Reinforcement Learning
How To Make Sure Your Robot Doesn't Drop Your Wine Glass
From microelectronics to mechanics and machine learning, the modern-day robots are a marvel of multiple engineering disciplines. They use sensors, image processing and reinforcement learning algorithms to move the objects around and move around the obstacles as well. However, this is not the case when it comes to handling objects such as glass. The surface properties of glass are transparent, and non-uniform light reflection makes it difficult for the sensors mounted on the robot to understand how to engage in a simple pick and place operation. To address this problem, researchers at Google AI along with Synthesis AI and Columbia University devised a novel machine-learning algorithm called ClearGrasp, that is capable of estimating accurate 3D data of transparent objects from RGB-D images.
Using Rotation, Translation, and Cropping to Boost Generalization in Deep Reinforcement Learningโฆ
"Generalization" is an AI buzzword these days for good reason: most scientists would love to see the models they're training in simulations and video game environments evolve and expand to take on meaningful real-world challenges -- for example in safety, conservation, medicine, etc. One concerned research area is deep reinforcement learning (DRL), which implements deep learning architectures with reinforcement learning algorithms to enable AI agents to learn the best actions possible to attain their goals in virtual environments. DRL has been widely applied in games and robotics. Such DRL agents have an impressive track record on Starcraft II and Dota-2. But because they were trained in fixed environments, studies suggest DRL agents can fail to generalize to even slight variations of their training environments. In a new paper, researchers from the New York University and Modl.ai, a company applying machine learning to game developing, suggest that simple spacial processing methods such as rotation, translation and cropping could help increase model generality.
MoTiAC: Multi-Objective Actor-Critics for Real-Time Bidding
Yang, Chaoqi, Lu, Junwei, Gao, Xiaofeng, Liu, Haishan, Chen, Qiong, Liu, Gongshen, Chen, Guihai
Online real-time bidding (RTB) is known as a complex auction game where ad platforms seek to consider various influential key performance indicators (KPIs), like revenue and return on investment (ROI). The trade-off among these competing goals needs to be balanced on a massive scale. To address the problem, we propose a multi-objective reinforcement learning algorithm, named MoTiAC, for the problem of bidding optimization with various goals. Specifically, in MoTiAC, instead of using a fixed and linear combination of multiple objectives, we compute adaptive weights overtime on the basis of how well the current state agrees with the agent's prior. In addition, we provide interesting properties of model updating and further prove that Pareto optimality could be guaranteed. We demonstrate the effectiveness of our method on a real-world commercial dataset. Experiments show that the model outperforms all state-of-the-art baselines.
Adaptive Estimator Selection for Off-Policy Evaluation
Su, Yi, Srinath, Pavithra, Krishnamurthy, Akshay
We develop a generic data-driven method for estimator selection in off-policy policy evaluation settings. We establish a strong performance guarantee for the method, showing that it is competitive with the oracle estimator, up to a constant factor. Via in-depth case studies in contextual bandits and reinforcement learning, we demonstrate the generality and applicability of the method. We also perform comprehensive experiments, demonstrating the empirical efficacy of our approach and comparing with related approaches. In both case studies, our method compares favorably with existing methods.
Reinforcement Learning for Molecular Design Guided by Quantum Mechanics
Simm, Gregor N. C., Pinsler, Robert, Hernรกndez-Lobato, Josรฉ Miguel
Automating molecular design using deep reinforcement learning (RL) holds the promise of accelerating the discovery of new chemical compounds. A limitation of existing approaches is that they work with molecular graphs and thus ignore the location of atoms in space, which restricts them to 1) generating single organic molecules and 2) heuristic reward functions. To address this, we present a novel RL formulation for molecular design in Cartesian coordinates, thereby extending the class of molecules that can be built. Our reward function is directly based on fundamental physical properties such as the energy, which we approximate via fast quantum-chemical methods. To enable progress towards de-novo molecular design, we introduce MolGym, an RL environment comprising several challenging molecular design tasks along with baselines. In our experiments, we show that our agent can efficiently learn to solve these tasks from scratch by working in a translation and rotation invariant state-action space.
Curriculum in Gradient-Based Meta-Reinforcement Learning
Mehta, Bhairav, Deleu, Tristan, Raparthy, Sharath Chandra, Pal, Chris J., Paull, Liam
Gradient-based meta-learners such as Model-Agnostic Meta-Learning (MAML) have shown strong few-shot performance in supervised and reinforcement learning settings. However, specifically in the case of meta-reinforcement learning (meta-RL), we can show that gradient-based meta-learners are sensitive to task distributions. With the wrong curriculum, agents suffer the effects of meta-overfitting, shallow adaptation, and adaptation instability. In this work, we begin by highlighting intriguing failure cases of gradient-based meta-RL and show that task distributions can wildly affect algorithmic outputs, stability, and performance. To address this problem, we leverage insights from recent literature on domain randomization and propose meta Active Domain Randomization (meta-ADR), which learns a curriculum of tasks for gradient-based meta-RL in a similar as ADR does for sim2real transfer. We show that this approach induces more stable policies on a variety of simulated locomotion and navigation tasks. We assess in- and out-of-distribution generalization and find that the learned task distributions, even in an unstructured task space, greatly improve the adaptation performance of MAML. Finally, we motivate the need for better benchmarking in meta-RL that prioritizes \textit{generalization} over single-task adaption performance.
