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 Reinforcement Learning


Follow the Object: Curriculum Learning for Manipulation Tasks with Imagined Goals

arXiv.org Artificial Intelligence

Learning robot manipulation through deep reinforcement learning in environments with sparse rewards is a challenging task. In this paper we address this problem by introducing a notion of imaginary object goals. For a given manipulation task, the object of interest is first trained to reach a desired target position on its own, without being manipulated, through physically realistic simulations. The object policy is then leveraged to build a predictive model of plausible object trajectories providing the robot with a curriculum of incrementally more difficult object goals to reach during training. The proposed algorithm, Follow the Object (FO), has been evaluated on 7 MuJoCo environments requiring increasing degree of exploration, and has achieved higher success rates compared to alternative algorithms.


Robust Deep Reinforcement Learning through Adversarial Loss

arXiv.org Artificial Intelligence

Deep neural networks, including reinforcement learning agents, have been proven vulnerable to small adversarial changes in the input, thus making deploying such networks in the real world problematic. In this paper, we propose RADIAL-RL, a method to train reinforcement learning agents with improved robustness against any $l_p$-bounded adversarial attack. By simply minimizing an upper bound of the loss functions under worst case adversarial perturbation derived from efficient robustness verification methods, we significantly improve robustness of RL-agents trained on Atari-2600 games and show that RADIAL-RL can beat state-of-the-art robust training algorithms when evaluated against PGD-attacks. We also propose a new evaluation method, Greedy Worst-Case Reward (GWC), for measuring attack agnostic robustness of RL agents. GWC can be evaluated efficiently and it serves as a good estimate of the reward under the worst possible sequence of adversarial attacks; in particular, GWC accounts for the importance of each action and their temporal dependency, improving upon previous approaches that only evaluate whether each single action can change under input perturbations. Our code is available at https://github.com/tuomaso/radial_rl.


Reinforcement Learning-driven Information Seeking: A Quantum Probabilistic Approach

arXiv.org Artificial Intelligence

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

arXiv.org Machine Learning

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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

arXiv.org Machine Learning

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?

#artificialintelligence

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.