Reinforcement Learning
Shaping Advice in Deep Multi-Agent Reinforcement Learning
Xiao, Baicen, Ramasubramanian, Bhaskar, Poovendran, Radha
Multi-agent reinforcement learning involves multiple agents interacting with each other and a shared environment to complete tasks. When rewards provided by the environment are sparse, agents may not receive immediate feedback on the quality of actions that they take, thereby affecting learning of policies. In this paper, we propose a method called Shaping Advice in deep Multi-agent reinforcement learning (SAM) to augment the reward signal from the environment with an additional reward termed shaping advice. The shaping advice is given by a difference of potential functions at consecutive time-steps. Each potential function is a function of observations and actions of the agents. The shaping advice needs to be specified only once at the start of training, and can be easily provided by non-experts. We show through theoretical analyses and experimental validation that shaping advice provided by SAM does not distract agents from completing tasks specified by the environment reward. Theoretically, we prove that convergence of policy gradients and value functions when using SAM implies convergence of these quantities in the absence of SAM. Experimentally, we evaluate SAM on three tasks in the multi-agent Particle World environment that have sparse rewards. We observe that using SAM results in agents learning policies to complete tasks faster, and obtain higher rewards than: i) using sparse rewards alone; ii) a state-of-the-art reward redistribution method.
Augmenting Automated Game Testing with Deep Reinforcement Learning
Bergdahl, Joakim, Gordillo, Camilo, Tollmar, Konrad, Gisslén, Linus
General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to the game testing framework. With DRL, the framework is capable of exploring and/or exploiting the game mechanics based on a user-defined, reinforcing reward signal. As a result, test coverage is increased and unintended game play mechanics, exploits and bugs are discovered in a multitude of game types. In this paper, we show that DRL can be used to increase test coverage, find exploits, test map difficulty, and to detect common problems that arise in the testing of first-person shooter (FPS) games.
Joint Resource Management for MC-NOMA: A Deep Reinforcement Learning Approach
Wang, Shaoyang, Lv, Tiejun, Ni, Wei, Beaulieu, Norman C., Guo, Y. Jay
This paper presents a novel and effective deep reinforcement learning (DRL)-based approach to addressing joint resource management (JRM) in a practical multi-carrier non-orthogonal multiple access (MC-NOMA) system, where hardware sensitivity and imperfect successive interference cancellation (SIC) are considered. We first formulate the JRM problem to maximize the weighted-sum system throughput. Then, the JRM problem is decoupled into two iterative subtasks: subcarrier assignment (SA, including user grouping) and power allocation (PA). Each subtask is a sequential decision process. Invoking a deep deterministic policy gradient algorithm, our proposed DRL-based JRM (DRL-JRM) approach jointly performs the two subtasks, where the optimization objective and constraints of the subtasks are addressed by a new joint reward and internal reward mechanism. A multi-agent structure and a convolutional neural network are adopted to reduce the complexity of the PA subtask. We also tailor the neural network structure for the stability and convergence of DRL-JRM. Corroborated by extensive experiments, the proposed DRL-JRM scheme is superior to existing alternatives in terms of system throughput and resistance to interference, especially in the presence of many users and strong inter-cell interference. DRL-JRM can flexibly meet individual service requirements of users.
Robust Reinforcement Learning under model misspecification
Yu, Lebin, Wang, Jian, Zhang, Xudong
Reinforcement learning has achieved remarkable performance in a wide range of tasks these days. Nevertheless, some unsolved problems limit its applications in real-world control. One of them is model misspecification, a situation where an agent is trained and deployed in environments with different transition dynamics. We propose an novel framework that utilize history trajectory and Partial Observable Markov Decision Process Modeling to deal with this dilemma. Additionally, we put forward an efficient adversarial attack method to assist robust training. Our experiments in four gym domains validate the effectiveness of our framework.
Measuring Sample Efficiency and Generalization in Reinforcement Learning Benchmarks: NeurIPS 2020 Procgen Benchmark
Mohanty, Sharada, Poonganam, Jyotish, Gaidon, Adrien, Kolobov, Andrey, Wulfe, Blake, Chakraborty, Dipam, Šemetulskis, Gražvydas, Schapke, João, Kubilius, Jonas, Pašukonis, Jurgis, Klimas, Linas, Hausknecht, Matthew, MacAlpine, Patrick, Tran, Quang Nhat, Tumiel, Thomas, Tang, Xiaocheng, Chen, Xinwei, Hesse, Christopher, Hilton, Jacob, Guss, William Hebgen, Genc, Sahika, Schulman, John, Cobbe, Karl
The NeurIPS 2020 Procgen Competition was designed as a centralized benchmark with clearly defined tasks for measuring Sample Efficiency and Generalization in Reinforcement Learning. Generalization remains one of the most fundamental challenges in deep reinforcement learning, and yet we do not have enough benchmarks to measure the progress of the community on Generalization in Reinforcement Learning. We present the design of a centralized benchmark for Reinforcement Learning which can help measure Sample Efficiency and Generalization in Reinforcement Learning by doing end to end evaluation of the training and rollout phases of thousands of user submitted code bases in a scalable way. We designed the benchmark on top of the already existing Procgen Benchmark by defining clear tasks and standardizing the end to end evaluation setups. The design aims to maximize the flexibility available for researchers who wish to design future iterations of such benchmarks, and yet imposes necessary practical constraints to allow for a system like this to scale. This paper presents the competition setup and the details and analysis of the top solutions identified through this setup in context of 2020 iteration of the competition at NeurIPS.
