Reinforcement Learning
Curriculum for Reinforcement Learning
A curriculum is an efficient tool for humans to progressively learn from simple concepts to hard problems. It breaks down complex knowledge by providing a sequence of learning steps of increasing difficulty. In this post, we will examine how the idea of curriculum can help reinforcement learning models learn to solve complicated tasks. It sounds like an impossible task if we want to teach integral or derivative to a 3-year-old who does not even know basic arithmetics. That's why education is important, as it provides a systematic way to break down complex knowledge and a nice curriculum for teaching concepts from simple to hard. A curriculum makes learning difficult things easier and approachable for us humans.
Intelligent Residential Energy Management System using Deep Reinforcement Learning
Mathew, Alwyn, Roy, Abhijit, Mathew, Jimson
The rising demand for electricity and its essential nature in today's world calls for intelligent home energy management (HEM) systems that can reduce energy usage. This involves scheduling of loads from peak hours of the day when energy consumption is at its highest to leaner off-peak periods of the day when energy consumption is relatively lower thereby reducing the system's peak load demand, which would consequently result in lesser energy bills, and improved load demand profile. This work introduces a novel way to develop a learning system that can learn from experience to shift loads from one time instance to another and achieve the goal of minimizing the aggregate peak load. This paper proposes a Deep Reinforcement Learning (DRL) model for demand response where the virtual agent learns the task like humans do. The agent gets feedback for every action it takes in the environment; these feedbacks will drive the agent to learn about the environment and take much smarter steps later in its learning stages. Our method outperformed the state of the art mixed integer linear programming (MILP) for load peak reduction. The authors have also designed an agent to learn to minimize both consumers' electricity bills and utilities' system peak load demand simultaneously. The proposed model was analyzed with loads from five different residential consumers; the proposed method increases the monthly savings of each consumer by reducing their electricity bill drastically along with minimizing the peak load on the system when time shiftable loads are handled by the proposed method.
Domain Knowledge Integration By Gradient Matching For Sample-Efficient Reinforcement Learning
Model-free deep reinforcement learning (RL) agents can learn an effective policy directly from repeated interactions with a black-box environment. However in practice, the algorithms often require large amounts of training experience to learn and generalize well. In addition, classic model-free learning ignores the domain information contained in the state transition tuples. Model-based RL, on the other hand, attempts to learn a model of the environment from experience and is substantially more sample efficient, but suffers from significantly large asymptotic bias owing to the imperfect dynamics model. In this paper, we propose a gradient matching algorithm to improve sample efficiency by utilizing target slope information from the dynamics predictor to aid the model-free learner. We demonstrate this by presenting a technique for matching the gradient information from the model-based learner with the model-free component in an abstract low-dimensional space and validate the proposed technique through experimental results that demonstrate the efficacy of this approach.
Deep Reinforcement learning for real autonomous mobile robot navigation in indoor environments
Surmann, Hartmut, Jestel, Christian, Marchel, Robin, Musberg, Franziska, Elhadj, Houssem, Ardani, Mahbube
Deep Reinforcement Learning has been successfully applied in various computer games [8]. However, it is still rarely used in real-world applications, especially for the navigation and continuous control of real mobile robots [13]. Previous approaches lack safety and robustness and/or need a structured environment. In this paper we present our proof of concept for autonomous self-learning robot navigation in an unknown environment for a real robot without a map or planner. The input for the robot is only the fused data from a 2D laser scanner and a RGB-D camera as well as the orientation to the goal. The map of the environment is unknown. The output actions of an Asynchronous Advantage Actor-Critic network (GA3C) are the linear and angular velocities for the robot. The navigator/controller network is pretrained in a high-speed, parallel, and self-implemented simulation environment to speed up the learning process and then deployed to the real robot. To avoid overfitting, we train relatively small networks, and we add random Gaussian noise to the input laser data. The sensor data fusion with the RGB-D camera allows the robot to navigate in real environments with real 3D obstacle avoidance and without the need to fit the environment to the sensory capabilities of the robot. To further increase the robustness, we train on environments of varying difficulties and run 32 training instances simultaneously. Video: supplementary File / YouTube, Code: GitHub
Gamemakers Inject AI to Develop More Lifelike Characters
A truly kick-ass videogame combines clever code, gorgeous graphics, and artful animation--plus thousands of hours of hard work. Researchers at Electronic Arts--the company behind FIFA, Madden, and other popular games--are testing recent advances in artificial intelligence as a way to speed the development process and make games more lifelike. And in a neat twist, the researchers are harnessing an AI technique that proved itself by playing some of the earliest console videogames. A team from EA and the University of British Columbia in Vancouver is using a technique called reinforcement learning, which is loosely inspired by the way animals learn in response to positive and negative feedback, to automatically animate humanoid characters. "The results are very, very promising," says Fabio Zinno, a senior software engineer at Electronic Arts.
