Reinforcement Learning
Frangula californica (California coffeeberry): Matriculating undergraduates, now, for 1/1/21, Realistic Virtual Earth for Machine Learning - WUaS News, Livestream, Q&A - i) Seeking to matriculate our 2nd undergraduate class Jan 1, 2021, and potentially with students taking WUaS Open edX courses, ii) How WUaS or edX could provide a letter to prospective employers that a student is matriculated officially at WUaS / edX and similar?, iii) Creating a single #RealisticVirtualEarth beginning w #GoogleResearchFootball for learning machine learning / AI, and with Lego Robotics too, iv) WUaS Monthly Business Meeting Minutes for 8/15 * * How to BEGIN 1 #RealisticVirtualEarth in #GoogleStreetView w #TimeSlider for learning #MachineLearning & w #LegoRobotics? #FilmTo3D App >#RealisticVirtualEarthForRobotics Google open-sources soccer reinforcement learning sim #ReinforcementLearning #GRFE
Frangula californica (California coffeeberry): Matriculating undergraduates, now, for 1/1/21, Realistic Virtual Earth for Machine Learning - WUaS News, Livestream, Q&A - i) Seeking to matriculate our 2nd undergraduate class Jan 1, 2021, and potentially with students taking WUaS Open edX courses, ii) How WUaS or edX could provide a letter to prospective employers that a student is matriculated officially at WUaS / edX and similar?, iii) Creating a single #RealisticVirtualEarth beginning w #GoogleResearchFootball for learning machine learning / AI, and with Lego Robotics too, iv) WUaS Monthly Business Meeting Minutes for 8/15 * * How to BEGIN 1 #RealisticVirtualEarth in #GoogleStreetView w #TimeSlider for learning #MachineLearning & w #LegoRobotics? Add Lego Robotics with similar Film-To-3D App, such as - 6.270 MIT Lego Robot Competition 1999 - https://youtu.be/SXH-bBw3uxg And with Lego weDo 2.0 too - Special WeDo 2.0 Scratch Project BOXER from Roboriseit! https://youtu.be/HjD1zAWToYU It is unlikely that I will get to contribute to this work. So please take me off all your mailing lists.
Ensuring Monotonic Policy Improvement in Entropy-regularized Value-based Reinforcement Learning
Zhu, Lingwei, Matsubara, Takamitsu
Reinforcement Learning (RL) (Sutton and Barto 2018) has A significant factor causing the complexity might be its excessive recently achieved impressive successes in fields such as generality (Kakade and Langford 2002; Pirotta et al. robotic manipulation (OpenAI 2019), video game playing 2013); Those bounds do not focus on any particular class (Mnih et al. 2015) and the game of Go (Silver et al. 2016). of value-based RL algorithms. In this paper, in order to develop However, compared with supervised learning that has widerange more tractable bounds, we focus on an RL class known of practical applications, RL applications have primarily as entropy-regularized value-based methods (Azar, Gómez, been limited to casual game playing or laboratory and Kappen 2012; Fox, Pakman, and Tishby 2016; Haarnoja based robotics. A crucial reason for limiting applications et al. 2017, 2018), where the entropies of policies are introduced to these environments is that it is not guaranteed that the
Imitative Planning using Conditional Normalizing Flow
Agarwal, Shubhankar, Sikchi, Harshit, Gulino, Cole, Wilkinson, Eric
We explore the application of normalizing flows for improving the performance of trajectory planning for autonomous vehicles (AVs). Normalizing flows provide an invertible mapping from a known prior distribution to a potentially complex, multi-modal target distribution and allow for fast sampling with exact PDF inference. By modeling a trajectory planner's cost manifold as an energy function we learn a scene conditioned mapping from the prior to a Boltzmann distribution over the AV control space. This mapping allows for control samples and their associated energy to be generated jointly and in parallel. We propose using neural autoregressive flow (NAF) as part of an end-to-end deep learned system that allows for utilizing sensors, map, and route information to condition the flow mapping. Finally, we demonstrate the effectiveness of our approach on real world datasets over IL and hand constructed trajectory sampling techniques.
Theory of Deep Q-Learning: A Dynamical Systems Perspective
Deep Q-Learning is an important algorithm, used to solve sequential decision making problems. It involves training a Deep Neural Network, called a Deep Q-Network (DQN), to approximate a function associated with optimal decision making, the Q-function. Although wildly successful in laboratory conditions, serious gaps between theory and practice prevent its use in the real-world. In this paper, we present a comprehensive analysis of the popular and practical version of the algorithm, under realistic verifiable assumptions. An important contribution is the characterization of its performance as a function of training. To do this, we view the algorithm as an evolving dynamical system. This facilitates associating a closely-related measure process with training. Then, the long-term behavior of Deep Q-Learning is determined by the limit of the aforementioned measure process. Empirical inferences, such as the qualitative advantage of using experience replay, and performance inconsistencies even after training, are explained using our analysis. Also, our theory is general and accommodates state Markov processes with multiple stationary distributions.
Inverse Policy Evaluation for Value-based Sequential Decision-making
Chan, Alan, de Asis, Kris, Sutton, Richard S.
