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 Reinforcement Learning


Learning to Explore using Active Neural SLAM

arXiv.org Artificial Intelligence

This work presents a modular and hierarchical approach to learn policies for exploring 3D environments, called `Active Neural SLAM'. Our approach leverages the strengths of both classical and learning-based methods, by using analytical path planners with learned SLAM module, and global and local policies. The use of learning provides flexibility with respect to input modalities (in the SLAM module), leverages structural regularities of the world (in global policies), and provides robustness to errors in state estimation (in local policies). Such use of learning within each module retains its benefits, while at the same time, hierarchical decomposition and modular training allow us to sidestep the high sample complexities associated with training end-to-end policies. Our experiments in visually and physically realistic simulated 3D environments demonstrate the effectiveness of our approach over past learning and geometry-based approaches. The proposed model can also be easily transferred to the PointGoal task and was the winning entry of the CVPR 2019 Habitat PointGoal Navigation Challenge.


Self Punishment and Reward Backfill for Deep Q-Learning

arXiv.org Artificial Intelligence

Reinforcement learning agents learn by encouraging behaviours which maximize their total reward, usually provided by the environment. In many environments, however, the reward is provided after a series of actions rather than each single action, causing the agent to experience ambiguity in terms of whether those actions are effective, an issue called the credit assignment problem. In this paper, we propose two strategies, inspired by behavioural psychology, to estimate a more informative reward value for actions with no reward. The first strategy, called self-punishment, discourages the agent to avoid making mistakes, i.e., actions which lead to a terminal state. The second strategy, called the rewards backfill, backpropagates the rewards between two rewarded actions. We prove that, under certain assumptions, these two strategies maintain the order of the policies in the space of all possible policies in terms of their total reward, and, by extension, maintain the optimal policy. We incorporated these two strategies into three popular deep reinforcement learning approaches and evaluated the results on thirty Atari games. After parameter tuning, our results indicate that the proposed strategies improve the tested methods in over 65 percent of tested games by up to over 25 times performance improvement.


Risk-Aware High-level Decisions for Automated Driving at Occluded Intersections with Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning is nowadays a popular framework for solving different decision making problems in automated driving. However, there are still some remaining crucial challenges that need to be addressed for providing more reliable policies. In this paper, we propose a generic risk-aware DQN approach in order to learn high level actions for driving through unsignalized occluded intersections. The proposed state representation provides lane based information which allows to be used for multi-lane scenarios. Moreover, we propose a risk based reward function which punishes risky situations instead of only collision failures. Such rewarding approach helps to incorporate risk prediction into our deep Q network and learn more reliable policies which are safer in challenging situations. The efficiency of the proposed approach is compared with a DQN learned with conventional collision based rewarding scheme and also with a rule-based intersection navigation policy. Evaluation results show that the proposed approach outperforms both of these methods. It provides safer actions than collision-aware DQN approach and is less overcautious than the rule-based policy.


Policy Gradient using Weak Derivatives for Reinforcement Learning

arXiv.org Machine Learning

This paper considers policy search in continuous state-action reinforcement learning problems. Typically, one computes search directions using a classic expression for the policy gradient called the Policy Gradient Theorem, which decomposes the gradient of the value function into two factors: the score function and the Q-function. This paper presents four results:(i) an alternative policy gradient theorem using weak (measure-valued) derivatives instead of score-function is established; (ii) the stochastic gradient estimates thus derived are shown to be unbiased and to yield algorithms that converge almost surely to stationary points of the non-convex value function of the reinforcement learning problem; (iii) the sample complexity of the algorithm is derived and is shown to be $O(1/\sqrt(k))$; (iv) finally, the expected variance of the gradient estimates obtained using weak derivatives is shown to be lower than those obtained using the popular score-function approach. Experiments on OpenAI gym pendulum environment show superior performance of the proposed algorithm.


Quantifying the Impact of Non-Stationarity in Reinforcement Learning-Based Traffic Signal Control

arXiv.org Artificial Intelligence

In reinforcement learning (RL), dealing with non-stationarity is a challenging issue. However, some domains such as traffic optimization are inherently non-stationary. Causes for and effects of this are manifold. In particular, when dealing with traffic signal controls, addressing non-stationarity is key since traffic conditions change over time and as a function of traffic control decisions taken in other parts of a network. In this paper we analyze the effects that different sources of non-stationarity have in a network of traffic signals, in which each signal is modeled as a learning agent. More precisely, we study both the effects of changing the \textit{context} in which an agent learns (e.g., a change in flow rates experienced by it), as well as the effects of reducing agent observability of the true environment state. Partial observability may cause distinct states (in which distinct actions are optimal) to be seen as the same by the traffic signal agents. This, in turn, may lead to sub-optimal performance. We show that the lack of suitable sensors to provide a representative observation of the real state seems to affect the performance more drastically than the changes to the underlying traffic patterns.


