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 Reinforcement Learning


Active Hierarchical Imitation and Reinforcement Learning

arXiv.org Artificial Intelligence

Humans can leverage hierarchical structures to split a task into sub-tasks and solve problems efficiently. Both imitation and reinforcement learning or a combination of them with hierarchical structures have been proven to be an efficient way for robots to learn complex tasks with sparse rewards. However, in the previous work of hierarchical imitation and reinforcement learning, the tested environments are in relatively simple 2D games, and the action spaces are discrete. Furthermore, many imitation learning works focusing on improving the policies learned from the expert polices that are hard-coded or trained by reinforcement learning algorithms, rather than human experts. In the scenarios of human-robot interaction, humans can be required to provide demonstrations to teach the robot, so it is crucial to improve the learning efficiency to reduce expert efforts, and know human's perception about the learning/training process. In this project, we explored different imitation learning algorithms and designed active learning algorithms upon the hierarchical imitation and reinforcement learning framework we have developed. We performed an experiment where five participants were asked to guide a randomly initialized agent to a random goal in a maze. Our experimental results showed that using DAgger and reward-based active learning method can achieve better performance while saving more human efforts physically and mentally during the training process.


Exponential Lower Bounds for Batch Reinforcement Learning: Batch RL can be Exponentially Harder than Online RL

arXiv.org Artificial Intelligence

Several practical applications of reinforcement learning involve an agent learning from past data without the possibility of further exploration. Often these applications require us to 1) identify a near optimal policy or to 2) estimate the value of a target policy. For both tasks we derive exponential information-theoretic lower bounds in discounted infinite horizon MDPs with a linear function representation for the action value function even if 1) realizability holds, 2) the batch algorithm observes the exact reward and transition functions, and 3) the batch algorithm is given the best a priori data distribution for the problem class. Furthermore, if the dataset does not come from policy rollouts then the lower bounds hold even if all policies admit a linear representation. If the objective is to find a near-optimal policy, we discover that these hard instances are easily solved by an online algorithm, showing that there exist RL problems where batch RL is exponentially harder than online RL even under the most favorable batch data distribution. In other words, online exploration is critical to enable sample efficient RL with function approximation. A second corollary is the exponential separation between finite and infinite horizon batch problems under our assumptions. On a technical level, this work helps formalize the issue known as deadly triad and explains that the bootstrapping problem is potentially more severe than the extrapolation issue for RL because unlike the latter, bootstrapping cannot be mitigated by adding more samples.


Feature Selection for Learning to Predict Outcomes of Compute Cluster Jobs with Application to Decision Support

arXiv.org Artificial Intelligence

We present a machine learning framework and a new test bed for data mining from the Slurm Workload Manager for high-performance computing (HPC) clusters. The focus was to find a method for selecting features to support decisions: helping users decide whether to resubmit failed jobs with boosted CPU and memory allocations or migrate them to a computing cloud. This task was cast as both supervised classification and regression learning, specifically, sequential problem solving suitable for reinforcement learning. Selecting relevant features can improve training accuracy, reduce training time, and produce a more comprehensible model, with an intelligent system that can explain predictions and inferences. We present a supervised learning model trained on a Simple Linux Utility for Resource Management (Slurm) data set of HPC jobs using three different techniques for selecting features: linear regression, lasso, and ridge regression. Our data set represented both HPC jobs that failed and those that succeeded, so our model was reliable, less likely to overfit, and generalizable. Our model achieved an R^2 of 95\% with 99\% accuracy. We identified five predictors for both CPU and memory properties.


A Framework for Efficient Robotic Manipulation

arXiv.org Artificial Intelligence

Abstract-- Data-efficient learning of manipulation policies from visual observations is an outstanding challenge for realrobot learning. While deep reinforcement learning (RL) algorithms have shown success learning policies from visual observations, they still require an impractical number of real-world data samples to learn effective policies. However, recent advances in unsupervised representation learning and data augmentation significantly improved the sample efficiency of training RL policies on common simulated benchmarks. Building on these advances, we present a Framework for Efficient Robotic Manipulation (FERM) that utilizes data augmentation and unsupervised learning to achieve extremely sample-efficient training of robotic manipulation policies with sparse rewards. We show that, given only 10 demonstrations, a single robotic arm can learn sparse-reward manipulation policies from pixels, such as reaching, picking, moving, pulling a large object, flipping a switch, and opening a drawer in just 15-50 minutes of real-world training time.


