Reinforcement Learning
Planning with Submodular Objective Functions
Wang, Ruosong, Zhang, Hanrui, Chaplot, Devendra Singh, Garagić, Denis, Salakhutdinov, Ruslan
Modern reinforcement learning and planning algorithms have achieved tremendous successes on various tasks [Mnih et al., 2015, Silver et al., 2017]. However, most of these algorithms work in the standard Markov decision process (MDP) framework where the goal is to maximize the cumulative reward and thus it can be difficult to apply them to various practical sequential decision-making problems. In this paper, we study planning in generalized MDPs, where instead of maximizing the cumulative reward, the goal is to maximize the objective value induced by a submodular function. To motivate our approach, let us consider the following scenario: a company manufactures cars, and as part of its customer service, continuously monitors the status of all cars produced by the company. Each car is equipped with a number of sensors, each of which constantly produces noisy measurements of some attribute of the car, e.g., speed, location, temperature, etc. Due to bandwidth constraints, at any moment, each car may choose to transmit data generated by a single sensor to the company. The goal is to combine the statistics collected over a fixed period of time, presumably from multiple sensors, to gather as much information about the car as possible. Perhaps one seemingly natural strategy is to transmit only data generated by the most "informative" sensor. However, as the output of a sensor remains the same between two samples, it is pointless to transmit the same data multiple times. One may alternatively try to order sensors by their "informativity" and always choose the most informative sensor that has not yet transmitted data since the last sample was generated.
Deep Reinforcement Learning with Stacked Hierarchical Attention for Text-based Games
Xu, Yunqiu, Fang, Meng, Chen, Ling, Du, Yali, Zhou, Joey Tianyi, Zhang, Chengqi
We study reinforcement learning (RL) for text-based games, which are interactive simulations in the context of natural language. While different methods have been developed to represent the environment information and language actions, existing RL agents are not empowered with any reasoning capabilities to deal with textual games. In this work, we aim to conduct explicit reasoning with knowledge graphs for decision making, so that the actions of an agent are generated and supported by an interpretable inference procedure. We propose a stacked hierarchical attention mechanism to construct an explicit representation of the reasoning process by exploiting the structure of the knowledge graph. We extensively evaluate our method on a number of man-made benchmark games, and the experimental results demonstrate that our method performs better than existing text-based agents.
How to Learn a Useful Critic? Model-based Action-Gradient-Estimator Policy Optimization
D'Oro, Pierluca, Jaśkowski, Wojciech
Deterministic-policy actor-critic algorithms for continuous control improve the actor by plugging its actions into the critic and ascending the action-value gradient, which is obtained by chaining the actor's Jacobian matrix with the gradient of the critic with respect to input actions. However, instead of gradients, the critic is, typically, only trained to accurately predict expected returns, which, on their own, are useless for policy optimization. In this paper, we propose MAGE, a model-based actor-critic algorithm, grounded in the theory of policy gradients, which explicitly learns the action-value gradient. MAGE backpropagates through the learned dynamics to compute gradient targets in temporal difference learning, leading to a critic tailored for policy improvement. On a set of MuJoCo continuous-control tasks, we demonstrate the efficiency of the algorithm in comparison to model-free and model-based state-of-the-art baselines.
Towards General and Autonomous Learning of Core Skills: A Case Study in Locomotion
Modern Reinforcement Learning (RL) algorithms promise to solve difficult motor control problems directly from raw sensory inputs. Their attraction is due in part to the fact that they can represent a general class of methods that allow to learn a solution with a reasonably set reward and minimal prior knowledge, even in situations where it is difficult or expensive for a human expert. For RL to truly make good on this promise, however, we need algorithms and learning setups that can work across a broad range of problems with minimal problem specific adjustments or engineering. In this paper, we study this idea of generality in the locomotion domain. We develop a learning framework that can learn sophisticated locomotion behavior for a wide spectrum of legged robots, such as bipeds, tripeds, quadrupeds and hexapods, including wheeled variants.
Machine Learning Summits '20 - 2020 Agenda
Can we design recommenders that encourage user trajectories aligned with the true underlying user utilities? Besides engagement, user satisfaction and responsibility arise as important pillars of the recommendation problem. Motivated by this, we will discuss various efforts utilizing the reward function as an important lever of Reinforcement Learning (RL)-based recommenders, so to guide the model learning that for certain states (i.e., latent user representation at a certain point of the trajectory) certain actions (i.e., items to recommend) will bring higher user utility than others. We will also outline current and future directions on overcoming challenges of signals' sparsity and interplay among various reward signals. I am a Research Engineer at Google, leading several efforts on recommender systems and reinforcement learning in Google Brain.
