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 Reinforcement Learning


Interpretable Policy Specification and Synthesis through Natural Language and RL

arXiv.org Artificial Intelligence

Policy specification is a process by which a human can initialize a robot's behaviour and, in turn, warm-start policy optimization via Reinforcement Learning (RL). While policy specification/design is inherently a collaborative process, modern methods based on Learning from Demonstration or Deep RL lack the model interpretability and accessibility to be classified as such. Current state-of-the-art methods for policy specification rely on black-box models, which are an insufficient means of collaboration for non-expert users: These models provide no means of inspecting policies learnt by the agent and are not focused on creating a usable modality for teaching robot behaviour. In this paper, we propose a novel machine learning framework that enables humans to 1) specify, through natural language, interpretable policies in the form of easy-to-understand decision trees, 2) leverage these policies to warm-start reinforcement learning and 3) outperform baselines that lack our natural language initialization mechanism. We train our approach by collecting a first-of-its-kind corpus mapping free-form natural language policy descriptions to decision tree-based policies. We show that our novel framework translates natural language to decision trees with a 96% and 97% accuracy on a held-out corpus across two domains, respectively. Finally, we validate that policies initialized with natural language commands are able to significantly outperform relevant baselines (p < 0.001) that do not benefit from our natural language-based warm-start technique.


Deep Reinforcement Learning for Active High Frequency Trading

arXiv.org Artificial Intelligence

We introduce the first end-to-end Deep Reinforcement Learning based framework for active high frequency trading. We train DRL agents to to trade one unit of Intel Corporation stocks by employing the Proximal Policy Optimization algorithm. The training is performed on three contiguous months of high frequency Limit Order Book data. In order to maximise the signal to noise ratio in the training data, we compose the latter by only selecting training samples with largest price changes. The test is then carried out on the following month of data. Hyperparameters are tuned using the Sequential Model Based Optimization technique. We consider three different state characterizations, which differ in the LOB-based meta-features they include. Agents learn trading strategies able to produce stable positive returns in spite of the highly stochastic and non-stationary environment, which is remarkable itself. Analysing the agents' performances on the test data, we argue that the agents are able to create a dynamic representation of the underlying environment highlighting the occasional regularities present in the data and exploiting them to create long-term profitable trading strategies.


Stable deep reinforcement learning method by predicting uncertainty in rewards as a subtask

arXiv.org Artificial Intelligence

In recent years, a variety of tasks have been accomplished by deep reinforcement learning (DRL). However, when applying DRL to tasks in a real-world environment, designing an appropriate reward is difficult. Rewards obtained via actual hardware sensors may include noise, misinterpretation, or failed observations. The learning instability caused by these unstable signals is a problem that remains to be solved in DRL. In this work, we propose an approach that extends existing DRL models by adding a subtask to directly estimate the variance contained in the reward signal. The model then takes the feature map learned by the subtask in a critic network and sends it to the actor network. This enables stable learning that is robust to the effects of potential noise. The results of experiments in the Atari game domain with unstable reward signals show that our method stabilizes training convergence. We also discuss the extensibility of the model by visualizing feature maps. This approach has the potential to make DRL more practical for use in noisy, real-world scenarios.


Cooperative and Competitive Biases for Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Training a multi-agent reinforcement learning (MARL) algorithm is more challenging than training a single-agent reinforcement learning algorithm, because the result of a multi-agent task strongly depends on the complex interactions among agents and their interactions with a stochastic and dynamic environment. We propose an algorithm that boosts MARL training using the biased action information of other agents based on a friend-or-foe concept. For a cooperative and competitive environment, there are generally two groups of agents: cooperative-agents and competitive-agents. In the proposed algorithm, each agent updates its value function using its own action and the biased action information of other agents in the two groups. The biased joint action of cooperative agents is computed as the sum of their actual joint action and the imaginary cooperative joint action, by assuming all the cooperative agents jointly maximize the target agent's value function. The biased joint action of competitive agents can be computed similarly. Each agent then updates its own value function using the biased action information, resulting in a biased value function and corresponding biased policy. Subsequently, the biased policy of each agent is inevitably subjected to recommend an action to cooperate and compete with other agents, thereby introducing more active interactions among agents and enhancing the MARL policy learning. We empirically demonstrate that our algorithm outperforms existing algorithms in various mixed cooperative-competitive environments. Furthermore, the introduced biases gradually decrease as the training proceeds and the correction based on the imaginary assumption vanishes.


