Reinforcement Learning
Playing Catan with Cross-dimensional Neural Network
Gendre, Quentin, Kaneko, Tomoyuki
Catan is a strategic board game having interesting properties, including multi-player, imperfect information, stochastic, complex state space structure (hexagonal board where each vertex, edge and face has its own features, cards for each player, etc), and a large action space (including negotiation). Therefore, it is challenging to build AI agents by Reinforcement Learning (RL for short), without domain knowledge nor heuristics. In this paper, we introduce cross-dimensional neural networks to handle a mixture of information sources and a wide variety of outputs, and empirically demonstrate that the network dramatically improves RL in Catan. We also show that, for the first time, a RL agent can outperform jsettler, the best heuristic agent available.
Imitation learning based on entropy-regularized forward and inverse reinforcement learning
This paper proposes Entropy-Regularized Imitation Learning (ERIL), which is a combination of forward and inverse reinforcement learning under the framework of the entropy-regularized Markov decision process. ERIL minimizes the reverse Kullback-Leibler (KL) divergence between two probability distributions induced by a learner and an expert. Inverse reinforcement learning (RL) in ERIL evaluates the log-ratio between two distributions using the density ratio trick, which is widely used in generative adversarial networks. More specifically, the log-ratio is estimated by building two binary discriminators. The first discriminator is a state-only function, and it tries to distinguish the state generated by the forward RL step from the expert's state. The second discriminator is a function of current state, action, and transitioned state, and it distinguishes the generated experiences from the ones provided by the expert. Since the second discriminator has the same hyperparameters of the forward RL step, it can be used to control the discriminator's ability. The forward RL minimizes the reverse KL estimated by the inverse RL. We show that minimizing the reverse KL divergence is equivalent to finding an optimal policy under entropy regularization. Consequently, a new policy is derived from an algorithm that resembles Dynamic Policy Programming and Soft Actor-Critic. Our experimental results on MuJoCo-simulated environments show that ERIL is more sample-efficient than such previous methods. We further apply the method to human behaviors in performing a pole-balancing task and show that the estimated reward functions show how every subject achieves the goal.
On the Sample Complexity of Reinforcement Learning with Policy Space Generalization
Mou, Wenlong, Wen, Zheng, Chen, Xi
We study the optimal sample complexity in large-scale Reinforcement Learning (RL) problems with policy space generalization, i.e. the agent has a prior knowledge that the optimal policy lies in a known policy space. Existing results show that without a generalization model, the sample complexity of an RL algorithm will inevitably depend on the cardinalities of state space and action space, which are intractably large in many practical problems. To avoid such undesirable dependence on the state and action space sizes, this paper proposes a new notion of eluder dimension for the policy space, which characterizes the intrinsic complexity of policy learning in an arbitrary Markov Decision Process (MDP). Using a simulator oracle, we prove a near-optimal sample complexity upper bound that only depends linearly on the eluder dimension. We further prove a similar regret bound in deterministic systems without the simulator.
A Survey on Reinforcement Learning for Combinatorial Optimization
Yang, Yunhao, Whinston, Andrew
This paper gives a detailed review of reinforcement learning in combinatorial optimization, introduces the history of combinatorial optimization starting in the 1960s, and compares with the reinforcement learning algorithms in recent years. We explicitly look at a famous combinatorial problem known as the Traveling Salesman Problem. We compare the approach of the modern reinforcement learning algorithms on Traveling Salesman Problem with the approach published in the 1970s. Then, we discuss the similarities between these algorithms and how the approach of reinforcement learning changes due to the evolution of machine learning techniques and computing power.
Curious Hierarchical Actor-Critic Reinforcement Learning
Rรถder, Frank, Eppe, Manfred, Nguyen, Phuong D. H., Wermter, Stefan
Hierarchical abstraction and curiosity-driven exploration are two common paradigms in current reinforcement learning approaches to break down difficult problems into a sequence of simpler ones and to overcome reward sparsity. However, there is a lack of approaches that combine these paradigms, and it is currently unknown whether curiosity also helps to perform the hierarchical abstraction. As a novelty and scientific contribution, we tackle this issue and develop a method that combines hierarchical reinforcement learning with curiosity. Herein, we extend a contemporary hierarchical actor-critic approach with a forward model to develop a hierarchical notion of curiosity. We demonstrate in several continuous-space environments that curiosity can more than double the learning performance and success rates for most of the investigated benchmarking problems. We also provide our source code and a supplementary video.
