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 Reinforcement Learning


Average-Reward Off-Policy Policy Evaluation with Function Approximation

arXiv.org Artificial Intelligence

We consider off-policy policy evaluation with function approximation (FA) in average-reward MDPs, where the goal is to estimate both the reward rate and the differential value function. For this problem, bootstrapping is necessary and, along with off-policy learning and FA, results in the deadly triad (Sutton & Barto, 2018). To address the deadly triad, we propose two novel algorithms, reproducing the celebrated success of Gradient TD algorithms in the average-reward setting. In terms of estimating the differential value function, the algorithms are the first convergent off-policy linear function approximation algorithms. In terms of estimating the reward rate, the algorithms are the first convergent off-policy linear function approximation algorithms that do not require estimating the density ratio. We demonstrate empirically the advantage of the proposed algorithms, as well as their nonlinear variants, over a competitive density-ratio-based approach, in a simple domain as well as challenging robot simulation tasks.


The Distracting Control Suite -- A Challenging Benchmark for Reinforcement Learning from Pixels

arXiv.org Artificial Intelligence

Robots have to face challenging perceptual settings, including changes in viewpoint, lighting, and background. Current simulated reinforcement learning (RL) benchmarks such as DM Control provide visual input without such complexity, which limits the transfer of well-performing methods to the real world. In this paper, we extend DM Control with three kinds of visual distractions (variations in background, color, and camera pose) to produce a new challenging benchmark for vision-based control, and we analyze state of the art RL algorithms in these settings. Our experiments show that current RL methods for vision-based control perform poorly under distractions, and that their performance decreases with increasing distraction complexity, showing that new methods are needed to cope with the visual complexities of the real world. We also find that combinations of multiple distraction types are more difficult than a mere combination of their individual effects.


qRRT: Quality-Biased Incremental RRT for Optimal Motion Planning in Non-Holonomic Systems

arXiv.org Artificial Intelligence

This paper presents a sampling-based method for optimal motion planning in non-holonomic systems in the absence of known cost functions. It uses the principle of learning through experience to deduce the cost-to-go of regions within the workspace. This cost information is used to bias an incremental graph-based search algorithm that produces solution trajectories. Iterative improvement of cost information and search biasing produces solutions that are proven to be asymptotically optimal. The proposed framework builds on incremental Rapidly-exploring Random Trees (RRT) for random sampling-based search and Reinforcement Learning (RL) to learn workspace costs. A series of experiments were performed to evaluate and demonstrate the performance of the proposed method.


Neural Fitted Q Iteration based Optimal Bidding Strategy in Real Time Reactive Power Market_1

arXiv.org Artificial Intelligence

In real time electricity markets, the objective of generation companies while bidding is to maximize their profit. The strategies for learning optimal bidding have been formulated through game theoretical approaches and stochastic optimization problems. Similar studies in reactive power markets have not been reported so far because the network voltage operating conditions have an increased impact on reactive power markets than on active power markets. Contrary to active power markets, the bids of rivals are not directly related to fuel costs in reactive power markets. Hence, the assumption of a suitable probability distribution function is unrealistic, making the strategies adopted in active power markets unsuitable for learning optimal bids in reactive power market mechanisms. Therefore, a bidding strategy is to be learnt from market observations and experience in imperfect oligopolistic competition-based markets. In this paper, a pioneer work on learning optimal bidding strategies from observation and experience in a three-stage reactive power market is reported.


Deep Reinforcement Learning with Quantum-inspired Experience Replay

arXiv.org Artificial Intelligence

In this paper, a novel training paradigm inspired by quantum computation is proposed for deep reinforcement learning (DRL) with experience replay. In contrast to traditional experience replay mechanism in DRL, the proposed deep reinforcement learning with quantum-inspired experience replay (DRL-QER) adaptively chooses experiences from the replay buffer according to the complexity and the replayed times of each experience (also called transition), to achieve a balance between exploration and exploitation. In DRL-QER, transitions are first formulated in quantum representations, and then the preparation operation and the depreciation operation are performed on the transitions. In this progress, the preparation operation reflects the relationship between the temporal difference errors (TD-errors) and the importance of the experiences, while the depreciation operation is taken into account to ensure the diversity of the transitions. The experimental results on Atari 2600 games show that DRL-QER outperforms state-of-the-art algorithms such as DRL-PER and DCRL on most of these games with improved training efficiency, and is also applicable to such memory-based DRL approaches as double network and dueling network.


Model-Based Inverse Reinforcement Learning from Visual Demonstrations

arXiv.org Artificial Intelligence

Scaling model-based inverse reinforcement learning (IRL) to real robotic manipulation tasks with unknown dynamics remains an open problem. The key challenges lie in learning good dynamics models, developing algorithms that scale to high-dimensional state-spaces and being able to learn from both visual and proprioceptive demonstrations. In this work, we present a gradient-based inverse reinforcement learning framework that utilizes a pre-trained visual dynamics model to learn cost functions when given only visual human demonstrations. The learned cost functions are then used to reproduce the demonstrated behavior via visual model predictive control. We evaluate our framework on hardware on two basic object manipulation tasks.


