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 Reinforcement Learning


Intrinsically Motivated Goal-Conditioned Reinforcement Learning: a Short Survey

arXiv.org Artificial Intelligence

Building autonomous machines that can explore open-ended environments, discover possible interactions and autonomously build repertoires of skills is a general objective of artificial intelligence. Developmental approaches argue that this can only be achieved by autonomous and intrinsically motivated learning agents that can generate, select and learn to solve their own problems. In recent years, we have seen a convergence of developmental approaches, and developmental robotics in particular, with deep reinforcement learning (RL) methods, forming the new domain of developmental machine learning. Within this new domain, we review here a set of methods where deep RL algorithms are trained to tackle the developmental robotics problem of the autonomous acquisition of open-ended repertoires of skills. Intrinsically motivated goal-conditioned RL algorithms train agents to learn to represent, generate and pursue their own goals. The self-generation of goals requires the learning of compact goal encodings as well as their associated goal-achievement functions, which results in new challenges compared to traditional RL algorithms designed to tackle pre-defined sets of goals using external reward signals. This paper proposes a typology of these methods at the intersection of deep RL and developmental approaches, surveys recent approaches and discusses future avenues.


ViNG: Learning Open-World Navigation with Visual Goals

arXiv.org Artificial Intelligence

We propose a learning-based navigation system for reaching visually indicated goals and demonstrate this system on a real mobile robot platform. Learning provides an appealing alternative to conventional methods for robotic navigation: instead of reasoning about environments in terms of geometry and maps, learning can enable a robot to learn about navigational affordances, understand what types of obstacles are traversable (e.g., tall grass) or not (e.g., walls), and generalize over patterns in the environment. However, unlike conventional planning algorithms, it is harder to change the goal for a learned policy during deployment. We propose a method for learning to navigate towards a goal image of the desired destination. By combining a learned policy with a topological graph constructed out of previously observed data, our system can determine how to reach this visually indicated goal even in the presence of variable appearance and lighting. Three key insights, waypoint proposal, graph pruning and negative mining, enable our method to learn to navigate in real-world environments using only offline data, a setting where prior methods struggle. We instantiate our method on a real outdoor ground robot and show that our system, which we call ViNG, outperforms previously-proposed methods for goal-conditioned reinforcement learning, including other methods that incorporate reinforcement learning and search. We also study how ViNG generalizes to unseen environments and evaluate its ability to adapt to such an environment with growing experience. Finally, we demonstrate ViNG on a number of real-world applications, such as last-mile delivery and warehouse inspection. We encourage the reader to check out the videos of our experiments and demonstrations at our project website https://sites.google.com/view/ving-robot


Towards Optimal District Heating Temperature Control in China with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Achieving efficiency gains in Chinese district heating networks, thereby reducing their carbon footprint, requires new optimal control methods going beyond current industry tools. Focusing on the secondary network, we propose a data-driven deep reinforcement learning (DRL) approach to address this task. We build a recurrent neural network, trained on simulated data, to predict the indoor temperatures. This model is then used to train two DRL agents, with or without expert guidance, for the optimal control of the supply water temperature. Our tests in a multi-apartment setting show that both agents can ensure a higher thermal comfort and at the same time a smaller energy cost, compared to an optimized baseline strategy.


Grounding Artificial Intelligence in the Origins of Human Behavior

arXiv.org Artificial Intelligence

Recent advances in Artificial Intelligence (AI) have revived the quest for agents able to acquire an open-ended repertoire of skills. However, although this ability is fundamentally related to the characteristics of human intelligence, research in this field rarely considers the processes that may have guided the emergence of complex cognitive capacities during the evolution of the species. Research in Human Behavioral Ecology (HBE) seeks to understand how the behaviors characterizing human nature can be conceived as adaptive responses to major changes in the structure of our ecological niche. In this paper, we propose a framework highlighting the role of environmental complexity in open-ended skill acquisition, grounded in major hypotheses from HBE and recent contributions in Reinforcement learning (RL). We use this framework to highlight fundamental links between the two disciplines, as well as to identify feedback loops that bootstrap ecological complexity and create promising research directions for AI researchers.


A learning perspective on the emergence of abstractions: the curious case of phonemes

arXiv.org Machine Learning

In the present paper we use a range of modeling techniques to investigate whether an abstract phone could emerge from exposure to speech sounds. We test two opposing principles regarding the development of language knowledge in linguistically untrained language users: Memory-Based Learning (MBL) and Error-Correction Learning (ECL). A process of generalization underlies the abstractions linguists operate with, and we probed whether MBL and ECL could give rise to a type of language knowledge that resembles linguistic abstractions. Each model was presented with a significant amount of pre-processed speech produced by one speaker. We assessed the consistency or stability of what the models have learned and their ability to give rise to abstract categories. Both types of models fare differently with regard to these tests. We show that ECL learning models can learn abstractions and that at least part of the phone inventory can be reliably identified from the input.


