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 Reinforcement Learning


Fitted Q-Learning for Relational Domains

arXiv.org Artificial Intelligence

We take two specific approaches - first Value function approximation in Reinforcement Learning is to represent the lifted Q-value functions and the second (RL) has long been viewed using the lens of feature discovery is to represent the Bellman residuals - both using a set of (Parr et al. 2007). A set of classical approaches relational regression trees (RRTs) (Blockeel and De Raedt for this problem based on Approximate Dynamic Programming 1998). A key aspect of our approach is that it is model-free, (ADP) is the fitted value iteration algorithm (Boyan which most of the RMDP algorithms assume. The only exception and Moore 1995; Ernst, Geurts, and Wehenkel 2005; Riedmiller is Fern et al. (2006), who directly learn in policy 2005), a batch mode approximation scheme that employs space. Our work differs from their work in that we directly function approximators in each iteration to represent learn value functions and eventually policies from them the value estimates. Another popular class of methods that and adapt the most recently successful relational gradientboosting address this problem is Bellman error based methods (Menache, (RFGB) (Natarajan et al. 2014), which has been Mannor, and Shimkin 2005; Keller, Mannor, and Precup shown to outperform learning relational rules one by one.


Policy Gradient from Demonstration and Curiosity

arXiv.org Artificial Intelligence

With reinforcement learning, an agent could learn complex behaviors from highlevel abstractions of the task. However, exploration and reward shaping remained challenging for existing methods, especially in scenarios where the extrinsic feedback was sparse. Expert demonstrations have been investigated to solve these difficulties, but a tremendous number of high-quality demonstrations were usually required. In this work, an integrated policy gradient algorithm was proposed to boost exploration and facilitate intrinsic reward learning from only limited number of demonstrations. We achieved this by reformulating the original reward function with two additional terms, where the first term measured the Jensen-Shannon divergence between current policy and the expert's demonstrations, and the second term estimated the agent's uncertainty about the environment. The presented algorithm was evaluated by a range of simulated tasks with sparse extrinsic reward signals, where only one single demonstrated trajectory was provided to each task. Superior exploration efficiency and high average return were demonstrated in all tasks. Furthermore, it was found that the agent could imitate the expert's behavior and meanwhile sustain high return.


Constrained episodic reinforcement learning in concave-convex and knapsack settings

arXiv.org Artificial Intelligence

Standard reinforcement learning (RL) approaches seek to maximize a scalar reward (Sutton and Barto, 1998, 2018; Schulman et al., 2015; Mnih et al., 2015), but in many settings this is insufficient, because the desired properties of the agent behavior are better described using constraints. For example, an autonomous vehicle should not only get to the destination, but should also respect safety, fuel efficiency, and human comfort constraints along the way (Le et al., 2019); a robot should not only fulfill its task, but should also control its wear and tear, for example, by limiting the torque exerted on its motors (Tessler et al., 2019). Moreover, in many settings, we wish to satisfy such constraints already during training and not only during the deployment. For example, a power grid, an autonomous vehicle, or a real robotic hardware should avoid costly failures, where the hardware is damaged or humans are harmed, already during training (Leike et al., 2017; Ray et al., 2020). Constraints are also key in additional sequential decision making applications, such as dynamic pricing with limited supply, e.g., (Besbes and Zeevi, 2009; Babaioff et al., 2015), scheduling of resources on a computer cluster (Mao et al., 2016), and imitation learning, where the goal is to stay close to an expert behavior (Syed and Schapire, 2007; Ziebart et al., 2008; Sun et al., 2019).


Causal Discovery from Incomplete Data using An Encoder and Reinforcement Learning

arXiv.org Machine Learning

Discovering causal structure among a set of variables is a fundamental problem in many domains. However, state-of-the-art methods seldom consider the possibility that the observational data has missing values (incomplete data), which is ubiquitous in many real-world situations. The missing value will significantly impair the performance and even make the causal discovery algorithms fail. In this paper, we propose an approach to discover causal structures from incomplete data by using a novel encoder and reinforcement learning (RL). The encoder is designed for missing data imputation as well as feature extraction. In particular, it learns to encode the currently available information (with missing values) into a robust feature representation which is then used to determine where to search the best graph. The encoder is integrated into a RL framework that can be optimized using the actor-critic algorithm. Our method takes the incomplete observational data as input and generates a causal structure graph. Experimental results on synthetic and real data demonstrate that our method can robustly generate causal structures from incomplete data. Compared with the direct combination of data imputation and causal discovery methods, our method performs generally better and can even obtain a performance gain as much as 43.2%.


Automated Design Space Exploration for optimised Deployment of DNN on Arm Cortex-A CPUs

arXiv.org Machine Learning

The spread of deep learning on embedded devices has prompted the development of numerous methods to optimise the deployment of deep neural networks (DNN). Works have mainly focused on: i) efficient DNN architectures, ii) network optimisation techniques such as pruning and quantisation, iii) optimised algorithms to speed up the execution of the most computational intensive layers and, iv) dedicated hardware to accelerate the data flow and computation. However, there is a lack of research on the combination of these methods as the space of approaches becomes too large to test and obtain a globally optimised solution, which leads to suboptimal deployment in terms of latency, accuracy, and memory. In this work, we first detail and analyse the methods to improve the deployment of DNNs across the different levels of software optimisation. Building on this knowledge, we present an automated exploration framework to ease the deployment of DNNs for industrial applications by automatically exploring the design space and learning an optimised solution that speeds up the performance and reduces the memory on embedded CPU platforms. The framework relies on a Reinforcement Learning -based search that, combined with a deep learning inference framework, enables the deployment of DNN implementations to obtain empirical measurements on embedded AI applications. Thus, we present a set of results for state-of-the-art DNNs on a range of Arm Cortex-A CPU platforms achieving up to 4x improvement in performance and over 2x reduction in memory with negligible loss in accuracy with respect to the BLAS floating-point implementation.