Reinforcement Learning for Flexibility Design Problems

arXiv.org Artificial Intelligence

Flexibility design problems are a class of problems that appear in strategic decision-making across industries, where the objective is to design a ($e.g.$, manufacturing) network that affords flexibility and adaptivity. The underlying combinatorial nature and stochastic objectives make flexibility design problems challenging for standard optimization methods. In this paper, we develop a reinforcement learning (RL) framework for flexibility design problems. Specifically, we carefully design mechanisms with noisy exploration and variance reduction to ensure empirical success and show the unique advantage of RL in terms of fast-adaptation. Empirical results show that the RL-based method consistently finds better solutions compared to classical heuristics.


Regularized Policies are Reward Robust

arXiv.org Machine Learning

Entropic regularization of policies in Reinforcement Learning (RL) is a commonly used heuristic to ensure that the learned policy explores the state-space sufficiently before overfitting to a local optimal policy. The primary motivation for using entropy is for exploration and disambiguating optimal policies; however, the theoretical effects are not entirely understood. In this work, we study the more general regularized RL objective and using Fenchel duality; we derive the dual problem which takes the form of an adversarial reward problem. In particular, we find that the optimal policy found by a regularized objective is precisely an optimal policy of a reinforcement learning problem under a worst-case adversarial reward. Our result allows us to reinterpret the popular entropic regularization scheme as a form of robustification. Furthermore, due to the generality of our results, we apply to other existing regularization schemes. Our results thus give insights into the effects of regularization of policies and deepen our understanding of exploration through robust rewards at large.


What is Machine Learning?

#artificialintelligence

Machine Learning (ML) is a technique that uses algorithms to learn from the data without being programmed explicitly. Due to the data abundance and efficient data storage, ML rose to the limelight in recent times, but the foundational research in this field was done in seventy's and eighty's. Different ways for a computer to learn from data -- supervised learning, unsupervised learning, and reinforcement learning. A supervised learning algorithm takes labeled data while training the model, and then the model makes predictions in the presence of the new data. These problems could be divided into regression and classification problems.


A Safe Hierarchical Planning Framework for Complex Driving Scenarios based on Reinforcement Learning

arXiv.org Artificial Intelligence

Autonomous vehicles need to handle various traffic conditions and make safe and efficient decisions and maneuvers. However, on the one hand, a single optimization/sampling-based motion planner cannot efficiently generate safe trajectories in real time, particularly when there are many interactive vehicles near by. On the other hand, end-to-end learning methods cannot assure the safety of the outcomes. To address this challenge, we propose a hierarchical behavior planning framework with a set of low-level safe controllers and a high-level reinforcement learning algorithm (H-CtRL) as a coordinator for the low-level controllers. Safety is guaranteed by the low-level optimization/sampling-based controllers, while the high-level reinforcement learning algorithm makes H-CtRL an adaptive and efficient behavior planner. To train and test our proposed algorithm, we built a simulator that can reproduce traffic scenes using real-world datasets. The proposed H-CtRL is proved to be effective in various realistic simulation scenarios, with satisfying performance in terms of both safety and efficiency.


Evaluating Soccer Player: from Live Camera to Deep Reinforcement Learning

#artificialintelligence

Scientifically evaluating soccer players represents a challenging Machine Learning problem. Unfortunately, most existing answers have very opaque algorithm training procedures; relevant data are scarcely accessible and almost impossible to generate. In this paper, we will introduce a two-part solution: an open-source Player Tracking model and a new approach to evaluate these players based solely on Deep Reinforcement Learning, without human data training nor guidance. Our tracking model was trained in a supervised fashion on datasets we will also release, and our Evaluation Model relies only on simulations of virtual soccer games. Combining those two architectures allows one to evaluate Soccer Players directly from a live camera without large datasets constraints.


Deep Reinforcement Learning for Haptic Shared Control in Unknown Tasks

arXiv.org Artificial Intelligence

Recent years have shown a growing interest in using haptic shared control (HSC) in teleoperated systems. In HSC, the application of virtual guiding forces decreases the user's control effort and improves execution time in various tasks, presenting a good alternative in comparison with direct teleoperation. HSC, despite demonstrating good performance, opens a new gap: how to design the guiding forces. For this reason, the challenge lies in developing controllers to provide the optimal guiding forces for the tasks that are being performed. This work addresses this challenge by designing a controller based on the deep deterministic policy gradient (DDPG) algorithm to provide the assistance, and a convolutional neural network (CNN) to perform the task detection, called TAHSC (Task Agnostic Haptic Shared Controller). The agent learns to minimize the time it takes the human to execute the desired task, while simultaneously minimizing their resistance to the provided feedback. This resistance thus provides the learning algorithm with information about which direction the human is trying to follow, in this case, the pick-and-place task. Diverse results demonstrate the successful application of the proposed approach by learning custom policies for each user who was asked to test the system. It exhibits stable convergence and aids the user in completing the task with the least amount of time possible.