Reinforcement Learning
Language may help AI navigate new environments
In a new study published this week on the preprint server Arxiv.org, Both it and several baseline models will soon be available on GitHub. One of the most powerful techniques in machine learning -- reinforcement learning, which entails spurring software agents toward goals via rewards -- is also one of the most flawed. It's sample inefficient, meaning it requires a large number of compute cycles to complete, and without additional data to cover variations, it adapts poorly to environments that differ from the training environment. It's theorized that prior knowledge of tasks through structured language could be combined with reinforcement learning to mitigate its shortcomings, and BabyAI was designed to put this theory to the test.
Macro-Action-Based Deep Multi-Agent Reinforcement Learning
Xiao, Yuchen, Hoffman, Joshua, Amato, Christopher
In real-world multi-robot systems, performing high-quality, collaborative behaviors requires robots to asynchronously reason about high-level action selection at varying time durations. Macro-Action Decentralized Partially Observable Markov Decision Processes (MacDec-POMDPs) provide a general framework for asynchronous decision making under uncertainty in fully cooperative multi-agent tasks. However, multi-agent deep reinforcement learning methods have only been developed for (synchronous) primitive-action problems. This paper proposes two Deep Q-Network (DQN) based methods for learning decentralized and centralized macro-action-value functions with novel macro-action trajectory replay buffers introduced for each case. Evaluations on benchmark problems and a larger domain demonstrate the advantage of learning with macro-actions over primitive-actions and the scalability of our approaches.
Modeling Survival in model-based Reinforcement Learning
Moazami, Saeed, Doerschuk, Peggy
Although recent model-free reinforcement learning algorithms have been shown to be capable of mastering complicated decision-making tasks, the sample complexity of these methods has remained a hurdle to utilizing them in many real-world applications. In this regard, model-based reinforcement learning proposes some remedies. Yet, inherently, model-based methods are more computationally expensive and susceptible to sub-optimality. One reason is that model-generated data are always less accurate than real data, and this often leads to inaccurate transition and reward function models. With the aim to mitigate this problem, this work presents the notion of survival by discussing cases in which the agent's goal is to survive and its analogy to maximizing the expected rewards. To that end, a substitute model for the reward function approximator is introduced that learns to avoid terminal states rather than to maximize accumulated rewards from safe states. Focusing on terminal states, as a small fraction of state-space, reduces the training effort drastically. Next, a model-based reinforcement learning method is proposed (Survive) to train an agent to avoid dangerous states through a safety map model built upon temporal credit assignment in the vicinity of terminal states. Finally, the performance of the presented algorithm is investigated, along with a comparison between the proposed and current methods.
Time Adaptive Reinforcement Learning
Reinforcement learning (RL) allows to solve complex tasks such as Go often with a stronger performance than humans. However, the learned behaviors are usually fixed to specific tasks and unable to adapt to different contexts. Here we consider the case of adapting RL agents to different time restrictions, such as finishing a task with a given time limit that might change from one task execution to the next. We define such problems as Time Adaptive Markov Decision Processes and introduce two model-free, value-based algorithms: the Independent Gamma-Ensemble and the n-Step Ensemble. In difference to classical approaches, they allow a zero-shot adaptation between different time restrictions. The proposed approaches represent general mechanisms to handle time adaptive tasks making them compatible with many existing RL methods, algorithms, and scenarios.
What Is Deep Reinforcement Learning?
Along with unsupervised machine learning and supervised learning, another common form of AI creation is reinforcement learning. Beyond regular reinforcement learning, deep reinforcement learning can lead to astonishingly impressive results, thanks to the fact that it combines the best aspects of both deep learning and reinforcement learning. Let's take a look at precisely how deep reinforcement learning operates. Note that this article won't delve too deeply into the formulas used in deep reinforcement learning, rather it aims to give the reader a high level intution for how the process works. Before we dive into deep reinforcement learning, it might be a good idea to refresh ourselves on how regular reinforcement learning works.
