Reinforcement Learning
DeepMind Found New Approach To Create Faster RL Models
Recently, researchers from DeepMind and McGill University proposed new approaches to speed up the solution of complex reinforcement learning problems. They mainly introduced a divide and conquer approach to reinforcement learning (RL), which is combined with deep learning to scale up the potentials of the agents. For a few years now, reinforcement learning has been providing a conceptual framework in order to address several fundamental problems. This algorithm has been utilised in several applications, such as to model robots, simulate artificial limbs, developing self-driving cars, play games like poker, Go, and more. Also, the recent combination of reinforcement learning with deep learning added several impressive achievements and is found to be a promising approach to tackle important sequential decision-making problems that are currently intractable.
Decentralized reinforcement learning: global decision-making via local economic transactions
Many neural network architectures that underlie various artificial intelligence systems today bear an interesting similarity to the early computers a century ago. Just as early computers were specialized circuits for specific purposes like solving linear systems or cryptanalysis, so too does the trained neural network generally function as a specialized circuit for performing a specific task, with all parameters coupled together in the same global scope. One might naturally wonder what it might take for learning systems to scale in complexity in the same way as programmed systems have. And if the history of how abstraction enabled computer science to scale gives any indication, one possible place to start would be to consider what it means to build complex learning systems at multiple levels of abstraction, where each level of learning is the emergent consequence of learning from the layer below. This post discusses our recent paper that introduces a framework for societal decision-making, a perspective on reinforcement learning through the lens of a self-organizing society of primitive agents.
PlotThread: Creating Expressive Storyline Visualizations using Reinforcement Learning
Tang, Tan, Li, Renzhong, Wu, Xinke, Liu, Shuhan, Knittel, Johannes, Koch, Steffen, Ertl, Thomas, Yu, Lingyun, Ren, Peiran, Wu, Yingcai
Storyline visualizations are an effective means to present the evolution of plots and reveal the scenic interactions among characters. However, the design of storyline visualizations is a difficult task as users need to balance between aesthetic goals and narrative constraints. Despite that the optimization-based methods have been improved significantly in terms of producing aesthetic and legible layouts, the existing (semi-) automatic methods are still limited regarding 1) efficient exploration of the storyline design space and 2) flexible customization of storyline layouts. In this work, we propose a reinforcement learning framework to train an AI agent that assists users in exploring the design space efficiently and generating well-optimized storylines. Based on the framework, we introduce PlotThread, an authoring tool that integrates a set of flexible interactions to support easy customization of storyline visualizations. To seamlessly integrate the AI agent into the authoring process, we employ a mixed-initiative approach where both the agent and designers work on the same canvas to boost the collaborative design of storylines. We evaluate the reinforcement learning model through qualitative and quantitative experiments and demonstrate the usage of PlotThread using a collection of use cases.
Solving the single-track train scheduling problem via Deep Reinforcement Learning
Agasucci, Valerio, Grani, Giorgio, Lamorgese, Leonardo
A rail company organizes its fleet to accommodate expected demands, maximizing revenue and coverage, so that the service is provided to customers as far as possible. From a practical point of view, companies have to make decisions for two different time horizons: offline and online. Offline decisions deal with the problem of routing trains in advance, so that the basic path for each train is decided and in normal conditions, these are the one that will be followed. Decisions in this sense are made sporadically in a year, typically once every three to six months. The planned routes and schedules are usually hand-engineered according to regulation, safety measures, and demand requirements. As said, planned routes are the ones preferred in normal conditions, but this rarely happens since disruptions occur daily in the network. A broken train, a not working switch, delays in the preparation of the train, and many more real-life problems may affect the overall network. Sometimes the delay introduced is small and the planned schedule can still be used, but on other occasions, online rerouting and rescheduling have to be applied. In literature, this online decision making is called the Train Dispatching problem (TD), a real-time variant of the Train Timetabling problem (known to be NPhard [3]).
"It's Unwieldy and It Takes a Lot of Time." Challenges and Opportunities for Creating Agents in Commercial Games
Jacob, Mikhail, Devlin, Sam, Hofmann, Katja
Game agents such as opponents, non-player characters, and teammates are central to player experiences in many modern games. As the landscape of AI techniques used in the games industry evolves to adopt machine learning (ML) more widely, it is vital that the research community learn from the best practices cultivated within the industry over decades creating agents. However, although commercial game agent creation pipelines are more mature than those based on ML, opportunities for improvement still abound. As a foundation for shared progress identifying research opportunities between researchers and practitioners, we interviewed seventeen game agent creators from AAA studios, indie studios, and industrial research labs about the challenges they experienced with their professional workflows. Our study revealed several open challenges ranging from design to implementation and evaluation. We compare with literature from the research community that address the challenges identified and conclude by highlighting promising directions for future research supporting agent creation in the games industry.
