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 Reinforcement Learning


Revisiting Design Choices in Proximal Policy Optimization

arXiv.org Machine Learning

Proximal Policy Optimization (PPO) is a popular deep policy gradient algorithm. In standard implementations, PPO regularizes policy updates with clipped probability ratios, and parameterizes policies with either continuous Gaussian distributions or discrete Softmax distributions. These design choices are widely accepted, and motivated by empirical performance comparisons on MuJoCo and Atari benchmarks. We revisit these practices outside the regime of current benchmarks, and expose three failure modes of standard PPO. We explain why standard design choices are problematic in these cases, and show that alternative choices of surrogate objectives and policy parameterizations can prevent the failure modes. We hope that our work serves as a reminder that many algorithmic design choices in reinforcement learning are tied to specific simulation environments. We should not implicitly accept these choices as a standard part of a more general algorithm.


A Centralised Soft Actor Critic Deep Reinforcement Learning Approach to District Demand Side Management through CityLearn

arXiv.org Machine Learning

Reinforcement learning is a promising model-free and adaptive controller for demand side management, as part of the future smart grid, at the district level. This paper presents the results of the algorithm that was submitted for the CityLearn Challenge, which was hosted in early 2020 with the aim of designing and tuning a reinforcement learning agent to flatten and smooth the aggregated curve of electrical demand of a district of diverse buildings. The proposed solution secured second place in the challenge using a centralised 'Soft Actor Critic' deep reinforcement learning agent that was able to handle continuous action spaces. The controller was able to achieve an averaged score of 0.967 on the challenge dataset comprising of different buildings and climates. This highlights the potential application of deep reinforcement learning as a plug-and-play style controller, that is capable of handling different climates and a heterogenous building stock, for district demand side management of buildings.


Learn to Exceed: Stereo Inverse Reinforcement Learning with Concurrent Policy Optimization

arXiv.org Machine Learning

In this paper, we study the problem of obtaining a control policy that can mimic and then outperform expert demonstrations in Markov decision processes where the reward function is unknown to the learning agent. One main relevant approach is the inverse reinforcement learning (IRL), which mainly focuses on inferring a reward function from expert demonstrations. The obtained control policy by IRL and the associated algorithms, however, can hardly outperform expert demonstrations. To overcome this limitation, we propose a novel method that enables the learning agent to outperform the demonstrator via a new concurrent reward and action policy learning approach. In particular, we first propose a new stereo utility definition that aims to address the bias in the interpretation of expert demonstrations. We then propose a loss function for the learning agent to learn reward and action policies concurrently such that the learning agent can outperform expert demonstrations. The performance of the proposed method is first demonstrated in OpenAI environments. Further efforts are conducted to experimentally validate the proposed method via an indoor drone flight scenario.


Robust Reinforcement Learning using Adversarial Populations

arXiv.org Machine Learning

Reinforcement Learning (RL) is an effective tool for controller design but can struggle with issues of robustness, failing catastrophically when the underlying system dynamics are perturbed. The Robust RL formulation tackles this by adding worst-case adversarial noise to the dynamics and constructing the noise distribution as the solution to a zero-sum minimax game. However, existing work on learning solutions to the Robust RL formulation has primarily focused on training a single RL agent against a single adversary. In this work, we demonstrate that using a single adversary does not consistently yield robustness to dynamics variations under standard parametrizations of the adversary; the resulting policy is highly exploitable by new adversaries. We propose a population-based augmentation to the Robust RL formulation in which we randomly initialize a population of adversaries and sample from the population uniformly during training. We empirically validate across robotics benchmarks that the use of an adversarial population results in a more robust policy that also improves out-of-distribution generalization. Finally, we demonstrate that this approach provides comparable robustness and generalization as domain randomization on these benchmarks while avoiding a ubiquitous domain randomization failure mode.


Learning with Safety Constraints: Sample Complexity of Reinforcement Learning for Constrained MDPs

arXiv.org Machine Learning

Many physical systems have underlying safety considerations that require that the policy employed ensures the satisfaction of a set of constraints. The analytical formulation usually takes the form of a Constrained Markov Decision Process (CMDP). We focus on the case where the CMDP is unknown, and RL algorithms obtain samples to discover the model and compute an optimal constrained policy. Our goal is to characterize the relationship between safety constraints and the number of samples needed to ensure a desired level of accuracy---both objective maximization and constraint satisfaction---in a PAC sense. We explore two classes of RL algorithms, namely, (i) a generative model based approach, wherein samples are taken initially to estimate a model, and (ii) an online approach, wherein the model is updated as samples are obtained. Our main finding is that compared to the best known bounds of the unconstrained regime, the sample complexity of constrained RL algorithms are increased by a factor that is logarithmic in the number of constraints, which suggests that the approach may be easily utilized in real systems.


