Reinforcement Learning
Reinforcement Learning-driven Information Seeking: A Quantum Probabilistic Approach
Jaiswal, Amit Kumar, Liu, Haiming, Frommholz, Ingo
Understanding an information forager's actions during interaction is very important for the study of interactive information retrieval. Although information spread in uncertain information space is substantially complex due to the high entanglement of users interacting with information objects (text, image, etc.). However, an information forager, in general, accompanies a piece of information (information diet) while searching (or foraging) alternative contents, typically subject to decisive uncertainty. Such types of uncertainty are analogous to measurements in quantum mechanics which follow the uncertainty principle. In this paper, we discuss information seeking as a reinforcement learning task. We then present a reinforcement learning-based framework to model forager exploration that treats the information forager as an agent to guide their behaviour. Also, our framework incorporates the inherent uncertainty of the foragers' action using the mathematical formalism of quantum mechanics.
Optimizing AD Pruning of Sponsored Search with Reinforcement Learning
Lian, Yijiang, Chen, Zhijie, Pei, Xin, Li, Shuang, Wang, Yifei, Qiu, Yuefeng, Zhang, Zhiheng, Tao, Zhipeng, Yuan, Liang, Guan, Hanju, Zhang, Kefeng, Li, Zhigang, Liu, Xiaochun
Industrial sponsored search system (SSS) can be logically divided into three modules: keywords matching, ad retrieving, and ranking. During ad retrieving, the ad candidates grow exponentially. A query with high commercial value might retrieve a great deal of ad candidates such that the ranking module could not afford. Due to limited latency and computing resources, the candidates have to be pruned earlier. Suppose we set a pruning line to cut SSS into two parts: upstream and downstream. The problem we are going to address is: how to pick out the best $K$ items from $N$ candidates provided by the upstream to maximize the total system's revenue. Since the industrial downstream is very complicated and updated quickly, a crucial restriction in this problem is that the selection scheme should get adapted to the downstream. In this paper, we propose a novel model-free reinforcement learning approach to fixing this problem. Our approach considers downstream as a black-box environment, and the agent sequentially selects items and finally feeds into the downstream, where revenue would be estimated and used as a reward to improve the selection policy. To the best of our knowledge, this is first time to consider the system optimization from a downstream adaption view. It is also the first time to use reinforcement learning techniques to tackle this problem. The idea has been successfully realized in Baidu's sponsored search system, and online long time A/B test shows remarkable improvements on revenue.
EasyRL: A Simple and Extensible Reinforcement Learning Framework
Hulbert, Neil, Spillers, Sam, Francis, Brandon, Haines-Temons, James, Romero, Ken Gil, De Jager, Benjamin, Wong, Sam, Flora, Kevin, Huang, Bowei, Irissappane, Athirai A.
In recent years, Reinforcement Learning (RL), has become a popular field of study as well as a tool for enterprises working on cutting-edge artificial intelligence research. To this end, many researchers have built RL frameworks such as openAI Gym and KerasRL for ease of use. While these works have made great strides towards bringing down the barrier of entry for those new to RL, we propose a much simpler framework called EasyRL, by providing an interactive graphical user interface for users to train and evaluate RL agents. As it is entirely graphical, EasyRL does not require programming knowledge for training and testing simple built-in RL agents. EasyRL also supports custom RL agents and environments, which can be highly beneficial for RL researchers in evaluating and comparing their RL models.
An Imitation from Observation Approach to Sim-to-Real Transfer
Desai, Siddarth, Durugkar, Ishan, Karnan, Haresh, Warnell, Garrett, Hanna, Josiah, Stone, Peter
The sim to real transfer problem deals with leveraging large amounts of inexpensive simulation experience to help artificial agents learn behaviors intended for the real world more efficiently. One approach to sim-to-real transfer is using interactions with the real world to make the simulator more realistic, called grounded sim to-real transfer. In this paper, we show that a particular grounded sim-to-real approach, grounded action transformation, is closely related to the problem of imitation from observation IfO, learning behaviors that mimic the observations of behavior demonstrations. After establishing this relationship, we hypothesize that recent state-of-the-art approaches from the IfO literature can be effectively repurposed for such grounded sim-to-real transfer. To validate our hypothesis we derive a new sim-to-real transfer algorithm - generative adversarial reinforced action transformation (GARAT) - based on adversarial imitation from observation techniques. We run experiments in several simulation domains with mismatched dynamics, and find that agents trained with GARAT achieve higher returns in the real world compared to existing black-box sim-to-real methods
Multiple Code Hashing for Efficient Image Retrieval
Li, Ming-Wei, Jiang, Qing-Yuan, Li, Wu-Jun
Due to its low storage cost and fast query speed, hashing has been widely used in large-scale image retrieval tasks. Hash bucket search returns data points within a given Hamming radius to each query, which can enable search at a constant or sub-linear time cost. However, existing hashing methods cannot achieve satisfactory retrieval performance for hash bucket search in complex scenarios, since they learn only one hash code for each image. More specifically, by using one hash code to represent one image, existing methods might fail to put similar image pairs to the buckets with a small Hamming distance to the query when the semantic information of images is complex. As a result, a large number of hash buckets need to be visited for retrieving similar images, based on the learned codes. This will deteriorate the efficiency of hash bucket search. In this paper, we propose a novel hashing framework, called multiple code hashing (MCH), to improve the performance of hash bucket search. The main idea of MCH is to learn multiple hash codes for each image, with each code representing a different region of the image. Furthermore, we propose a deep reinforcement learning algorithm to learn the parameters in MCH. To the best of our knowledge, this is the first work that proposes to learn multiple hash codes for each image in image retrieval. Experiments demonstrate that MCH can achieve a significant improvement in hash bucket search, compared with existing methods that learn only one hash code for each image.
