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 Reinforcement Learning


Networked Multi-Agent Reinforcement Learning with Emergent Communication

arXiv.org Artificial Intelligence

Multi-Agent Reinforcement Learning (MARL) methods find optimal policies for agents that operate in the presence of other learning agents. Central to achieving this is how the agents coordinate. One way to coordinate is by learning to communicate with each other. Can the agents develop a language while learning to perform a common task? In this paper, we formulate and study a MARL problem where cooperative agents are connected to each other via a fixed underlying network. These agents can communicate along the edges of this network by exchanging discrete symbols. However, the semantics of these symbols are not predefined and, during training, the agents are required to develop a language that helps them in accomplishing their goals. We propose a method for training these agents using emergent communication. We demonstrate the applicability of the proposed framework by applying it to the problem of managing traffic controllers, where we achieve state-of-the-art performance as compared to a number of strong baselines. More importantly, we perform a detailed analysis of the emergent communication to show, for instance, that the developed language is grounded and demonstrate its relationship with the underlying network topology. To the best of our knowledge, this is the only work that performs an in depth analysis of emergent communication in a networked MARL setting while being applicable to a broad class of problems.


Levels of Analysis for Machine Learning

arXiv.org Machine Learning

Machine learning is currently involved in some of the most vigorous debates it has ever seen. Such debates often seem to go around in circles, reaching no conclusion or resolution. This is perhaps unsurprising given that researchers in machine learning come to these discussions with very different frames of reference, making it challenging for them to align perspectives and find common ground. As a remedy for this dilemma, we advocate for the adoption of a common conceptual framework which can be used to understand, analyze, and discuss research. We present one such framework which is popular in cognitive science and neuroscience and which we believe has great utility in machine learning as well: Marr's levels of analysis. Through a series of case studies, we demonstrate how the levels facilitate an understanding and dissection of several methods from machine learning. By adopting the levels of analysis in one's own work, we argue that researchers can be better equipped to engage in the debates necessary to drive forward progress in our field.


Weakly-Supervised Reinforcement Learning for Controllable Behavior

arXiv.org Machine Learning

Reinforcement learning (RL) is a powerful framework for learning to take actions to solve tasks. However, in many settings, an agent must winnow down the inconceivably large space of all possible tasks to the single task that it is currently being asked to solve. Can we instead constrain the space of tasks to those that are semantically meaningful? In this work, we introduce a framework for using weak supervision to automatically disentangle this semantically meaningful subspace of tasks from the enormous space of nonsensical "chaff" tasks. We show that this learned subspace enables efficient exploration and provides a representation that captures distance between states. On a variety of challenging, vision-based continuous control problems, our approach leads to substantial performance gains, particularly as the complexity of the environment grows.


Technical Report: Adaptive Control for Linearizable Systems Using On-Policy Reinforcement Learning

arXiv.org Machine Learning

This paper proposes a framework for adaptively learning a feedback linearization-based tracking controller for an unknown system using discrete-time model-free policy-gradient parameter update rules. The primary advantage of the scheme over standard model-reference adaptive control techniques is that it does not require the learned inverse model to be invertible at all instances of time. This enables the use of general function approximators to approximate the linearizing controller for the system without having to worry about singularities. However, the discrete-time and stochastic nature of these algorithms precludes the direct application of standard machinery from the adaptive control literature to provide deterministic stability proofs for the system. Nevertheless, we leverage these techniques alongside tools from the stochastic approximation literature to demonstrate that with high probability the tracking and parameter errors concentrate near zero when a certain persistence of excitation condition is satisfied. A simulated example of a double pendulum demonstrates the utility of the proposed theory. 1 I. INTRODUCTION Many real-world control systems display nonlinear behaviors which are difficult to model, necessitating the use of control architectures which can adapt to the unknown dynamics online while maintaining certificates of stability. There are many successful model-based strategies for adaptively constructing controllers for uncertain systems [1], [2], [3], but these methods often require the presence of a simple, reasonably accurate parametric model of the system dynamics. Recently, however, there has been a resurgence of interest in the use of model-free reinforcement learning techniques to construct feedback controllers without the need for a reliable dynamics model [4], [5], [6]. As these methods begin to be deployed in real world settings, a new theory is needed to understand the behavior of these algorithms as they are integrated into safety-critical control loops.


Uniform State Abstraction For Reinforcement Learning

arXiv.org Artificial Intelligence

Potential Based Reward Shaping combined with a potential function based on appropriately defined abstract knowledge has been shown to significantly improve learning speed in Reinforcement Learning. MultiGrid Reinforcement Learning (MRL) has further shown that such abstract knowledge in the form of a potential function can be learned almost solely from agent interaction with the environment. However, we show that MRL faces the problem of not extending well to work with Deep Learning. In this paper we extend and improve MRL to take advantage of modern Deep Learning algorithms such as Deep Q-Networks (DQN). We show that DQN augmented with our approach perform significantly better on continuous control tasks than its Vanilla counterpart and DQN augmented with MRL.