Relative Variational Intrinsic Control

arXiv.org Artificial Intelligence

In the absence of external rewards, agents can still learn useful behaviors by identifying and mastering a set of diverse skills within their environment. Existing skill learning methods use mutual information objectives to incentivize each skill to be diverse and distinguishable from the rest. However, if care is not taken to constrain the ways in which the skills are diverse, trivially diverse skill sets can arise. To ensure useful skill diversity, we propose a novel skill learning objective, Relative Variational Intrinsic Control (RVIC), which incentivizes learning skills that are distinguishable in how they change the agent's relationship to its environment. The resulting set of skills tiles the space of affordances available to the agent. We qualitatively analyze skill behaviors on multiple environments and show how RVIC skills are more useful than skills discovered by existing methods when used in hierarchical reinforcement learning.


C-Learning: Horizon-Aware Cumulative Accessibility Estimation

arXiv.org Machine Learning

Multi-goal reaching is an important problem in reinforcement learning needed to achieve algorithmic generalization. Despite recent advances in this field, current algorithms suffer from three major challenges: high sample complexity, learning only a single way of reaching the goals, and difficulties in solving complex motion planning tasks. In order to address these limitations, we introduce the concept of cumulative accessibility functions, which measure the reachability of a goal from a given state within a specified horizon. We show that these functions obey a recurrence relation, which enables learning from offline interactions. We also prove that optimal cumulative accessibility functions are monotonic in the planning horizon. Additionally, our method can trade off speed and reliability in goal-reaching by suggesting multiple paths to a single goal depending on the provided horizon. We evaluate our approach on a set of multi-goal discrete and continuous control tasks. We show that our method outperforms state-of-the-art goal-reaching algorithms in success rate, sample complexity, and path optimality. Additional visualizations can be found at https://sites.google.com/view/learning-cae/.


Q-Learning Algorithm: From Explanation to Implementation

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Well, let's recall some definitions and equations that we need for implementing the Q-Learning algorithm. In RL, we have an environment that we want to learn. For doing that, we build an agent who will interact with the environment through a trial-error process. At each time step t, the agent is at a certain state s_t and chooses an action a_t to perform. The environment runs the selected action and returns a reward to the agent.


#144 - Michael Littman: Reinforcement Learning and the Future of AI

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Michael Littman is a computer scientist at Brown University. Please support this podcast by checking out our sponsors: โ€“ SimpliSafe: https://simplisafe.com/lex SUPPORT & CONNECT: โ€“ Check out the sponsors above, it's the best way to support this podcast โ€“ Support on Patreon: https://www.patreon.com/lexfridman On some podcast players you should be able to click the timestamp to jump to that time.


Combining Reinforcement Learning with Lin-Kernighan-Helsgaun Algorithm for the Traveling Salesman Problem

arXiv.org Artificial Intelligence

We address the Traveling Salesman Problem (TSP), a famous NP-hard combinatorial optimization problem. And we propose a variable strategy reinforced approach, denoted as VSR-LKH, which combines three reinforcement learning methods (Q-learning, Sarsa and Monte Carlo) with the well-known TSP algorithm, called Lin-Kernighan-Helsgaun (LKH). VSR-LKH replaces the inflexible traversal operation in LKH, and lets the program learn to make choice at each search step by reinforcement learning. Experimental results on 111 TSP benchmarks from the TSPLIB with up to 85,900 cities demonstrate the excellent performance of the proposed method.


Rounding Up Machine Learning Developments From 2020

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The year 2020 saw many exciting developments in machine learning. As the year 2020 comes to an end, here is a roundup of these innovations in various machine learning domains such as reinforcement learning, Natural Language Processing, ML frameworks such as Pytorch and TensorFlow, and more. Arm-based Graviton processors went mainstream in 2020, which utilize 30 billion transistors with 64-bit Arm cores built by Israeli-based engineering company Annapurna Labs. AWS recently acquired it for powering memory-intensive workloads like real-time big data analytics. It showed a 40% performance improvement emerging as an alternative to x86-based processors for machine learning, shifting the trend from the Intel-dominated cloud market to Arm-based Graviton processors.