Vulnerability-Aware Poisoning Mechanism for Online RL with Unknown Dynamics
Poisoning attacks, although have been studied extensively in supervised learning, are not well understood in Reinforcement Learning (RL), especially in deep RL. Prior works on poisoning RL usually either assume the attacker knows the underlying Markov Decision Process (MDP), or directly apply the poisoning methods in supervised learning to RL. In this work, we build a generic poisoning framework for online RL via a comprehensive investigation of heterogeneous types/victims of poisoning attacks in RL, considering the unique challenges in RL such as data no longer being i.i.d. Without any prior knowledge of the MDP, we propose a strategic poisoning algorithm called Vulnerability-Aware Adversarial Critic Poison (VA2C-P), which works for most policy-based deep RL agents, using a novel metric, stability radius in RL, that measures the vulnerability of RL algorithms. Experiments on multiple deep RL agents and multiple environments show that our poisoning algorithm successfully prevents agents from learning a good policy, with a limited attacking budget. Our experiment results demonstrate varying vulnerabilities of different deep RL agents in multiple environments, benefiting the understanding and applications of deep RL under security threat scenarios.
Allen Institute open-sources AllenAct, a framework for research in embodied AI
Researchers at the Allen Institute for AI today launched AllenAct, a platform intended to promote reproducible research in embodied AI with a focus on modularity and flexibility. AllenAct, which is available in beta, supports multiple training environments and algorithms with tutorials, pretrained models, and out-of-the-box real-time visualizations. Embodied AI, the AI subdomain concerning systems that learn to complete tasks through environmental interactions, has experienced substantial growth. The Allen Institute argues that this growth has been mostly beneficial, but it takes issue with the fragmented nature of embodied AI development tools, which it says discourages good science. In a recent analysis, the Allen Institute found that the number of embodied AI papers now exceeds 160 (up from around 20 in 2018 and 60 in 2019) and that the number of environments, tasks, modalities, and algorithms varies widely among them.
Top 10 Reinforcement Learning Courses & Certifications in 2020
Reinforcement Learning is one of the most in demand research topics whose popularity is only growing day by day. An RL expert learns from experience, rather than being explicitly taught, which is essentially trial and error learning. To understand RL, Analytics Insight compiles the Top 10 Reinforcement Learning Courses and Certifications in 2020. The reinforcement learning specialization consists of four courses that explore the power of adaptive learning systems and artificial intelligence (AI). On this MOOC course, you will learn how Reinforcement Learning (RL) solutions help to solve real-world problems through trial-and-error interaction by implementing a complete RL solution.
Google-DeepMind's Dreamer is a Reinforcement Learning Agent that can Solve Long-Horizon Tasks
I recently started a new newsletter focus on AI education. TheSequence is a no-BS( meaning no hype, no news etc) AI-focused newsletter that takes 5 minutes to read. The goal is to keep you up to date with machine learning projects, research papers and concepts. Deep reinforcement leaning(DRL) has been at the center of some of the most important artificial intelligence(AI) breakthroughs of the last decade. Given its dependency on interactions with an environment, DRL is regularly applied to many real world scenarios such as self-driving vehicles that operate in really complex environments.
Control of a Nature-inspired Scorpion using Reinforcement Learning
Agrawal, Aakriti, Rajashekhar, V S, Arasanipalai, Rohitkumar, Ghose, Debasish
A terrestrial robot that can maneuver rough terrain and scout places is very useful in mapping out unknown areas. It can also be used explore dangerous areas in place of humans. A terrestrial robot modeled after a scorpion will be able to traverse undetected and can be used for surveillance purposes. Therefore, this paper proposes modelling of a scorpion inspired robot and a reinforcement learning (RL) based controller for navigation. The robot scorpion uses serial four bar mechanisms for the legs movements. It also has an active tail and a movable claw. The controller is trained to navigate the robot scorpion to the target waypoint. The simulation results demonstrate efficient navigation of the robot scorpion.