Deep Inverse Q-learning with Constraints
Kalweit, Gabriel, Huegle, Maria, Werling, Moritz, Boedecker, Joschka
Popular Maximum Entropy Inverse Reinforcement Learning approaches require the computation of expected state visitation frequencies for the optimal policy under an estimate of the reward function. This usually requires intermediate value estimation in the inner loop of the algorithm, slowing down convergence considerably. In this work, we introduce a novel class of algorithms that only needs to solve the MDP underlying the demonstrated behavior once to recover the expert policy. This is possible through a formulation that exploits a probabilistic behavior assumption for the demonstrations within the structure of Q-learning. We propose Inverse Action-value Iteration which is able to fully recover an underlying reward of an external agent in closed-form analytically. We further provide an accompanying class of sampling-based variants which do not depend on a model of the environment. We show how to extend this class of algorithms to continuous state-spaces via function approximation and how to estimate a corresponding action-value function, leading to a policy as close as possible to the policy of the external agent, while optionally satisfying a list of predefined hard constraints. We evaluate the resulting algorithms called Inverse Action-value Iteration, Inverse Q-learning and Deep Inverse Q-learning on the Objectworld benchmark, showing a speedup of up to several orders of magnitude compared to (Deep) Max-Entropy algorithms. We further apply Deep Constrained Inverse Q-learning on the task of learning autonomous lane-changes in the open-source simulator SUMO achieving competent driving after training on data corresponding to 30 minutes of demonstrations.
Learning Transition Models with Time-delayed Causal Relations
Liang, Junchi, Boularias, Abdeslam
This paper introduces an algorithm for discovering implicit and delayed causal relations between events observed by a robot at arbitrary times, with the objective of improving data-efficiency and interpretability of model-based reinforcement learning (RL) techniques. The proposed algorithm initially predicts observations with the Markov assumption, and incrementally introduces new hidden variables to explain and reduce the stochasticity of the observations. The hidden variables are memory units that keep track of pertinent past events. Such events are systematically identified by their information gains. The learned transition and reward models are then used for planning. Experiments on simulated and real robotic tasks show that this method significantly improves over current RL techniques.
What's that? Reinforcement Learning in the Real-world?
Reinforcement Learning offers a distinctive way of solving the Machine Learning puzzle. It's sequential decision-making ability, and suitability to tasks requiring a trade-off between immediate and long-term returns are some components that make it desirable in settings where supervised-learning or unsupervised learning approaches would, in comparison, not fit as well. By having agents start with zero knowledge then learn qualitatively good behaviour through interaction with the environment, it's almost fair to say Reinforcement Learning (RL) is the closest thing we have to Artificial General Intelligence yet. We can see RL being used in robotics control, treatment design in healthcare, among others; but why aren't we boasting of many RL agents being scaled up to real-world production systems? There's a reason why games, like Atari, are such nice RL benchmarks -- they let us care only about maximizing the score and not worry about designing a reward function.
Reinforced Epidemic Control: Saving Both Lives and Economy
Song, Sirui, Zong, Zefang, Li, Yong, Liu, Xue, Yu, Yang
Saving lives or economy is a dilemma for epidemic control in most cities while smart-tracing technology raises people's privacy concerns. In this paper, we propose a solution for the life-or-economy dilemma that does not require private data. We bypass the private-data requirement by suppressing epidemic transmission through a dynamic control on inter-regional mobility that only relies on Origin-Designation (OD) data. We develop DUal-objective Reinforcement-Learning Epidemic Control Agent (DURLECA) to search mobility-control policies that can simultaneously minimize infection spread and maximally retain mobility. DURLECA hires a novel graph neural network, namely Flow-GNN, to estimate the virus-transmission risk induced by urban mobility. The estimated risk is used to support a reinforcement learning agent to generate mobility-control actions. The training of DURLECA is guided with a well-constructed reward function, which captures the natural trade-off relation between epidemic control and mobility retaining. Besides, we design two exploration strategies to improve the agent's searching efficiency and help it get rid of local optimums. Extensive experimental results on a real-world OD dataset show that DURLECA is able to suppress infections at an extremely low level while retaining 76\% of the mobility in the city. Our implementation is available at https://github.com/anyleopeace/DURLECA/.
Getting to Know One Another: Calibrating Intent, Capabilities and Trust for Human-Robot Collaboration
Lee, Joshua, Fong, Jeffrey, Kok, Bing Cai, Soh, Harold
Common experience suggests that agents who know each other well are better able to work together. In this work, we address the problem of calibrating intention and capabilities in human-robot collaboration. In particular, we focus on scenarios where the robot is attempting to assist a human who is unable to directly communicate her intent. Moreover, both agents may have differing capabilities that are unknown to one another. We adopt a decision-theoretic approach and propose the TICC-POMDP for modeling this setting, with an associated online solver. Experiments show our approach leads to better team performance both in simulation and in a real-world study with human subjects.