Reinforcement Learning
Langevin DQN
Dwaracherla, Vikranth, Van Roy, Benjamin
Algorithms that tackle deep exploration -- an important challenge in reinforcement learning -- have relied on epistemic uncertainty representation through ensembles or other hypermodels, exploration bonuses, or visitation count distributions. An open question is whether deep exploration can be achieved by an incremental reinforcement learning algorithm that tracks a single point estimate, without additional complexity required to account for epistemic uncertainty. We answer this question in the affirmative. In particular, we develop Langevin DQN, a variation of DQN that differs only in perturbing parameter updates with Gaussian noise, and demonstrate through a computational study that the algorithm achieves deep exploration. We also provide an intuition for why Langevin DQN performs deep exploration.
Reinforcement learning for the manipulation of eye tracking data
In this paper, we present an approach based on reinforcement learning for eye tracking data manipulation. It is based on two opposing agents, where one tries to classify the data correctly and the second agent looks for patterns in the data, which get manipulated to hide specific information. We show that our approach is successfully applicable to preserve the privacy of a subject. In addition, our approach allows to evaluate the importance of temporal, as well as spatial, information of eye tracking data for specific classification goals. In general, this approach can also be used for stimuli manipulation, making it interesting for gaze guidance. For this purpose, this work provides the theoretical basis, which is why we have also integrated a section on how to apply this method for gaze guidance.
Introduction to Double Q-Learning
Reinforcement learning is field that keeps growing and not only because of the breakthroughs in deep learning. Sure if we talk about deep reinforcement learning, it uses neural networks underneath, but there is more to it than that. In our journey through the world of reinforcement learning we focused on one of the most popular reinforcement learning algorithms out there Q-Learning. This approach is considered one of the biggest breakthroughs in Temporal Difference control. In this article, we are going to explore one variation and improvement of this algorithm โ Double Q-Learning.
TempLe: Learning Template of Transitions for Sample Efficient Multi-task RL
Sun, Yanchao, Yin, Xiangyu, Huang, Furong
Transferring knowledge among various environments is important to efficiently learn multiple tasks online. Most existing methods directly use the previously learned models or previously learned optimal policies to learn new tasks. However, these methods may be inefficient when the underlying models or optimal policies are substantially different across tasks. In this paper, we propose Template Learning (TempLe), the first PAC-MDP method for multi-task reinforcement learning that could be applied to tasks with varying state/action space. TempLe generates transition dynamics templates, abstractions of the transition dynamics across tasks, to gain sample efficiency by extracting similarities between tasks even when their underlying models or optimal policies have limited commonalities. We present two algorithms for an "online" and a "finite-model" setting respectively. We prove that our proposed TempLe algorithms achieve much lower sample complexity than single-task learners or state-of-the-art multi-task methods. We show via systematically designed experiments that our TempLe method universally outperforms the state-of-the-art multi-task methods (PAC-MDP or not) in various settings and regimes.
Investigating Simple Object Representations in Model-Free Deep Reinforcement Learning
Davidson, Guy, Lake, Brenden M.
We explore the benefits of augmenting state-of-the-art model-free deep reinforcement algorithms with simple object representations. Following the Frostbite challenge posited by Lake et al. (2017), we identify object representations as a critical cognitive capacity lacking from current reinforcement learning agents. We discover that providing the Rainbow model (Hessel et al.,2018) with simple, feature-engineered object representations substantially boosts its performance on the Frostbite game from Atari 2600. We then analyze the relative contributions of the representations of different types of objects, identify environment states where these representations are most impactful, and examine how these representations aid in generalizing to novel situations.
First Order Optimization in Policy Space for Constrained Deep Reinforcement Learning
Zhang, Yiming, Vuong, Quan, Ross, Keith W.
