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 Reinforcement Learning


A Provably Efficient Sample Collection Strategy for Reinforcement Learning

arXiv.org Machine Learning

A common assumption in reinforcement learning (RL) is to have access to a generative model (i.e., a simulator of the environment), which allows to generate samples from any desired state-action pair. Nonetheless, in many settings a generative model may not be available and an adaptive exploration strategy is needed to efficiently collect samples from an unknown environment by direct interaction. In this paper, we study the scenario where an algorithm based on the generative model assumption defines the (possibly time-varying) amount of samples $b(s,a)$ required at each state-action pair $(s,a)$ and an exploration strategy has to learn how to generate $b(s,a)$ samples as fast as possible. Building on recent results for regret minimization in the stochastic shortest path (SSP) setting (Cohen et al., 2020; Tarbouriech et al., 2020), we derive an algorithm that requires $\tilde{O}( B D + D^{3/2} S^2 A)$ time steps to collect the $B = \sum_{s,a} b(s,a)$ desired samples, in any unknown and communicating MDP with $S$ states, $A$ actions and diameter $D$. Leveraging the generality of our strategy, we readily apply it to a variety of existing settings (e.g., model estimation, pure exploration in MDPs) for which we obtain improved sample-complexity guarantees, and to a set of new problems such as best-state identification and sparse reward discovery.


Single-partition adaptive Q-learning

arXiv.org Machine Learning

This paper introduces single-partition adaptive Q-learning (SPAQL), an algorithm for model-free episodic reinforcement learning (RL), which adaptively partitions the state-action space of a Markov decision process (MDP), while simultaneously learning a time-invariant policy (i. e., the mapping from states to actions does not depend explicitly on the episode time step) for maximizing the cumulative reward. The trade-off between exploration and exploitation is handled by using a mixture of upper confidence bounds (UCB) and Boltzmann exploration during training, with a temperature parameter that is automatically tuned as training progresses. The algorithm is an improvement over adaptive Q-learning (AQL). It converges faster to the optimal solution, while also using fewer arms. Tests on episodes with a large number of time steps show that SPAQL has no problems scaling, unlike AQL. Based on this empirical evidence, we claim that SPAQL may have a higher sample efficiency than AQL, thus being a relevant contribution to the field of efficient model-free RL methods.


Structured Policy Iteration for Linear Quadratic Regulator

arXiv.org Artificial Intelligence

Linear quadratic regulator (LQR) is one of the This stochastic control has led to a wide class of fundamental most popular frameworks to tackle continuous machinery along the way, across theoretical analysis Markov decision process tasks. With its fundamental as well as tractable algorithms, where the model of theory and tractable optimal policy, LQR transition dynamic and cost function are known. On the has been revisited and analyzed in recent years, other hand, under the uncertain model of transition dynamics, in terms of reinforcement learning scenarios such reinforcement learning (RL) and data-driven approaches as the model-free or model-based setting. In this have achieved a great empirical success in recent paper, we introduce the Structured Policy Iteration years, from simulated game scenarios (Mnih et al., 2015; (S-PI) for LQR, a method capable of deriving Silver et al., 2016) to robot manipulation (Tassa et al., a structured linear policy. Such a structured 2012; Al Borno et al., 2012; Kumar et al., 2016). In recent policy with (block) sparsity or low-rank years, LQR in discrete time domain in particular, has can have significant advantages over the standard been revisited and analyzed under model uncertainty, not LQR policy: more interpretable, memoryefficient, only in theoretical perspective like regret bound or sample and well-suited for the distributed setting.


DinerDash Gym: A Benchmark for Policy Learning in High-Dimensional Action Space

arXiv.org Artificial Intelligence

It has been arduous to assess the progress of a policy learning algorithm in the domain of hierarchical task with high dimensional action space due to the lack of a commonly accepted benchmark. In this work, we propose a new light-weight benchmark task called Diner Dash for evaluating the performance in a complicated task with high dimensional action space. In contrast to the traditional Atari games that only have a flat structure of goals and very few actions, the proposed benchmark task has a hierarchical task structure and size of 57 for the action space and hence can facilitate the development of policy learning in complicated tasks. On top of that, we introduce Decomposed Policy Graph Modelling (DPGM), an algorithm that combines both graph modelling and deep learning to allow explicit domain knowledge embedding and achieves significant improvement comparing to the baseline. In the experiments, we have shown the effectiveness of the domain knowledge injection via a specially designed imitation algorithm as well as results of other popular algorithms.