Exploring optimal control of epidemic spread using reinforcement learning

#artificialintelligence

Pandemic defines the global outbreak of a disease having a high transmission rate. The impact of a pandemic situation can be lessened by restricting the movement of the mass. However, one of its concomitant circumstances is an economic crisis. In this article, we demonstrate what actions an agent (trained using reinforcement learning) may take in different possible scenarios of a pandemic depending on the spread of disease and economic factors. To train the agent, we design a virtual pandemic scenario closely related to the present COVID-19 crisis. Then, we apply reinforcement learning, a branch of artificial intelligence, that deals with how an individual (human/machine) should interact on an environment (real/virtual) to achieve the cherished goal. Finally, we demonstrate what optimal actions the agent perform to reduce the spread of disease while considering the economic factors. In our experiment, we let the agent find an optimal solution without providing any prior knowledge. After training, we observed that the agent places a long length lockdown to reduce the first surge of a disease. Furthermore, the agent places a combination of cyclic lockdowns and short length lockdowns to halt the resurgence of the disease. Analyzing the agent’s performed actions, we discover that the agent decides movement restrictions not only based on the number of the infectious population but also considering the reproduction rate of the disease. The estimation and policy of the agent may improve the human-strategy of placing lockdown so that an economic crisis may be avoided while mitigating an infectious disease.


Popular Machine Learning Interview Questions

#artificialintelligence

What are different types of Machine Learning and briefly explain them? The expected answer should mention supervised, unsupervised, and reinforcement learning. Supervised Learning You give the algorithm labeled data and the algorithm has to learn from it and figure out how to solve future similar problems. Think of it as if you're giving the algorithm problems and answers, the algorithm has to learn how these problems were solved in order to solve future problems in a similar manner. This is like the above example where the bank learns from your habits which credit card transactions are legit and which are fraudulent.


CARLA Real Traffic Scenarios -- novel training ground and benchmark for autonomous driving

arXiv.org Artificial Intelligence

This work introduces interactive traffic scenarios in the CARLA simulator, which are based on real-world traffic. We concentrate on tactical tasks lasting several seconds, which are especially challenging for current control methods. The CARLA Real Traffic Scenarios (CRTS) is intended to be a training and testing ground for autonomous driving systems. To this end, we open-source the code under a permissive license and present a set of baseline policies. CRTS combines the realism of traffic scenarios and the flexibility of simulation. We use it to train agents using a reinforcement learning algorithm. We show how to obtain competitive polices and evaluate experimentally how observation types and reward schemes affect the training process and the resulting agent's behavior.


LiveMap: Real-Time Dynamic Map in Automotive Edge Computing

arXiv.org Artificial Intelligence

Autonomous driving needs various line-of-sight sensors to perceive surroundings that could be impaired under diverse environment uncertainties such as visual occlusion and extreme weather. To improve driving safety, we explore to wirelessly share perception information among connected vehicles within automotive edge computing networks. Sharing massive perception data in real time, however, is challenging under dynamic networking conditions and varying computation workloads. In this paper, we propose LiveMap, a real-time dynamic map, that detects, matches, and tracks objects on the road with crowdsourcing data from connected vehicles in sub-second. We develop the data plane of LiveMap that efficiently processes individual vehicle data with object detection, projection, feature extraction, object matching, and effectively integrates objects from multiple vehicles with object combination. We design the control plane of LiveMap that allows adaptive offloading of vehicle computations, and develop an intelligent vehicle scheduling and offloading algorithm to reduce the offloading latency of vehicles based on deep reinforcement learning (DRL) techniques. We implement LiveMap on a small-scale testbed and develop a large-scale network simulator. We evaluate the performance of LiveMap with both experiments and simulations, and the results show LiveMap reduces 34.1% average latency than the baseline solution.


Hindsight and Sequential Rationality of Correlated Play

arXiv.org Artificial Intelligence

Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less effective at producing competent players in general-sum games or those with more than two players than in two-player, zero-sum games. An appealing alternative is to consider adaptive algorithms that ensure strong performance in hindsight relative to what could have been achieved with modified behavior. This approach also leads to a game-theoretic analysis, but in the correlated play that arises from joint learning dynamics rather than factored agent behavior at equilibrium. We develop and advocate for this hindsight rationality framing of learning in general sequential decision-making settings. To this end, we re-examine mediated equilibrium and deviation types in extensive-form games, thereby gaining a more complete understanding and resolving past misconceptions. We present a set of examples illustrating the distinct strengths and weaknesses of each type of equilibrium in the literature, and prove that no tractable concept subsumes all others. This line of inquiry culminates in the definition of the deviation and equilibrium classes that correspond to algorithms in the counterfactual regret minimization (CFR) family, relating them to all others in the literature. Examining CFR in greater detail further leads to a new recursive definition of rationality in correlated play that extends sequential rationality in a way that naturally applies to hindsight evaluation.