Reinforcement Learning
Unsupervised Learning of KB Queries in Task Oriented Dialogs
Raghu, Dinesh, Gupta, Nikhil, Mausam, null
Task-oriented dialog (TOD) systems converse with users to accomplish a specific task. This task requires the system to query a knowledge base (KB) and use the retrieved results to fulfil user needs. Predicting the KB queries is crucial and can lead to severe under-performance if made incorrectly. KB queries are usually annotated in real-world datasets and are learnt using supervised approaches to achieve acceptable task completion. This need for query annotations prevents TOD systems from easily adapting to new domains. In this paper, we propose a novel problem of learning end-to-end TOD systems using dialogs that do not contain KB query annotations. Our approach first learns to predict the KB queries using reinforcement learning (RL) and then learns the end-to-end system using the predicted queries. However, predicting the correct query in TOD systems is uniquely plagued by correlated attributes, in which, due to data bias, certain attributes always occur together in the KB. This prevents the RL system to generalise and accuracy suffers as a result. We propose Correlated Attributes Resilient RL (CARRL), a modification to the RL gradient estimation, which mitigates the problem of correlated attributes and predicts KB queries better than existing weakly supervised approaches. Finally, we compare the performance of our end-to-end system trained using predicted queries to a system trained using annotated gold queries.
Sim-to-Real Transfer with Incremental Environment Complexity for Reinforcement Learning of Depth-Based Robot Navigation
Chaffre, Thomas, Moras, Julien, Chan-Hon-Tong, Adrien, Marzat, Julien
Transferring learning-based models to the real world remains one of the hardest problems in model-free control theory. Due to the cost of data collection on a real robot and the limited sample efficiency of Deep Reinforcement Learning algorithms, models are usually trained in a simulator which theoretically provides an infinite amount of data. Despite offering unbounded trial and error runs, the reality gap between simulation and the physical world brings little guarantee about the policy behavior in real operation. Depending on the problem, expensive real fine-tuning and/or a complex domain randomization strategy may be required to produce a relevant policy. In this paper, a Soft-Actor Critic (SAC) training strategy using incremental environment complexity is proposed to drastically reduce the need for additional training in the real world. The application addressed is depth-based mapless navigation, where a mobile robot should reach a given waypoint in a cluttered environment with no prior mapping information. Experimental results in simulated and real environments are presented to assess quantitatively the efficiency of the proposed approach, which demonstrated a success rate twice higher than a naive strategy.
Bootstrap Latent-Predictive Representations for Multitask Reinforcement Learning
Guo, Daniel, Pires, Bernardo Avila, Piot, Bilal, Grill, Jean-bastien, Altché, Florent, Munos, Rémi, Azar, Mohammad Gheshlaghi
Learning a good representation is an essential component for deep reinforcement learning (RL). Representation learning is especially important in multitask and partially observable settings where building a representation of the unknown environment is crucial to solve the tasks. Here we introduce Prediction of Bootstrap Latents (PBL), a simple and flexible self-supervised representation learning algorithm for multitask deep RL. PBL builds on multistep predictive representations of future observations, and focuses on capturing structured information about environment dynamics. Specifically, PBL trains its representation by predicting latent embeddings of future observations. These latent embeddings are themselves trained to be predictive of the aforementioned representations. These predictions form a bootstrapping effect, allowing the agent to learn more about the key aspects of the environment dynamics. In addition, by defining prediction tasks completely in latent space, PBL provides the flexibility of using multimodal observations involving pixel images, language instructions, rewards and more. We show in our experiments that PBL delivers across-the-board improved performance over state of the art deep RL agents in the DMLab-30 and Atari-57 multitask setting.
Improving Target-driven Visual Navigation with Attention on 3D Spatial Relationships
Lv, Yunlian, Xie, Ning, Shi, Yimin, Wang, Zijiao, Shen, Heng Tao
Embodied artificial intelligence (AI) tasks shift from tasks focusing on internet images to active settings involving embodied agents that perceive and act within 3D environments. In this paper, we investigate the target-driven visual navigation using deep reinforcement learning (DRL) in 3D indoor scenes, whose navigation task aims to train an agent that can intelligently make a series of decisions to arrive at a pre-specified target location from any possible starting positions only based on egocentric views. However, most navigation methods currently struggle against several challenging problems, such as data efficiency, automatic obstacle avoidance, and generalization. Generalization problem means that agent does not have the ability to transfer navigation skills learned from previous experience to unseen targets and scenes. To address these issues, we incorporate two designs into classic DRL framework: attention on 3D knowledge graph (KG) and target skill extension (TSE) module. On the one hand, our proposed method combines visual features and 3D spatial representations to learn navigation policy. On the other hand, TSE module is used to generate sub-targets which allow agent to learn from failures. Specifically, our 3D spatial relationships are encoded through recently popular graph convolutional network (GCN). Considering the real world settings, our work also considers open action and adds actionable targets into conventional navigation situations. Those more difficult settings are applied to test whether DRL agent really understand its task, navigating environment, and can carry out reasoning. Our experiments, performed in the AI2-THOR, show that our model outperforms the baselines in both SR and SPL metrics, and improves generalization ability across targets and scenes.
