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 Reinforcement Learning


Solving Sokoban with backward reinforcement learning

arXiv.org Artificial Intelligence

In some puzzles, the strategy we need to use near the goal can be quite different from the strategy that is effective earlier on, e.g. due to a smaller branching factor near the exit state in a maze. A common approach in these cases is to apply both a forward and a backward search, and to try and align the two. In this work we propose an approach that takes this idea a step forward, within a reinforcement learning (RL) framework. Training a traditional forward-looking agent using RL can be difficult because rewards are often sparse, e.g. given only at the goal. Instead, we first train a backward-looking agent with a simple relaxed goal. We then augment the state representation of the puzzle with straightforward hint features that are extracted from the behavior of that agent. Finally, we train a forward looking agent with this informed augmented state. We demonstrate that this simple "access" to partial backward plans leads to a substantial performance boost. On the challenging domain of the Sokoban puzzle, our RL approach substantially surpasses the best learned solvers that generalize over levels, and is competitive with SOTA performance of the best highly-crafted solution. Impressively, we achieve these results while learning from only a small number of practice levels and using simple RL techniques.


Data-Efficient Reinforcement Learning for Malaria Control

arXiv.org Artificial Intelligence

Sequential decision-making under cost-sensitive tasks is prohibitively daunting, especially for the problem that has a significant impact on people's daily lives, such as malaria control, treatment recommendation. The main challenge faced by policymakers is to learn a policy from scratch by interacting with a complex environment in a few trials. This work introduces a practical, data-efficient policy learning method, named Variance-Bonus Monte Carlo Tree Search~(VB-MCTS), which can copy with very little data and facilitate learning from scratch in only a few trials. Specifically, the solution is a model-based reinforcement learning method. To avoid model bias, we apply Gaussian Process~(GP) regression to estimate the transitions explicitly. With the GP world model, we propose a variance-bonus reward to measure the uncertainty about the world. Adding the reward to the planning with MCTS can result in more efficient and effective exploration. Furthermore, the derived polynomial sample complexity indicates that VB-MCTS is sample efficient. Finally, outstanding performance on a competitive world-level RL competition and extensive experimental results verify its advantage over the state-of-the-art on the challenging malaria control task.


Generative Adversarial Reward Learning for Generalized Behavior Tendency Inference

arXiv.org Artificial Intelligence

Recent advances in reinforcement learning have inspired increasing interest in learning user modeling adaptively through dynamic interactions, e.g., in reinforcement learning based recommender systems. Reward function is crucial for most of reinforcement learning applications as it can provide the guideline about the optimization. However, current reinforcement-learning-based methods rely on manually-defined reward functions, which cannot adapt to dynamic and noisy environments. Besides, they generally use task-specific reward functions that sacrifice generalization ability. We propose a generative inverse reinforcement learning for user behavioral preference modelling, to address the above issues. Instead of using predefined reward functions, our model can automatically learn the rewards from user's actions based on discriminative actor-critic network and Wasserstein GAN. Our model provides a general way of characterizing and explaining underlying behavioral tendencies, and our experiments show our method outperforms state-of-the-art methods in a variety of scenarios, namely traffic signal control, online recommender systems, and scanpath prediction.


ANT: Learning Accurate Network Throughput for Better Adaptive Video Streaming

arXiv.org Artificial Intelligence

Adaptive Bit Rate (ABR) decision plays a crucial role for ensuring satisfactory Quality of Experience (QoE) in video streaming applications, in which past network statistics are mainly leveraged for future network bandwidth prediction. However, most algorithms, either rules-based or learning-driven approaches, feed throughput traces or classified traces based on traditional statistics (i.e., mean/standard deviation) to drive ABR decision, leading to compromised performances in specific scenarios. Given the diverse network connections (e.g., WiFi, cellular and wired link) from time to time, this paper thus proposes to learn the ANT (a.k.a., Accurate Network Throughput) model to characterize the full spectrum of network throughput dynamics in the past for deriving the proper network condition associated with a specific cluster of network throughput segments (NTS). Each cluster of NTS is then used to generate a dedicated ABR model, by which we wish to better capture the network dynamics for diverse connections. We have integrated the ANT model with existing reinforcement learning (RL)-based ABR decision engine, where different ABR models are applied to respond to the accurate network sensing for better rate decision. Extensive experiment results show that our approach can significantly improve the user QoE by 65.5% and 31.3% respectively, compared with the state-of-the-art Pensive and Oboe, across a wide range of network scenarios.


On Lottery Tickets and Minimal Task Representations in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

The lottery ticket hypothesis questions the role of overparameterization in supervised deep learning. But how is the performance of winning lottery tickets affected by the distributional shift inherent to reinforcement learning problems? In this work, we address this question by comparing sparse agents who have to address the non-stationarity of the exploration-exploitation problem with supervised agents trained to imitate an expert. We show that feed-forward networks trained via reinforcement learning and imitation learning can be pruned to the same level of sparsity, suggesting that the distributional shift has a limited impact on the size of winning tickets. Using a set of carefully designed baseline conditions, we find that the majority of the lottery ticket effect in both learning paradigms can be attributed to the identified mask rather than the weight initialization. The input layer mask selectively prunes entire input dimensions that turn out to be irrelevant for the task at hand. At a moderate level of sparsity the mask identified by iterative magnitude pruning yields minimal task-relevant representations, i.e., an interpretable inductive bias. Finally, we propose a simple initialization rescaling which promotes the robust identification of sparse task representations in low-dimensional control tasks.