A Bayesian Approach to Identifying Representational Errors
Ramakrishnan, Ramya, Unhelkar, Vaibhav, Kamar, Ece, Shah, Julie
Trained AI systems and expert decision makers can make errors that are often difficult to identify and understand. Determining the root cause for these errors can improve future decisions. This work presents Generative Error Model (GEM), a generative model for inferring representational errors based on observations of an actor's behavior (either simulated agent, robot, or human). The model considers two sources of error: those that occur due to representational limitations -- "blind spots" -- and non-representational errors, such as those caused by noise in execution or systematic errors present in the actor's policy. Disambiguating these two error types allows for targeted refinement of the actor's policy (i.e., representational errors require perceptual augmentation, while other errors can be reduced through methods such as improved training or attention support). We present a Bayesian inference algorithm for GEM and evaluate its utility in recovering representational errors on multiple domains. Results show that our approach can recover blind spots of both reinforcement learning agents as well as human users.
KnowRU: Knowledge Reusing via Knowledge Distillation in Multi-agent Reinforcement Learning
Gao, Zijian, Xu, Kele, Ding, Bo, Wang, Huaimin, Li, Yiying, Jia, Hongda
Recently, deep Reinforcement Learning (RL) algorithms have achieved dramatically progress in the multi-agent area. However, training the increasingly complex tasks would be time-consuming and resources-exhausting. To alleviate this problem, efficient leveraging the historical experience is essential, which is under-explored in previous studies as most of the exiting methods may fail to achieve this goal in a continuously variational system due to their complicated design and environmental dynamics. In this paper, we propose a method, named "KnowRU" for knowledge reusing which can be easily deployed in the majority of the multi-agent reinforcement learning algorithms without complicated hand-coded design. We employ the knowledge distillation paradigm to transfer the knowledge among agents with the goal to accelerate the training phase for new tasks, while improving the asymptotic performance of agents. To empirically demonstrate the robustness and effectiveness of KnowRU, we perform extensive experiments on state-of-the-art multi-agent reinforcement learning (MARL) algorithms on collaborative and competitive scenarios. The results show that KnowRU can outperform the recently reported methods, which emphasizes the importance of the proposed knowledge reusing for MARL.
Co-Imitation Learning without Expert Demonstration
Ning, Kun-Peng, Xu, Hu, Zhu, Kun, Huang, Sheng-Jun
Imitation learning is a primary approach to improve the efficiency of reinforcement learning by exploiting the expert demonstrations. However, in many real scenarios, obtaining expert demonstrations could be extremely expensive or even impossible. To overcome this challenge, in this paper, we propose a novel learning framework called Co-Imitation Learning (CoIL) to exploit the past good experiences of the agents themselves without expert demonstration. Specifically, we train two different agents via letting each of them alternately explore the environment and exploit the peer agent's experience. While the experiences could be valuable or misleading, we propose to estimate the potential utility of each piece of experience with the expected gain of the value function. Thus the agents can selectively imitate from each other by emphasizing the more useful experiences while filtering out noisy ones. Experimental results on various tasks show significant superiority of the proposed Co-Imitation Learning framework, validating that the agents can benefit from each other without external supervision.
Alignment of Language Agents
Kenton, Zachary, Everitt, Tom, Weidinger, Laura, Gabriel, Iason, Mikulik, Vladimir, Irving, Geoffrey
For artificial intelligence to be beneficial to humans the behaviour of AI agents needs to be aligned with what humans want. In this paper we discuss some behavioural issues for language agents, arising from accidental misspecification by the system designer. We highlight some ways that misspecification can occur and discuss some behavioural issues that could arise from misspecification, including deceptive or manipulative language, and review some approaches for avoiding these issues.
SegVisRL: Visuomotor Development for a Lunar Rover for Hazard Avoidance using Camera Images
Blum, Tamir, Paillet, Gabin, Masawat, Watcharawut, Laine, Mickael, Yoshida, Kazuya
The visuomotor system of any animal is critical for its survival, and the development of a complex one within humans is large factor in our success as a species on Earth. This system is an essential part of our ability to adapt to our environment. We use this system continuously throughout the day, when picking something up, or walking around while avoiding bumping into objects. Equipping robots with such capabilities will help produce more intelligent locomotion with the ability to more easily understand their surroundings and to move safely. In particular, such capabilities are desirable for traversing the lunar surface, as it is full of hazardous obstacles, such as rocks. These obstacles need to be identified and avoided in real time. This paper seeks to demonstrate the development of a visuomotor system within a robot for navigation and obstacle avoidance, with complex rock shaped objects representing hazards. Our approach uses deep reinforcement learning with only image data. In this paper, we compare the results from several neural network architectures and a preprocessing methodology which includes producing a segmented image and downsampling.