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 Reinforcement Learning


Artificial Intelligence: Research Impact on Key Industries; the Upper-Rhine Artificial Intelligence Symposium (UR-AI 2020)

arXiv.org Artificial Intelligence

The TriRhenaTech alliance presents a collection of accepted papers of the cancelled tri-national 'Upper-Rhine Artificial Inteeligence Symposium' planned for 13th May 2020 in Karlsruhe. The TriRhenaTech alliance is a network of universities in the Upper-Rhine Trinational Metropolitan Region comprising of the German universities of applied sciences in Furtwangen, Kaiserslautern, Karlsruhe, and Offenburg, the Baden-Wuerttemberg Cooperative State University Loerrach, the French university network Alsace Tech (comprised of 14 'grandes \'ecoles' in the fields of engineering, architecture and management) and the University of Applied Sciences and Arts Northwestern Switzerland. The alliance's common goal is to reinforce the transfer of knowledge, research, and technology, as well as the cross-border mobility of students.


Human-Level Performance in No-Press Diplomacy via Equilibrium Search

arXiv.org Artificial Intelligence

Prior AI breakthroughs in complex games have focused on either the purely adversarial or purely cooperative settings. In contrast, Diplomacy is a game of shifting alliances that involves both cooperation and competition. For this reason, Diplomacy has proven to be a formidable research challenge. In this paper we describe an agent for the no-press variant of Diplomacy that combines supervised learning on human data with one-step lookahead search via external regret minimization. External regret minimization techniques have been behind previous AI successes in adversarial games, most notably poker, but have not previously been shown to be successful in large-scale games involving cooperation. We show that our agent greatly exceeds the performance of past no-press Diplomacy bots, is unexploitable by expert humans, and achieves a rank of 23 out of 1,128 human players when playing anonymous games on a popular Diplomacy website. A primary goal for AI research is to develop agents that can act optimally in real-world multi-agent interactions (i.e., games). However, previous large-scale game AI results have focused on either purely competitive or purely cooperative settings. In contrast, real-world games, such as business negotiations, politics, and traffic navigation, involve a far more complex mixture of cooperation and competition. In such settings, the theoretical grounding for the techniques used in previous AI breakthroughs falls apart. In this paper we augment neural policies trained through imitation learning with regret minimization search techniques, and evaluate on the benchmark game of no-press Diplomacy.


Active Feature Acquisition with Generative Surrogate Models

arXiv.org Artificial Intelligence

Many real-world situations allow for the acquisition of additional relevant information when making an assessment with limited or uncertain data. However, traditional ML approaches either require all features to be acquired beforehand or regard part of them as missing data that cannot be acquired. In this work, we propose models that perform active feature acquisition (AFA) to improve the prediction assessments at evaluation time. We formulate the AFA problem as a Markov decision process (MDP) and resolve it using reinforcement learning (RL). The AFA problem yields sparse rewards and contains a high-dimensional complicated action space. Thus, we propose learning a generative surrogate model that captures the complicated dependencies among input features to assess potential information gain from acquisitions. We also leverage the generative surrogate model to provide intermediate rewards and auxiliary information to the agent. Furthermore, we extend AFA in a task we coin active instance recognition (AIR) for the unsupervised case where the target variables are the unobserved features themselves and the goal is to collect information for a particular instance in a cost-efficient way. Empirical results demonstrate that our approach achieves considerably better performance than previous state of the art methods on both supervised and unsupervised tasks. Although this paradigm is successful in a multitude of domains, it is incongruous with the expectations of many real-world intelligent systems in two key ways: first, it assumes that a complete set of features has been observed; second, as a consequence, it also assumes that no additional information (features) of an instance may be obtained at evaluation time.


Interactive Fiction Game Playing as Multi-Paragraph Reading Comprehension with Reinforcement Learning

arXiv.org Artificial Intelligence

Interactive Fiction (IF) games with real human-written natural language texts provide a new natural evaluation for language understanding techniques. In contrast to previous text games with mostly synthetic texts, IF games pose language understanding challenges on the human-written textual descriptions of diverse and sophisticated game worlds and language generation challenges on the action command generation from less restricted combinatorial space. We take a novel perspective of IF game solving and re-formulate it as Multi-Passage Reading Comprehension (MPRC) tasks. Our approaches utilize the context-query attention mechanisms and the structured prediction in MPRC to efficiently generate and evaluate action outputs and apply an object-centric historical observation retrieval strategy to mitigate the partial observability of the textual observations. Extensive experiments on the recent IF benchmark (Jericho) demonstrate clear advantages of our approaches achieving high winning rates and low data requirements compared to all previous approaches. Our source code is available at: https://github.com/XiaoxiaoGuo/rcdqn.


Randomized Value Functions via Posterior State-Abstraction Sampling

arXiv.org Artificial Intelligence

State abstraction has been an essential tool for dramatically improving the sample efficiency of reinforcement-learning algorithms. Indeed, by exposing and accentuating various types of latent structure within the environment, different classes of state abstraction have enabled improved theoretical guarantees and empirical performance. When dealing with state abstractions that capture structure in the value function, however, a standard assumption is that the true abstraction has been supplied or unrealistically computed a priori, leaving open the question of how to efficiently uncover such latent structure while jointly seeking out optimal behavior. Taking inspiration from the bandit literature, we propose that an agent seeking out latent task structure must explicitly represent and maintain its uncertainty over that structure as part of its overall uncertainty about the environment. We introduce a practical algorithm for doing this using two posterior distributions over state abstractions and abstract-state values. In empirically validating our approach, we find that substantial performance gains lie in the multi-task setting where tasks share a common, low-dimensional representation.


