Reinforcement Learning
Dynamic Horizon Value Estimation for Model-based Reinforcement Learning
Wang, Junjie, Zhang, Qichao, Zhao, Dongbin, Zhao, Mengchen, Hao, Jianye
Existing model-based value expansion methods typically leverage a world model for value estimation with a fixed rollout horizon to assist policy learning. However, the fixed rollout with an inaccurate model has a potential to harm the learning process. In this paper, we investigate the idea of using the model knowledge for value expansion adaptively. We propose a novel method called Dynamic-horizon Model-based Value Expansion (DMVE) to adjust the world model usage with different rollout horizons. Inspired by reconstruction-based techniques that can be applied for visual data novelty detection, we utilize a world model with a reconstruction module for image feature extraction, in order to acquire more precise value estimation. The raw and the reconstructed images are both used to determine the appropriate horizon for adaptive value expansion. On several benchmark visual control tasks, experimental results show that DMVE outperforms all baselines in sample efficiency and final performance, indicating that DMVE can achieve more effective and accurate value estimation than state-of-the-art model-based methods.
Data-Driven Transferred Energy Management Strategy for Hybrid Electric Vehicles via Deep Reinforcement Learning
Liu, Teng, Wang, Bo, Tan, Wenhao, Lu, Shaobo, Yang, Yalian
Real-time applications of energy management strategies (EMSs) in hybrid electric vehicles (HEVs) are the harshest requirements for researchers and engineers. Inspired by the excellent problem-solving capabilities of deep reinforcement learning (DRL), this paper proposes a real-time EMS via incorporating the DRL method and transfer learning (TL). The related EMSs are derived from and evaluated on the real-world collected driving cycle dataset from Transportation Secure Data Center (TSDC). The concrete DRL algorithm is proximal policy optimization (PPO) belonging to the policy gradient (PG) techniques. For specification, many source driving cycles are utilized for training the parameters of deep network based on PPO. The learned parameters are transformed into the target driving cycles under the TL framework. The EMSs related to the target driving cycles are estimated and compared in different training conditions. Simulation results indicate that the presented transfer DRL-based EMS could effectively reduce time consumption and guarantee control performance.
Interpretable-AI Policies using Evolutionary Nonlinear Decision Trees for Discrete Action Systems
Dhebar, Yashesh, Deb, Kalyanmoy, Nageshrao, Subramanya, Zhu, Ling, Filev, Dimitar
Black-box artificial intelligence (AI) induction methods such as deep reinforcement learning (DRL) are increasingly being used to find optimal policies for a given control task. Although policies represented using a black-box AI are capable of efficiently executing the underlying control task and achieving optimal closed-loop performance -- controlling the agent from initial time step until the successful termination of an episode, the developed control rules are often complex and neither interpretable nor explainable. In this paper, we use a recently proposed nonlinear decision-tree (NLDT) approach to find a hierarchical set of control rules in an attempt to maximize the open-loop performance for approximating and explaining the pre-trained black-box DRL (oracle) agent using the labelled state-action dataset. Recent advances in nonlinear optimization approaches using evolutionary computation facilitates finding a hierarchical set of nonlinear control rules as a function of state variables using a computationally fast bilevel optimization procedure at each node of the proposed NLDT. Additionally, we propose a re-optimization procedure for enhancing closed-loop performance of an already derived NLDT. We evaluate our proposed methodologies on four different control problems having two to four discrete actions. In all these problems our proposed approach is able to find simple and interpretable rules involving one to four non-linear terms per rule, while simultaneously achieving on par closed-loop performance when compared to a trained black-box DRL agent. The obtained results are inspiring as they suggest the replacement of complicated black-box DRL policies involving thousands of parameters (making them non-interpretable) with simple interpretable policies. Results are encouraging and motivating to pursue further applications of proposed approach in solving more complex control tasks.
Addressing reward bias in Adversarial Imitation Learning with neutral reward functions
Jena, Rohit, Agrawal, Siddharth, Sycara, Katia
Generative Adversarial Imitation Learning suffers from the fundamental problem of reward bias stemming from the choice of reward functions used in the algorithm. Different types of biases also affect different types of environments - which are broadly divided into survival and task-based environments. We provide a theoretical sketch of why existing reward functions would fail in imitation learning scenarios in task based environments with multiple terminal states. We also propose a new reward function for GAIL which outperforms existing GAIL methods on task based environments with single and multiple terminal states and effectively overcomes both survival and termination bias.
Human Engagement Providing Evaluative and Informative Advice for Interactive Reinforcement Learning
Bignold, Adam, Cruz, Francisco, Dazeley, Richard, Vamplew, Peter, Foale, Cameron
Reinforcement learning is an approach used by intelligent agents to autonomously learn new skills. Although reinforcement learning has been demonstrated to be an effective learning approach in several different contexts, a common drawback exhibited is the time needed in order to satisfactorily learn a task, especially in large state-action spaces. To address this issue, interactive reinforcement learning proposes the use of externally-sourced information in order to speed up the learning process. Up to now, different information sources have been used to give advice to the learner agent, among them human-sourced advice. When interacting with a learner agent, humans may provide either evaluative or informative advice. From the agent's perspective these styles of interaction are commonly referred to as reward-shaping and policy-shaping respectively. Evaluation requires the human to provide feedback on the prior action performed, while informative advice they provide advice on the best action to select for a given situation. Prior research has focused on the effect of human-sourced advice on the interactive reinforcement learning process, specifically aiming to improve the learning speed of the agent, while reducing the engagement with the human. This work presents an experimental setup for a human-trial designed to compare the methods people use to deliver advice in term of human engagement. Obtained results show that users giving informative advice to the learner agents provide more accurate advice, are willing to assist the learner agent for a longer time, and provide more advice per episode. Additionally, self-evaluation from participants using the informative approach has indicated that the agent's ability to follow the advice is higher, and therefore, they feel their own advice to be of higher accuracy when compared to people providing evaluative advice.