Mean-Variance Policy Iteration for Risk-Averse Reinforcement Learning
Zhang, Shangtong, Liu, Bo, Whiteson, Shimon
We present a mean-variance policy iteration (MVPI) framework for risk-averse control in a discounted infinite horizon MDP. MVPI enjoys great flexibility in that any policy evaluation method and risk-neutral control method can be dropped in for risk-averse control off the shelf, in both on- and off-policy settings. We propose risk-averse TD3 as an example instantiating MVPI, which outperforms vanilla TD3 and many previous risk-averse control methods in challenging Mujoco robot simulation tasks under a risk-aware performance metric. This risk-averse TD3 is the first to introduce deterministic policies and off-policy learning into risk-averse reinforcement learning, both of which are key to the performance boost we show in Mujoco domains. MVPI adopts a per-step reward perspective (Bisi et al., 2019) for risk-averse control, instead of the commonly used total reward perspective.
The Adversarial Resilience Learning Architecture for AI-based Modelling, Exploration, and Operation of Complex Cyber-Physical Systems
Veith, Eric MSP, Wenninghoff, Nils, Frost, Emilie
Modern algorithms in the domain of Deep Reinforcement Learning (DRL) demonstrated remarkable successes; most widely known are those in game-based scenarios, from ATARI video games to Go and the StarCraft~\textsc{II} real-time strategy game. However, applications in the domain of modern Cyber-Physical Systems (CPS) that take advantage a vast variety of DRL algorithms are few. We assume that the benefits would be considerable: Modern CPS have become increasingly complex and evolved beyond traditional methods of modelling and analysis. At the same time, these CPS are confronted with an increasing amount of stochastic inputs, from volatile energy sources in power grids to broad user participation stemming from markets. Approaches of system modelling that use techniques from the domain of Artificial Intelligence (AI) do not focus on analysis and operation. In this paper, we describe the concept of Adversarial Resilience Learning (ARL) that formulates a new approach to complex environment checking and resilient operation: It defines two agent classes, attacker and defender agents. The quintessence of ARL lies in both agents exploring the system and training each other without any domain knowledge. Here, we introduce the ARL software architecture that allows to use a wide range of model-free as well as model-based DRL-based algorithms, and document results of concrete experiment runs on a complex power grid.
Efficient Use of heuristics for accelerating XCS-based Policy Learning in Markov Games
Chen, Hao, Wang, Chang, Huang, Jian, Gong, Jianxing
In Markov games, playing against non-stationary opponents with learning ability is still challenging for reinforcement learning (RL) agents, because the opponents can evolve their policies concurrently. This increases the complexity of the learning task and slows down the learning speed of the RL agents. This paper proposes efficient use of rough heuristics to speed up policy learning when playing against concurrent learners. Specifically, we propose an algorithm that can efficiently learn explainable and generalized action selection rules by taking advantages of the representation of quantitative heuristics and an opponent model with an eXtended classifier system (XCS) in zero-sum Markov games. A neural network is used to model the opponent from their behaviors and the corresponding policy is inferred for action selection and rule evolution. In cases of multiple heuristic policies, we introduce the concept of Pareto optimality for action selection. Besides, taking advantages of the condition representation and matching mechanism of XCS, the heuristic policies and the opponent model can provide guidance for situations with similar feature representation. Furthermore, we introduce an accuracy-based eligibility trace mechanism to speed up rule evolution, i.e., classifiers that can match the historical traces are reinforced according to their accuracy. We demonstrate the advantages of the proposed algorithm over several benchmark algorithms in a soccer and a thief-and-hunter scenarios.
Active Measure Reinforcement Learning for Observation Cost Minimization
Bellinger, Colin, Coles, Rory, Crowley, Mark, Tamblyn, Isaac
Standard reinforcement learning (RL) algorithms assume that the observation of the next state comes instantaneously and at no cost. In a wide variety of sequential decision making tasks ranging from medical treatment to scientific discovery, however, multiple classes of state observations are possible, each of which has an associated cost. We propose the active measure RL framework (Amrl) as an initial solution to this problem where the agent learns to maximize the costed return, which we define as the discounted sum of rewards minus the sum of observation costs. Our empirical evaluation demonstrates that Amrl-Q agents are able to learn a policy and state estimator in parallel during online training. During training the agent naturally shifts from its reliance on costly measurements of the environment to its state estimator in order to increase its reward. It does this without harm to the learned policy. Our results show that the Amrl-Q agent learns at a rate similar to standard Q-learning and Dyna-Q. Critically, by utilizing an active strategy, Amrl-Q achieves a higher costed return.
Modeling Penetration Testing with Reinforcement Learning Using Capture-the-Flag Challenges and Tabular Q-Learning
Zennaro, Fabio Massimo, Erdodi, Laszlo
Penetration testing is a security exercise aimed at assessing the security of a system by simulating attacks against it. So far, penetration testing has been carried out mainly by trained human attackers and its success critically depended on the available expertise. Automating this practice constitutes a non-trivial problem, as the range of actions that a human expert may attempts against a system and the range of knowledge she relies on to take her decisions are hard to capture. In this paper, we focus our attention on simplified penetration testing problems expressed in the form of capture the flag hacking challenges, and we apply reinforcement learning algorithms to try to solve them. In modelling these capture the flag competitions as reinforcement learning problems we highlight the specific challenges that characterize penetration testing. We observe these challenges experimentally across a set of varied simulations, and we study how different reinforcement learning techniques may help us addressing these challenges. In this way we show the feasibility of tackling penetration testing using reinforcement learning, and we highlight the challenges that must be taken into consideration, and possible directions to solve them.