Using Generative Adversarial Nets on Atari Games for Feature Extraction in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep Reinforcement Learning (DRL) has been successfully applied in several research domains such as robot navigation and automated video game playing. However, these methods require excessive computation and interaction with the environment, so enhancements on sample efficiency are required. The main reason for this requirement is that sparse and delayed rewards do not provide an effective supervision for representation learning of deep neural networks. In this study, Proximal Policy Optimization (PPO) algorithm is augmented with Generative Adversarial Networks (GANs) to increase the sample efficiency by enforcing the network to learn efficient representations without depending on sparse and delayed rewards as supervision. The results show that an increased performance can be obtained by jointly training a DRL agent with a GAN discriminator. ---- Derin Pekistirmeli Ogrenme, robot navigasyonu ve otomatiklestirilmis video oyunu oynama gibi arastirma alanlarinda basariyla uygulanmaktadir. Ancak, kullanilan yontemler ortam ile fazla miktarda etkilesim ve hesaplama gerektirmekte ve bu nedenle de ornek verimliligi yonunden iyilestirmelere ihtiyac duyulmaktadir. Bu gereksinimin en onemli nedeni, gecikmeli ve seyrek odul sinyallerinin derin yapay sinir aglarinin etkili betimlemeler ogrenebilmesi icin yeterli bir denetim saglayamamasidir. Bu calismada, Proksimal Politika Optimizasyonu algoritmasi Uretici Cekismeli Aglar (UCA) ile desteklenerek derin yapay sinir aglarinin seyrek ve gecikmeli odul sinyallerine bagimli olmaksizin etkili betimlemeler ogrenmesi tesvik edilmektedir. Elde edilen sonuclar onerilen algoritmanin ornek verimliliginde artis elde ettigini gostermektedir.


Work in Progress: Temporally Extended Auxiliary Tasks

arXiv.org Artificial Intelligence

Predictive auxiliary tasks have been shown to improve performance in numerous reinforcement learning works, however, this effect is still not well understood. The primary purpose of the work presented here is to investigate the impact that an auxiliary task's prediction timescale has on the agent's policy performance. We consider auxiliary tasks which learn to make on-policy predictions using temporal difference learning. We test the impact of prediction timescale using a specific form of auxiliary task in which the input image is used as the prediction target, which we refer to as temporal difference autoencoders (TD-AE). We empirically evaluate the effect of TD-AE on the A2C algorithm in the VizDoom environment using different prediction timescales. While we do not observe a clear relationship between the prediction timescale on performance, we make the following observations: 1) using auxiliary tasks allows us to reduce the trajectory length of the A2C algorithm, 2) in some cases temporally extended TD-AE performs better than a straight autoencoder, 3) performance with auxiliary tasks is sensitive to the weight placed on the auxiliary loss, 4) despite this sensitivity, auxiliary tasks improved performance without extensive hyper-parameter tuning. Our overall conclusions are that TD-AE increases the robustness of the A2C algorithm to the trajectory length and while promising, further study is required to fully understand the relationship between auxiliary task prediction timescale and the agent's performance.


Intrinsic Exploration as Multi-Objective RL

arXiv.org Machine Learning

Intrinsic motivation enables reinforcement learning (RL) agents to explore when rewards are very sparse, where traditional exploration heuristics such as Boltzmann or ษ›-greedy would typically fail. However, intrinsic exploration is generally handled in an ad-hoc manner, where exploration is not treated as a core objective of the learning process; this weak formulation leads to sub-optimal exploration performance. To overcome this problem, we propose a framework based on multi-objective RL where both exploration and exploitation are being optimized as separate objectives. This formulation brings the balance between exploration and exploitation at a policy level, resulting in advantages over traditional methods. This also allows for controlling exploration while learning, at no extra cost. Such strategies achieve a degree of control over agent exploration that was previously unattainable with classic or intrinsic rewards. We demonstrate scalability to continuous state-action spaces by presenting a method (EMU-Q) based on our framework, guiding exploration towards regions of higher value-function uncertainty. EMU-Q is experimentally shown to outperform classic exploration techniques and other intrinsic RL methods on a continuous control benchmark and on a robotic manipulator.


Reinforcement Learning Architectures: SAC, TAC, and ESAC

arXiv.org Machine Learning

The trend is to implement intelligent agents capable of analyzing available information and utilize it efficiently. This work presents a number of reinforcement learning (RL) architectures; one of them is designed for intelligent agents. The proposed architectures are called selector-actor-critic (SAC), tuner-actor-critic (TAC), and estimator-selector-actor-critic (ESAC). These architectures are improved models of a well known architecture in RL called actor-critic (AC). In AC, an actor optimizes the used policy, while a critic estimates a value function and evaluate the optimized policy by the actor. SAC is an architecture equipped with an actor, a critic, and a selector. The selector determines the most promising action at the current state based on the last estimate from the critic. TAC consists of a tuner, a model-learner, an actor, and a critic. After receiving the approximated value of the current state-action pair from the critic and the learned model from the model-learner, the tuner uses the Bellman equation to tune the value of the current state-action pair. ESAC is proposed to implement intelligent agents based on two ideas, which are lookahead and intuition. Lookahead appears in estimating the values of the available actions at the next state, while the intuition appears in maximizing the probability of selecting the most promising action. The newly added elements are an underlying model learner, an estimator, and a selector. The model learner is used to approximate the underlying model. The estimator uses the approximated value function, the learned underlying model, and the Bellman equation to estimate the values of all actions at the next state. The selector is used to determine the most promising action at the next state, which will be used by the actor to optimize the used policy. Finally, the results show the superiority of ESAC compared with the other architectures.


Augmented Q Imitation Learning (AQIL)

arXiv.org Artificial Intelligence

The study of unsupervised learning can be generally divided into two categories: imitation learning and reinforcement learning. In imitation learning the machine learns by mimicking the behavior of an expert system whereas in reinforcement learning the machine learns via direct environment feedback. Traditional deep reinforcement learning takes a significant time before the machine starts to converge to an optimal policy. This paper proposes Augmented Q-Imitation-Learning, a method by which deep reinforcement learning convergence can be accelerated by applying Q-imitation-learning as the initial training process in traditional Deep Q-learning.