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 Reinforcement Learning


Deep Reinforcement Learning for Neural Control

arXiv.org Artificial Intelligence

We present a novel methodology for control of neural circuits based on deep reinforcement learning. Our approach achieves aimed behavior by generating external continuous stimulation of existing neural circuits (neuromodulation control) or modulations of neural circuits architecture (connectome control). Both forms of control are challenging due to nonlinear and recurrent complexity of neural activity. To infer candidate control policies, our approach maps neural circuits and their connectome into a grid-world like setting and infers the actions needed to achieve aimed behavior. The actions are inferred by adaptation of deep Q-learning methods known for their robust performance in navigating grid-worlds. We apply our approach to the model of \textit{C. elegans} which simulates the full somatic nervous system with muscles and body. Our framework successfully infers neuropeptidic currents and synaptic architectures for control of chemotaxis. Our findings are consistent with in vivo measurements and provide additional insights into neural control of chemotaxis. We further demonstrate the generality and scalability of our methods by inferring chemotactic neural circuits from scratch.


Learning Causal Models Online

arXiv.org Artificial Intelligence

Predictive models -- learned from observational data not covering the complete data distribution -- can rely on spurious correlations in the data for making predictions. These correlations make the models brittle and hinder generalization. One solution for achieving strong generalization is to incorporate causal structures in the models; such structures constrain learning by ignoring correlations that contradict them. However, learning these structures is a hard problem in itself. Moreover, it's not clear how to incorporate the machinery of causality with online continual learning. In this work, we take an indirect approach to discovering causal models. Instead of searching for the true causal model directly, we propose an online algorithm that continually detects and removes spurious features. Our algorithm works on the idea that the correlation of a spurious feature with a target is not constant over-time. As a result, the weight associated with that feature is constantly changing. We show that by continually removing such features, our method converges to solutions that have strong generalization. Moreover, our method combined with random search can also discover non-spurious features from raw sensory data. Finally, our work highlights that the information present in the temporal structure of the problem -- destroyed by shuffling the data -- is essential for detecting spurious features online.


Human and Multi-Agent collaboration in a human-MARL teaming framework

arXiv.org Artificial Intelligence

Collaborative multi-agent reinforcement learning (MARL) as a specific category of reinforcement learning provides effective results with agents learning from their observations, received rewards, and internal interactions between agents. However, centralized learning methods with a joint global policy in a highly dynamic environment present unique challenges in dealing with large amounts of information. This study proposes two innovative solutions to address the complexities of a collaboration between a human and multiple reinforcement learning (RL)-based agents (referred to thereafter as Human-MARL teaming) where the goals pursued cannot be achieved by a human alone or agents alone. The first innovation is the introduction of a new open-source MARL framework, called COGMENT, to unite humans and agents in real-time complex dynamic systems and efficiently leverage their interactions as a source of learning. The second innovation is our proposal of a new hybrid MARL method, named Dueling Double Deep Q learning MADDPG (D3-MADDPG) to allow agents to train decentralized policies parallelly in a joint centralized policy. This method can solve the overestimation problem in Q-learning methods of value-based MARL. We demonstrate these innovations by using a designed real-time environment with unmanned aerial vehicles driven by RL agents, collaborating with a human to fight fires. The team of RL agent drones autonomously look for fire seats and the human pilot douses the fires. The results of this study show that the proposed collaborative paradigm and the open-source framework leads to significant reductions in both human effort and exploration costs. Also, the results of the proposed hybrid MARL method shows that it effectively improves the learning process to achieve more reliable Q-values for each action, by decoupling the estimation between state value and advantage value.


Similarity-based transfer learning of decision policies

arXiv.org Artificial Intelligence

A problem of learning decision policy from past experience is considered. Using the Fully Probabilistic Design (FPD) formalism, we propose a new general approach for finding a stochastic policy from the past data.


Online Hyper-parameter Tuning in Off-policy Learning via Evolutionary Strategies

arXiv.org Machine Learning

Off-policy learning algorithms have been known to be sensitive to the choice of hyper-parameters. However, unlike near on-policy algorithms for which hyper-parameters could be optimized via e.g. meta-gradients, similar techniques could not be straightforwardly applied to off-policy learning. In this work, we propose a framework which entails the application of Evolutionary Strategies to online hyper-parameter tuning in off-policy learning. Our formulation draws close connections to meta-gradients and leverages the strengths of black-box optimization with relatively low-dimensional search spaces. We show that our method outperforms state-of-the-art off-policy learning baselines with static hyper-parameters and recent prior work over a wide range of continuous control benchmarks.


