Reinforcement Learning
Scaling Imitation Learning in Minecraft
Amiranashvili, Artemij, Dorka, Nicolai, Burgard, Wolfram, Koltun, Vladlen, Brox, Thomas
Imitation learning is a powerful family of techniques for learning sensorimotor coordination in immersive environments. We apply imitation learning to attain state-of-the-art performance on hard exploration problems in the Minecraft environment. We report experiments that highlight the influence of network architecture, loss function, and data augmentation. An early version of our approach reached second place in the MineRL competition at NeurIPS 2019. Here we report stronger results that can be used as a starting point for future competition entries and related research. Our code is available at https://github.com/amiranas/minerl_imitation_learning.
Fast Adaptation via Policy-Dynamics Value Functions
Raileanu, Roberta, Goldstein, Max, Szlam, Arthur, Fergus, Rob
Standard RL algorithms assume fixed environment dynamics and require a significant amount of interaction to adapt to new environments. We introduce Policy-Dynamics Value Functions (PD-VF), a novel approach for rapidly adapting to dynamics different from those previously seen in training. PD-VF explicitly estimates the cumulative reward in a space of policies and environments. An ensemble of conventional RL policies is used to gather experience on training environments, from which embeddings of both policies and environments can be learned. Then, a value function conditioned on both embeddings is trained. At test time, a few actions are sufficient to infer the environment embedding, enabling a policy to be selected by maximizing the learned value function (which requires no additional environment interaction). We show that our method can rapidly adapt to new dynamics on a set of MuJoCo domains. Code available at https://github.com/rraileanu/policy-dynamics-value-functions.
Cognitive Radio Network Throughput Maximization with Deep Reinforcement Learning
Ong, Kevin Shen Hoong, Zhang, Yang, Niyato, Dusit
Radio Frequency powered Cognitive Radio Networks (RF-CRN) are likely to be the eyes and ears of upcoming modern networks such as Internet of Things (IoT), requiring increased decentralization and autonomous operation. To be considered autonomous, the RF-powered network entities need to make decisions locally to maximize the network throughput under the uncertainty of any network environment. However, in complex and large-scale networks, the state and action spaces are usually large, and existing Tabular Reinforcement Learning technique is unable to find the optimal state-action policy quickly. In this paper, deep reinforcement learning is proposed to overcome the mentioned shortcomings and allow a wireless gateway to derive an optimal policy to maximize network throughput. When benchmarked against advanced DQN techniques, our proposed DQN configuration offers performance speedup of up to 1.8x with good overall performance.
TDprop: Does Jacobi Preconditioning Help Temporal Difference Learning?
Romoff, Joshua, Henderson, Peter, Kanaa, David, Bengio, Emmanuel, Touati, Ahmed, Bacon, Pierre-Luc, Pineau, Joelle
We investigate whether Jacobi preconditioning, accounting for the bootstrap term in temporal difference (TD) learning, can help boost performance of adaptive optimizers. Our method, TDprop, computes a per parameter learning rate based on the diagonal preconditioning of the TD update rule. We show how this can be used in both $n$-step returns and TD($\lambda$). Our theoretical findings demonstrate that including this additional preconditioning information is, surprisingly, comparable to normal semi-gradient TD if the optimal learning rate is found for both via a hyperparameter search. In Deep RL experiments using Expected SARSA, TDprop meets or exceeds the performance of Adam in all tested games under near-optimal learning rates, but a well-tuned SGD can yield similar improvements -- matching our theory. Our findings suggest that Jacobi preconditioning may improve upon typical adaptive optimization methods in Deep RL, but despite incorporating additional information from the TD bootstrap term, may not always be better than SGD.
robo-gym -- An Open Source Toolkit for Distributed Deep Reinforcement Learning on Real and Simulated Robots
Lucchi, Matteo, Zindler, Friedemann, Mühlbacher-Karrer, Stephan, Pichler, Horst
Applying Deep Reinforcement Learning (DRL) to complex tasks in the field of robotics has proven to be very successful in the recent years. However, most of the publications focus either on applying it to a task in simulation or to a task in a real world setup. Although there are great examples of combining the two worlds with the help of transfer learning, it often requires a lot of additional work and fine-tuning to make the setup work effectively. In order to increase the use of DRL with real robots and reduce the gap between simulation and real world robotics, we propose an open source toolkit: robo-gym. We demonstrate a unified setup for simulation and real environments which enables a seamless transfer from training in simulation to application on the robot. We showcase the capabilities and the effectiveness of the framework with two real world applications featuring industrial robots: a mobile robot and a robot arm. The distributed capabilities of the framework enable several advantages like using distributed algorithms, separating the workload of simulation and training on different physical machines as well as enabling the future opportunity to train in simulation and real world at the same time. Finally we offer an overview and comparison of robo-gym with other frequently used state-of-the-art DRL frameworks.
