Reinforcement Learning
Reinforcement Learning (Q-learning) - Implementation using R (Part 2)
If you would like to understand the RL, Q-learning, and key terms please read Part 1. In this part, we will implement a simple example of Q learning using the R programming language from scratch. It is expected from you to understand the basics of R programming and complete the reading of Part 1 of this article. We are coding the algorithms using the R base package only however we would need a few libraries to plot the various matrix and visualize the output. The below function will create a plot of any R matrix using the plot.matrix
Reinforcement Learning (Q-learning) - An Introduction (Part 1)
Have you heard about AI learning to play computer games on their own and giving tough competitions to expert Human gamers? A very popular example being Deepmind whose AlphaGo program defeated the South Korean Go world champion in 2016. Other than this there are other AI agents developed with the intent of playing Atari games like Breakout, Pong, and Space Invaders. These AI agents use Reinforcement Learning algorithms which is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labeled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected.
Marginal Utility for Planning in Continuous or Large Discrete Action Spaces
Ahmad, Zaheen Farraz, Lelis, Levi H. S., Bowling, Michael
Sample-based planning is a powerful family of algorithms for generating intelligent behavior from a model of the environment. Generating good candidate actions is critical to the success of sample-based planners, particularly in continuous or large action spaces. Typically, candidate action generation exhausts the action space, uses domain knowledge, or more recently, involves learning a stochastic policy to provide such search guidance. In this paper we explore explicitly learning a candidate action generator by optimizing a novel objective, marginal utility. The marginal utility of an action generator measures the increase in value of an action over previously generated actions. We validate our approach in both curling, a challenging stochastic domain with continuous state and action spaces, and a location game with a discrete but large action space. We show that a generator trained with the marginal utility objective outperforms hand-coded schemes built on substantial domain knowledge, trained stochastic policies, and other natural objectives for generating actions for sampled-based planners.
Artificial Musical Intelligence: A Survey
Computers have been used to analyze and create music since they were first introduced in the 1950s and 1960s. Beginning in the late 1990s, the rise of the Internet and large scale platforms for music recommendation and retrieval have made music an increasingly prevalent domain of machine learning and artificial intelligence research. While still nascent, several different approaches have been employed to tackle what may broadly be referred to as "musical intelligence." This article provides a definition of musical intelligence, introduces a taxonomy of its constituent components, and surveys the wide range of AI methods that can be, and have been, brought to bear in its pursuit, with a particular emphasis on machine learning methods.
Reinforcement Learning with Uncertainty Estimation for Tactical Decision-Making in Intersections
Hoel, Carl-Johan, Tram, Tommy, Sjöberg, Jonas
This paper investigates how a Bayesian reinforcement learning method can be used to create a tactical decision-making agent for autonomous driving in an intersection scenario, where the agent can estimate the confidence of its recommended actions. An ensemble of neural networks, with additional randomized prior functions (RPF), are trained by using a bootstrapped experience replay memory. The coefficient of variation in the estimated $Q$-values of the ensemble members is used to approximate the uncertainty, and a criterion that determines if the agent is sufficiently confident to make a particular decision is introduced. The performance of the ensemble RPF method is evaluated in an intersection scenario, and compared to a standard Deep Q-Network method. It is shown that the trained ensemble RPF agent can detect cases with high uncertainty, both in situations that are far from the training distribution, and in situations that seldom occur within the training distribution. In this study, the uncertainty information is used to choose safe actions in unknown situations, which removes all collisions from within the training distribution, and most collisions outside of the distribution.
Reducing Estimation Bias via Weighted Delayed Deep Deterministic Policy Gradient
The overestimation phenomenon caused by function approximation is a well-known issue in value-based reinforcement learning algorithms such as deep Q-networks and DDPG, which could lead to suboptimal policies. To address this issue, TD3 takes the minimum value between a pair of critics, which introduces underestimation bias. By unifying these two opposites, we propose a novel Weighted Delayed Deep Deterministic Policy Gradient algorithm, which can reduce the estimation error and further improve the performance by weighting a pair of critics. We compare the learning process of value function between DDPG, TD3, and our proposed algorithm, which verifies that our algorithm could indeed eliminate the estimation error of value function. We evaluate our algorithm in the OpenAI Gym continuous control tasks, outperforming the state-of-the-art algorithms on every environment tested.