Visual Navigation in Real-World Indoor Environments Using End-to-End Deep Reinforcement Learning
Kulhánek, Jonáš, Derner, Erik, Babuška, Robert
Visual navigation is essential for many applications in robotics, from manipulation, through mobile robotics to automated driving. Deep reinforcement learning (DRL) provides an elegant map-free approach integrating image processing, localization, and planning in one module, which can be trained and therefore optimized for a given environment. However, to date, DRL-based visual navigation was validated exclusively in simulation, where the simulator provides information that is not available in the real world, e.g., the robot's position or image segmentation masks. This precludes the use of the learned policy on a real robot. Therefore, we propose a novel approach that enables a direct deployment of the trained policy on real robots. We have designed visual auxiliary tasks, a tailored reward scheme, and a new powerful simulator to facilitate domain randomization. The policy is fine-tuned on images collected from real-world environments. We have evaluated the method on a mobile robot in a real office environment. The training took ~30 hours on a single GPU. In 30 navigation experiments, the robot reached a 0.3-meter neighborhood of the goal in more than 86.7% of cases. This result makes the proposed method directly applicable to tasks like mobile manipulation.
Reinforcement learning using Deep Q Networks and Q learning accurately localizes brain tumors on MRI with very small training sets
Stember, Joseph N, Shalu, Hrithwik
Purpose Supervised deep learning in radiology suffers from notorious inherent limitations: 1) It requires large, hand-annotated data sets, 2) It is non-generalizable, and 3) It lacks explainability and intuition. We have recently proposed Reinforcement Learning to address all threes. However, we applied it to images with radiologist eye tracking points, which limits the state-action space. Here we generalize the Deep-Q Learning to a gridworld-based environment, so that only the images and image masks are required. Materials and Methods We trained a Deep Q network on 30 two-dimensional image slices from the BraTS brain tumor database. Each image contained one lesion. We then tested the trained Deep Q network on a separate set of 30 testing set images. For comparison, we also trained and tested a keypoint detection supervised deep learning network for the same set of training / testing images. Results Whereas the supervised approach quickly overfit the training data, and predicably performed poorly on the testing set (11\% accuracy), the Deep-Q learning approach showed progressive improved generalizability to the testing set over training time, reaching 70\% accuracy. Conclusion We have shown a proof-of-principle application of reinforcement learning to radiological images, here using 2D contrast-enhanced MRI brain images with the goal of localizing brain tumors. This represents a generalization of recent work to a gridworld setting, naturally suitable for analyzing medical images.
Novelty Search in Representational Space for Sample Efficient Exploration
Tao, Ruo Yu, François-Lavet, Vincent, Pineau, Joelle
We present a new approach for efficient exploration which leverages a low-dimensional encoding of the environment learned with a combination of model-based and model-free objectives. Our approach uses intrinsic rewards that are based on the distance of nearest neighbors in the low dimensional representational space to gauge novelty. We then leverage these intrinsic rewards for sample-efficient exploration with planning routines in representational space for hard exploration tasks with sparse rewards. One key element of our approach is the use of information theoretic principles to shape our representations in a way so that our novelty reward goes beyond pixel similarity. We test our approach on a number of maze tasks, as well as a control problem and show that our exploration approach is more sample-efficient compared to strong baselines.
Provably Efficient Reward-Agnostic Navigation with Linear Value Iteration
Zanette, Andrea, Lazaric, Alessandro, Kochenderfer, Mykel J., Brunskill, Emma
There has been growing progress on theoretical analyses for provably efficient learning in MDPs with linear function approximation, but much of the existing work has made strong assumptions to enable exploration by conventional exploration frameworks. Typically these assumptions are stronger than what is needed to find good solutions in the batch setting. In this work, we show how under a more standard notion of low inherent Bellman error, typically employed in least-square value iteration-style algorithms, we can provide strong PAC guarantees on learning a near optimal value function provided that the linear space is sufficiently "explorable". We present a computationally tractable algorithm for the reward-free setting and show how it can be used to learn a near optimal policy for any (linear) reward function, which is revealed only once learning has completed. If this reward function is also estimated from the samples gathered during pure exploration, our results also provide same-order PAC guarantees on the performance of the resulting policy for this setting.
Self-Imitation Learning via Generalized Lower Bound Q-learning
Self-imitation learning motivated by lower-bound Q-learning is a novel and effective approach for off-policy learning. In this work, we propose a n-step lower bound which generalizes the original return-based lower-bound Q-learning, and introduce a new family of self-imitation learning algorithms. To provide a formal motivation for the potential performance gains provided by self-imitation learning, we show that n-step lower bound Q-learning achieves a trade-off between fixed point bias and contraction rate, drawing close connections to the popular uncorrected n-step Q-learning. We finally show that n-step lower bound Q-learning is a more robust alternative to return-based self-imitation learning and uncorrected n-step, over a wide range of continuous control benchmark tasks.