Hindsight Expectation Maximization for Goal-conditioned Reinforcement Learning

arXiv.org Machine Learning

We propose a graphical model framework for goal-conditioned RL, with an EM algorithm that operates on the lower bound of the RL objective. The E-step provides a natural interpretation of how 'learning in hindsight' techniques, such as HER, to handle extremely sparse goal-conditioned rewards. The M-step reduces policy optimization to supervised learning updates, which greatly stabilizes end-to-end training on high-dimensional inputs such as images. We show that the combined algorithm, hEM significantly outperforms model-free baselines on a wide range of goal-conditioned benchmarks with sparse rewards.


Learning TSP Requires Rethinking Generalization

arXiv.org Machine Learning

End-to-end training of neural network solvers for combinatorial problems such as the Travelling Salesman Problem is intractable and inefficient beyond a few hundreds of nodes. While state-of-the-art Machine Learning approaches perform closely to classical solvers for trivially small sizes, they are unable to generalize the learnt policy to larger instances of practical scales. Towards leveraging transfer learning to solve large-scale TSPs, this paper identifies inductive biases, model architectures and learning algorithms that promote generalization to instances larger than those seen in training. Our controlled experiments provide the first principled investigation into such zero-shot generalization, revealing that extrapolating beyond training data requires rethinking the entire neural combinatorial optimization pipeline, from network layers and learning paradigms to evaluation protocols.


Mutual Information Based Knowledge Transfer Under State-Action Dimension Mismatch

arXiv.org Machine Learning

Deep reinforcement learning (RL) algorithms have achieved great success on a wide variety of sequential decision-making tasks. However, many of these algorithms suffer from high sample complexity when learning from scratch using environmental rewards, due to issues such as credit-assignment and high-variance gradients, among others. Transfer learning, in which knowledge gained on a source task is applied to more efficiently learn a different but related target task, is a promising approach to improve the sample complexity in RL. Prior work has considered using pre-trained teacher policies to enhance the learning of the student policy, albeit with the constraint that the teacher and the student MDPs share the state-space or the action-space. In this paper, we propose a new framework for transfer learning where the teacher and the student can have arbitrarily different state- and action-spaces. To handle this mismatch, we produce embeddings which can systematically extract knowledge from the teacher policy and value networks, and blend it into the student networks. To train the embeddings, we use a task-aligned loss and show that the representations could be enriched further by adding a mutual information loss. Using a set of challenging simulated robotic locomotion tasks involving many-legged centipedes, we demonstrate successful transfer learning in situations when the teacher and student have different state- and action-spaces.


Recurrent Sum-Product-Max Networks for Decision Making in Perfectly-Observed Environments

arXiv.org Artificial Intelligence

Recent investigations into sum-product-max networks (SPMN) that generalize sum-product networks (SPN) offer a data-driven alternative for decision making, which has predominantly relied on handcrafted models. SPMNs computationally represent a probabilistic decision-making problem whose solution scales linearly in the size of the network. However, SPMNs are not well suited for sequential decision making over multiple time steps. In this paper, we present recurrent SPMNs (RSPMN) that learn from and model decision-making data over time. RSPMNs utilize a template network that is unfolded as needed depending on the length of the data sequence. This is significant as RSPMNs not only inherit the benefits of SPMNs in being data driven and mostly tractable, they are also well suited for sequential problems. We establish conditions on the template network, which guarantee that the resulting SPMN is valid, and present a structure learning algorithm to learn a sound template network. We demonstrate that the RSPMNs learned on a testbed of sequential decision-making data sets generate MEUs and policies that are close to the optimal on perfectly-observed domains. They easily improve on a recent batch-constrained reinforcement learning method, which is important because RSPMNs offer a new model-based approach to offline reinforcement learning.


hardmaru/slimevolleygym

#artificialintelligence

Slime Volleyball is a game created in the early 2000s by an unknown author. "The physics of the game are a little'dodgy,' but its simple gameplay made it instantly addictive." SlimeVolleyGym is a simple gym environment for testing single and multi-agent reinforcement learning algorithms. The game is very simple: the agent's goal is to get the ball to land on the ground of its opponent's side, causing its opponent to lose a life. Each agent starts off with five lives.