Reinforcement Learning
Maintaining the Illusion of Reality: Transfer in RL by Keeping Agents in the DARC
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), 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.
Decentralized Reinforcement Learning
Many associations in the world like the biological ecosystems, government and corporations are physically decentralized however they are unified in the sense of their functionality. For instance, a financial institution operates with a global policy of maximizing their profits, hence appearing as a single entity; however, this entity abstraction is an illusion, as a financial institution is composed of a group of individual human agents solving their optimization problems with our without collaboration. The policy function parameters are fine-tuned depending on the gradients of the defined objective function. This approach is called the monolithic decision-making framework as the policy function's learning parameters are coupled globally solely using an objective function. Having covered a brief background of a centralized reinforcement learning framework, let us move forward to some promising decentralized reinforcement learning frameworks.
IntelligentPooling: Practical Thompson Sampling for mHealth
Tomkins, Sabina, Liao, Peng, Klasnja, Predrag, Murphy, Susan
In mobile health (mHealth) smart devices deliver behavioral treatments repeatedly over time to a user with the goal of helping the user adopt and maintain healthy behaviors. Reinforcement learning appears ideal for learning how to optimally make these sequential treatment decisions. However, significant challenges must be overcome before reinforcement learning can be effectively deployed in a mobile healthcare setting. In this work we are concerned with the following challenges: 1) individuals who are in the same context can exhibit differential response to treatments 2) only a limited amount of data is available for learning on any one individual, and 3) non-stationary responses to treatment. To address these challenges we generalize Thompson-Sampling bandit algorithms to develop IntelligentPooling. IntelligentPooling learns personalized treatment policies thus addressing challenge one. To address the second challenge, IntelligentPooling updates each user's degree of personalization while making use of available data on other users to speed up learning. Lastly, IntelligentPooling allows responsivity to vary as a function of a user's time since beginning treatment, thus addressing challenge three. We show that IntelligentPooling achieves an average of 26% lower regret than state-of-the-art. We demonstrate the promise of this approach and its ability to learn from even a small group of users in a live clinical trial.
Deep Reinforcement Learning using Cyclical Learning Rates
Gulde, Ralf, Tuscher, Marc, Csiszar, Akos, Riedel, Oliver, Verl, Alexander
Deep Reinforcement Learning (DRL) methods often rely on the meticulous tuning of hyperparameters to successfully resolve problems. One of the most influential parameters in optimization procedures based on stochastic gradient descent (SGD) is the learning rate. We investigate cyclical learning and propose a method for defining a general cyclical learning rate for various DRL problems. In this paper we present a method for cyclical learning applied to complex DRL problems. Our experiments show that, utilizing cyclical learning achieves similar or even better results than highly tuned fixed learning rates. This paper presents the first application of cyclical learning rates in DRL settings and is a step towards overcoming manual hyperparameter tuning.
Never Stop Learning: The Effectiveness of Fine-Tuning in Robotic Reinforcement Learning
Julian, Ryan, Swanson, Benjamin, Sukhatme, Gaurav S., Levine, Sergey, Finn, Chelsea, Hausman, Karol
One of the great promises of robot learning systems is that they will be able to learn from their mistakes and continuously adapt to ever-changing environments. Despite this potential, most of the robot learning systems today are deployed as a fixed policy and they are not being adapted after their deployment. Can we efficiently adapt previously learned behaviors to new environments, objects and percepts in the real world? In this paper, we present a method and empirical evidence towards a robot learning framework that facilitates continuous adaption. In particular, we demonstrate how to adapt vision-based robotic manipulation policies to new variations by fine-tuning via off-policy reinforcement learning, including changes in background, object shape and appearance, lighting conditions, and robot morphology. Further, this adaptation uses less than 0.2% of the data necessary to learn the task from scratch. We find that our approach of adapting pre-trained policies leads to substantial performance gains over the course of fine-tuning, and that pre-training via RL is essential: training from scratch or adapting from supervised ImageNet features are both unsuccessful with such small amounts of data. We also find that these positive results hold in a limited continual learning setting, in which we repeatedly fine-tune a single lineage of policies using data from a succession of new tasks. Our empirical conclusions are consistently supported by experiments on simulated manipulation tasks, and by 52 unique fine-tuning experiments on a real robotic grasping system pre-trained on 580,000 grasps.
Quantity vs. Quality: On Hyperparameter Optimization for Deep Reinforcement Learning
Hertel, Lars, Baldi, Pierre, Gillen, Daniel L.