Hallucinating Value: A Pitfall of Dyna-style Planning with Imperfect Environment Models

arXiv.org Artificial Intelligence

Dyna-style reinforcement learning (RL) agents improve sample efficiency over model-free RL agents by updating the value function with simulated experience generated by an environment model. However, it is often difficult to learn accurate models of environment dynamics, and even small errors may result in failure of Dyna agents. In this paper, we investigate one type of model error: hallucinated states. These are states generated by the model, but that are not real states of the environment. We present the Hallucinated Value Hypothesis (HVH): updating values of real states towards values of hallucinated states results in misleading state-action values which adversely affect the control policy. We discuss and evaluate four Dyna variants; three which update real states toward simulated -- and therefore potentially hallucinated -- states and one which does not. The experimental results provide evidence for the HVH thus suggesting a fruitful direction toward developing Dyna algorithms robust to model error.


A Comparison of Self-Play Algorithms Under a Generalized Framework

arXiv.org Artificial Intelligence

Throughout scientific history, overarching theoretical frameworks have allowed researchers to grow beyond personal intuitions and culturally biased theories. They allow to verify and replicate existing findings, and to link is connected results. The notion of self-play, albeit often cited in multiagent Reinforcement Learning, has never been grounded in a formal model. We present a formalized framework, with clearly defined assumptions, which encapsulates the meaning of self-play as abstracted from various existing self-play algorithms. This framework is framed as an approximation to a theoretical solution concept for multiagent training. On a simple environment, we qualitatively measure how well a subset of the captured self-play methods approximate this solution when paired with the famous PPO algorithm. We also provide insights on interpreting quantitative metrics of performance for self-play training. Our results indicate that, throughout training, various self-play definitions exhibit cyclic policy evolutions.


Stealing Deep Reinforcement Learning Models for Fun and Profit

arXiv.org Machine Learning

In this paper, we present the first attack methodology to extract black-box Deep Reinforcement Learning (DRL) models only from their actions with the environment. Model extraction attacks against supervised Deep Learning models have been widely studied. However, those techniques cannot be applied to the reinforcement learning scenario due to DRL models' high complexity, stochasticity and limited observable information. Our methodology overcomes those challenges by proposing two techniques. The first technique is an RNN classifier which can reveal the training algorithms of the target black-box DRL model only based on its predicted actions. The second technique is the adoption of imitation learning to replicate the model from the extracted training algorithm. Experimental results indicate that the integration of these two techniques can effectively recover the DRL models with high fidelity. We also demonstrate a use case to show that our model extraction attack can significantly improve the success rate of adversarial attacks, making the DRL models more vulnerable.


Can Temporal-Difference and Q-Learning Learn Representation? A Mean-Field Theory

arXiv.org Machine Learning

Temporal-difference and Q-learning play a key role in deep reinforcement learning, where they are empowered by expressive nonlinear function approximators such as neural networks. At the core of their empirical successes is the learned feature representation, which embeds rich observations, e.g., images and texts, into the latent space that encodes semantic structures. Meanwhile, the evolution of such a feature representation is crucial to the convergence of temporal-difference and Q-learning. In particular, temporal-difference learning converges when the function approximator is linear in a feature representation, which is fixed throughout learning, and possibly diverges otherwise. We aim to answer the following questions: When the function approximator is a neural network, how does the associated feature representation evolve? If it converges, does it converge to the optimal one? We prove that, utilizing an overparameterized two-layer neural network, temporal-difference and Q-learning globally minimize the mean-squared projected Bellman error at a sublinear rate. Moreover, the associated feature representation converges to the optimal one, generalizing the previous analysis of Cai et al. (2019) in the neural tangent kernel regime, where the associated feature representation stabilizes at the initial one. The key to our analysis is a mean-field perspective, which connects the evolution of a finite-dimensional parameter to its limiting counterpart over an infinite-dimensional Wasserstein space. Our analysis generalizes to soft Q-learning, which is further connected to policy gradient.


Primal Wasserstein Imitation Learning

arXiv.org Machine Learning

Reinforcement Learning (RL) has solved a number of difficult tasks whether in games [Tesauro, 1995, Mnih et al., 2015, Silver et al., 2016] or robotics [Abbeel and Ng, 2004, Andrychowicz et al., 2020]. However, RL relies on the existence of a reward function, that can be either hard to specify or too sparse to be used in practice. Imitation Learning (IL) is a paradigm that applies to these environments with hard to specify rewards: we seek to solve a task by learning a policy from a fixed number of demonstrations generated by an expert. IL methods can typically be folded into two paradigms: Behavioral Cloning [Pomerleau, 1991, Bagnell et al., 2007, Ross and Bagnell, 2010] and Inverse Reinforcement Learning [Russell, 1998, Ng et al., 2000]. In Behavioral Cloning, we seek to recover the expert's behavior by directly learning a policy that matches the expert behavior in some sense. In Inverse Reinforcement Learning (IRL), we assume that the demonstrations come from an agent that acts optimally with respect to an unknown reward function that we seek to recover, to subsequently train an agent on it. Although IRL methods introduce an intermediary problem to solve (i.e.