decision process.


On Instrumental Variable Regression for Deep Offline Policy Evaluation

arXiv.org Machine Learning

We show that the popular reinforcement learning (RL) strategy of estimating the state-action value (Q-function) by minimizing the mean squared Bellman error leads to a regression problem with confounding, the inputs and output noise being correlated. Hence, direct minimization of the Bellman error can result in significantly biased Q-function estimates. We explain why fixing the target Q-network in Deep Q-Networks and Fitted Q Evaluation provides a way of overcoming this confounding, thus shedding new light on this popular but not well understood trick in the deep RL literature. An alternative approach to address confounding is to leverage techniques developed in the causality literature, notably instrumental variables (IV). We bring together here the literature on IV and RL by investigating whether IV approaches can lead to improved Q-function estimates. This paper analyzes and compares a wide range of recent IV methods in the context of offline policy evaluation (OPE), where the goal is to estimate the value of a policy using logged data only. By applying different IV techniques to OPE, we are not only able to recover previously proposed OPE methods such as model-based techniques but also to obtain competitive new techniques. We find empirically that state-of-the-art OPE methods are closely matched in performance by some IV methods such as AGMM, which were not developed for OPE. We open-source all our code and datasets at https://github.com/liyuan9988/IVOPEwithACME.


Ensemble Quantile Networks: Uncertainty-Aware Reinforcement Learning with Applications in Autonomous Driving

arXiv.org Artificial Intelligence

Reinforcement learning (RL) can be used to create a decision-making agent for autonomous driving. However, previous approaches provide only black-box solutions, which do not offer information on how confident the agent is about its decisions. An estimate of both the aleatoric and epistemic uncertainty of the agent's decisions is fundamental for real-world applications of autonomous driving. Therefore, this paper introduces the Ensemble Quantile Networks (EQN) method, which combines distributional RL with an ensemble approach, to obtain a complete uncertainty estimate. The distribution over returns is estimated by learning its quantile function implicitly, which gives the aleatoric uncertainty, whereas an ensemble of agents is trained on bootstrapped data to provide a Bayesian estimation of the epistemic uncertainty. A criterion for classifying which decisions that have an unacceptable uncertainty is also introduced. The results show that the EQN method can balance risk and time efficiency in different occluded intersection scenarios, by considering the estimated aleatoric uncertainty. Furthermore, it is shown that the trained agent can use the epistemic uncertainty information to identify situations that the agent has not been trained for and thereby avoid making unfounded, potentially dangerous, decisions outside of the training distribution.


Experience replay is associated with efficient nonlocal learning

#artificialintelligence

We addressed this question by exploiting a normative model of replay based on reinforcement learning theory.


Experience replay is associated with efficient nonlocal learning

Science

Learning from direct experience is easy—we can always use trial and error—but how do we learn from nondirect (nonlocal) experiences? For this, we need additional mechanisms that bridge time and space. In rodents, hippocampal replay is hypothesized to promote this function. Liu et al. measured high-temporal-resolution brain signals using human magnetoencephalography combined with a new model-based, visually oriented, multipath reinforcement memory task. This task was designed to differentiate local versus nonlocal learning episodes within the subject. They found that reverse sequential replay in the human medial temporal lobe supports nonlocal reinforcement learning and is the underlying mechanism for solving complex credit assignment problems such as value learning. Science , abf1357, this issue p. [eabf1357][1] ### INTRODUCTION Adaptive decision-making requires assimilation of reward information to guide subsequent choices. However, actions and outcomes are often separated by time and space, rendering this difficult. In reinforcement learning, this problem can be solved using “model-based” inference, in which an agent leverages a learned model of the environment to link local reward to nonlocal actions; this process is known as experience replay. A potential neural substrate for this process is hippocampal “replay.” In rodents, cells in the hippocampus fire in an organized manner that recapitulates past or potential future trajectories during rest. A similar phenomenon has also been observed in humans during a post-task rest period. However, a direct connection between replay and nonlocal (i.e., model-based) learning has yet to be established. ### RATIONALE The question of how to achieve model-based learning in the service of adaptive behavior is central to understanding intelligence in both biological and artificial agents. We addressed this question by exploiting a normative model of replay based on reinforcement learning theory. This model makes specific predictions regarding how replay relates to nonlocal learning and about which information is more or less useful if replayed. To measure replay in humans, we used machine learning techniques in conjunction with magnetoencephalography (MEG) recordings of whole-brain neural activity. These techniques enabled us to ask whether and how neural replay contributes to nondirect learning in humans. In so doing, we address an outstanding question in reinforcement learning theory: how the brain forms links between disjoint actions and goals and uses these to inform better decisions in the future. ### RESULTS We designed a novel decision-making task to separate local from nonlocal learning—that is, learning from direct experience as opposed to indirect learning based on inference. Specifically, we developed a three-arm task, wherein each arm comprised two paths leading to distinct end states. Crucially, the two end states, reachable from each arm, are shared across all three arms. This design feature allows post-choice reward feedback to inform future choices not only in the chosen arm (local learning) but also in either of the other two arms (nonlocal learning). This work revealed the existence of backward neural replay of nonlocal experiences after reward receipt, with a 160-ms state-to-state time lag. In line with normative theory, such replay predominantly represents the path most useful for future behavior. This backward replay encoded nonlocal experience alone and was physiologically distinct from a faster forward replay (30-ms time lag), which was associated with power increase in a ripple band. Using computational modeling, we showed that the strength of this backward replay relates to efficient trial-by-trial within-subject learning of the same nonlocal experience, as well as a better overall task performance across subjects. This is consistent with our theoretical predictions and provides strong support for a reinforcement learning–based account of neural replay in decision-making. ### CONCLUSION Backward replay accompanies efficient nonlocal learning in humans and is prioritized according to its utility. These results connect several findings in human and rodent neuroscience and implicate experience replay in model-based reinforcement learning. ![Figure][2] Experience replay is associated with efficient nonlocal learning. Top left: The key element of the experimental design is a separation of local versus nonlocal learning. The chosen path (indicated by hand) reflects local experience; the other two paths leading to the same outcome state (the red £), but not directly experienced, are the nonlocal paths. Arrow direction indicates the order of actual experience; color indicates the arm identity. There are three arms, and outcomes are shared across the three arms. Top right: Nonlocal backward replay after reward receipt. There are two nonlocal experiences per trial. We found neural replay of these paths after reward receipt, consistent with a credit assignment account in reinforcement learning—an assignment of local reward information to nonlocal actions. Bottom: Consistent with reinforcement learning theory, replay was prioritized according to utility (need × gain) and was related to more efficient nonlocal learning. In the example, this is illustrated as stronger replay (double arrows) for the green path, because of its higher utility (0.32 versus 0.29) relative to the orange path. To make effective decisions, people need to consider the relationship between actions and outcomes. These are often separated by time and space. The neural mechanisms by which disjoint actions and outcomes are linked remain unknown. One promising hypothesis involves neural replay of nonlocal experience. Using a task that segregates direct from indirect value learning, combined with magnetoencephalography, we examined the role of neural replay in human nonlocal learning. After receipt of a reward, we found significant backward replay of nonlocal experience, with a 160-millisecond state-to-state time lag, which was linked to efficient learning of action values. Backward replay and behavioral evidence of nonlocal learning were more pronounced for experiences of greater benefit for future behavior. These findings support nonlocal replay as a neural mechanism for solving complex credit assignment problems during learning. [1]: /lookup/doi/10.1126/science.abf1357 [2]: pending:yes


