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 Reinforcement Learning


Training a Deep Reinforcement Learning Agent to Play Snake

#artificialintelligence

Those of us who have ever used a Nokia mobile phone two decades ago will remember the Snake game that was first introduced on the Nokia 6110. An adaption of an arcade game from 1976, it eventually found itself on 400 million phones. Indeed, there is even a "World Snake Day" for nostalgic fans to remember this bygone era. But can you train a deep reinforcement learning agent to play the game? Data scientist Hennie de Harder decided to find out and chronicled her journey of pitting an agent against a Python version of the game in a blog post on Towards Data Science. One of three basic machine learning paradigms, reinforcement learning is an area of machine learning concerned with software agents that take action based on maximizing predefined rewards.


Model-Based Offline Planning

arXiv.org Artificial Intelligence

Offline learning is a key part of making reinforcement learning (RL) useable in real systems. Offline RL looks at scenarios where there is data from a system's operation, but no direct access to the system when learning a policy. Recent work on training RL policies from offline data has shown results both with model-free policies learned directly from the data, or with planning on top of learnt models of the data. Model-free policies tend to be more performant, but are more opaque, harder to command externally, and less easy to integrate into larger systems. We propose an offline learner that generates a model that can be used to control the system directly through planning. This allows us to have easily controllable policies directly from data, without ever interacting with the system. We show the performance of our algorithm, Model-Based Offline Planning (MBOP) on a series of robotics-inspired tasks, and demonstrate its ability leverage planning to respect environmental constraints. We are able to find near-optimal polices for certain simulated systems from as little as 50 seconds of real-time system interaction, and create zero-shot goal-conditioned policies on a series of environments.


Leveraging Automated Mixed-Low-Precision Quantization for tiny edge microcontrollers

arXiv.org Machine Learning

The severe on-chip memory limitations are currently preventing the deployment of the most accurate Deep Neural Network (DNN) models on tiny MicroController Units (MCUs), even if leveraging an effective 8-bit quantization scheme. To tackle this issue, in this paper we present an automated mixed-precision quantization flow based on the HAQ framework but tailored for the memory and computational characteristics of MCU devices. Specifically, a Reinforcement Learning agent searches for the best uniform quantization levels, among 2, 4, 8 bits, of individual weight and activation tensors, under the tight constraints on RAM and FLASH embedded memory sizes. We conduct an experimental analysis on MobileNetV1, MobileNetV2 and MNasNet models for Imagenet classification. Concerning the quantization policy search, the RL agent selects quantization policies that maximize the memory utilization. Given an MCU-class memory bound of 2MB for weight-only quantization, the compressed models produced by the mixed-precision engine result as accurate as the state-of-the-art solutions quantized with a non-uniform function, which is not tailored for CPUs featuring integer-only arithmetic. This denotes the viability of uniform quantization, required for MCU deployments, for deep weights compression. When also limiting the activation memory budget to 512kB, the best MobileNetV1 model scores up to 68.4% on Imagenet thanks to the found quantization policy, resulting to be 4% more accurate than the other 8-bit networks fitting the same memory constraints.


Anomaly Detection through Reinforcement Learning

#artificialintelligence

As Artificial Intelligence is becoming a mainstream and easily available commercial technology, both organizations and criminals are trying to take full advantage of it. In particular, there are predictions by cyber security experts that going forward, the world will witness many AI-powered cyber attacks1. This mandates the development of more sophisticated cyber defense systems using autonomous agents which are capable of generating and executing effective policies against such attacks, without human feedback in the loop. In this series of blog posts, we plan to write about such next generation cyber defense systems. One effective approach of detecting many types of cyber threats is to treat it as an anomaly detection problem and use machine learning or signature-based approaches to build detection systems.


Deep Reinforcement Learning with Interactive Feedback in a Human-Robot Environment

arXiv.org Artificial Intelligence

Robots are extending their presence in domestic environments every day, being more common to see them carrying out tasks in home scenarios. In the future, robots are expected to increasingly perform more complex tasks and, therefore, be able to acquire experience from different sources as quickly as possible. A plausible approach to address this issue is interactive feedback, where a trainer advises a learner on which actions should be taken from specific states to speed up the learning process. Moreover, deep reinforcement learning has been recently widely utilized in robotics to learn the environment and acquire new skills autonomously. However, an open issue when using deep reinforcement learning is the excessive time needed to learn a task from raw input images. In this work, we propose a deep reinforcement learning approach with interactive feedback to learn a domestic task in a human-robot scenario. We compare three different learning methods using a simulated robotic arm for the task of organizing different objects; the proposed methods are (i) deep reinforcement learning (DeepRL); (ii) interactive deep reinforcement learning using a previously trained artificial agent as an advisor (agent-IDeepRL); and (iii) interactive deep reinforcement learning using a human advisor (human-IDeepRL). We demonstrate that interactive approaches provide advantages for the learning process. The obtained results show that a learner agent, using either agent-IDeepRL or human-IDeepRL, completes the given task earlier and has fewer mistakes compared to the autonomous DeepRL approach.