Pervasive AI for IoT Applications: Resource-efficient Distributed Artificial Intelligence

arXiv.org Artificial Intelligence

Artificial intelligence (AI) has witnessed a substantial breakthrough in a variety of Internet of Things (IoT) applications and services, spanning from recommendation systems to robotics control and military surveillance. This is driven by the easier access to sensory data and the enormous scale of pervasive/ubiquitous devices that generate zettabytes (ZB) of real-time data streams. Designing accurate models using such data streams, to predict future insights and revolutionize the decision-taking process, inaugurates pervasive systems as a worthy paradigm for a better quality-of-life. The confluence of pervasive computing and artificial intelligence, Pervasive AI, expanded the role of ubiquitous IoT systems from mainly data collection to executing distributed computations with a promising alternative to centralized learning, presenting various challenges. In this context, a wise cooperation and resource scheduling should be envisaged among IoT devices (e.g., smartphones, smart vehicles) and infrastructure (e.g. edge nodes, and base stations) to avoid communication and computation overheads and ensure maximum performance. In this paper, we conduct a comprehensive survey of the recent techniques developed to overcome these resource challenges in pervasive AI systems. Specifically, we first present an overview of the pervasive computing, its architecture, and its intersection with artificial intelligence. We then review the background, applications and performance metrics of AI, particularly Deep Learning (DL) and online learning, running in a ubiquitous system. Next, we provide a deep literature review of communication-efficient techniques, from both algorithmic and system perspectives, of distributed inference, training and online learning tasks across the combination of IoT devices, edge devices and cloud servers. Finally, we discuss our future vision and research challenges.


A learning gap between neuroscience and reinforcement learning

arXiv.org Artificial Intelligence

Historically, artificial intelligence has drawn much inspiration from neuroscience to fuel advances in the field. However, current progress in reinforcement learning is largely focused on benchmark problems that fail to capture many of the aspects that are of interest in neuroscience today. We illustrate this point by extending a T-maze task from neuroscience for use with reinforcement learning algorithms, and show that state-of-the-art algorithms are not capable of solving this problem. Finally, we point out where insights from neuroscience could help explain some of the issues encountered.


This new robotics challenge could bring us closer to human-level AI

#artificialintelligence

This makes one appreciate the complexity of human vision and agency. The next time you go to a supermarket, consider how easily you can find your way through aisles, tell the difference between different products, reach for and pick up different items, place them in your basket or cart, and choose your path in an efficient way. And you're doing all this without access to segmentation and depth maps and by reading items from a crumpled handwritten note in your pocket. The TDW-Transport Challenge is in the process of accepting submissions. In the meantime, the authors of the paper have already tested the environment with several known reinforcement learning techniques. Their findings show that pure reinforcement learning is very poor at solving task and motion planning challenges.


Learning swimming escape patterns under energy constraints

arXiv.org Artificial Intelligence

Aquatic organisms involved in predator-prey interactions perform impressive feats of fluid manipulation to enhance their chances of survival [1-8]. Since early studies where prey fish were reported to rapidly accelerate from rest by bending into a C-shape and unfurling their tail [9-12], impulsive locomotion patterns have been the subject of intense investigation. Studying escape strategies of prey fish has led to the discovery of sensing mechanisms [13-15], dedicated neural circuits [16-19], and bio-mechanic principles [20, 21]. From the perspective of hydrodynamics, several studies have sought to understand the C-start escape response and how it imparts momentum to the surrounding fluid [22-27]. However, experiments and observations indicate that swimming escapes can take a variety of forms. For example, after the initial burst from rest, many fish are seen coasting instead of swimming continuously [11, 28, 29]. Furthermore, theoretical [30-32] as well as experimental [33] studies have suggested that intermittent swimming styles, termed burst-coast swimming, can be more efficient than continuous swimming when maximizing distance given a fixed amount of energy. This raises the question of when and why different swimming escape patterns are employed in nature, and which biophysical cost functions they optimize. Given a cost function, reverse engineering methodologies have been employed to identify links to resulting swimming patterns e.g.


VECA : A Toolkit for Building Virtual Environments to Train and Test Human-like Agents

arXiv.org Artificial Intelligence

Building human-like agent, which aims to learn and think like human intelligence, has long been an important research topic in AI. To train and test human-like agents, we need an environment that imposes the agent to rich multimodal perception and allows comprehensive interactions for the agent, while also easily extensible to develop custom tasks. However, existing approaches do not support comprehensive interaction with the environment or lack variety in modalities. Also, most of the approaches are difficult or even impossible to implement custom tasks. In this paper, we propose a novel VR-based toolkit, VECA, which enables building fruitful virtual environments to train and test human-like agents. In particular, VECA provides a humanoid agent and an environment manager, enabling the agent to receive rich human-like perception and perform comprehensive interactions. To motivate VECA, we also provide 24 interactive tasks, which represent (but are not limited to) four essential aspects in early human development: joint-level locomotion and control, understanding contexts of objects, multimodal learning, and multi-agent learning. To show the usefulness of VECA on training and testing human-like learning agents, we conduct experiments on VECA and show that users can build challenging tasks for engaging human-like algorithms, and the features supported by VECA are critical on training human-like agents.