Parameterized MDPs and Reinforcement Learning Problems -- A Maximum Entropy Principle Based Framework
Srivastava, Amber, Salapaka, Srinivasa M
We present a framework to address a class of sequential decision making problems. Our framework features learning the optimal control policy with robustness to noisy data, determining the unknown state and action parameters, and performing sensitivity analysis with respect to problem parameters. We consider two broad categories of sequential decision making problems modelled as infinite horizon Markov Decision Processes (MDPs) with (and without) an absorbing state. The central idea underlying our framework is to quantify exploration in terms of the Shannon Entropy of the trajectories under the MDP and determine the stochastic policy that maximizes it while guaranteeing a low value of the expected cost along a trajectory. This resulting policy enhances the quality of exploration early on in the learning process, and consequently allows faster convergence rates and robust solutions even in the presence of noisy data as demonstrated in our comparisons to popular algorithms such as Q-learning, Double Q-learning and entropy regularized Soft Q-learning. The framework extends to the class of parameterized MDP and RL problems, where states and actions are parameter dependent, and the objective is to determine the optimal parameters along with the corresponding optimal policy. Here, the associated cost function can possibly be non-convex with multiple poor local minima. Simulation results applied to a 5G small cell network problem demonstrate successful determination of communication routes and the small cell locations. We also obtain sensitivity measures to problem parameters and robustness to noisy environment data.
Semantic Visual Navigation by Watching YouTube Videos
Chang, Matthew, Gupta, Arjun, Gupta, Saurabh
Semantic cues and statistical regularities in real-world environment layouts can improve efficiency for navigation in novel environments. This paper learns and leverages such semantic cues for navigating to objects of interest in novel environments, by simply watching YouTube videos. This is challenging because YouTube videos don't come with labels for actions or goals, and may not even showcase optimal behavior. Our proposed method tackles these challenges through the use of Q-learning on pseudo-labeled transition quadruples (image, action, next image, reward). We show that such off-policy Q-learning from passive data is able to learn meaningful semantic cues for navigation. These cues, when used in a hierarchical navigation policy, lead to improved efficiency at the ObjectGoal task in visually realistic simulations. We improve upon end-to-end RL methods by 66%, while using 250x fewer interactions. Code, data, and models will be made available.
Forgetful Experience Replay in Hierarchical Reinforcement Learning from Demonstrations
Skrynnik, Alexey, Staroverov, Aleksey, Aitygulov, Ermek, Aksenov, Kirill, Davydov, Vasilii, Panov, Aleksandr I.
Currently, deep reinforcement learning (RL) shows impressive results in complex gaming and robotic environments. Often these results are achieved at the expense of huge computational costs and require an incredible number of episodes of interaction between the agent and the environment. There are two main approaches to improving the sample efficiency of reinforcement learning methods - using hierarchical methods and expert demonstrations. In this paper, we propose a combination of these approaches that allow the agent to use low-quality demonstrations in complex vision-based environments with multiple related goals. Our forgetful experience replay (ForgER) algorithm effectively handles errors in expert data and reduces quality losses when adapting the action space and states representation to the agent's capabilities. Our proposed goal-oriented structuring of replay buffer allows the agent to automatically highlight sub-goals for solving complex hierarchical tasks in demonstrations. Our method is universal and can be integrated into various off-policy methods. It surpasses all known existing state-of-the-art RL methods using expert demonstrations on various model environments. The solution based on our algorithm beats all the solutions for the famous MineRL competition and allows the agent to mine a diamond in the Minecraft environment.
Green Simulation Assisted Reinforcement Learning with Model Risk for Biomanufacturing Learning and Control
Zheng, Hua, Xie, Wei, Feng, Mingbin Ben
Biopharmaceutical manufacturing faces critical challenges, including complexity, high variability, lengthy lead time, and limited historical data and knowledge of the underlying system stochastic process. To address these challenges, we propose a green simulation assisted model-based reinforcement learning to support process online learning and guide dynamic decision making. Basically, the process model risk is quantified by the posterior distribution. At any given policy, we predict the expected system response with prediction risk accounting for both inherent stochastic uncertainty and model risk. Then, we propose green simulation assisted reinforcement learning and derive the mixture proposal distribution of decision process and likelihood ratio based metamodel for the policy gradient, which can selectively reuse process trajectory outputs collected from previous experiments to increase the simulation data-efficiency, improve the policy gradient estimation accuracy, and speed up the search for the optimal policy. Our numerical study indicates that the proposed approach demonstrates the promising performance.