Cross-domain Imitation from Observations

arXiv.org Artificial Intelligence

Imitation learning seeks to circumvent the difficulty in designing proper reward functions for training agents by utilizing expert behavior. With environments modeled as Markov Decision Processes (MDP), most of the existing imitation algorithms are contingent on the availability of expert demonstrations in the same MDP as the one in which a new imitation policy is to be learned. In this paper, we study the problem of how to imitate tasks when there exist discrepancies between the expert and agent MDP. These discrepancies across domains could include differing dynamics, viewpoint, or morphology; we present a novel framework to learn correspondences across such domains. Importantly, in contrast to prior works, we use unpaired and unaligned trajectories containing only states in the expert domain, to learn this correspondence. We utilize a cycle-consistency constraint on both the state space and a domain agnostic latent space to do this. In addition, we enforce consistency on the temporal position of states via a normalized position estimator function, to align the trajectories across the two domains. Once this correspondence is found, we can directly transfer the demonstrations on one domain to the other and use it for imitation. Experiments across a wide variety of challenging domains demonstrate the efficacy of our approach.


Navigation Turing Test (NTT): Learning to Evaluate Human-Like Navigation

arXiv.org Artificial Intelligence

A key challenge on the path to developing agents that learn complex human-like behavior is the need to quickly and accurately quantify human-likeness. While human assessments of such behavior can be highly accurate, speed and scalability are limited. We address these limitations through a novel automated Navigation Turing Test (ANTT) that learns to predict human judgments of human-likeness. We demonstrate the effectiveness of our automated NTT on a navigation task in a complex 3D environment. We investigate six classification models to shed light on the types of architectures best suited to this task, and validate them against data collected through a human NTT. Our best models achieve high accuracy when distinguishing true human and agent behavior. At the same time, we show that predicting finer-grained human assessment of agents' progress towards human-like behavior remains unsolved. Our work takes an important step towards agents that more effectively learn complex human-like behavior.


Objective-aware Traffic Simulation via Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

Traffic simulators act as an essential component in the operating and planning of transportation systems. Conventional traffic simulators usually employ a calibrated physical car-following model to describe vehicles' behaviors and their interactions with traffic environment. However, there is no universal physical model that can accurately predict the pattern of vehicle's behaviors in different situations. A fixed physical model tends to be less effective in a complicated environment given the non-stationary nature of traffic dynamics. In this paper, we formulate traffic simulation as an inverse reinforcement learning problem, and propose a parameter sharing adversarial inverse reinforcement learning model for dynamics-robust simulation learning. Our proposed model is able to imitate a vehicle's trajectories in the real world while simultaneously recovering the reward function that reveals the vehicle's true objective which is invariant to different dynamics. Extensive experiments on synthetic and real-world datasets show the superior performance of our approach compared to state-of-the-art methods and its robustness to variant dynamics of traffic.