Reinforcement Learning
Playing Text-Based Games with Common Sense
Dambekodi, Sahith, Frazier, Spencer, Ammanabrolu, Prithviraj, Riedl, Mark O.
Text based games are simulations in which an agent interacts with the world purely through natural language. They typically consist of a number of puzzles interspersed with interactions with common everyday objects and locations. Deep reinforcement learning agents can learn to solve these puzzles. However, the everyday interactions with the environment, while trivial for human players, present as additional puzzles to agents. We explore two techniques for incorporating commonsense knowledge into agents. Inferring possibly hidden aspects of the world state with either a commonsense inference model COMET, or a language model BERT. Biasing an agents exploration according to common patterns recognized by a language model. We test our technique in the 9to05 game, which is an extreme version of a text based game that requires numerous interactions with common, everyday objects in common, everyday scenarios. We conclude that agents that augment their beliefs about the world state with commonsense inferences are more robust to observational errors and omissions of common elements from text descriptions.
An overview of 11 proposals for building safe advanced AI
This paper analyzes and compares 11 different proposals for building safe advanced AI under the current machine learning paradigm, including major contenders such as iterated amplification, AI safety via debate, and recursive reward modeling. Each proposal is evaluated on the four components of outer alignment, inner alignment, training competitiveness, and performance competitiveness, of which the distinction between the latter two is introduced in this paper. While prior literature has primarily focused on analyzing individual proposals, or primarily focused on outer alignment at the expense of inner alignment, this analysis seeks to take a comparative look at a wide range of proposals including a comparative analysis across all four previously mentioned components.
Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated Environments
Sestini, Alessandro, Kuhnle, Alexander, Bagdanov, Andrew D.
Deep Reinforcement Learning achieves very good results in domains where reward functions can be manually engineered. At the same time, there is growing interest within the community in using games based on Procedurally Content Generation (PCG) as benchmark environments since this type of environment is perfect for studying overfitting and generalization of agents under domain shift. Inverse Reinforcement Learning (IRL) can instead extrapolate reward functions from expert demonstrations, with good results even on high-dimensional problems, however there are no examples of applying these techniques to procedurally-generated environments. This is mostly due to the number of demonstrations needed to find a good reward model. We propose a technique based on Adversarial Inverse Reinforcement Learning which can significantly decrease the need for expert demonstrations in PCG games. Through the use of an environment with a limited set of initial seed levels, plus some modifications to stabilize training, we show that our approach, DE-AIRL, is demonstration-efficient and still able to extrapolate reward functions which generalize to the fully procedural domain. We demonstrate the effectiveness of our technique on two procedural environments, MiniGrid and DeepCrawl, for a variety of tasks.
Offline Meta-level Model-based Reinforcement Learning Approach for Cold-Start Recommendation
Wang, Yanan, Ge, Yong, Li, Li, Chen, Rui, Xu, Tong
Reinforcement learning (RL) has shown great promise in optimizing long-term user interest in recommender systems. However, existing RL-based recommendation methods need a large number of interactions for each user to learn a robust recommendation policy. The challenge becomes more critical when recommending to new users who have a limited number of interactions. To that end, in this paper, we address the cold-start challenge in the RL-based recommender systems by proposing a meta-level model-based reinforcement learning approach for fast user adaptation. In our approach, we learn to infer each user's preference with a user context variable that enables recommendation systems to better adapt to new users with few interactions. To improve adaptation efficiency, we learn to recover the user policy and reward from only a few interactions via an inverse reinforcement learning method to assist a meta-level recommendation agent. Moreover, we model the interaction relationship between the user model and recommendation agent from an information-theoretic perspective. Empirical results show the effectiveness of the proposed method when adapting to new users with only a single interaction sequence. We further provide a theoretical analysis of the recommendation performance bound.
Planning from Pixels using Inverse Dynamics Models
Paster, Keiran, McIlraith, Sheila A., Ba, Jimmy
Learning task-agnostic dynamics models in high-dimensional observation spaces can be challenging for model-based RL agents. We propose a novel way to learn latent world models by learning to predict sequences of future actions conditioned on task completion. These task-conditioned models adaptively focus modeling capacity on task-relevant dynamics, while simultaneously serving as an effective heuristic for planning with sparse rewards. We evaluate our method on challenging visual goal completion tasks and show a substantial increase in performance compared to prior model-free approaches. Deep reinforcement learning has proven to be a powerful and effective framework for solving a diversity of challenging decision-making problems (Silver et al., 2017a; Berner et al., 2019). However these algorithms are typically trained to maximize a single reward function, ignoring information that is not directly relevant to the associated task at hand. This way of learning is in stark contrast to how humans learn (Tenenbaum, 2018). Without being prompted by a specific task, humans can still explore their environment, practice achieving imaginary goals, and in so doing learn about the dynamics of the environment. When subsequently presented with a novel task, humans can utilize this learned knowledge to bootstrap learning -- a property we would like our artificial agents to have. In this work, we investigate one way to bridge this gap by learning world models (Ha & Schmidhuber, 2018) that enable the realization of previously unseen tasks. By modeling the task-agnostic dynamics of an environment, an agent can make predictions about how its own actions may affect the environment state without the need for additional samples from the environment. Prior work has shown that by using powerful function approximators to model environment dynamics, training an agent entirely within its own world models can result in large gains in sample efficiency (Ha & Schmidhuber, 2018).