Learning selection strategies in Buchberger's algorithm
Peifer, Dylan, Stillman, Michael, Halpern-Leistner, Daniel
Studying the set of exact solutions of a system of polynomial equations largely depends on a single iterative algorithm, known as Buchberger's algorithm. Optimized versions of this algorithm are crucial for many computer algebra systems (e.g., Mathematica, Maple, Sage). We introduce a new approach to Buchberger's algorithm that uses reinforcement learning agents to perform S-pair selection, a key step in the algorithm. We then study how the difficulty of the problem depends on the choices of domain and distribution of polynomials, about which little is known. Finally, we train a policy model using proximal policy optimization (PPO) to learn S-pair selection strategies for random systems of binomial equations. In certain domains, the trained model outperforms state-of-the-art selection heuristics in total number of polynomial additions performed, which provides a proof-of-concept that recent developments in machine learning have the potential to improve performance of algorithms in symbolic computation.
Deep Q-Network (DQN)-II
This is the second post devoted to Deep Q-Network (DQN), in the "Deep Reinforcement Learning Explained" series, in which we will analyse some challenges that appear when we apply Deep Learning to Reinforcement Learning. We will also present in detail the code that solves the OpenAI Gym Pong game using the DQN network introduced in the previous post. Unfortunately, reinforcement learning is more unstable when neural networks are used to represent the action-values, despite applying the wrappers introduced in the previous section. Training such a network requires a lot of data, but even then, it is not guaranteed to converge on the optimal value function. In fact, there are situations where the network weights can oscillate or diverge, due to the high correlation between actions and states.
SuperSuit: Simple Microwrappers for Reinforcement Learning Environments
Terry, Justin K., Black, Benjamin, Hari, Ananth
In reinforcement learning, wrappers are universally used to transform the information that passes between a model and an environment. Despite their ubiquity, no library exists with reasonable implementations of all popular preprocessing methods. This leads to unnecessary bugs, code inefficiencies, and wasted developer time. Accordingly we introduce SuperSuit, a Python library that includes all popular wrappers, and wrappers that can easily apply lambda functions to the observations/actions/reward.
An adaptive synchronization approach for weights of deep reinforcement learning
Badran, S. Amirreza, Rezghi, Mansoor
Deep Q-Networks (DQN) is one of the most well-known methods of deep reinforcement learning, which uses deep learning to approximate the action-value function. Solving numerous Deep reinforcement learning challenges such as moving targets problem and the correlation between samples are the main advantages of this model. Although there have been various extensions of DQN in recent years, they all use a similar method to DQN to overcome the problem of moving targets. Despite the advantages mentioned, synchronizing the network weight in a fixed step size, independent of the agent's behavior, may in some cases cause the loss of some properly learned networks. These lost networks may lead to states with more rewards, hence better samples stored in the replay memory for future training. In this paper, we address this problem from the DQN family and provide an adaptive approach for the synchronization of the neural weights used in DQN. In this method, the synchronization of weights is done based on the recent behavior of the agent, which is measured by a criterion at the end of the intervals. To test this method, we adjusted the DQN and rainbow methods with the proposed adaptive synchronization method. We compared these adjusted methods with their standard form on well-known games, which results confirm the quality of our synchronization methods.
The reinforcement learning-based multi-agent cooperative approach for the adaptive speed regulation on a metallurgical pickling line
Bogomolova, Anna, Kingsep, Kseniia, Voskresenskii, Boris
We present a holistic data-driven approach to the problem of productivity increase on the example of a metallurgical pickling line. The proposed approach combines mathematical modeling as a base algorithm and a cooperative Multi-Agent Reinforcement Learning (MARL) system implemented such as to enhance the performance by multiple criteria while also meeting safety and reliability requirements and taking into account the unexpected volatility of certain technological processes. We demonstrate how Deep Q-Learning can be applied to a real-life task in a heavy industry, resulting in significant improvement of previously existing automation systems.The problem of input data scarcity is solved by a two-step combination of LSTM and CGAN, which helps to embrace both the tabular representation of the data and its sequential properties. Offline RL training, a necessity in this setting, has become possible through the sophisticated probabilistic kinematic environment.