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 Reinforcement Learning


Autonomous Overtaking in Gran Turismo Sport Using Curriculum Reinforcement Learning

arXiv.org Artificial Intelligence

Professional race-car drivers can execute extreme overtaking maneuvers. However, existing algorithms for autonomous overtaking either rely on simplified assumptions about the vehicle dynamics or try to solve expensive trajectory-optimization problems online. When the vehicle approaches its physical limits, existing model-based controllers struggle to handle highly nonlinear dynamics, and cannot leverage the large volume of data generated by simulation or real-world driving. To circumvent these limitations, we propose a new learning-based method to tackle the autonomous overtaking problem. We evaluate our approach in the popular car racing game Gran Turismo Sport, which is known for its detailed modeling of various cars and tracks. By leveraging curriculum learning, our approach leads to faster convergence as well as increased performance compared to vanilla reinforcement learning. As a result, the trained controller outperforms the built-in model-based game AI and achieves comparable overtaking performance with an experienced human driver.


Generative Actor-Critic: An Off-policy Algorithm Using the Push-forward Model

arXiv.org Artificial Intelligence

Model-free deep reinforcement learning has achieved great success in many domains, such as video games, recommendation systems and robotic control tasks. In continuous control tasks, widely used policies with Gaussian distributions results in ineffective exploration of environments and limited performance of algorithms in many cases. In this paper, we propose a density-free off-policy algorithm, Generative Actor-Critic(GAC), using the push-forward model to increase the expressiveness of policies, which also includes an entropy-like technique, MMD-entropy regularizer, to balance the exploration and exploitation. Additionnally, we devise an adaptive mechanism to automatically scale this regularizer, which further improves the stability and robustness of GAC. The experiment results show that push-forward policies possess desirable features, such as multi-modality, which can improve the efficiency of exploration and asymptotic performance of algorithms obviously.


Reward prediction for representation learning and reward shaping

arXiv.org Machine Learning

One of the fundamental challenges in reinforcement learning (RL) is the one of data efficiency: modern algorithms require a very large number of training samples, especially compared to humans, for solving environments with high-dimensional observations. The severity of this problem is increased when the reward signal is sparse. In this work, we propose learning a state representation in a self-supervised manner for reward prediction. The reward predictor learns to estimate either a raw or a smoothed version of the true reward signal in environment with a single, terminating, goal state. We augment the training of out-of-the-box RL agents by shaping the reward using our reward predictor during policy learning. Using our representation for preprocessing high-dimensional observations, as well as using the predictor for reward shaping, is shown to significantly enhance Actor Critic using Kronecker-factored Trust Region and Proximal Policy Optimization in single-goal environments with visual inputs.


Scalable, Decentralized Multi-Agent Reinforcement Learning Methods Inspired by Stigmergy and Ant Colonies

arXiv.org Artificial Intelligence

Bolstering multi-agent learning algorithms to tackle complex coordination and control tasks has been a long-standing challenge of on-going research. Numerous methods have been proposed to help reduce the effects of non-stationarity and unscalability. In this work, we investigate a novel approach to decentralized multi-agent learning and planning that attempts to address these two challenges. In particular, this method is inspired by the cohesion, coordination, and behavior of ant colonies. As a result, these algorithms are designed to be naturally scalable to systems with numerous agents. While no optimality is guaranteed, the method is intended to work well in practice and scale better in efficacy with the number of agents present than others. The approach combines single-agent RL and an ant-colony-inspired decentralized, stigmergic algorithm for multi-agent path planning and environment modification. Specifically, we apply this algorithm in a setting where agents must navigate to a goal location, learning to push rectangular boxes into holes to yield new traversable pathways. It is shown that while the approach yields promising success in this particular environment, it may not be as easily generalized to others. The algorithm designed is notably scalable to numerous agents but is limited in its performance due to its relatively simplistic, rule-based approach. Furthermore, the composability of RL-trained policies is called into question, where, while policies are successful in their training environments, applying trained policies to a larger-scale, multi-agent framework results in unpredictable behavior.


Using reinforcement learning to design an AI assistantfor a satisfying co-op experience

arXiv.org Artificial Intelligence

In this project, we designed an intelligent assistant player for the single-player game Space Invaders with the aim to provide a satisfying co-op experience. The agent behaviour was designed using reinforcement learning techniques and evaluated based on several criteria. We validate the hypothesis that an AI-driven computer player can provide a satisfying co-op experience.