Scaling your AI-powered Battlesnake with distributed reinforcement learning in Amazon SageMaker Amazon Web Services
Battlesnake is an AI competition in which you build AI-powered snakes. Battlesnake's rules are similar to the traditional snakes game. Your goal is to be the last surviving snake when competing against other snakes. Developers of all levels build snakes using techniques ranging from unique heuristic-based strategies to state-of-the-art deep reinforcement learning (RL) algorithms. You can use the SageMaker Battlesnake Starter Pack to build your own snake and compete in the Battlesnake arena.
AWS AI Tech Talk - Making Reinforcement Learning Practical w/ AWS DeepRacer
Start date/time: May 1st, 10 AM PT / 1PM ET Description: Building machine learning-enabled products is hard for developers & data scientists; throw in a hardware component & the complexity increase exponentially. Lyndon Leggate introduces you to reinforcement learning & walks you through a step-by-step demonstration of how you developer can up level your RL skills through autonomous driving. Lyndon is a keen participant in the AWS DeepRacer league. Racing as Etaggel, he regularly positioned in the top 10 during the 2019 league, is featured in DeepRacer TV & in May 2019 established the AWS DeepRacer Community.
Warm-Start AlphaZero Self-Play Search Enhancements
Wang, Hui, Preuss, Mike, Plaat, Aske
Recently, AlphaZero has achieved landmark results in deep reinforcement learning, by providing a single self-play architecture that learned three different games at super human level. AlphaZero is a large and complicated system with many parameters, and success requires much compute power and fine-tuning. Reproducing results in other games is a challenge, and many researchers are looking for ways to improve results while reducing computational demands. AlphaZero's design is purely based on self-play and makes no use of labeled expert data or domain specific enhancements; it is designed to learn from scratch. We propose a novel approach to deal with this cold-start problem by employing simple search enhancements at the beginning phase of self-play training, namely Rollout, Rapid Action Value Estimate (RAVE) and dynamically weighted combinations of these with the neural network, and Rolling Horizon Evolutionary Algorithms (RHEA). Our experiments indicate that most of these enhancements improve the performance of their baseline player in three different (small) board games, with especially RAVE based variants playing strongly.
A State Aggregation Approach for Solving Knapsack Problem with Deep Reinforcement Learning
Afshar, Reza Refaei, Zhang, Yingqian, Firat, Murat, Kaymak, Uzay
This paper proposes a Deep Reinforcement Learning (DRL) approach for solving knapsack problem. The proposed method consists of a state aggregation step based on tabular reinforcement learning to extract features and construct states. The state aggregation policy is applied to each problem instance of the knapsack problem, which is used with Advantage Actor Critic (A2C) algorithm to train a policy through which the items are sequentially selected at each time step. The method is a constructive solution approach and the process of selecting items is repeated until the final solution is obtained. The experiments show that our approach provides close to optimal solutions for all tested instances, outperforms the greedy algorithm, and is able to handle larger instances and more flexible than an existing DRL approach. In addition, the results demonstrate that the proposed model with the state aggregation strategy not only gives better solutions but also learns in less timesteps, than the one without state aggregation.
Thinking While Moving: Deep Reinforcement Learning with Concurrent Control
Xiao, Ted, Jang, Eric, Kalashnikov, Dmitry, Levine, Sergey, Ibarz, Julian, Hausman, Karol, Herzog, Alexander
We study reinforcement learning in settings where sampling an action from the policy must be done concurrently with the time evolution of the controlled system, such as when a robot must decide on the next action while still performing the previous action. Much like a person or an animal, the robot must think and move at the same time, deciding on its next action before the previous one has completed. In order to develop an algorithmic framework for such concurrent control problems, we start with a continuous-time formulation of the Bellman equations, and then discretize them in a way that is aware of system delays. We instantiate this new class of approximate dynamic programming methods via a simple architectural extension to existing value-based deep reinforcement learning algorithms. We evaluate our methods on simulated benchmark tasks and a large-scale robotic grasping task where the robot must "think while moving".
PBCS : Efficient Exploration and Exploitation Using a Synergy between Reinforcement Learning and Motion Planning
Matheron, Guillaume, Perrin, Nicolas, Sigaud, Olivier
The exploration-exploitation trade-off is at the heart of reinforcement learning (RL). However, most continuous control benchmarks used in recent RL research only require local exploration. This led to the development of algorithms that have basic exploration capabilities, and behave poorly in benchmarks that require more versatile exploration. For instance, as demonstrated in our empirical study, state-of-the-art RL algorithms such as DDPG and TD3 are unable to steer a point mass in even small 2D mazes. In this paper, we propose a new algorithm called "Plan, Backplay, Chain Skills" (PBCS) that combines motion planning and reinforcement learning to solve hard exploration environments. In a first phase, a motion planning algorithm is used to find a single good trajectory, then an RL algorithm is trained using a curriculum derived from the trajectory, by combining a variant of the Backplay algorithm and skill chaining. We show that this method outperforms state-of-the-art RL algorithms in 2D maze environments of various sizes, and is able to improve on the trajectory obtained by the motion planning phase.