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 Reinforcement Learning


RL agents Implicitly Learning Human Preferences

arXiv.org Artificial Intelligence

In the real world, RL agents should be rewarded for fulfilling human preferences. We show that RL agents implicitly learn the preferences of humans in their environment. Training a classifier to predict if a simulated human's preferences are fulfilled based on the activations of a RL agent's neural network gets .93 AUC. Training a classifier on the raw environment state gets only .8 AUC. Training the classifier off of the RL agent's activations also does much better than training off of activations from an autoencoder. The human preference classifier can be used as the reward function of an RL agent to make RL agent more beneficial for humans.


Extended Markov Games to Learn Multiple Tasks in Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

This paper focus on formally extending Markov Learning (RL) has recently attracted interest as a way for singleagent Games (MGs), the mathematical model that is traditionally used in RL to learn multiple-task specifications. In this paper we extend MARL, to build a new general model, i.e, not focused solely in one this convergence to multi-agent settings and formally define Extended kind of multi-agent game, that allows multiple learning agents to Markov Games as a general mathematical model that allows concurrently fulfill various non-Markovian specifications in multiagent multiple RL agents to concurrently learn various non-Markovian settings. To support our model with empirical evidence, we specifications. To introduce this new model we provide formal definitions also extended two logic-based RL algorithms to multi-agents systems and proofs as well as empirical tests of RL algorithms running in order to show how various learning agents can fulfill different on this framework. Specifically, we use our model to train two different types of non-Markovian specifications expressed in co-safe- Lineartime logic-based multi-agent RL algorithms to solve diverse settings Temporal Logic (LT L). Our results are promising and point to of non-Markovian co-safe LT L specifications.


Learning Functionally Decomposed Hierarchies for Continuous Control Tasks

arXiv.org Artificial Intelligence

Solving long-horizon sequential decision making tasks in environments with sparse rewards is a longstanding problem in reinforcement learning (RL) research. Hierarchical Reinforcement Learning (HRL) has held the promise to enhance the capabilities of RL agents via operation on different levels of temporal abstraction. Despite the success of recent works in dealing with inherent nonstationarity and sample complexity, it remains difficult to generalize to unseen environments and to transfer different layers of the policy to other agents. In this paper, we propose a novel HRL architecture, Hierarchical Decompositional Reinforcement Learning (HiDe), which allows decomposition of the hierarchical layers into independent subtasks, yet allows for joint training of all layers in end-to-end manner. The main insight is to combine a control policy on a lower level with an image-based planning policy on a higher level. We evaluate our method on various complex continuous control tasks, demonstrating that generalization across environments and transfer of higher level policies, such as from a simple ball to a complex humanoid, can be achieved. See videos https://sites.google.com/view/hide-rl.


Improving Generalization of Reinforcement Learning with Minimax Distributional Soft Actor-Critic

arXiv.org Machine Learning

Reinforcement learning (RL) has achieved remarkable performance in a variety of sequential decision making and control tasks. However, a common problem is that learned nearly optimal policy always overfits to the training environment and may not be extended to situations never encountered during training. For practical applications, the randomness of the environment usually leads to rare but devastating events, which should be the focus of safety-critical systems, such as autonomous driving. In this paper, we introduce the minimax formulation and distributional framework to improve the generalization ability of RL algorithms and develop the Minimax Distributional Soft Actor-Critic (Minimax DSAC) algorithm. Minimax formulation aims to seek optimal policy considering the most serious disturbances from environment, in which the protagonist policy maximizes action-value function while the adversary policy tries to minimize it. Distributional framework aims to learn a state-action return distribution, from which we can model the risk of different returns explicitly, thus, formulating a risk-averse protagonist policy and a risk-seeking adversarial policy. We implement our method on the decision-making tasks of autonomous vehicles at intersections and test the trained policy in distinct environments from training environment. Results demonstrate that our method can greatly improve the generalization ability of the protagonist agent to different environmental variations.


Frequency-based Search-control in Dyna

arXiv.org Artificial Intelligence

Model-based reinforcement learning has been empirically demonstrated as a successful strategy to improve sample efficiency. In particular, Dyna is an elegant model-based architecture integrating learning and planning that provides huge flexibility of using a model. One of the most important components in Dyna is called search-control, which refers to the process of generating state or state-action pairs from which we query the model to acquire simulated experiences. Search-control is critical in improving learning efficiency. In this work, we propose a simple and novel search-control strategy by searching high frequency regions of the value function. Our main intuition is built on Shannon sampling theorem from signal processing, which indicates that a high frequency signal requires more samples to reconstruct. We empirically show that a high frequency function is more difficult to approximate. This suggests a search-control strategy: we should use states from high frequency regions of the value function to query the model to acquire more samples. We develop a simple strategy to locally measure the frequency of a function by gradient and hessian norms, and provide theoretical justification for this approach. We then apply our strategy to search-control in Dyna, and conduct experiments to show its property and effectiveness on benchmark domains.