Machine Learning for dummies
Machine learning is an application of artificial intelligence which refers to the simulation of human intelligence in machines that are programmed to think like humans and mimic their actions. The term may also be applied to any machine that exhibits traits associated with a human mind such as learning and problem-solving. SIMPLY put Machine Learning is the science of getting computers to learn and act like humans do, and improve their learning over time in autonomous fashion, by feeding them data and information in the form of observations and real-world interactions. This shows the ideal objective or ultimate aim of machine learning, which may make a lot of people confused between Artificial intelligence and Machine Learning however, there are some distinct differences readers should recognize as well. Machine learning is just one method for achieving artificial intelligence.
Unsupervised Paraphrasing via Deep Reinforcement Learning
Siddique, A. B., Oymak, Samet, Hristidis, Vagelis
Paraphrasing is expressing the meaning of an input sentence in different wording while maintaining fluency (i.e., grammatical and syntactical correctness). Most existing work on paraphrasing use supervised models that are limited to specific domains (e.g., image captions). Such models can neither be straightforwardly transferred to other domains nor generalize well, and creating labeled training data for new domains is expensive and laborious. The need for paraphrasing across different domains and the scarcity of labeled training data in many such domains call for exploring unsupervised paraphrase generation methods. We propose Progressive Unsupervised Paraphrasing (PUP): a novel unsupervised paraphrase generation method based on deep reinforcement learning (DRL). PUP uses a variational autoencoder (trained using a non-parallel corpus) to generate a seed paraphrase that warm-starts the DRL model. Then, PUP progressively tunes the seed paraphrase guided by our novel reward function which combines semantic adequacy, language fluency, and expression diversity measures to quantify the quality of the generated paraphrases in each iteration without needing parallel sentences. Our extensive experimental evaluation shows that PUP outperforms unsupervised state-of-the-art paraphrasing techniques in terms of both automatic metrics and user studies on four real datasets. We also show that PUP outperforms domain-adapted supervised algorithms on several datasets. Our evaluation also shows that PUP achieves a great trade-off between semantic similarity and diversity of expression.
Mission schedule of agile satellites based on Proximal Policy Optimization Algorithm
Mission schedule of satellites is an important part of space operation nowadays, since the number and types of satellites in orbit are increasing tremendously and their corresponding tasks are also becoming more and more complicated. In this paper, a mission schedule model combined with Proximal Policy Optimization Algorithm(PPO) is proposed. Different from the traditional heuristic planning method, this paper incorporate reinforcement learning algorithms into it and find a new way to describe the problem. Several constraints including data download are considered in this paper.
Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications
Perrin, Sarah, Perolat, Julien, Laurière, Mathieu, Geist, Matthieu, Elie, Romuald, Pietquin, Olivier
In this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $\gamma$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Mean Field Games. These theoretical contributions are supported by numerical experiments provided in either model-based or model-free settings. We provide hereby for the first time converging learning dynamics for Mean Field Games in the presence of common noise.
Reinforcement Learning as Iterative and Amortised Inference
Millidge, Beren, Tschantz, Alexander, Seth, Anil K, Buckley, Christopher L
There are several ways to categorise reinforcement learning (RL) algorithms, such as either model-based or model-free, policy-based or planning-based, on-policy or off-policy, and online or offline. Broad classification schemes such as these help provide a unified perspective on disparate techniques and can contextualise and guide the development of new algorithms. In this paper, we utilise the control as inference framework to outline a novel classification scheme based on amortised and iterative inference. We demonstrate that a wide range of algorithms can be classified in this manner providing a fresh perspective and highlighting a range of existing similarities. Moreover, we show that taking this perspective allows us to identify parts of the algorithmic design space which have been relatively unexplored, suggesting new routes to innovative RL algorithms.