Structure-Guided Processing Path Optimization with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

A major goal of material design is the inverse optimization of processing-structure-property relationships. In this paper, we propose and investigate a deep reinforcement learning approach for the optimization of processing paths. The goal is to find optimal processing paths in the material structure space that lead to target structures, which have been identified beforehand to yield desired material properties. The contribution completes the desired inversion of the processing-structure-property chain in a flexible and generic way. As the relation between properties and structures is generally nonunique, typically a whole set of goal structures can be identified, that lead to desired properties. Our proposed method optimizes processing paths from a start structure to one of the equivalent goal-structures. The algorithm learns to find near-optimal paths by interacting with the structure-generating process. It is guided by structure descriptors as process state features and a reward signal, which is formulated based on a distance function in the structure space. The model-free reinforcement learning algorithm learns through trial and error while interacting with the process and does not rely on a priori sampled processing data. We instantiate and evaluate the proposed method by optimizing paths of a generic metal forming process to reach near-optimal structures, which are represented by one-point statistics of crystallographic textures.


TripleTree: A Versatile Interpretable Representation of Black Box Agents and their Environments

arXiv.org Artificial Intelligence

In explainable artificial intelligence, there is increasing interest in understanding the behaviour of autonomous agents to build trust and validate performance. Modern agent architectures, such as those trained by deep reinforcement learning, are currently so lacking in interpretable structure as to effectively be black boxes, but insights may still be gained from an external, behaviourist perspective. Inspired by conceptual spaces theory, we suggest that a versatile first step towards general understanding is to discretise the state space into convex regions, jointly capturing similarities over the agent's action, value function and temporal dynamics within a dataset of observations. We create such a representation using a novel variant of the CART decision tree algorithm, and demonstrate how it facilitates practical understanding of black box agents through prediction, visualisation and rule-based explanation.


Dynamic Frame skip Deep Q Network

arXiv.org Artificial Intelligence

Deep Reinforcement Learning methods have achieved state of the art performance in learning control policies for the games in the Atari 2600 domain. One of the important parameters in the Arcade Learning Environment (ALE) is the frame skip rate. It decides the granularity at which agents can control game play. A frame skip value of $k$ allows the agent to repeat a selected action $k$ number of times. The current state of the art architectures like Deep Q-Network (DQN) and Dueling Network Architectures (DuDQN) consist of a framework with a static frame skip rate, where the action output from the network is repeated for a fixed number of frames regardless of the current state. In this paper, we propose a new architecture, Dynamic Frame skip Deep Q-Network (DFDQN) which makes the frame skip rate a dynamic learnable parameter. This allows us to choose the number of times an action is to be repeated based on the current state. We show empirically that such a setting improves the performance on relatively harder games like Seaquest.


Reinforcement Learning Approaches in Social Robotics

arXiv.org Artificial Intelligence

In order to facilitate natural interaction, researchers in social robotics have focused on robots that can adapt to diverse conditions and to the different users with whom they interact. Recently, there has been great interest in the use of machine learning methods for adaptive social robots [48], [29], [106], [45], [49], [86]. Machine Learning (ML) algorithms can be categorized into three subfields [2]: supervised learning, unsupervised learning and reinforcement learning. In supervised learning, correct input/output pairs are available and the goal is to find a correct mapping from input to output space. In unsupervised learning, output data is not available and the goal is to find patterns in the input data. Reinforcement Learning (RL) [96] is a framework for decision-making problems in which an agent interacts through trial-and-error with its environment to discover an optimal behavior. The agent does not receive direct feedback of correctness, instead it receives scarce feedback about the actions it has taken in the past.


Learning to Repeat: Fine Grained Action Repetition for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning algorithms can learn complex behavioral patterns for sequential decision making tasks wherein an agent interacts with an environment and acquires feedback in the form of rewards sampled from it. Traditionally, such algorithms make decisions, i.e., select actions to execute, at every single time step of the agent-environment interactions. In this paper, we propose a novel framework, Fine Grained Action Repetition (FiGAR), which enables the agent to decide the action as well as the time scale of repeating it. FiGAR can be used for improving any Deep Reinforcement Learning algorithm which maintains an explicit policy estimate by enabling temporal abstractions in the action space. We empirically demonstrate the efficacy of our framework by showing performance improvements on top of three policy search algorithms in different domains: Asynchronous Advantage Actor Critic in the Atari 2600 domain, Trust Region Policy Optimization in Mujoco domain and Deep Deterministic Policy Gradients in the TORCS car racing domain.