Neural Dynamic Policies for End-to-End Sensorimotor Learning
Bahl, Shikhar, Mukadam, Mustafa, Gupta, Abhinav, Pathak, Deepak
The current dominant paradigm in sensorimotor control, whether imitation or reinforcement learning, is to train policies directly in raw action spaces such as torque, joint angle, or end-effector position. This forces the agent to make decisions individually at each timestep in training, and hence, limits the scalability to continuous, high-dimensional, and long-horizon tasks. In contrast, research in classical robotics has, for a long time, exploited dynamical systems as a policy representation to learn robot behaviors via demonstrations. These techniques, however, lack the flexibility and generalizability provided by deep learning or reinforcement learning and have remained under-explored in such settings. In this work, we begin to close this gap and embed the structure of a dynamical system into deep neural network-based policies by reparameterizing action spaces via second-order differential equations. We propose Neural Dynamic Policies (NDPs) that make predictions in trajectory distribution space as opposed to prior policy learning methods where actions represent the raw control space. The embedded structure allows end-to-end policy learning for both reinforcement and imitation learning setups. We show that NDPs outperform the prior state-of-the-art in terms of either efficiency or performance across several robotic control tasks for both imitation and reinforcement learning setups.
Proximal Policy Optimization Smoothed Algorithm
Proximal policy optimization (PPO) has yielded state-of-the-art results in policy search, a subfield of reinforcement learning, with one of its key points being the use of a surrogate objective function to restrict the step size at each policy update. Although such restriction is helpful, the algorithm still suffers from performance instability and optimization inefficiency from the sudden flattening of the curve. To address this issue we present a PPO variant, named Proximal Policy Optimization Smooth Algorithm (PPOS), and its critical improvement is the use of a functional clipping method instead of a flat clipping method. We compare our method with PPO and PPORB, which adopts a rollback clipping method, and prove that our method can conduct more accurate updates at each time step than other PPO methods. Moreover, we show that it outperforms the latest PPO variants on both performance and stability in challenging continuous control tasks.
Loon's stratospheric balloons are now teaching themselves to fly better thanks to Google AI โ TechCrunch
Alphabet's Loon has been using algorithmic processes to optimize the flight of its stratospheric balloons for years now -- and setting records for time spent aloft as a result. But the company is now deploying a new navigation system that has the potential to be much better, and it's using true reinforcement-learning AI to teach itself to optimize navigation better than humans ever could. Loon developed the new reinforcement-learning system, which it says is the first to be used in an actual product aerospace context, with its Alphabet colleagues at Google AI in Montreal over the past couple of years. Unlike its past algorithmic navigation software, this one is devised entirely by machine -- a machine that's able to calculate the optimal navigation path for the balloons much more quickly than the human-made system could, and with much more efficiency, meaning the balloons use much less power to travel the same or greater distances than before. How does Loon know it's better?
Alphabet's Loon hands the reins of its internet air balloons to self-learning AI
Alphabet's Loon, the team responsible for beaming internet down to Earth from stratospheric helium balloons, has achieved a new milestone: its navigation system is no longer run by human-designed software. Instead, the company's internet balloons are steered around the globe by an artificial intelligence -- in particular, a set of algorithms both written and executed by a deep reinforcement learning-based flight control system that is more efficient and adept than the older, human-made one. The system is now managing Loon's fleet of balloons over Kenya, where Loon launched its first commercial internet service in July after testing its fleet in a series of disaster relief initiatives and other test environments for much of the last decade. Similar to how researchers have achieved breakthrough AI advances in teaching computers to play sophisticated video games and helping software learn how to manipulate robotic hands in lifelike ways, reinforcement learning is a technique that allows software to teach itself skills through trial and error. Obviously, such repetition is not possible in the real world when dealing with high-altitude balloons that are costly to operate and even more costly to repair in the event they crash.
[R] Autonomous navigation of stratospheric balloons using reinforcement learning -- From Google Loon
Efficiently navigating a superpressure balloon in the stratosphere1 requires the integration of a multitude of cues, such as wind speed and solar elevation, and the process is complicated by forecast errors and sparse wind measurements. Coupled with the need to make decisions in real time, these factors rule out the use of conventional control techniques2,3. Here we describe the use of reinforcement learning4,5 to create a high-performing flight controller. Our algorithm uses data augmentation6,7 and a self-correcting design to overcome the key technical challenge of reinforcement learning from imperfect data, which has proved to be a major obstacle to its application to physical systems8. We deployed our controller to station Loon superpressure balloons at multiple locations across the globe, including a 39-day controlled experiment over the Pacific Ocean.