Deep Reinforcement Learning for Adaptive Learning Systems
Li, Xiao, Xu, Hanchen, Zhang, Jinming, Chang, Hua-hua
In this paper, we formulate the adaptive learning problem---the problem of how to find an individualized learning plan (called policy) that chooses the most appropriate learning materials based on learner's latent traits---faced in adaptive learning systems as a Markov decision process (MDP). We assume latent traits to be continuous with an unknown transition model. We apply a model-free deep reinforcement learning algorithm---the deep Q-learning algorithm---that can effectively find the optimal learning policy from data on learners' learning process without knowing the actual transition model of the learners' continuous latent traits. To efficiently utilize available data, we also develop a transition model estimator that emulates the learner's learning process using neural networks. The transition model estimator can be used in the deep Q-learning algorithm so that it can more efficiently discover the optimal learning policy for a learner. Numerical simulation studies verify that the proposed algorithm is very efficient in finding a good learning policy, especially with the aid of a transition model estimator, it can find the optimal learning policy after training using a small number of learners.
F2A2: Flexible Fully-decentralized Approximate Actor-critic for Cooperative Multi-agent Reinforcement Learning
Li, Wenhao, Jin, Bo, Wang, Xiangfeng, Yan, Junchi, Zha, Hongyuan
Traditional centralized multi-agent reinforcement learning (MARL) algorithms are sometimes unpractical in complicated applications, due to non-interactivity between agents, curse of dimensionality and computation complexity. Hence, several decentralized MARL algorithms are motivated. However, existing decentralized methods only handle the fully cooperative setting where massive information needs to be transmitted in training. The block coordinate gradient descent scheme they used for successive independent actor and critic steps can simplify the calculation, but it causes serious bias. In this paper, we propose a flexible fully decentralized actor-critic MARL framework, which can combine most of actor-critic methods, and handle large-scale general cooperative multi-agent setting. A primal-dual hybrid gradient descent type algorithm framework is designed to learn individual agents separately for decentralization. From the perspective of each agent, policy improvement and value evaluation are jointly optimized, which can stabilize multi-agent policy learning. Furthermore, our framework can achieve scalability and stability for large-scale environment and reduce information transmission, by the parameter sharing mechanism and a novel modeling-other-agents methods based on theory-of-mind and online supervised learning. Sufficient experiments in cooperative Multi-agent Particle Environment and StarCraft II show that our decentralized MARL instantiation algorithms perform competitively against conventional centralized and decentralized methods.
Knowledge-guided Deep Reinforcement Learning for Interactive Recommendation
Chen, Xiaocong, Huang, Chaoran, Yao, Lina, Wang, Xianzhi, Liu, Wei, Zhang, Wenjie
Interactive recommendation aims to learn from dynamic interactions between items and users to achieve responsiveness and accuracy. Reinforcement learning is inherently advantageous for coping with dynamic environments and thus has attracted increasing attention in interactive recommendation research. Inspired by knowledge-aware recommendation, we proposed Knowledge-Guided deep Reinforcement learning (KGRL) to harness the advantages of both reinforcement learning and knowledge graphs for interactive recommendation. This model is implemented upon the actor-critic network framework. It maintains a local knowledge network to guide decision-making and employs the attention mechanism to capture long-term semantics between items. We have conducted comprehensive experiments in a simulated online environment with six public real-world datasets and demonstrated the superiority of our model over several state-of-the-art methods.
Learning to learn Berkeley Engineering
Taking inspiration from the way that children instinctively learn and adapt to a wide range of unpredictable environments, Abbeel and assistant professor Sergey Levine are developing algorithms that enable robots to learn from past experiences -- and even from other robots. Based on a principle called deep reinforcement learning, their work is bringing robots past a crucial threshold in demonstrating human-like intelligence, with the ability to independently solve problems and master new tasks in a quicker, more efficient manner.
An Application of Deep Reinforcement Learning to Algorithmic Trading - Damien Ernst
This research paper presents a novel deep reinforcement learning (DRL) solution to the decision-making problem behind algorithmic trading in the stock markets: selecting the appropriate trading action (buy, hold or sell shares) without human intervention. Naturally, the core objective is to achieve an appreciable profit while efficiently mitigating the trading risk. This specific task is particularly complex due to the sequential nature of the problem as well as the stochastic and adversarial aspects of the environment. Moreover, a huge amount of both quantitative and qualitative information, which is generally not available, influences the dynamics of this environment. Until now, DRL algorithms mainly focused on well-known environment with specific properties, such as games.