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 Reinforcement Learning


MARLeME: A Multi-Agent Reinforcement Learning Model Extraction Library

arXiv.org Artificial Intelligence

Multi-Agent Reinforcement Learning (MARL) encompasses a powerful class of methodologies that have been applied in a wide range of fields. An effective way to further empower these methodologies is to develop libraries and tools that could expand their interpretability and explainability. In this work, we introduce MARLeME: a MARL model extraction library, designed to improve explainability of MARL systems by approximating them with symbolic models. Symbolic models offer a high degree of interpretability, well-defined properties, and verifiable behaviour. Consequently, they can be used to inspect and better understand the underlying MARL system and corresponding MARL agents, as well as to replace all/some of the agents that are particularly safety and security critical.


Continual Reinforcement Learning with Multi-Timescale Replay

arXiv.org Artificial Intelligence

In this paper, we propose a multi-timescale replay (MTR) buffer for improving continual learning in RL agents faced with environments that are changing continuously over time at timescales that are unknown to the agent. The basic MTR buffer comprises a cascade of sub-buffers that accumulate experiences at different timescales, enabling the agent to improve the tradeoff between adaptation to new data and retention of old knowledge. We also combine the MTR framework with invariant risk minimization [Arjovsky et al., 2019] with the idea of encouraging the agent to learn a policy that is robust across the various environments it encounters over time. The MTR methods are evaluated in three different continual learning settings on two continuous control tasks and, in many cases, show improvement over the baselines.


A Game Theoretic Framework for Model Based Reinforcement Learning

arXiv.org Machine Learning

Model-based reinforcement learning (MBRL) has recently gained immense interest due to its potential for sample efficiency and ability to incorporate off-policy data. However, designing stable and efficient MBRL algorithms using rich function approximators have remained challenging. To help expose the practical challenges in MBRL and simplify algorithm design from the lens of abstraction, we develop a new framework that casts MBRL as a game between: (1) a policy player, which attempts to maximize rewards under the learned model; (2) a model player, which attempts to fit the real-world data collected by the policy player. For algorithm development, we construct a Stackelberg game between the two players, and show that it can be solved with approximate bi-level optimization. This gives rise to two natural families of algorithms for MBRL based on which player is chosen as the leader in the Stackelberg game. Together, they encapsulate, unify, and generalize many previous MBRL algorithms. Furthermore, our framework is consistent with and provides a clear basis for heuristics known to be important in practice from prior works. Finally, through experiments we validate that our proposed algorithms are highly sample efficient, match the asymptotic performance of model-free policy gradient, and scale gracefully to high-dimensional tasks like dexterous hand manipulation.


Analyzing Reinforcement Learning Benchmarks with Random Weight Guessing

arXiv.org Machine Learning

We propose a novel method for analyzing and visualizing the complexity of standard reinforcement learning (RL) benchmarks based on score distributions. A large number of policy networks are generated by randomly guessing their parameters, and then evaluated on the benchmark task; the study of their aggregated results provide insights into the benchmark complexity. Our method guarantees objectivity of evaluation by sidestepping learning altogether: the policy network parameters are generated using Random Weight Guessing (RWG), making our method agnostic to (i) the classic RL setup, (ii) any learning algorithm, and (iii) hyperparameter tuning. We show that this approach isolates the environment complexity, highlights specific types of challenges, and provides a proper foundation for the statistical analysis of the task's difficulty. We test our approach on a variety of classic control benchmarks from the OpenAI Gym, where we show that small untrained networks can provide a robust baseline for a variety of tasks. The networks generated often show good performance even without gradual learning, incidentally highlighting the triviality of a few popular benchmarks.


Python Machine Learning - Third Edition - Free PDF Download

#artificialintelligence

Revised and expanded for TensorFlow 2, GANs, and reinforcement learning. Python Machine Learning, Third Edition is a comprehensive guide to machine learning and deep learning with Python. It acts as both a step-by-step tutorial, and a reference you'll keep coming back to as you build your machine learning systems. Packed with clear explanations, visualizations, and working examples, the book covers all the essential machine learning techniques in depth. While some books teach you only to follow instructions, with this machine learning book, Raschka and Mirjalili teach the principles behind machine learning, allowing you to build models and applications for yourself.