Attention Actor-Critic algorithm for Multi-Agent Constrained Co-operative Reinforcement Learning

arXiv.org Artificial Intelligence

In this work, we consider the problem of computing optimal actions for Reinforcement Learning (RL) agents in a co-operative setting, where the objective is to optimize a common goal. However, in many real-life applications, in addition to optimizing the goal, the agents are required to satisfy certain constraints specified on their actions. Under this setting, the objective of the agents is to not only learn the actions that optimize the common objective but also meet the specified constraints. In recent times, the Actor-Critic algorithm with an attention mechanism has been successfully applied to obtain optimal actions for RL agents in multi-agent environments. In this work, we extend this algorithm to the constrained multi-agent RL setting. The idea here is that optimizing the common goal and satisfying the constraints may require different modes of attention. By incorporating different attention modes, the agents can select useful information required for optimizing the objective and satisfying the constraints separately, thereby yielding better actions. Through experiments on benchmark multi-agent environments, we show the effectiveness of our proposed algorithm.


Learn Dynamic-Aware State Embedding for Transfer Learning

arXiv.org Artificial Intelligence

Transfer reinforcement learning aims to improve the sample efficiency of solving unseen new tasks by leveraging experiences obtained from previous tasks. We consider the setting where all tasks (MDPs) share the same environment dynamic except reward function. In this setting, the MDP dynamic is a good knowledge to transfer, which can be inferred by uniformly random policy. However, trajectories generated by uniform random policy are not useful for policy improvement, which impairs the sample efficiency severely. Instead, we observe that the binary MDP dynamic can be inferred from trajectories of any policy which avoids the need of uniform random policy. As the binary MDP dynamic contains the state structure shared over all tasks we believe it is suitable to transfer. Built on this observation, we introduce a method to infer the binary MDP dynamic on-line and at the same time utilize it to guide state embedding learning, which is then transferred to new tasks. We keep state embedding learning and policy learning separately. As a result, the learned state embedding is task and policy agnostic which makes it ideal for transfer learning. In addition, to facilitate the exploration over the state space, we propose a novel intrinsic reward based on the inferred binary MDP dynamic. Our method can be used out-of-box in combination with model-free RL algorithms. We show two instances on the basis of \algo{DQN} and \algo{A2C}. Empirical results of intensive experiments show the advantage of our proposed method in various transfer learning tasks.


Adaptive Synthetic Characters for Military Training

arXiv.org Artificial Intelligence

Behaviors of the synthetic characters in current military simulations are limited since they are generally generated by rule-based and reactive computational models with minimal intelligence. Such computational models cannot adapt to reflect the experience of the characters, resulting in brittle intelligence for even the most effective behavior models devised via costly and labor-intensive processes. Observation-based behavior model adaptation that leverages machine learning and the experience of synthetic entities in combination with appropriate prior knowledge can address the issues in the existing computational behavior models to create a better training experience in military training simulations. In this paper, we introduce a framework that aims to create autonomous synthetic characters that can perform coherent sequences of believable behavior while being aware of human trainees and their needs within a training simulation. This framework brings together three mutually complementary components. The first component is a Unity-based simulation environment - Rapid Integration and Development Environment (RIDE) - supporting One World Terrain (OWT) models and capable of running and supporting machine learning experiments. The second is Shiva, a novel multi-agent reinforcement and imitation learning framework that can interface with a variety of simulation environments, and that can additionally utilize a variety of learning algorithms. The final component is the Sigma Cognitive Architecture that will augment the behavior models with symbolic and probabilistic reasoning capabilities. We have successfully created proof-of-concept behavior models leveraging this framework on realistic terrain as an essential step towards bringing machine learning into military simulations.


Off-Policy Meta-Reinforcement Learning Based on Feature Embedding Spaces

arXiv.org Artificial Intelligence

Meta-reinforcement learning (RL) addresses the problem of sample inefficiency in deep RL by using experience obtained in past tasks for a new task to be solved. However, most meta-RL methods require partially or fully on-policy data, i.e., they cannot reuse the data collected by past policies, which hinders the improvement of sample efficiency. To alleviate this problem, we propose a novel off-policy meta-RL method, embedding learning and evaluation of uncertainty (ELUE). An ELUE agent is characterized by the learning of a feature embedding space shared among tasks. It learns a belief model over the embedding space and a belief-conditional policy and Q-function. Then, for a new task, it collects data by the pretrained policy, and updates its belief based on the belief model. Thanks to the belief update, the performance can be improved with a small amount of data. In addition, it updates the parameters of the neural networks to adjust the pretrained relationships when there are enough data. We demonstrate that ELUE outperforms state-of-the-art meta RL methods through experiments on meta-RL benchmarks.