In reinforcement learning, an agent attempts to learn high-performing behaviors through interacting with the environment, such behaviors are often quantified in the form of a reward function. However some aspects of behavior, such as ones which are deemed unsafe and are to be avoided, are best captured through constraints. We propose a novel approach called First Order Constrained Optimization in Policy Space (FOCOPS) which maximizes an agent's overall reward while ensuring the agent satisfies a set of cost constraints. Using data generated from the current policy, FOCOPS first finds the optimal update policy by solving a constrained optimization problem in the nonparameterized policy space. FOCOPS then projects the update policy back into the parametric policy space. Our approach provides a guarantee for constraint satisfaction throughout training and is first-order in nature therefore extremely simple to implement. We provide empirical evidence that our algorithm achieves better performance on a set of constrained robotics locomotive tasks compared to current state of the art approaches.
Learning to Use Working Memory in Partially Observable Environments through Dopaminergic Reinforcement
Todd, Michael T., Niv, Yael, Cohen, Jonathan D.
Working memory is a central topic of cognitive neuroscience because it is critical for solving real world problems in which information from multiple temporally distant sources must be combined to generate appropriate behavior. However, an often neglected fact is that learning to use working memory effectively is itself a difficult problem. The Gating" framework is a collection of psychological models that show how dopamine can train the basal ganglia and prefrontal cortex to form useful working memory representations in certain types of problems. We bring together gating with ideas from machine learning about using finite memory systems in more general problems. Thus we present a normative Gating model that learns, by online temporal difference methods, to use working memory to maximize discounted future rewards in general partially observable settings. The model successfully solves a benchmark working memory problem, and exhibits limitations similar to those observed in human experiments. Moreover, the model introduces a concise, normative definition of high level cognitive concepts such as working memory and cognitive control in terms of maximizing discounted future rewards."
Linear Complementarity for Regularized Policy Evaluation and Improvement
Johns, Jeffrey, Painter-wakefield, Christopher, Parr, Ronald
Recent work in reinforcement learning has emphasized the power of L1 regularization to perform feature selection and prevent overfitting. We propose formulating the L1 regularized linear fixed point problem as a linear complementarity problem (LCP). This formulation offers several advantages over the LARS-inspired formulation, LARS-TD. The LCP formulation allows the use of efficient off-the-shelf solvers, leads to a new uniqueness result, and can be initialized with starting points from similar problems (warm starts). We demonstrate that warm starts, as well as the efficiency of LCP solvers, can speed up policy iteration.
Visual Reinforcement Learning with Imagined Goals
Nair, Ashvin V., Pong, Vitchyr, Dalal, Murtaza, Bahl, Shikhar, Lin, Steven, Levine, Sergey
For an autonomous agent to fulfill a wide range of user-specified goals at test time, it must be able to learn broadly applicable and general-purpose skill repertoires. Furthermore, to provide the requisite level of generality, these skills must handle raw sensory input such as images. In this paper, we propose an algorithm that acquires such general-purpose skills by combining unsupervised representation learning and reinforcement learning of goal-conditioned policies. Since the particular goals that might be required at test-time are not known in advance, the agent performs a self-supervised "practice" phase where it imagines goals and attempts to achieve them. We learn a visual representation with three distinct purposes: sampling goals for self-supervised practice, providing a structured transformation of raw sensory inputs, and computing a reward signal for goal reaching.
Randomized Prior Functions for Deep Reinforcement Learning
Osband, Ian, Aslanides, John, Cassirer, Albin
Dealing with uncertainty is essential for efficient reinforcement learning. There is a growing literature on uncertainty estimation for deep learning from fixed datasets, but many of the most popular approaches are poorly-suited to sequential decision problems. Other methods, such as bootstrap sampling, have no mechanism for uncertainty that does not come from the observed data. We highlight why this can be a crucial shortcoming and propose a simple remedy through addition of a randomized untrainable prior' network to each ensemble member. We prove that this approach is efficient with linear representations, provide simple illustrations of its efficacy with nonlinear representations and show that this approach scales to large-scale problems far better than previous attempts.