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 Reinforcement Learning


Beyond variance reduction: Understanding the true impact of baselines on policy optimization

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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

#artificialintelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

#artificialintelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Reinforcement Learning with Feedback-modulated TD-STDP

arXiv.org Artificial Intelligence

Spiking neuron networks have been used successfully to solve simple reinforcement learning tasks with continuous action set applying learning rules based on spike-timing-dependent plasticity (STDP). However, most of these models cannot be applied to reinforcement learning tasks with discrete action set since they assume that the selected action is a deterministic function of firing rate of neurons, which is continuous. In this paper, we propose a new STDP-based learning rule for spiking neuron networks which contains feedback modulation. We show that the STDP-based learning rule can be used to solve reinforcement learning tasks with discrete action set at a speed similar to standard reinforcement learning algorithms when applied to the CartPole and LunarLander tasks. Moreover, we demonstrate that the agent is unable to solve these tasks if feedback modulation is omitted from the learning rule. We conclude that feedback modulation allows better credit assignment when only the units contributing to the executed action and TD error participate in learning.


On the model-based stochastic value gradient for continuous reinforcement learning

arXiv.org Artificial Intelligence

Model-based reinforcement learning approaches add explicit domain knowledge to agents in hopes of improving the sample-efficiency in comparison to model-free agents. However, in practice model-based methods are unable to achieve the same asymptotic performance on challenging continuous control tasks due to the complexity of learning and controlling an explicit world model. In this paper we investigate the stochastic value gradient (SVG), which is a well-known family of methods for controlling continuous systems which includes model-based approaches that distill a model-based value expansion into a model-free policy. We consider a variant of the model-based SVG that scales to larger systems and uses 1) an entropy regularization to help with exploration, 2) a learned deterministic world model to improve the short-horizon value estimate, and 3) a learned model-free value estimate after the model's rollout. This SVG variation captures the model-free soft actor-critic method as an instance when the model rollout horizon is zero, and otherwise uses short-horizon model rollouts to improve the value estimate for the policy update. We surpass the asymptotic performance of other model-based methods on the proprioceptive MuJoCo locomotion tasks from the OpenAI gym, including a humanoid. We notably achieve these results with a simple deterministic world model without requiring an ensemble.