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 Reinforcement Learning


An Adiabatic Theorem for Policy Tracking with TD-learning

arXiv.org Artificial Intelligence

Policy evaluation and, in particular, temporal difference (TD) learning is a key ingredient in reinforcement learning. Here the expected value of future rewards is estimated from simulations of a given policy. When a stationary policy is fixed, the simulated process is a time-homogeneous Markov chain. The convergence of the policy evaluation algorithm is analyzed using stochastic approximation techniques under asynchronous Markovian updates. There is a well-developed theory of stochastic approximation that establishes the convergence of a variety of policy evaluation schemes.


FireCommander: An Interactive, Probabilistic Multi-agent Environment for Joint Perception-Action Tasks

arXiv.org Artificial Intelligence

The purpose of this tutorial is to help individuals use the \underline{FireCommander} game environment for research applications. The FireCommander is an interactive, probabilistic joint perception-action reconnaissance environment in which a composite team of agents (e.g., robots) cooperate to fight dynamic, propagating firespots (e.g., targets). In FireCommander game, a team of agents must be tasked to optimally deal with a wildfire situation in an environment with propagating fire areas and some facilities such as houses, hospitals, power stations, etc. The team of agents can accomplish their mission by first sensing (e.g., estimating fire states), communicating the sensed fire-information among each other and then taking action to put the firespots out based on the sensed information (e.g., dropping water on estimated fire locations). The FireCommander environment can be useful for research topics spanning a wide range of applications from Reinforcement Learning (RL) and Learning from Demonstration (LfD), to Coordination, Psychology, Human-Robot Interaction (HRI) and Teaming. There are four important facets of the FireCommander environment that overall, create a non-trivial game: (1) Complex Objectives: Multi-objective Stochastic Environment, (2)Probabilistic Environment: Agents' actions result in probabilistic performance, (3) Hidden Targets: Partially Observable Environment and, (4) Uni-task Robots: Perception-only and Action-only agents. The FireCommander environment is first-of-its-kind in terms of including Perception-only and Action-only agents for coordination. It is a general multi-purpose game that can be useful in a variety of combinatorial optimization problems and stochastic games, such as applications of Reinforcement Learning (RL), Learning from Demonstration (LfD) and Inverse RL (iRL).


Interleaving Fast and Slow Decision Making

arXiv.org Artificial Intelligence

The "Thinking, Fast and Slow" paradigm of Kahneman proposes that we use two different styles of thinking -- a fast and intuitive System 1 for certain tasks, along with a slower but more analytical System 2 for others. While the idea of using this two-system style of thinking is gaining popularity in AI and robotics, our work considers how to interleave the two styles of decision-making, i.e., how System 1 and System 2 should be used together. For this, we propose a novel and general framework which includes a new System 0 to oversee Systems 1 and 2. At every point when a decision needs to be made, System 0 evaluates the situation and quickly hands over the decision-making process to either System 1 or System 2. We evaluate such a framework on a modified version of the classic Pac-Man game, with an already-trained RL algorithm for System 1, a Monte-Carlo tree search for System 2, and several different possible strategies for System 0. As expected, arbitrary switches between Systems 1 and 2 do not work, but certain strategies do well. With System 0, an agent is able to perform better than one that uses only System 1 or System 2.


Self-Imitation Learning in Sparse Reward Settings

arXiv.org Artificial Intelligence

The application of reinforcement learning (RL) in real-world is still limited in the environments with sparse and delayed rewards. Self-imitation learning (SIL) is developed as an auxiliary component of RL to relieve the problem by encouraging the agents to imitate their historical best behaviors. In this paper, we propose a practical SIL algorithm named Self-Imitation Learning with Constant Reward (SILCR). Instead of requiring hand-defined immediate rewards from environments, our algorithm assigns the immediate rewards at each timestep with constant values according to their final episodic rewards. In this way, even if the dense rewards from environments are unavailable, every action taken by the agents would be guided properly. We demonstrate the effectiveness of our method in some challenging MuJoCo locomotion tasks and the results show that our method significantly outperforms the alternative methods in tasks with delayed and sparse rewards. Even compared with alternatives with dense rewards available, our method achieves competitive performance. The ablation experiments also show the stability and reproducibility of our method.


