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 Reinforcement Learning


A New Challenge: Approaching Tetris Link with AI

arXiv.org Artificial Intelligence

Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large branching factor, hampering a traditional heuristic planning approach. We explore heuristic planning and two other approaches: Reinforcement Learning, Monte Carlo tree search. We document our approach and report on their relative performance in a tournament. Curiously, the heuristic approach is stronger than the planning/learning approaches. However, experienced human players easily win the majority of the matches against the heuristic planning AIs. We, therefore, surmise that Tetris Link is more difficult than expected. We offer our findings to the community as a challenge to improve upon.


Statistically Model Checking PCTL Specifications on Markov Decision Processes via Reinforcement Learning

arXiv.org Machine Learning

Probabilistic Computation Tree Logic (PCTL) is frequently used to formally specify control objectives such as probabilistic reachability and safety. In this work, we focus on model checking PCTL specifications statistically on Markov Decision Processes (MDPs) by sampling, e.g., checking whether there exists a feasible policy such that the probability of reaching certain goal states is greater than a threshold. We use reinforcement learning to search for such a feasible policy for PCTL specifications, and then develop a statistical model checking (SMC) method with provable guarantees on its error. Specifically, we first use upper-confidence-bound (UCB) based Q-learning to design an SMC algorithm for bounded-time PCTL specifications, and then extend this algorithm to unbounded-time specifications by identifying a proper truncation time by checking the PCTL specification and its negation at the same time. Finally, we evaluate the proposed method on case studies.


Exploration of Reinforcement Learning for Event Camera using Car-like Robots

arXiv.org Artificial Intelligence

We demonstrate the first reinforcement-learning application for robots equipped with an event camera. Because of the considerably lower latency of the event camera, it is possible to achieve much faster control of robots compared with the existing vision-based reinforcement-learning applications using standard cameras. To handle a stream of events for reinforcement learning, we introduced an image-like feature and demonstrated the feasibility of training an agent in a simulator for two tasks: fast collision avoidance and obstacle tracking. Finally, we set up a robot with an event camera in the real world and then transferred the agent trained in the simulator, resulting in successful fast avoidance of randomly thrown objects. Incorporating event camera into reinforcement learning opens new possibilities for various robotics applications that require swift control, such as autonomous vehicles and drones, through end-to-end learning approaches.


Obstacle Tower Without Human Demonstrations: How Far a Deep Feed-Forward Network Goes with Reinforcement Learning

arXiv.org Artificial Intelligence

The Obstacle Tower Challenge is the task to master a procedurally generated chain of levels that subsequently get harder to complete. Whereas the top 6 performing entries of last year's competition all used human demonstrations to learn how to cope with the challenge, we present an approach that performed competitively (placed 7th) but starts completely from scratch by means of Deep Reinforcement Learning with a relatively simple feed-forward deep network structure. We especially look at the generalization performance of the taken approach concerning different seeds and various visual themes that have become available after the competition, and investigate where the agent fails and why. Note that our approach does not possess a short-term memory like employing recurrent hidden states. With this work, we hope to contribute to a better understanding of what is possible with a relatively simple, flexible solution that can be applied to learning in environments featuring complex 3D visual input where the abstract task structure itself is still fairly simple.


Learning Sparse Rewarded Tasks from Sub-Optimal Demonstrations

arXiv.org Artificial Intelligence

Model-free deep reinforcement learning (RL) has demonstrated its superiority on many complex sequential decision-making problems. However, heavy dependence on dense rewards and high sample-complexity impedes the wide adoption of these methods in real-world scenarios. On the other hand, imitation learning (IL) learns effectively in sparse-rewarded tasks by leveraging the existing expert demonstrations. In practice, collecting a sufficient amount of expert demonstrations can be prohibitively expensive, and the quality of demonstrations typically limits the performance of the learning policy. In this work, we propose Self-Adaptive Imitation Learning (SAIL) that can achieve (near) optimal performance given only a limited number of sub-optimal demonstrations for highly challenging sparse reward tasks. SAIL bridges the advantages of IL and RL to reduce the sample complexity substantially, by effectively exploiting sup-optimal demonstrations and efficiently exploring the environment to surpass the demonstrated performance. Extensive empirical results show that not only does SAIL significantly improve the sample-efficiency but also leads to much better final performance across different continuous control tasks, comparing to the state-of-the-art.