XCS Classifier System with Experience Replay

arXiv.org Artificial Intelligence

XCS constitutes the most deeply investigated classifier system today. It bears strong potentials and comes with inherent capabilities for mastering a variety of different learning tasks. Besides outstanding successes in various classification and regression tasks, XCS also proved very effective in certain multi-step environments from the domain of reinforcement learning. Especially in the latter domain, recent advances have been mainly driven by algorithms which model their policies based on deep neural networks -- among which the Deep-Q-Network (DQN) is a prominent representative. Experience Replay (ER) constitutes one of the crucial factors for the DQN's successes, since it facilitates stabilized training of the neural network-based Q-function approximators. Surprisingly, XCS barely takes advantage of similar mechanisms that leverage stored raw experiences encountered so far. To bridge this gap, this paper investigates the benefits of extending XCS with ER. On the one hand, we demonstrate that for single-step tasks ER bears massive potential for improvements in terms of sample efficiency. On the shady side, however, we reveal that the use of ER might further aggravate well-studied issues not yet solved for XCS when applied to sequential decision problems demanding for long-action-chains.


Multi-Vehicle Routing Problems with Soft Time Windows: A Multi-Agent Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Multi-vehicle routing problem with soft time windows (MVRPSTW) is an indispensable constituent in urban logistics distribution system. In the last decade, numerous methods for MVRPSTW have sprung up, but most of them are based on heuristic rules which require huge computation time. With the rapid increasing of logistics demand, traditional methods incur the dilemma of computation efficiency. To efficiently solve the problem, we propose a novel reinforcement learning algorithm named Multi-Agent Attention Model in this paper. Specifically, the vehicle routing problem is regarded as a vehicle tour generation process, and an encoder-decoder framework with attention layers is proposed to generate tours of multiple vehicles iteratively. Furthermore, a multi-agent reinforcement learning method with an unsupervised auxiliary network is developed for model training. By evaluated on three synthetic networks with different scale, the results demonstrate that the proposed method consistently outperforms traditional methods with little computation time. In addition, we validate the extensibility of the well-trained model by varying the number of customers and capacity of vehicles. Finally, the impact of parameters settings on the algorithmic performance are investigated.


The Big Three: A Methodology to Increase Data Science ROI by Answering the Questions Companies Care About

arXiv.org Machine Learning

Companies may be achieving only a third of the value they could be getting from data science in industry applications. In this paper, we propose a methodology for categorizing and answering 'The Big Three' questions (what is going on, what is causing it, and what actions can I take that will optimize what I care about) using data science. The applications of data science seem to be nearly endless in today's modern landscape, with each company jockeying for position in the new data and insights economy. Yet, data scientists seem to be solely focused on using classification, regression, and clustering methods to answer the question 'what is going on'. Answering questions about why things are happening or how to take optimal actions to improve metrics are relegated to niche fields of research and generally neglected in industry data science analysis. We survey technical methods to answer these other important questions, describe areas in which some of these methods are being applied, and provide a practical example of how to apply our methodology and selected methods to a real business use case.


Resolving Spurious Correlations in Causal Models of Environments via Interventions

arXiv.org Machine Learning

Causal models could increase interpretability, robustness to distributional shift and sample efficiency of RL agents. In this vein, we address the question of learning a causal model of an RL environment. This problem is known to be difficult due to spurious correlations. We overcome this difficulty by rewarding an RL agent for designing and executing interventions to discover the true model. We compare rewarding the agent for disproving uncertain edges in the causal graph, rewarding the agent for activating a certain node, or rewarding the agent for increasing the causal graph loss. We show that our methods result in a better causal graph than one generated by following the random policy, or a policy trained on the environment's reward. We find that rewarding for the causal graph loss works the best.


Regret Bounds for Discounted MDPs

arXiv.org Machine Learning

Recently, it has been shown that carefully designed reinforcement learning (RL) algorithms can achieve near-optimal regret in the episodic or the average-reward setting. However, in practice, RL algorithms are applied mostly to the infinite-horizon discounted-reward setting, so it is natural to ask what the lowest regret an algorithm can achieve is in this case, and how close to the optimal the regrets of existing RL algorithms are. In this paper, we prove a regret lower bound of $\Omega\left(\frac{\sqrt{SAT}}{1 - \gamma} - \frac{1}{(1 - \gamma)^2}\right)$ when $T\geq SA$ on any learning algorithm for infinite-horizon discounted Markov decision processes (MDP), where $S$ and $A$ are the numbers of states and actions, $T$ is the number of actions taken, and $\gamma$ is the discounting factor. We also show that a modified version of the double Q-learning algorithm gives a regret upper bound of $\tilde{O}\left(\frac{\sqrt{SAT}}{(1 - \gamma)^{2.5}}\right)$ when $T\geq SA$. Compared to our bounds, previous best lower and upper bounds both have worse dependencies on $T$ and $\gamma$, while our dependencies on $S, A, T$ are optimal. The proof of our upper bound is inspired by recent advances in the analysis of Q-learning in the episodic setting, but the cyclic nature of infinite-horizon MDPs poses many new challenges.