Inertial Sensing Meets Artificial Intelligence: Opportunity or Challenge?

arXiv.org Artificial Intelligence

The inertial navigation system (INS) has been widely used to provide self-contained and continuous motion estimation in intelligent transportation systems. Recently, the emergence of chip-level inertial sensors has expanded the relevant applications from positioning, navigation, and mobile mapping to location-based services, unmanned systems, and transportation big data. Meanwhile, benefit from the emergence of big data and the improvement of algorithms and computing power, artificial intelligence (AI) has become a consensus tool that has been successfully applied in various fields. This article reviews the research on using AI technology to enhance inertial sensing from various aspects, including sensor design and selection, calibration and error modeling, navigation and motion-sensing algorithms, multi-sensor information fusion, system evaluation, and practical application. Based on the over 30 representative articles selected from the nearly 300 related publications, this article summarizes the state of the art, advantages, and challenges on each aspect. Finally, it summarizes nine advantages and nine challenges of AI-enhanced inertial sensing and then points out future research directions.


Revisiting Fundamentals of Experience Replay

arXiv.org Machine Learning

Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understanding. We therefore present a systematic and extensive analysis of experience replay in Q-learning methods, focusing on two fundamental properties: the replay capacity and the ratio of learning updates to experience collected (replay ratio). Our additive and ablative studies upend conventional wisdom around experience replay -- greater capacity is found to substantially increase the performance of certain algorithms, while leaving others unaffected. Counterintuitively we show that theoretically ungrounded, uncorrected n-step returns are uniquely beneficial while other techniques confer limited benefit for sifting through larger memory. Separately, by directly controlling the replay ratio we contextualize previous observations in the literature and empirically measure its importance across a variety of deep RL algorithms. Finally, we conclude by testing a set of hypotheses on the nature of these performance benefits.


Efficient Planning in Large MDPs with Weak Linear Function Approximation

arXiv.org Machine Learning

Large-scale Markov decision processes (MDPs) require planning algorithms with runtime independent of the number of states of the MDP. We consider the planning problem in MDPs using linear value function approximation with only weak requirements: low approximation error for the optimal value function, and a small set of "core" states whose features span those of other states. In particular, we make no assumptions about the representability of policies or value functions of non-optimal policies. Our algorithm produces almost-optimal actions for any state using a generative oracle (simulator) for the MDP, while its computation time scales polynomially with the number of features, core states, and actions and the effective horizon.


Bridging Maximum Likelihood and Adversarial Learning via $\alpha$-Divergence

arXiv.org Machine Learning

Maximum likelihood (ML) and adversarial learning are two popular approaches for training generative models, and from many perspectives these techniques are complementary. ML learning encourages the capture of all data modes, and it is typically characterized by stable training. However, ML learning tends to distribute probability mass diffusely over the data space, $e.g.$, yielding blurry synthetic images. Adversarial learning is well known to synthesize highly realistic natural images, despite practical challenges like mode dropping and delicate training. We propose an $\alpha$-Bridge to unify the advantages of ML and adversarial learning, enabling the smooth transfer from one to the other via the $\alpha$-divergence. We reveal that generalizations of the $\alpha$-Bridge are closely related to approaches developed recently to regularize adversarial learning, providing insights into that prior work, and further understanding of why the $\alpha$-Bridge performs well in practice.


OtoWorld: Towards Learning to Separate by Learning to Move

arXiv.org Machine Learning

We present OtoWorld, an interactive environment in which agents must learn to listen in order to solve navigational tasks. The purpose of OtoWorld is to facilitate reinforcement learning research in computer audition, where agents must learn to listen to the world around them to navigate. OtoWorld is built on three open source libraries: OpenAI Gym for environment and agent interaction, PyRoomAcoustics for ray-tracing and acoustics simulation, and nussl for training deep computer audition models. OtoWorld is the audio analogue of GridWorld, a simple navigation game. OtoWorld can be easily extended to more complex environments and games. To solve one episode of OtoWorld, an agent must move towards each sounding source in the auditory scene and "turn it off". The agent receives no other input than the current sound of the room. The sources are placed randomly within the room and can vary in number. The agent receives a reward for turning off a source. We present preliminary results on the ability of agents to win at OtoWorld. OtoWorld is open-source and available.


Adversarial jamming attacks and defense strategies via adaptive deep reinforcement learning

arXiv.org Artificial Intelligence

As the applications of deep reinforcement learning (DRL) in wireless communications grow, sensitivity of DRL based wireless communication strategies against adversarial attacks has started to draw increasing attention. In order to address such sensitivity and alleviate the resulting security concerns, we in this paper consider a victim user that performs DRL-based dynamic channel access, and an attacker that executes DRLbased jamming attacks to disrupt the victim. Hence, both the victim and attacker are DRL agents and can interact with each other, retrain their models, and adapt to opponents' policies. In this setting, we initially develop an adversarial jamming attack policy that aims at minimizing the accuracy of victim's decision making on dynamic channel access. Subsequently, we devise defense strategies against such an attacker, and propose three defense strategies, namely diversified defense with proportional-integral-derivative (PID) control, diversified defense with an imitation attacker, and defense via orthogonal policies. We design these strategies to maximize the attacked victim's accuracy and evaluate their performances.