Inverse Rational Control with Partially Observable Continuous Nonlinear Dynamics

arXiv.org Artificial Intelligence

A fundamental question in neuroscience is how the brain creates an internal model of the world to guide actions using sequences of ambiguous sensory information. This is naturally formulated as a reinforcement learning problem under partial observations, where an agent must estimate relevant latent variables in the world from its evidence, anticipate possible future states, and choose actions that optimize total expected reward. This problem can be solved by control theory, which allows us to find the optimal actions for a given system dynamics and objective function. However, animals often appear to behave suboptimally. Why? We hypothesize that animals have their own flawed internal model of the world, and choose actions with the highest expected subjective reward according to that flawed model. We describe this behavior as rational but not optimal. The problem of Inverse Rational Control (IRC) aims to identify which internal model would best explain an agent's actions. Our contribution here generalizes past work on Inverse Rational Control which solved this problem for discrete control in partially observable Markov decision processes. Here we accommodate continuous nonlinear dynamics and continuous actions, and impute sensory observations corrupted by unknown noise that is private to the animal. We first build an optimal Bayesian agent that learns an optimal policy generalized over the entire model space of dynamics and subjective rewards using deep reinforcement learning. Crucially, this allows us to compute a likelihood over models for experimentally observable action trajectories acquired from a suboptimal agent. We then find the model parameters that maximize the likelihood using gradient ascent.


What is Reinforcement Learning and 9 examples of what you can do with it.

#artificialintelligence

Reinforcement Learning is a subset of machine learning. It enables an agent to learn through the consequences of actions in a specific environment. It can be used to teach a robot new tricks, for example. Reinforcement learning is a behavioral learning model where the algorithm provides data analysis feedback, directing the user to the best result. It differs from other forms of supervised learning because the sample data set does not train the machine.


Can Reinforcement Learning help Robots become Intelligent?

#artificialintelligence

We know that robots today can accomplish a multitude of tasks like assembling parts, picking farm produce, doing a quick scan of surroundings, and greeting people at malls. But can they learn by themselves like primates? Scientists argue that since robotics is slowly approaching its peak stage, it will be hugely beneficial and exciting if the robots could learn on their own, from interactions with the physical and social environment. While AI and machine learning are doing their part in augmenting robotics, implementation is not simple as most robots have a limited learning capacity. Through reinforcement learning (RL) is purported to be the simplest way to train robots, much work needs to be done.


Learning to Learn More: Meta Reinforcement Learning

#artificialintelligence

The ELI5 definition for Reinforcement Learning would be training a model to perform better by iteratively learning from its previous mistakes. Reinforcement learning provides a framework for agents to solve problems in case of real-world scenarios. They are able to learn rules (or policies) to solve specific problems, but one of the major limitations of these agents are that they are unable to generalize the learned policy to newer problems. A previously learned rule would cater to a specific problem only, and would often be useless for other (even similar) cases. A good meta-learning model on the other hand, is expected to generalize to new tasks or environments that have not been encountered by the model in training.


Curiosity May Be Vital for Truly Smart AI

#artificialintelligence

Reinforcement learning has its limitations, though. Agrawal notes that it often takes a huge amount of training to learn a task, and the process can be difficult if the feedback required isn't immediately available. That's where curiosity could help. The researchers tried the approach, in combination with reinforcement learning, within two simple video games: Mario Bros., a classic platform game, and VizDoom, a basic 3-D shooter title. In both games, the use of artificial curiosity made the learning process more efficient.


Off-Policy Interval Estimation with Lipschitz Value Iteration

arXiv.org Machine Learning

Off-policy evaluation provides an essential tool for evaluating the effects of different policies or treatments using only observed data. When applied to high-stakes scenarios such as medical diagnosis or financial decision-making, it is crucial to provide provably correct upper and lower bounds of the expected reward, not just a classical single point estimate, to the end-users, as executing a poor policy can be very costly. In this work, we propose a provably correct method for obtaining interval bounds for off-policy evaluation in a general continuous setting. The idea is to search for the maximum and minimum values of the expected reward among all the Lipschitz Q-functions that are consistent with the observations, which amounts to solving a constrained optimization problem on a Lipschitz function space. We go on to introduce a Lipschitz value iteration method to monotonically tighten the interval, which is simple yet efficient and provably convergent. We demonstrate the practical efficiency of our method on a range of benchmarks.