Order Matters: Generating Progressive Explanations for Planning Tasks in Human-Robot Teaming

arXiv.org Artificial Intelligence

Prior work on generating explanations has been focused on providing the rationale behind the robot's decision making. While these approaches provide the right explanations from the explainer's perspective, they fail to heed the cognitive requirement of understanding an explanation from the explainee's perspective. In this work, we set out to address this issue from a planning context by considering the order of information provided in an explanation, which is referred to as the progressiveness of explanations. Progressive explanations contribute to a better understanding by minimizing the cumulative cognitive effort required for understanding all the information in an explanation. As a result, such explanations are easier to understand. Given the sequential nature of communicating information, a general formulation based on goal-based Markov Decision Processes for generating progressive explanation is presented. The reward function of this MDP is learned via inverse reinforcement learning based on explanations that are provided by human subjects. Our method is evaluated in an escape-room domain. The results show that our progressive explanation generation method reduces the cognitive load over two baselines.


Reinforcement Learning in a Physics-Inspired Semi-Markov Environment

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has been demonstrated to have great potential in many applications of scientific discovery and design. Recent work includes, for example, the design of new structures and compositions of molecules for therapeutic drugs. Much of the existing work related to the application of RL to scientific domains, however, assumes that the available state representation obeys the Markov property. For reasons associated with time, cost, sensor accuracy, and gaps in scientific knowledge, many scientific design and discovery problems do not satisfy the Markov property. Thus, something other than a Markov decision process (MDP) should be used to plan / find the optimal policy. In this paper, we present a physics-inspired semi-Markov RL environment, namely the phase change environment. In addition, we evaluate the performance of value-based RL algorithms for both MDPs and partially observable MDPs (POMDPs) on the proposed environment. Our results demonstrate deep recurrent Q-networks (DRQN) significantly outperform deep Q-networks (DQN), and that DRQNs benefit from training with hindsight experience replay. Implications for the use of semi-Markovian RL and POMDPs for scientific laboratories are also discussed.


BabyAI++: Towards Grounded-Language Learning beyond Memorization

arXiv.org Artificial Intelligence

Despite success in many real-world tasks (e.g., robotics), reinforcement learning (RL) agents still learn from tabula rasa when facing new and dynamic scenarios. By contrast, humans can offload this burden through textual descriptions. Although recent works have shown the benefits of instructive texts in goal-conditioned RL, few have studied whether descriptive texts help agents to generalize across dynamic environments. To promote research in this direction, we introduce a new platform, BabyAI++, to generate various dynamic environments along with corresponding descriptive texts. Moreover, we benchmark several baselines inherited from the instruction following setting and develop a novel approach towards visually-grounded language learning on our platform. Extensive experiments show strong evidence that using descriptive texts improves the generalization of RL agents across environments with varied dynamics.


ActionSpotter: Deep Reinforcement Learning Framework for Temporal Action Spotting in Videos

arXiv.org Artificial Intelligence

Summarizing video content is an important task in many applications. This task can be defined as the computation of the ordered list of actions present in a video. Such a list could be extracted using action detection algorithms. However, it is not necessary to determine the temporal boundaries of actions to know their existence. Moreover, localizing precise boundaries usually requires dense video analysis to be effective. In this work, we propose to directly compute this ordered list by sparsely browsing the video and selecting one frame per action instance, task known as action spotting in literature. To do this, we propose ActionSpotter, a spotting algorithm that takes advantage of Deep Reinforcement Learning to efficiently spot actions while adapting its video browsing speed, without additional supervision. Experiments performed on datasets THUMOS14 and ActivityNet show that our framework outperforms state of the art detection methods. In particular, the spotting mean Average Precision on THUMOS14 is significantly improved from 59.7% to 65.6% while skipping 23% of video.


Adversarial Evaluation of Autonomous Vehicles in Lane-Change Scenarios

arXiv.org Machine Learning

Autonomous vehicles must be comprehensively evaluated before deployed in cities and highways. Current evaluation procedures lack the abilities of weakness-aiming and evolving, thus they could hardly generate adversarial environments for autonomous vehicles, leading to insufficient challenges. To overcome the shortage of static evaluation methods, this paper proposes a novel method to generate adversarial environments with deep reinforcement learning, and to cluster them with a nonparametric Bayesian method. As a representative task of autonomous driving, lane-change is used to demonstrate the superiority of the proposed method. First, two lane-change models are separately developed by a rule-based method and a learning-based method, waiting for evaluation and comparison. Next, adversarial environments are generated by training surrounding interactive vehicles with deep reinforcement learning for local optimal ensembles. Then, a nonparametric Bayesian approach is utilized to cluster the adversarial policies of the interactive vehicles. Finally, the adversarial environment patterns are illustrated and the performances of two lane-change models are evaluated and compared. The simulation results indicate that both models perform significantly worse in adversarial environments than in naturalistic environments, with plenty of weaknesses successfully extracted in a few tests.