Generating Automatic Curricula via Self-Supervised Active Domain Randomization
Raparthy, Sharath Chandra, Mehta, Bhairav, Golemo, Florian, Paull, Liam
Goal-directed Reinforcement Learning (RL) traditionally considers an agent interacting with an environment, prescribing a real-valued reward to an agent proportional to the completion of some goal. Goal-directed RL has seen large gains in sample efficiency, due to the ease of reusing or generating new experience by proposing goals. In this work, we build on the framework of self-play, allowing an agent to interact with itself in order to make progress on some unknown task. We use Active Domain Randomization and self-play to create a novel, coupled environment-goal curriculum, where agents learn through progressively more difficult tasks and environment variations. Our method, Self-Supervised Active Domain Randomization (SS-ADR), generates a growing curriculum, encouraging the agent to try tasks that are just outside of its current capabilities, while building a domain-randomization curriculum that enables state-of-the-art results on various sim2real transfer tasks. Our results show that a curriculum of co-evolving the environment difficulty along with the difficulty of goals set in each environment provides practical benefits in the goal-directed tasks tested.
KoGuN: Accelerating Deep Reinforcement Learning via Integrating Human Suboptimal Knowledge
Zhang, Peng, Hao, Jianye, Wang, Weixun, Tang, Hongyao, Ma, Yi, Duan, Yihai, Zheng, Yan
Reinforcement learning agents usually learn from scratch, which requires a large number of interactions with the environment. This is quite different from the learning process of human. When faced with a new task, human naturally have the common sense and use the prior knowledge to derive an initial policy and guide the learning process afterwards. Although the prior knowledge may be not fully applicable to the new task, the learning process is significantly sped up since the initial policy ensures a quick-start of learning and intermediate guidance allows to avoid unnecessary exploration. Taking this inspiration, we propose knowledge guided policy network (KoGuN), a novel framework that combines human prior suboptimal knowledge with reinforcement learning. Our framework consists of a fuzzy rule controller to represent human knowledge and a refine module to fine-tune suboptimal prior knowledge. The proposed framework is end-to-end and can be combined with existing policy-based reinforcement learning algorithm. We conduct experiments on both discrete and continuous control tasks. The empirical results show that our approach, which combines human suboptimal knowledge and RL, achieves significant improvement on learning efficiency of flat RL algorithms, even with very low-performance human prior knowledge.
Kalman meets Bellman: Improving Policy Evaluation through Value Tracking
Shashua, Shirli Di-Castro, Mannor, Shie
Policy evaluation is a key process in Reinforcement Learning (RL). It assesses a given policy by estimating the corresponding value function. When using parameterized value functions, common approaches minimize the sum of squared Bellman temporal-difference errors and receive a point-estimate for the parameters. Kalman-based and Gaussian-processes based frameworks were suggested to evaluate the policy by treating the value as a random variable. These frameworks can learn uncertainties over the value parameters and exploit them for policy exploration. When adopting these frameworks to solve deep RL tasks, several limitations are revealed: excessive computations in each optimization step, difficulty with handling batches of samples which slows training and the effect of memory in stochastic environments which prevents off-policy learning. In this work, we discuss these limitations and propose to overcome them by an alternative general framework, based on the extended Kalman filter. We devise an optimization method, called Kalman Optimization for Value Approximation (KOVA) that can be incorporated as a policy evaluation component in policy optimization algorithms. KOVA minimizes a regularized objective function that concerns both parameter and noisy return uncertainties. We analyze the properties of KOVA and present its performance on deep RL control tasks.
Learning Zero-Sum Simultaneous-Move Markov Games Using Function Approximation and Correlated Equilibrium
Xie, Qiaomin, Chen, Yudong, Wang, Zhaoran, Yang, Zhuoran
We develop provably efficient reinforcement learning algorithms for two-player zero-sum Markov games in which the two players simultaneously take actions. To incorporate function approximation, we consider a family of Markov games where the reward function and transition kernel possess a linear structure. Both the offline and online settings of the problems are considered. In the offline setting, we control both players and the goal is to find the Nash Equilibrium efficiently by minimizing the worst-case duality gap. In the online setting, we control a single player to play against an arbitrary opponent and the goal is to minimize the regret. For both settings, we propose an optimistic variant of the least-squares minimax value iteration algorithm. We show that our algorithm is computationally efficient and provably achieves an $\tilde O(\sqrt{d^3 H^3 T})$ upper bound on the duality gap and regret, without requiring additional assumptions on the sampling model. We highlight that our setting requires overcoming several new challenges that are absent in Markov decision processes or turn-based Markov games. In particular, to achieve optimism in simultaneous-move Marko games, we construct both upper and lower confidence bounds of the value function, and then compute the optimistic policy by solving a general-sum matrix game with these bounds as the payoff matrices. As finding the Nash Equilibrium of such a general-sum game is computationally hard, our algorithm instead solves for a Coarse Correlated Equilibrium (CCE), which can be obtained efficiently via linear programming. To our best knowledge, such a CCE-based scheme for implementing optimism has not appeared in the literature and might be of interest in its own right.