Reinforcement Learning
Robust Reinforcement Learning: A Case Study in Linear Quadratic Regulation
This paper studies the robustness aspect of reinforcement learning algorithms in the presence of errors. Specifically, we revisit the benchmark problem of discrete-time linear quadratic regulation (LQR) and study the long-standing open question: Under what conditions is the policy iteration method robustly stable for dynamical systems with unbounded, continuous state and action spaces? Using advanced stability results in control theory, it is shown that policy iteration for LQR is inherently robust to small errors and enjoys local input-to-state stability: whenever the error in each iteration is bounded and small, the solutions of the policy iteration algorithm are also bounded, and, moreover, enter and stay in a small neighborhood of the optimal LQR solution. As an application, a novel off-policy optimistic least-squares policy iteration for the LQR problem is proposed, when the system dynamics are subjected to additive stochastic disturbances. The proposed new results in robust reinforcement learning are validated by a numerical example.
Learning Nash Equilibria in Zero-Sum Stochastic Games via Entropy-Regularized Policy Approximation
Zhang, Qifan, Guan, Yue, Tsiotras, Panagiotis
We explore the use of policy approximation for reducing the computational cost of learning Nash equilibria in multi-agent reinforcement learning scenarios. We propose a new algorithm for zero-sum stochastic games in which each agent simultaneously learns a Nash policy and an entropy-regularized policy. The two policies help each other towards convergence: the former guides the latter to the desired Nash equilibrium, while the latter serves as an efficient approximation of the former. We demonstrate the possibility of using the proposed algorithm to transfer previous training experiences to different environments, enabling the agents to adapt quickly to new tasks. We also provide a dynamic hyper-parameter scheduling scheme for further expedited convergence. Empirical results applied to a number of stochastic games show that the proposed algorithm converges to the Nash equilibrium while exhibiting a major speed-up over existing algorithms.
Beyond variance reduction: Understanding the true impact of baselines on policy optimization
Chung, Wesley, Thomas, Valentin, Machado, Marlos C., Roux, Nicolas Le
Policy gradients methods are a popular and effective choice to train reinforcement learning agents in complex environments. The variance of the stochastic policy gradient is often seen as a key quantity to determine the effectiveness of the algorithm. Baselines are a common addition to reduce the variance of the gradient, but previous works have hardly ever considered other effects baselines may have on the optimization process. Using simple examples, we find that baselines modify the optimization dynamics even when the variance is the same. In certain cases, a baseline with lower variance may even be worse than another with higher variance. Furthermore, we find that the choice of baseline can affect the convergence of natural policy gradient, where certain baselines may lead to convergence to a suboptimal policy for any stepsize. Such behaviour emerges when sampling is constrained to be done using the current policy and we show how decoupling the sampling policy from the current policy guarantees convergence for a much wider range of baselines. More broadly, this work suggests that a more careful treatment of stochasticity in the updates---beyond the immediate variance---is necessary to understand the optimization process of policy gradient algorithms.
Ranking Policy Decisions
Pouget, Hadrien, Chockler, Hana, Sun, Youcheng, Kroening, Daniel
Policies trained via Reinforcement Learning (RL) are often needlessly complex, making them more difficult to analyse and interpret. In a run with $n$ time steps, a policy will decide $n$ times on an action to take, even when only a tiny subset of these decisions deliver value over selecting a simple default action. Given a pre-trained policy, we propose a black-box method based on statistical fault localisation that ranks the states of the environment according to the importance of decisions made in those states. We evaluate our ranking method by creating new, simpler policies by pruning decisions identified as unimportant, and measure the impact on performance. Our experimental results on a diverse set of standard benchmarks (gridworld, CartPole, Atari games) show that in some cases less than half of the decisions made contribute to the expected reward. We furthermore show that the decisions made in the most frequently visited states are not the most important for the expected reward.
Artificial Intelligence for Business
Udemy Coupon - Solve Real World Business Problems with AI Solutions Created by Hadelin de Ponteves, Kirill Eremenko, SuperDataScience Team English [Auto-generated], French [Auto-generated], 5 more Students also bought Artificial Intelligence: Reinforcement Learning in Python Data Science: Natural Language Processing (NLP) in Python Recommender Systems and Deep Learning in Python Cluster Analysis and Unsupervised Machine Learning in Python Natural Language Processing with Deep Learning in Python Preview this Course GET COUPON CODE Description Structure of the course: Part 1 - Optimizing Business Processes Case Study: Optimizing the Flows in an E-Commerce Warehouse AI Solution: Q-Learning Part 2 - Minimizing Costs Case Study: Minimizing the Costs in Energy Consumption of a Data Center AI Solution: Deep Q-Learning Part 3 - Maximizing Revenues Case Study: Maximizing Revenue of an Online Retail Business AI Solution: Thompson Sampling Real World Business Applications: With Artificial Intelligence, you can do three main things for any business: Optimize Business Processes Minimize Costs Maximize Revenues We will show you exactly how to succeed these applications, through Real World Business case studies. And for each of these applications we will build a separate AI to solve the challenge. In Part 1 - Optimizing Processes, we will build an AI that will optimize the flows in an E-Commerce warehouse. In Part 2 - Minimizing Costs, we will build a more advanced AI that will minimize the costs in energy consumption of a data center by more than 50%! Just as Google did last year thanks to DeepMind.