Suphx: Mastering Mahjong with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Artificial Intelligence (AI) has achieved great success in many domains, and game AI is widely regarded as its beachhead since the dawn of AI. In recent years, studies on game AI have gradually evolved from relatively simple environments (e.g., perfect-information games such as Go, chess, shogi or two-player imperfect-information games such as heads-up Texas hold'em) to more complex ones (e.g., multi-player imperfect-information games such as multi-player Texas hold'em and StartCraft II). Mahjong is a popular multi-player imperfect-information game worldwide but very challenging for AI research due to its complex playing/scoring rules and rich hidden information. We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques including global reward prediction, oracle guiding, and run-time policy adaptation. Suphx has demonstrated stronger performance than most top human players in terms of stable rank and is rated above 99.99% of all the officially ranked human players in the Tenhou platform. This is the first time that a computer program outperforms most top human players in Mahjong.


Optimal Bidding Strategy without Exploration in Real-time Bidding

arXiv.org Artificial Intelligence

Maximizing utility with a budget constraint is the primary goal for advertisers in real-time bidding (RTB) systems. The policy maximizing the utility is referred to as the optimal bidding strategy. Earlier works on optimal bidding strategy apply model-based batch reinforcement learning methods which can not generalize to unknown budget and time constraint. Further, the advertiser observes a censored market price which makes direct evaluation infeasible on batch test datasets. Previous works ignore the losing auctions to alleviate the difficulty with censored states; thus significantly modifying the test distribution. We address the challenge of lacking a clear evaluation procedure as well as the error propagated through batch reinforcement learning methods in RTB systems. We exploit two conditional independence structures in the sequential bidding process that allow us to propose a novel practical framework using the maximum entropy principle to imitate the behavior of the true distribution observed in real-time traffic. Moreover, the framework allows us to train a model that can generalize to the unseen budget conditions than limit only to those observed in history. We compare our methods on two real-world RTB datasets with several baselines and demonstrate significantly improved performance under various budget settings.


Robotic Table Tennis with Model-Free Reinforcement Learning

arXiv.org Machine Learning

We propose a model-free algorithm for learning efficient policies capable of returning table tennis balls by controlling robot joints at a rate of 100Hz. We demonstrate that evolutionary search (ES) methods acting on CNN-based policy architectures for non-visual inputs and convolving across time learn compact controllers leading to smooth motions. Furthermore, we show that with appropriately tuned curriculum learning on the task and rewards, policies are capable of developing multi-modal styles, specifically forehand and backhand stroke, whilst achieving 80\% return rate on a wide range of ball throws. We observe that multi-modality does not require any architectural priors, such as multi-head architectures or hierarchical policies.


Importance of using appropriate baselines for evaluation of data-efficiency in deep reinforcement learning for Atari

arXiv.org Machine Learning

Reinforcement learning (RL) has seen great advancements in the past few years. Nevertheless, the consensus among the RL community is that currently used methods, despite all their benefits, suffer from extreme data inefficiency, especially in the rich visual domains like Atari. To circumvent this problem, novel approaches were introduced that often claim to be much more efficient than popular variations of the state-of-the-art DQN algorithm. In this paper, however, we demonstrate that the newly proposed techniques simply used unfair baselines in their experiments. Namely, we show that the actual improvement in the efficiency came from allowing the algorithm for more training updates for each data sample, and not from employing the new methods. By allowing DQN to execute network updates more frequently we manage to reach similar or better results than the recently proposed advancement, often at a fraction of complexity and computational costs. Furthermore, based on the outcomes of the study, we argue that the agent similar to the modified DQN that is presented in this paper should be used as a baseline for any future work aimed at improving sample efficiency of deep reinforcement learning.


Learning to Ask Medical Questions using Reinforcement Learning

arXiv.org Artificial Intelligence

Feature selection is an important topic in traditional machine learning [Li et al., 2018], which motivated a large number of widely adopted works, e.g., Lasso [Tibshirani, 1996]. In various cases, the process of obtaining input measurements requires considerable effort (e.g., time, money, technology). For example, in medical datasets input features may correspond to lab tests, medical imaging results, or even answers to questionnaires, which are expensive and slow to produce. Allowing oneself to to be able to accurately predict a response variable from a small set of input features is thus a desirable goal, which can be manifested in saving time, money, and sometimes even human lives. As a running example, consider the case of a patient complaining to a family doctor about not feeling well. The doctor then asks the patients several questions about his current condition and medical background, and may also ask the patient to do some lab tests. Implicitly, the doctor is aiming at quickly collecting relevant details on the patient that will allow her to have a clear understanding of the patients' medical status, and consequently decide on an appropriate action (e.g., medication prescription, admit for hospitalization etc.).