Reinforcement learning algorithms can show strong variation in performance between training runs with different random seeds. In this paper we explore how this affects hyperparameter optimization when the goal is to find hyperparameter settings that perform well across random seeds. In particular, we benchmark whether it is better to explore a large quantity of hyperparameter settings via pruning of bad performers, or if it is better to aim for quality of collected results by using repetitions. For this we consider the Successive Halving, Random Search, and Bayesian Optimization algorithms, the latter two with and without repetitions. We apply these to tuning the PPO2 algorithm on the Cartpole balancing task and the Inverted Pendulum Swing-up task. We demonstrate that pruning may negatively affect the optimization and that repeated sampling does not help in finding hyperparameter settings that perform better across random seeds. From our experiments we conclude that Bayesian optimization with a noise robust acquisition function is the best choice for hyperparameter optimization in reinforcement learning tasks.
Moody Learners -- Explaining Competitive Behaviour of Reinforcement Learning Agents
Barros, Pablo, Tanevska, Ana, Cruz, Francisco, Sciutti, Alessandra
Designing the decision-making processes of artificial agents that are involved in competitive interactions is a challenging task. In a competitive scenario, the agent does not only have a dynamic environment but also is directly affected by the opponents' actions. Observing the Q-values of the agent is usually a way of explaining its behavior, however, do not show the temporal-relation between the selected actions. We address this problem by proposing the \emph{Moody framework}. We evaluate our model by performing a series of experiments using the competitive multiplayer Chef's Hat card game and discuss how our model allows the agents' to obtain a holistic representation of the competitive dynamics within the game.
Momentum Q-learning with Finite-Sample Convergence Guarantee
Weng, Bowen, Xiong, Huaqing, Zhao, Lin, Liang, Yingbin, Zhang, Wei
Existing studies indicate that momentum ideas in conventional optimization can be used to improve the performance of Q-learning algorithms. However, the finite-sample analysis for momentum-based Q-learning algorithms is only available for the tabular case without function approximations. This paper analyzes a class of momentum-based Q-learning algorithms with finite-sample guarantee. Specifically, we propose the MomentumQ algorithm, which integrates the Nesterov's and Polyak's momentum schemes, and generalizes the existing momentum-based Q-learning algorithms. For the infinite state-action space case, we establish the convergence guarantee for MomentumQ with linear function approximations and Markovian sampling. In particular, we characterize the finite-sample convergence rate which is provably faster than the vanilla Q-learning. This is the first finite-sample analysis for momentum-based Q-learning algorithms with function approximations. For the tabular case under synchronous sampling, we also obtain a finite-sample convergence rate that is slightly better than the SpeedyQ \citep{azar2011speedy} when choosing a special family of step sizes. Finally, we demonstrate through various experiments that the proposed MomentumQ outperforms other momentum-based Q-learning algorithms.
PixL2R: Guiding Reinforcement Learning Using Natural Language by Mapping Pixels to Rewards
Goyal, Prasoon, Niekum, Scott, Mooney, Raymond J.
Reinforcement learning (RL), particularly in sparse reward settings, often requires prohibitively large numbers of interactions with the environment, thereby limiting its applicability to complex problems. To address this, several prior approaches have used natural language to guide the agent's exploration. However, these approaches typically operate on structured representations of the environment, and/or assume some structure in the natural language commands. In this work, we propose a model that directly maps pixels to rewards, given a free-form natural language description of the task, which can then be used for policy learning. Our experiments on the Meta-World robot manipulation domain show that language-based rewards significantly improves the sample efficiency of policy learning, both in sparse and dense reward settings.
Data Science 2020 : Complete Data Science & Machine Learning
Online Courses Udemy Data Science 2020: Complete Data Science & Machine Learning, Machine Learning A-Z, Data Science, Python for Machine Learning, Math for Machine Learning, Statistics for Data Science Created by Jitesh Khurkhuriya Jitesh's Data Science & Machine Learning A-Z Team Students also bought Natural Language Processing with Deep Learning in Python Advanced AI: Deep Reinforcement Learning in Python Unsupervised Machine Learning Hidden Markov Models in Python Artificial Intelligence: Reinforcement Learning in Python Ensemble Machine Learning in Python: Random Forest, AdaBoost Preview this course GET COUPON CODE Description Data Science and Machine Learning are the hottest skills in demand but challenging to learn. Did you wish that there was one course for Data Science and Machine Learning that covers everything from Math for Machine Learning, Advance Statistics for Data Science, Data Processing, Machine Learning A-Z, Deep learning and more? Well, you have come to the right place. This Data Science and Machine Learning course has 250 lectures, more than 25 hours of content, 11 projects including one Kaggle competition with top 1 percentile score, code templates and various quizzes. Today Data Science and Machine Learning is used in almost all the industries, including automobile, banking, healthcare, media, telecom and others.