A Reinforcement Learning Approach for Rebalancing Electric Vehicle Sharing Systems

arXiv.org Artificial Intelligence

This paper proposes a reinforcement learning approach for nightly offline rebalancing operations in free-floating electric vehicle sharing systems (FFEVSS). Due to sparse demand in a network, FFEVSS require relocation of electrical vehicles (EVs) to charging stations and demander nodes, which is typically done by a group of drivers. A shuttle is used to pick up and drop off drivers throughout the network. The objective of this study is to solve the shuttle routing problem to finish the rebalancing work in the minimal time. We consider a reinforcement learning framework for the problem, in which a central controller determines the routing policies of a fleet of multiple shuttles. We deploy a policy gradient method for training recurrent neural networks and compare the obtained policy results with heuristic solutions. Our numerical studies show that unlike the existing solutions in the literature, the proposed methods allow to solve the general version of the problem with no restrictions on the urban EV network structure and charging requirements of EVs. Moreover, the learned policies offer a wide range of flexibility resulting in a significant reduction in the time needed to rebalance the network.


MIMOSA: Multi-constraint Molecule Sampling for Molecule Optimization

arXiv.org Artificial Intelligence

Molecule optimization is a fundamental task for accelerating drug discovery, with the goal of generating new valid molecules that maximize multiple drug properties while maintaining similarity to the input molecule. Existing generative models and reinforcement learning approaches made initial success, but still face difficulties in simultaneously optimizing multiple drug properties. To address such challenges, we propose the MultI-constraint MOlecule SAmpling (MIMOSA) approach, a sampling framework to use input molecule as an initial guess and sample molecules from the target distribution. MIMOSA first pretrains two property agnostic graph neural networks (GNNs) for molecule topology and substructure-type prediction, where a substructure can be either atom or single ring. For each iteration, MIMOSA uses the GNNs' prediction and employs three basic substructure operations (add, replace, delete) to generate new molecules and associated weights. The weights can encode multiple constraints including similarity and drug property constraints, upon which we select promising molecules for next iteration. MIMOSA enables flexible encoding of multiple property- and similarity-constraints and can efficiently generate new molecules that satisfy various property constraints and achieved up to 49.6% relative improvement over the best baseline in terms of success rate.


Using Soft Actor-Critic for Low-Level UAV Control

arXiv.org Artificial Intelligence

Unmanned Aerial Vehicles (UAVs), or drones, have recently been used in several civil application domains from organ delivery to remote locations to wireless network coverage. These platforms, however, are naturally unstable systems for which many different control approaches have been proposed. Generally based on classic and modern control, these algorithms require knowledge of the robot's dynamics. However, recently, model-free reinforcement learning has been successfully used for controlling drones without any prior knowledge of the robot model. In this work, we present a framework to train the Soft Actor-Critic (SAC) algorithm to low-level control of a quadrotor in a go-to-target task. All experiments were conducted under simulation. With the experiments, we show that SAC can not only learn a robust policy, but it can also cope with unseen scenarios. Videos from the simulations are available in https://www.youtube.com/watch?v=9z8vGs0Ri5g and the code in https://github.com/larocs/SAC_uav.


Learning to Generalize for Sequential Decision Making

arXiv.org Artificial Intelligence

We consider problems of making sequences of decisions to accomplish tasks, interacting via the medium of language. These problems are often tackled with reinforcement learning approaches. We find that these models do not generalize well when applied to novel task domains. However, the large amount of computation necessary to adequately train and explore the search space of sequential decision making, under a reinforcement learning paradigm, precludes the inclusion of large contextualized language models, which might otherwise enable the desired generalization ability. We introduce a teacher-student imitation learning methodology and a means of converting a reinforcement learning model into a natural language understanding model. Together, these methodologies enable the introduction of contextualized language models into the sequential decision making problem space. We show that models can learn faster and generalize more, leveraging both the imitation learning and the reformulation. Our models exceed teacher performance on various held-out decision problems, by up to 7% on in-domain problems and 24% on out-of-domain problems.


Mastering Atari with Discrete World Models

arXiv.org Artificial Intelligence

Intelligent agents need to generalize from past experience to achieve goals in complex environments. World models facilitate such generalization and allow learning behaviors from imagined outcomes to increase sample-efficiency. While learning world models from image inputs has recently become feasible for some tasks, modeling Atari games accurately enough to derive successful behaviors has remained an open challenge for many years. We introduce DreamerV2, a reinforcement learning agent that learns behaviors purely from predictions in the compact latent space of a powerful world model. The world model uses discrete representations and is trained separately from the policy. DreamerV2 constitutes the first agent that achieves human-level performance on the Atari benchmark of 55 tasks by learning behaviors inside a separately trained world model. With the same computational budget and wall-clock time, DreamerV2 reaches 200M frames and exceeds the final performance of the top single-GPU agents IQN and Rainbow.