Value-based methods for reinforcement learning lack generally applicable ways to derive behavior from a value function. Many approaches involve approximate value iteration (e.g., $Q$-learning), and acting greedily with respect to the estimates with an arbitrary degree of entropy to ensure that the state-space is sufficiently explored. Behavior based on explicit greedification assumes that the values reflect those of \textit{some} policy, over which the greedy policy will be an improvement. However, value-iteration can produce value functions that do not correspond to \textit{any} policy. This is especially relevant in the function-approximation regime, when the true value function can't be perfectly represented. In this work, we explore the use of \textit{inverse policy evaluation}, the process of solving for a likely policy given a value function, for deriving behavior from a value function. We provide theoretical and empirical results to show that inverse policy evaluation, combined with an approximate value iteration algorithm, is a feasible method for value-based control.
Auxiliary-task Based Deep Reinforcement Learning for Participant Selection Problem in Mobile Crowdsourcing
Shen, Wei, He, Xiaonan, Zhang, Chuheng, Ni, Qiang, Dou, Wanchun, Wang, Yan
In mobile crowdsourcing (MCS), the platform selects participants to complete location-aware tasks from the recruiters aiming to achieve multiple goals (e.g., profit maximization, energy efficiency, and fairness). However, different MCS systems have different goals and there are possibly conflicting goals even in one MCS system. Therefore, it is crucial to design a participant selection algorithm that applies to different MCS systems to achieve multiple goals. To deal with this issue, we formulate the participant selection problem as a reinforcement learning problem and propose to solve it with a novel method, which we call auxiliary-task based deep reinforcement learning (ADRL). We use transformers to extract representations from the context of the MCS system and a pointer network to deal with the combinatorial optimization problem. To improve the sample efficiency, we adopt an auxiliary-task training process that trains the network to predict the imminent tasks from the recruiters, which facilitates the embedding learning of the deep learning model. Additionally, we release a simulated environment on a specific MCS task, the ride-sharing task, and conduct extensive performance evaluations in this environment. The experimental results demonstrate that ADRL outperforms and improves sample efficiency over other well-recognized baselines in various settings.
t-Soft Update of Target Network for Deep Reinforcement Learning
Kobayashi, Taisuke, Ilboudo, Wendyam Eric Lionel
This paper proposes a new robust update rule of the target network for deep reinforcement learning, to replace the conventional update rule, given as an exponential moving average. The problem with the conventional rule is the fact that all the parameters are smoothly updated with the same speed, even when some of them are trying to update toward the wrong directions. To robustly update the parameters, the t-soft update, which is inspired by the student-t distribution, is derived with reference to the analogy between the exponential moving average and the normal distribution. In most of PyBullet robotics simulations, an online actor-critic algorithm with the t-soft update outperformed the conventional methods in terms of the obtained return.
An FPGA-Based On-Device Reinforcement Learning Approach using Online Sequential Learning
Watanabe, Hirohisa, Tsukada, Mineto, Matsutani, Hiroki
DQN (Deep Q-Network) is a method to perform Q-learning for reinforcement learning using deep neural networks. DQNs require a large buffer and batch processing for an experience replay and rely on a backpropagation based iterative optimization, making them difficult to be implemented on resource-limited edge devices. In this paper, we propose a lightweight on-device reinforcement learning approach for low-cost FPGA devices. It exploits a recently proposed neural-network based on-device learning approach that does not rely on the backpropagation method but uses OS-ELM (Online Sequential Extreme Learning Machine) based training algorithm. In addition, we propose a combination of L2 regularization and spectral normalization for the on-device reinforcement learning so that output values of the neural network can be fit into a certain range and the reinforcement learning becomes stable. The proposed reinforcement learning approach is designed for Xilinx PYNQ-Z1 board as a low-cost FPGA platform. The evaluation results using OpenAI Gym demonstrate that the proposed algorithm and its FPGA implementation without data transfer overhead complete a CartPole-v0 task 29.76x and 125.88x faster than a conventional DQN-based approach when the number of hidden-layer nodes is 64.
DeepMind's Three Pillars for Building Robust Machine Learning Systems - KDnuggets
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. Building machine learning systems differs from traditional software development in many aspects of its lifecycle. Established software methodologies for testing, debugging and troubleshooting result simply impractical when applied to machine learning models.
Dynamic Dispatching for Large-Scale Heterogeneous Fleet via Multi-agent Deep Reinforcement Learning
Zhang, Chi, Odonkor, Philip, Zheng, Shuai, Khorasgani, Hamed, Serita, Susumu, Gupta, Chetan
Dynamic dispatching is one of the core problems for operation optimization in traditional industries such as mining, as it is about how to smartly allocate the right resources to the right place at the right time. Conventionally, the industry relies on heuristics or even human intuitions which are often short-sighted and sub-optimal solutions. Leveraging the power of AI and Internet of Things (IoT), data-driven automation is reshaping this area. However, facing its own challenges such as large-scale and heterogenous trucks running in a highly dynamic environment, it can barely adopt methods developed in other domains (e.g., ride-sharing). In this paper, we propose a novel Deep Reinforcement Learning approach to solve the dynamic dispatching problem in mining. We first develop an event-based mining simulator with parameters calibrated in real mines. Then we propose an experience-sharing Deep Q Network with a novel abstract state/action representation to learn memories from heterogeneous agents altogether and realizes learning in a centralized way. We demonstrate that the proposed methods significantly outperform the most widely adopted approaches in the industry by $5.56\%$ in terms of productivity. The proposed approach has great potential in a broader range of industries (e.g., manufacturing, logistics) which have a large-scale of heterogenous equipment working in a highly dynamic environment, as a general framework for dynamic resource allocation.