DeepRF: Deep Reinforcement Learning Designed RadioFrequency Waveform in MRI

arXiv.org Artificial Intelligence

A carefully engineered radiofrequency (RF) pulse plays a key role in a number of systems such as mobile phone, radar, and magnetic resonance imaging (MRI). The design of an RF waveform, however, is often posed as an inverse problem that has no general solution. As a result, various design methods each with a specific purpose have been developed based on the intuition of human experts. In this work, we propose an artificial intelligence-powered RF pulse design framework, DeepRF, which utilizes the self-learning characteristics of deep reinforcement learning (DRL) to generate a novel RF beyond human intuition. Additionally, the method can design various types of RF pulses via customized reward functions. The algorithm of DeepRF consists of two modules: the RF generation module, which utilizes DRL to explore new RF pulses, and the RF refinement module, which optimizes the seed RF pulses from the generation module via gradient ascent. The effectiveness of DeepRF is demonstrated using four exemplary RF pulses, slice-selective excitation pulse, slice-selective inversion pulse, B1-insensitive volume inversion pulse, and B1-insensitive selective inversion pulse, that are commonly used in MRI. The results show that the DeepRF-designed pulses successfully satisfy the design criteria while improving specific absorption rates when compared to those of the conventional RF pulses. Further analyses suggest that the DeepRF-designed pulses utilize new mechanisms of magnetization manipulation that are difficult to be explained by conventional theory, suggesting the potentials of DeepRF in discovering unseen design dimensions beyond human intuition. This work may lay the foundation for an emerging field of AI-driven RF waveform design.


Decomposed Soft Actor-Critic Method for Cooperative Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning methods have shown great performance on many challenging cooperative multi-agent tasks. Two main promising research directions are multi-agent value function decomposition and multi-agent policy gradients. In this paper, we propose a new decomposed multi-agent soft actor-critic (mSAC) method, which effectively combines the advantages of the aforementioned two methods. The main modules include decomposed Q network architecture, discrete probabilistic policy and counterfactual advantage function (optinal). Theoretically, mSAC supports efficient off-policy learning and addresses credit assignment problem partially in both discrete and continuous action spaces. Tested on StarCraft II micromanagement cooperative multiagent benchmark, we empirically investigate the performance of mSAC against its variants and analyze the effects of the different components. Experimental results demonstrate that mSAC significantly outperforms policy-based approach COMA, and achieves competitive results with SOTA value-based approach Qmix on most tasks in terms of asymptotic perfomance metric. In addition, mSAC achieves pretty good results on large action space tasks, such as 2c vs 64zg and MMM2.


Utilizing Skipped Frames in Action Repeats via Pseudo-Actions

arXiv.org Artificial Intelligence

In many deep reinforcement learning settings, when an agent takes an action, it repeats the same action a predefined number of times without observing the states until the next action-decision point. This technique of action repetition has several merits in training the agent, but the data between action-decision points (i.e., intermediate frames) are, in effect, discarded. Since the amount of training data is inversely proportional to the interval of action repeats, they can have a negative impact on the sample efficiency of training. In this paper, we propose a simple but effective approach to alleviate to this problem by introducing the concept of pseudo-actions. The key idea of our method is making the transition between action-decision points usable as training data by considering pseudo-actions. Pseudo-actions for continuous control tasks are obtained as the average of the action sequence straddling an action-decision point. For discrete control tasks, pseudo-actions are computed from learned action embeddings. This method can be combined with any model-free reinforcement learning algorithm that involves the learning of Q-functions. We demonstrate the effectiveness of our approach on both continuous and discrete control tasks in OpenAI Gym.


Learning Controllable Content Generators

arXiv.org Artificial Intelligence

It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is sufficiently diverse (that is, not amounting to the reproduction of a single optimal level configuration), the generation process is constrained such that the initial seed results in some variance in the generator's output. However, this results in a loss of control over the generated content for the human user. We propose to train generators capable of producing controllably diverse output, by making them "goal-aware." To this end, we add conditional inputs representing how close a generator is to some heuristic, and also modify the reward mechanism to incorporate that value. Testing on multiple domains, we show that the resulting level generators are capable of exploring the space of possible levels in a targeted, controllable manner, producing levels of comparable quality as their goal-unaware counterparts, that are diverse along designer-specified dimensions.


Meta-Learning-based Deep Reinforcement Learning for Multiobjective Optimization Problems

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has recently shown its success in tackling complex combinatorial optimization problems. When these problems are extended to multiobjective ones, it becomes difficult for the existing DRL approaches to flexibly and efficiently deal with multiple subproblems determined by weight decomposition of objectives. This paper proposes a concise meta-learning-based DRL approach. It first trains a meta-model by meta-learning. The meta-model is fine-tuned with a few update steps to derive submodels for the corresponding subproblems. The Pareto front is built accordingly. The computational experiments on multiobjective traveling salesman problems demonstrate the superiority of our method over most of learning-based and iteration-based approaches.