Model-Based Deep Reinforcement Learning for High-Dimensional Problems, a Survey

arXiv.org Artificial Intelligence

Deep reinforcement learning has shown remarkable success in the past few years. Highly complex sequential decision making problems have been solved in tasks such as game playing and robotics. Unfortunately, the sample complexity of most deep reinforcement learning methods is high, precluding their use in some important applications. Model-based reinforcement learning creates an explicit model of the environment dynamics to reduce the need for environment samples. Current deep learning methods use high-capacity networks to solve high-dimensional problems. Unfortunately, high-capacity models typically require many samples, negating the potential benefit of lower sample complexity in model-based methods. A challenge for deep model-based methods is therefore to achieve high predictive power while maintaining low sample complexity. In recent years, many model-based methods have been introduced to address this challenge. In this paper, we survey the contemporary model-based landscape. First we discuss definitions and relations to other fields. We propose a taxonomy based on three approaches: using explicit planning on given transitions, using explicit planning on learned transitions, and end-to-end learning of both planning and transitions. We use these approaches to organize a comprehensive overview of important recent developments such as latent models. We describe methods and benchmarks, and we suggest directions for future work for each of the approaches. Among promising research directions are curriculum learning, uncertainty modeling, and use of latent models for transfer learning.


An ocular biomechanics environment for reinforcement learning

arXiv.org Artificial Intelligence

Reinforcement learning has been applied to human movement through physiologically-based biomechanical models to add insights into the neural control of these movements; it is also useful in the design of prosthetics and robotics. In this paper, we extend the use of reinforcement learning into controlling an ocular biomechanical system to perform saccades, which is one of the fastest eye movement systems. We describe an ocular environment and an agent trained using Deep Deterministic Policy Gradients method to perform saccades. The agent was able to match the desired eye position with a mean deviation angle of 3:5+/-1:25 degrees. The proposed framework is a first step towards using the capabilities of deep reinforcement learning to enhance our understanding of ocular biomechanics.


HEX and Neurodynamic Programming

arXiv.org Artificial Intelligence

Hex is a complex game with a high branching factor. For the first time Hex is being attempted to be solved without the use of game tree structures and associated methods of pruning. We also are abstaining from any heuristic information about Virtual Connections or Semi Virtual Connections which were previously used in all previous known computer versions of the game. The H-search algorithm which was the basis of finding such connections and had been used with success in previous Hex playing agents has been forgone. Instead what we use is reinforcement learning through self play and approximations through neural networks to by pass the problem of high branching factor and maintaining large tables for state-action evaluations. Our code is based primarily on NeuroHex. The inspiration is drawn from the recent success of AlphaGo Zero.


Army advances learning capabilities of drone swarms

#artificialintelligence

Army researchers developed a reinforcement learning approach that will allow swarms of unmanned aerial and ground vehicles to optimally accomplish various missions while minimizing performance uncertainty.Swarming is a method of operations where multiple autonomous systems act as a cohesive unit by actively coordinating their actions.Army researchers said future multi-domain battles will require swarms of dynamically coupled, coordinated heterogeneous mobile platforms to overmatch enemy capabilities and threats targeting U.S. forces.The Army is looking to swarming technology to be able to execute time-consuming or dangerous tasks, said Dr. Jemin George of the U.S. Army Combat Capabilities Development Command's Army Research Laboratory."Finding optimal guidance policies for these swarming vehicles in real-time is a key requirement for enhancing warfighters' tactical situational awareness, allowing the U.S. Army to dominate in a contested environment," George said.Reinforcement learning ...


Maintaining the illusion of reality: transfer in RL by keeping agents in the DARC

AIHub

Reinforcement learning (RL) is often touted as a promising approach for costly and risk-sensitive applications, yet practicing and learning in those domains directly is expensive. It costs time (e.g., OpenAI's Dota2 project used 10,000 years of experience), it costs money (e.g., "inexpensive" robotic arms used in research typically cost 10,000 to 30,000 dollars), and it could even be dangerous to humans. How can an intelligent agent learn to solve tasks in environments in which it cannot practice? For many tasks, such as assistive robotics and self-driving cars, we may have access to a different practice area, which we will call the source domain. While the source domain has different dynamics than the target domain, experience in the source domain is much cheaper to collect.