Reinforcement Learning
Reinforcement Learning
Buffet, Olivier, Pietquin, Olivier, Weng, Paul
Reinforcement learning (RL) is a general framework for adaptive control, which has proven to be efficient in many domains, e.g., board games, video games or autonomous vehicles. In such problems, an agent faces a sequential decision-making problem where, at every time step, it observes its state, performs an action, receives a reward and moves to a new state. An RL agent learns by trial and error a good policy (or controller) based on observations and numeric reward feedback on the previously performed action. In this chapter, we present the basic framework of RL and recall the two main families of approaches that have been developed to learn a good policy. The first one, which is value-based, consists in estimating the value of an optimal policy, value from which a policy can be recovered, while the other, called policy search, directly works in a policy space. Actor-critic methods can be seen as a policy search technique where the policy value that is learned guides the policy improvement. Besides, we give an overview of some extensions of the standard RL framework, notably when risk-averse behavior needs to be taken into account or when rewards are not available or not known.
SAMBA: Safe Model-Based & Active Reinforcement Learning
Cowen-Rivers, Alexander I., Palenicek, Daniel, Moens, Vincent, Abdullah, Mohammed, Sootla, Aivar, Wang, Jun, Ammar, Haitham
In this paper, we propose SAMBA, a novel framework for safe reinforcement learning that combines aspects from probabilistic modelling, information theory, and statistics. Our method builds upon PILCO to enable active exploration using novel(semi-)metrics for out-of-sample Gaussian process evaluation optimised through a multi-objective problem that supports conditional-value-at-risk constraints. We evaluate our algorithm on a variety of safe dynamical system benchmarks involving both low and high-dimensional state representations. Our results show orders of magnitude reductions in samples and violations compared to state-of-the-art methods. Lastly, we provide intuition as to the effectiveness of the framework by a detailed analysis of our active metrics and safety constraints.
How to Avoid Being Eaten by a Grue: Structured Exploration Strategies for Textual Worlds
Ammanabrolu, Prithviraj, Tien, Ethan, Hausknecht, Matthew, Riedl, Mark O.
Text-based games are long puzzles or quests, characterized by a sequence of sparse and potentially deceptive rewards. They provide an ideal platform to develop agents that perceive and act upon the world using a combinatorially sized natural language state-action space. Standard Reinforcement Learning agents are poorly equipped to effectively explore such spaces and often struggle to overcome bottlenecks---states that agents are unable to pass through simply because they do not see the right action sequence enough times to be sufficiently reinforced. We introduce Q*BERT, an agent that learns to build a knowledge graph of the world by answering questions, which leads to greater sample efficiency. To overcome bottlenecks, we further introduce MC!Q*BERT an agent that uses an knowledge-graph-based intrinsic motivation to detect bottlenecks and a novel exploration strategy to efficiently learn a chain of policy modules to overcome them. We present an ablation study and results demonstrating how our method outperforms the current state-of-the-art on nine text games, including the popular game, Zork, where, for the first time, a learning agent gets past the bottleneck where the player is eaten by a Grue.
TorsionNet: A Reinforcement Learning Approach to Sequential Conformer Search
Gogineni, Tarun, Xu, Ziping, Punzalan, Exequiel, Jiang, Runxuan, Kammeraad, Joshua, Tewari, Ambuj, Zimmerman, Paul
Molecular geometry prediction of flexible molecules, or conformer search, is a long-standing challenge in computational chemistry. This task is of great importance for predicting structure-activity relationships for a wide variety of substances ranging from biomolecules to ubiquitous materials. Substantial computational resources are invested in Monte Carlo and Molecular Dynamics methods to generate diverse and representative conformer sets for medium to large molecules, which are yet intractable to chemoinformatic conformer search methods. We present TorsionNet, an efficient sequential conformer search technique based on reinforcement learning under the rigid rotor approximation. The model is trained via curriculum learning, whose theoretical benefit is explored in detail, to maximize a novel metric grounded in thermodynamics called the Gibbs Score. Our experimental results show that TorsionNet outperforms the highest scoring chemoinformatics method by 4x on large branched alkanes, and by several orders of magnitude on the previously unexplored biopolymer lignin, with applications in renewable energy.
Safety-guaranteed Reinforcement Learning based on Multi-class Support Vector Machine
Kim, Kwangyeon, Gupta, Akshita, Choi, Hong-Cheol, Hwang, Inseok
Several works have addressed the problem of incorporating constraints in the reinforcement learning (RL) framework, however majority of them can only guarantee the satisfaction of soft constraints. In this work, we address the problem of satisfying hard state constraints in a model-free RL setting with the deterministic system dynamics. The proposed algorithm is developed for the discrete state and action space and utilizes a multi-class support vector machine (SVM) to represent the policy. The state constraints are incorporated in the SVM optimization framework to derive an analytical solution for determining the policy parameters. This final policy converges to a solution which is guaranteed to satisfy the constraints. Additionally, the proposed formulation adheres to the Q-learning framework and thus, also guarantees convergence to the optimal solution. The algorithm is demonstrated with multiple example problems.