Multiplayer Support for the Arcade Learning Environment
Terry, Justin K., Black, Benjamin
The Arcade Learning Environment ("ALE") is a widely used library in the reinforcement learning community that allows easy program-matic interfacing with Atari 2600 games, via the Stella emulator. We introduce a publicly available extension to the ALE that extends its support to multiplayer games and game modes. This interface is additionally integrated with PettingZoo to allow for a simple Gym-like interface in Python to interact with these games.
Competitiveness of MAP-Elites against Proximal Policy Optimization on locomotion tasks in deterministic simulations
The increasing importance of robots and automation creates a demand for learnable controllers which can be obtained through various approaches such as Evolutionary Algorithms (EAs) or Reinforcement Learning (RL). Unfortunately, these two families of algorithms have mainly developed independently and there are only a few works comparing modern EAs with deep RL algorithms. We show that Multidimensional Archive of Phenotypic Elites (MAP-Elites), which is a modern EA, can deliver better-performing solutions than one of the state-of-the-art RL methods, Proximal Policy Optimization (PPO) in the generation of locomotion controllers for a simulated hexapod robot. Additionally, extensive hyper-parameter tuning shows that MAP-Elites displays greater robustness across seeds and hyper-parameter sets. Generally, this paper demonstrates that EAs combined with modern computational resources display promising characteristics and have the potential to contribute to the state-of-the-art in controller learning.
Simplifying Reinforced Feature Selection via Restructured Choice Strategy of Single Agent
Zhao, Xiaosa, Liu, Kunpeng, Fan, Wei, Jiang, Lu, Zhao, Xiaowei, Yin, Minghao, Fu, Yanjie
Feature selection aims to select a subset of features to optimize the performances of downstream predictive tasks. Recently, multi-agent reinforced feature selection (MARFS) has been introduced to automate feature selection, by creating agents for each feature to select or deselect corresponding features. Although MARFS enjoys the automation of the selection process, MARFS suffers from not just the data complexity in terms of contents and dimensionality, but also the exponentially-increasing computational costs with regard to the number of agents. The raised concern leads to a new research question: Can we simplify the selection process of agents under reinforcement learning context so as to improve the efficiency and costs of feature selection? To address the question, we develop a single-agent reinforced feature selection approach integrated with restructured choice strategy. Specifically, the restructured choice strategy includes: 1) we exploit only one single agent to handle the selection task of multiple features, instead of using multiple agents. 2) we develop a scanning method to empower the single agent to make multiple selection/deselection decisions in each round of scanning. 3) we exploit the relevance to predictive labels of features to prioritize the scanning orders of the agent for multiple features. 4) we propose a convolutional auto-encoder algorithm, integrated with the encoded index information of features, to improve state representation. 5) we design a reward scheme that take into account both prediction accuracy and feature redundancy to facilitate the exploration process. Finally, we present extensive experimental results to demonstrate the efficiency and effectiveness of the proposed method.
Deep Reinforcement Learning for Closed-Loop Blood Glucose Control
Fox, Ian, Lee, Joyce, Pop-Busui, Rodica, Wiens, Jenna
People with type 1 diabetes (T1D) lack the ability to produce the insulin their bodies need. As a result, they must continually make decisions about how much insulin to self-administer to adequately control their blood glucose levels. Longitudinal data streams captured from wearables, like continuous glucose monitors, can help these individuals manage their health, but currently the majority of the decision burden remains on the user. To relieve this burden, researchers are working on closed-loop solutions that combine a continuous glucose monitor and an insulin pump with a control algorithm in an `artificial pancreas.' Such systems aim to estimate and deliver the appropriate amount of insulin. Here, we develop reinforcement learning (RL) techniques for automated blood glucose control. Through a series of experiments, we compare the performance of different deep RL approaches to non-RL approaches. We highlight the flexibility of RL approaches, demonstrating how they can adapt to new individuals with little additional data. On over 2.1 million hours of data from 30 simulated patients, our RL approach outperforms baseline control algorithms: leading to a decrease in median glycemic risk of nearly 50% from 8.34 to 4.24 and a decrease in total time hypoglycemic of 99.8%, from 4,610 days to 6. Moreover, these approaches are able to adapt to predictable meal times (decreasing average risk by an additional 24% as meals increase in predictability). This work demonstrates the potential of deep RL to help people with T1D manage their blood glucose levels without requiring expert knowledge. All of our code is publicly available, allowing for replication and extension.
HTMRL: Biologically Plausible Reinforcement Learning with Hierarchical Temporal Memory
Struye, Jakob, Mets, Kevin, Latré, Steven
Building Reinforcement Learning (RL) algorithms which are able to adapt to continuously evolving tasks is an open research challenge. One technology that is known to inherently handle such non-stationary input patterns well is Hierarchical Temporal Memory (HTM), a general and biologically plausible computational model for the human neocortex. As the RL paradigm is inspired by human learning, HTM is a natural framework for an RL algorithm supporting non-stationary environments. In this paper, we present HTMRL, the first strictly HTM-based RL algorithm. We empirically and statistically show that HTMRL scales to many states and actions, and demonstrate that HTM's ability for adapting to changing patterns extends to RL. Specifically, HTMRL performs well on a 10-armed bandit after 750 steps, but only needs a third of that to adapt to the bandit suddenly shuffling its arms. HTMRL is the first iteration of a novel RL approach, with the potential of extending to a capable algorithm for Meta-RL.