Human-in-the-Loop Methods for Data-Driven and Reinforcement Learning Systems
Recent successes combine reinforcement learning algorithms and deep neural networks, despite reinforcement learning not being widely applied to robotics and real world scenarios. This can be attributed to the fact that current state-of-the-art, end-to-end reinforcement learning approaches still require thousands or millions of data samples to converge to a satisfactory policy and are subject to catastrophic failures during training. Conversely, in real world scenarios and after just a few data samples, humans are able to either provide demonstrations of the task, intervene to prevent catastrophic actions, or simply evaluate if the policy is performing correctly. This research investigates how to integrate these human interaction modalities to the reinforcement learning loop, increasing sample efficiency and enabling real-time reinforcement learning in robotics and real world scenarios. This novel theoretical foundation is called Cycle-of-Learning, a reference to how different human interaction modalities, namely, task demonstration, intervention, and evaluation, are cycled and combined to reinforcement learning algorithms. Results presented in this work show that the reward signal that is learned based upon human interaction accelerates the rate of learning of reinforcement learning algorithms and that learning from a combination of human demonstrations and interventions is faster and more sample efficient when compared to traditional supervised learning algorithms. Finally, Cycle-of-Learning develops an effective transition between policies learned using human demonstrations and interventions to reinforcement learning. The theoretical foundation developed by this research opens new research paths to human-agent teaming scenarios where autonomous agents are able to learn from human teammates and adapt to mission performance metrics in real-time and in real world scenarios.
Learning and Reasoning for Robot Dialog and Navigation Tasks
Lu, Keting, Zhang, Shiqi, Stone, Peter, Chen, Xiaoping
Reinforcement learning and probabilistic reasoning algorithms aim at learning from interaction experiences and reasoning with probabilistic contextual knowledge respectively. In this research, we develop algorithms for robot task completions, while looking into the complementary strengths of reinforcement learning and probabilistic reasoning techniques. The robots learn from trial-and-error experiences to augment their declarative knowledge base, and the augmented knowledge can be used for speeding up the learning process in potentially different tasks. We have implemented and evaluated the developed algorithms using mobile robots conducting dialog and navigation tasks. From the results, we see that our robot's performance can be improved by both reasoning with human knowledge and learning from task-completion experience. More interestingly, the robot was able to learn from navigation tasks to improve its dialog strategies.
A Minimal Working Example for Continuous Policy Gradients
Defining a custom loss function and applying the GradientTape functionality, the actor network can be trained using only a few lines. At the root of all the sophisticated actor-critic algorithms that are designed and applied these days is the vanilla policy gradient algorithm, which essentially is an actor-only algorithm. Nowadays, the actor that learns the decision-making policy is often represented by a neural network. With so many deep reinforcement learning algorithms in circulation, you'd expect it to be easy to find abundant plug-and-play TensorFlow implementations for a basic actor network in continuous control, but this is hardly the case. Various reasons may exist for this.
Predicting Game Difficulty and Churn Without Players
Roohi, Shaghayegh, Relas, Asko, Takatalo, Jari, Heiskanen, Henri, Hรคmรคlรคinen, Perttu
We propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement Learning (DRL) with a simulation of how the player population evolves over the levels. The AI players predict level difficulty, which is used to drive a player population model with simulated skill, persistence, and boredom. This allows us to model, e.g., how less persistent and skilled players are more sensitive to high difficulty, and how such players churn early, which makes the player population and the relation between difficulty and churn evolve level by level. Our work demonstrates that player behavior predictions produced by DRL gameplay can be significantly improved by even a very simple population-level simulation of individual player differences, without requiring costly retraining of agents or collecting new DRL gameplay data for each simulated player.
Learning to Collaborate in Multi-Module Recommendation via Multi-Agent Reinforcement Learning without Communication
He, Xu, An, Bo, Li, Yanghua, Chen, Haikai, Wang, Rundong, Wang, Xinrun, Yu, Runsheng, Li, Xin, Wang, Zhirong
With the rise of online e-commerce platforms, more and more customers prefer to shop online. To sell more products, online platforms introduce various modules to recommend items with different properties such as huge discounts. A web page often consists of different independent modules. The ranking policies of these modules are decided by different teams and optimized individually without cooperation, which might result in competition between modules. Thus, the global policy of the whole page could be sub-optimal. In this paper, we propose a novel multi-agent cooperative reinforcement learning approach with the restriction that different modules cannot communicate. Our contributions are three-fold. Firstly, inspired by a solution concept in game theory named correlated equilibrium, we design a signal network to promote cooperation of all modules by generating signals (vectors) for different modules. Secondly, an entropy-regularized version of the signal network is proposed to coordinate agents' exploration of the optimal global policy. Furthermore, experiments based on real-world e-commerce data demonstrate that our algorithm obtains superior performance over baselines.