Decorrelated Double Q-learning
Q-learning with value function approximation may have the poor performance because of overestimation bias and imprecise estimate. Specifically, overestimation bias is from the maximum operator over noise estimate, which is exaggerated using the estimate of a subsequent state. Inspired by the recent advance of deep reinforcement learning and Double Q-learning, we introduce the decorrelated double Q-learning (D2Q). Specifically, we introduce the decorrelated regularization item to reduce the correlation between value function approximators, which can lead to less biased estimation and low variance. The experimental results on a suite of MuJoCo continuous control tasks demonstrate that our decorrelated double Q-learning can effectively improve the performance.
StarCraft II Build Order Optimization using Deep Reinforcement Learning and Monte-Carlo Tree Search
Elnabarawy, Islam, Arroyo, Kristijana, Wunsch, Donald C. II
The real-time strategy game of StarCraft II has been posed as a challenge for reinforcement learning by Google's DeepMind. This study examines the use of an agent based on the Monte-Carlo Tree Search algorithm for optimizing the build order in StarCraft II, and discusses how its performance can be improved even further by combining it with a deep reinforcement learning neural network. The experimental results accomplished using Monte-Carlo Tree Search achieves a score similar to a novice human player by only using very limited time and computational resources, which paves the way to achieving scores comparable to those of a human expert by combining it with the use of deep reinforcement learning.
DECSTR: Learning Goal-Directed Abstract Behaviors using Pre-Verbal Spatial Predicates in Intrinsically Motivated Agents
Akakzia, Ahmed, Colas, Cédric, Oudeyer, Pierre-Yves, Chetouani, Mohamed, Sigaud, Olivier
Intrinsically motivated agents freely explore their environment and set their own goals. Such goals are traditionally represented as specific states, but recent works introduced the use of language to facilitate abstraction. Language can, for example, represent goals as sets of general properties that surrounding objects should verify. However, language-conditioned agents are trained simultaneously to understand language and to act, which seems to contrast with how children learn: infants demonstrate goal-oriented behaviors and abstract spatial concepts very early in their development, before language mastery. Guided by these findings from developmental psychology, we introduce a high-level state representation based on natural semantic predicates that describe spatial relations between objects and that are known to be present early in infants. In a robotic manipulation environment, our DECSTR system explores this representation space by manipulating objects, and efficiently learns to achieve any reachable configuration within it. It does so by leveraging an object-centered modular architecture, a symmetry inductive bias, and a new form of automatic curriculum learning for goal selection and policy learning. As with children, language acquisition takes place in a second phase, independently from goal-oriented sensorimotor learning. This is done via a new goal generation module, conditioned on instructions describing expected transformations in object relations. We present ablations studies for each component and highlight several advantages of targeting abstract goals over specific ones. We further show that using this intermediate representation enables efficient language grounding by evaluating agents on sequences of language instructions and their logical combinations.
Systematic Generalisation through Task Temporal Logic and Deep Reinforcement Learning
Leon, Borja G., Shanahan, Murray, Belardinelli, Francesco
This paper presents a neuro-symbolic agent that combines deep reinforcement learning (DRL) with temporal logic (TL), and achieves systematic out-of-distribution generalisation in tasks that involve following a formally specified instruction. Specifically, the agent learns general notions of negation and disjunction, and successfully applies them to previously unseen objects without further training. To this end, we also introduce Task Temporal Logic (TTL), a learning-oriented formal language, whose atoms are designed to help the training of a DRL agent targeting systematic generalisation. To validate this combination of logic-based and neural-network techniques, we provide experimental evidence for the kind of neural-network architecture that most enhances the generalisation performance of the agent. Our findings suggest that the right architecture can significatively improve the ability of the agent to generalise in systematic ways, even with abstract operators, such as negation, which previous research have struggled with.
Language-Conditioned Goal Generation: a New Approach to Language Grounding for RL
Colas, Cédric, Akakzia, Ahmed, Oudeyer, Pierre-Yves, Chetouani, Mohamed, Sigaud, Olivier
In the real world, linguistic agents are also embodied agents: they perceive and act in the physical world. The notion of Language Grounding questions the interactions between language and embodiment: how do learning agents connect or ground linguistic representations to the physical world ? This question has recently been approached by the Reinforcement Learning community under the framework of instruction-following agents. In these agents, behavioral policies or reward functions are conditioned on the embedding of an instruction expressed in natural language. This paper proposes another approach: using language to condition goal generators. Given any goal-conditioned policy, one could train a language-conditioned goal generator to generate language-agnostic goals for the agent. This method allows to decouple sensorimotor learning from language acquisition and enable agents to demonstrate a diversity of behaviors for any given instruction. We propose a particular instantiation of this approach and demonstrate its benefits.