On Linear Stochastic Approximation: Fine-grained Polyak-Ruppert and Non-Asymptotic Concentration

arXiv.org Machine Learning

We undertake a precise study of the asymptotic and non-asymptotic properties of stochastic approximation procedures with Polyak-Ruppert averaging for solving a linear system $\bar{A} \theta = \bar{b}$. When the matrix $\bar{A}$ is Hurwitz, we prove a central limit theorem (CLT) for the averaged iterates with fixed step size and number of iterations going to infinity. The CLT characterizes the exact asymptotic covariance matrix, which is the sum of the classical Polyak-Ruppert covariance and a correction term that scales with the step size. Under assumptions on the tail of the noise distribution, we prove a non-asymptotic concentration inequality whose main term matches the covariance in CLT in any direction, up to universal constants. When the matrix $\bar{A}$ is not Hurwitz but only has non-negative real parts in its eigenvalues, we prove that the averaged LSA procedure actually achieves an $O(1/T)$ rate in mean-squared error. Our results provide a more refined understanding of linear stochastic approximation in both the asymptotic and non-asymptotic settings. We also show various applications of the main results, including the study of momentum-based stochastic gradient methods as well as temporal difference algorithms in reinforcement learning.


Deep Reinforcement Learning (DRL): Another Perspective for Unsupervised Wireless Localization

arXiv.org Machine Learning

Location is key to spatialize internet-of-things (IoT) data. However, it is challenging to use low-cost IoT devices for robust unsupervised localization (i.e., localization without training data that have known location labels). Thus, this paper proposes a deep reinforcement learning (DRL) based unsupervised wireless-localization method. The main contributions are as follows. (1) This paper proposes an approach to model a continuous wireless-localization process as a Markov decision process (MDP) and process it within a DRL framework. (2) To alleviate the challenge of obtaining rewards when using unlabeled data (e.g., daily-life crowdsourced data), this paper presents a reward-setting mechanism, which extracts robust landmark data from unlabeled wireless received signal strengths (RSS). (3) To ease requirements for model re-training when using DRL for localization, this paper uses RSS measurements together with agent location to construct DRL inputs. The proposed method was tested by using field testing data from multiple Bluetooth 5 smart ear tags in a pasture. Meanwhile, the experimental verification process reflected the advantages and challenges for using DRL in wireless localization.


Leverage the Average: an Analysis of Regularization in RL

arXiv.org Machine Learning

Building upon the formalism of regularized Markov decision processes, we study the effect of Kullback-Leibler (KL) and entropy regularization in reinforcement learning. Through an equivalent formulation of the related approximate dynamic programming (ADP) scheme, we show that a KL penalty amounts to averaging q-values. This equivalence allows drawing connections between a priori disconnected methods from the literature, and proving that a KL regularization indeed leads to averaging errors made at each iteration of value function update. With the proposed theoretical analysis, we also study the interplay between KL and entropy regularization. When the considered ADP scheme is combined with neural-network-based stochastic approximations, the equivalence is lost, which suggests a number of different ways to do regularization. Because this goes beyond what we can analyse theoretically, we extensively study this aspect empirically.


FlapAI Bird: Training an Agent to Play Flappy Bird Using Reinforcement Learning Techniques

arXiv.org Artificial Intelligence

Reinforcement learning is one of the most popular approaches for automated game playing. This method allows an agent to estimate the expected utility of its state in order to make optimal actions in an unknown environment. We seek to apply reinforcement learning algorithms to the game Flappy Bird. We implement SARSA and Q-Learning with some modifications such as $\epsilon$-greedy policy, discretization and backward updates. We find that SARSA and Q-Learning outperform the baseline, regularly achieving scores of 1400+, with the highest in-game score of 2069.


Learning from Learners: Adapting Reinforcement Learning Agents to be Competitive in a Card Game

arXiv.org Artificial Intelligence

Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In this paper, we present a broad study on how popular reinforcement learning algorithms can be adapted and implemented to learn and to play a real-world implementation of a competitive multiplayer card game. We propose specific training and validation routines for the learning agents, in order to evaluate how the agents learn to be competitive and explain how they adapt to each others' playing style. Finally, we pinpoint how the behavior of each agent derives from their learning style and create a baseline for future research on this scenario.