Reinforcement Learning
The Variational Bandwidth Bottleneck: Stochastic Evaluation on an Information Budget
Goyal, Anirudh, Bengio, Yoshua, Botvinick, Matthew, Levine, Sergey
In many applications, it is desirable to extract only the relevant information from complex input data, which involves making a decision about which input features are relevant. The information bottleneck method formalizes this as an information-theoretic optimization problem by maintaining an optimal tradeoff between compression (throwing away irrelevant input information), and predicting the target. In many problem settings, including the reinforcement learning problems we consider in this work, we might prefer to compress only part of the input. This is typically the case when we have a standard conditioning input, such as a state observation, and a "privileged" input, which might correspond to the goal of a task, the output of a costly planning algorithm, or communication with another agent. In such cases, we might prefer to compress the privileged input, either to achieve better generalization (e.g., with respect to goals) or to minimize access to costly information (e.g., in the case of communication). Practical implementations of the information bottleneck based on variational inference require access to the privileged input in order to compute the bottleneck variable, so although they perform compression, this compression operation itself needs unrestricted, lossless access. In this work, we propose the variational bandwidth bottleneck, which decides for each example on the estimated value of the privileged information before seeing it, i.e., only based on the standard input, and then accordingly chooses stochastically, whether to access the privileged input or not. We formulate a tractable approximation to this framework and demonstrate in a series of reinforcement learning experiments that it can improve generalization and reduce access to computationally costly information.
Evolution of Q Values for Deep Q Learning in Stable Baselines
Andrews, Matthew, Dibek, Cemil, Palyutina, Karina
We investigate the evolution of the Q values for the implementation of Deep Q Learning (DQL) in the Stable Baselines library. Stable Baselines incorporates the latest Reinforcement Learning techniques and achieves superhuman performance in many game environments. However, for some simple non-game environments, the DQL in Stable Baselines can struggle to find the correct actions. In this paper we aim to understand the types of environment where this suboptimal behavior can happen, and also investigate the corresponding evolution of the Q values for individual states. We compare a smart TrafficLight environment (where performance is poor) with the AI Gym FrozenLake environment (where performance is perfect). We observe that DQL struggles with TrafficLight because actions are reversible and hence the Q values in a given state are closer than in FrozenLake. We then investigate the evolution of the Q values using a recent decomposition technique of Achiam et al.. We observe that for TrafficLight, the function approximation error and the complex relationships between the states lead to a situation where some Q values meander far from optimal.
Model-based actor-critic: GAN + DRL (actor-critic) => AGI
Our effort is toward unifying GAN and DRL algorithms into a unifying AI model (AGI or general-purpose AI or artificial general intelligence which has general-purpose applications to: (A) offline learning (of stored data) like GAN in (un/semi-/fully-)SL setting such as big data analytics (mining) and visualization; (B) online learning (of real or simulated devices) like DRL in RL setting (with/out environment reward) such as (real or simulated) robotics and control; Our core proposal is adding an (generative/predictive) environment model to the actor-critic (model-free) architecture which results in a model-based actor-critic architecture with temporal-differencing (TD) error and an episodic memory. The proposed AI model is similar to (model-free) DDPG and therefore it's called model-based DDPG. To evaluate it, we compare it with (model-free) DDPG by applying them both to a variety (wide range) of independent simulated robotic and control task environments in OpenAI Gym and Unity Agents. Our initial limited experiments show that DRL and GAN in model-based actor-critic results in an incremental goal-driven intellignce required to solve each task with similar performance to (model-free) DDPG. Our future focus is to investigate the proposed AI model potential to: (A) unify DRL field inside AI by producing competitive performance compared to the best of model-based (PlaNet) and model-free (D4PG) approaches; (B) bridge the gap between AI and robotics communities by solving the important problem of reward engineering with learning the reward function by demonstration;
Google Robot Teaches Itself to Walk
A research team working at Google's Robotics division and the Georgia Institute of Technology has figured out how to let four-legged robots learn to walk without needing any help from humans. As MIT Technology Review reports, the researchers implemented a deep reinforcement learning framework, which combines a multi-tasking learning procedure, an automatic reset controller, and a framework that's safety-constrained. A robot can train using the framework for 80 minutes at a time to gain experience without human interaction. It learns multiple directions of travel at the same time, allowing it to use a restricted training space effectively (and without ever getting stuck at the edges). At first the robot learns forward and backward motion on a flat surface, then on a soft mattress, and finally on a doormat with crevices. It's also then possible to autonomously teach the ability to turn left and right across the three different surface types.
Model-Based Meta-Reinforcement Learning for Flight with Suspended Payloads
Belkhale, Suneel, Li, Rachel, Kahn, Gregory, McAllister, Rowan, Calandra, Roberto, Levine, Sergey
Transporting suspended payloads is challenging for autonomous aerial vehicles because the payload can cause significant and unpredictable changes to the robot's dynamics. These changes can lead to suboptimal flight performance or even catastrophic failure. Although adaptive control and learning-based methods can in principle adapt to changes in these hybrid robot-payload systems, rapid mid-flight adaptation to payloads that have a priori unknown physical properties remains an open problem. We propose a meta-learning approach that "learns how to learn" models of altered dynamics within seconds of post-connection flight data. Our experiments demonstrate that our online adaptation approach outperforms non-adaptive methods on a series of challenging suspended payload transportation tasks. Videos and other supplemental material are available on our website https://sites.google.com/view/meta-rl-for-flight
AutoEG: Automated Experience Grafting for Off-Policy Deep Reinforcement Learning
Lu, Keting, Zhang, Shiqi, Chen, Xiaoping
Deep reinforcement learning (RL) algorithms frequently require prohibitive interaction experience to ensure the quality of learned policies. The limitation is partly because the agent cannot learn much from the many low-quality trials in early learning phase, which results in low learning rate. Focusing on addressing this limitation, this paper makes a twofold contribution. First, we develop an algorithm, called Experience Grafting (EG), to enable RL agents to reorganize segments of the few high-quality trajectories from the experience pool to generate many synthetic trajectories while retaining the quality. Second, building on EG, we further develop an AutoEG agent that automatically learns to adjust the grafting-based learning strategy. Results collected from a set of six robotic control environments show that, in comparison to a standard deep RL algorithm (DDPG), AutoEG increases the speed of learning process by at least 30%.
Tactical Decision-Making in Autonomous Driving by Reinforcement Learning with Uncertainty Estimation
Hoel, Carl-Johan, Wolff, Krister, Laine, Leo
Reinforcement learning (RL) can be used to create a tactical decision-making agent for autonomous driving. However, previous approaches only output decisions and do not provide information about the agent's confidence in the recommended actions. This paper investigates how a Bayesian RL technique, based on an ensemble of neural networks with additional randomized prior functions (RPF), can be used to estimate the uncertainty of decisions in autonomous driving. A method for classifying whether or not an action should be considered safe is also introduced. The performance of the ensemble RPF method is evaluated by training an agent on a highway driving scenario. It is shown that the trained agent can estimate the uncertainty of its decisions and indicate an unacceptable level when the agent faces a situation that is far from the training distribution. Furthermore, within the training distribution, the ensemble RPF agent outperforms a standard Deep Q-Network agent. In this study, the estimated uncertainty is used to choose safe actions in unknown situations. However, the uncertainty information could also be used to identify situations that should be added to the training process.