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 Reinforcement Learning


Marwa Yousif Hassan on LinkedIn: The Brain Predicts Reward Like an AI, Says New DeepMind Research

#artificialintelligence

"In #distributional #Reinforcement_Learning, the #AI algorithm predicts a full spectrum of future rewards: some are more optimistic and amplify their reward signals when the reward is larger than expected; others more pessimistic, lowering their reward signals when it's smaller than predicted." "Partnering with Harvard, the teams tested out their idea in the brains of mice. In contrast to neuroscience canon, the team said, reward neurons didn't act as one. Rather than collectively encoding for a single expected outcome, they were each "tuned" to a different prediction, with some expecting a larger amount of reward, and others less hopeful, predicting smaller volumes" "We found that reward neurons in the brain were each tuned to different levels of pessimism or optimism. If they were a choir, they wouldn't all be singing the same note, but harmonizing" "In other words, they seemed to operate on very similar principles to distributed reinforcement learning, a powerful method in #AI." https://lnkd.in/grTTXeA


On Solving Cooperative MARL Problems with a Few Good Experiences

arXiv.org Artificial Intelligence

Cooperative Multi-agent Reinforcement Learning (MARL) is crucial for cooperative decentralized decision learning in many domains such as search and rescue, drone surveillance, package delivery and fire fighting problems. In these domains, a key challenge is learning with a few good experiences, i.e., positive reinforcements are obtained only in a few situations (e.g., on extinguishing a fire or tracking a crime or delivering a package) and in most other situations there is zero or negative reinforcement. Learning decisions with a few good experiences is extremely challenging in cooperative MARL problems due to three reasons. First, compared to the single agent case, exploration is harder as multiple agents have to be coordinated to receive a good experience. Second, environment is not stationary as all the agents are learning at the same time (and hence change policies). Third, scale of problem increases significantly with every additional agent. Relevant existing work is extensive and has focussed on dealing with a few good experiences in single-agent RL problems or on scalable approaches for handling non-stationarity in MARL problems. Unfortunately, neither of these approaches (or their extensions) are able to address the problem of sparse good experiences effectively. Therefore, we provide a novel fictitious self imitation approach that is able to simultaneously handle non-stationarity and sparse good experiences in a scalable manner. Finally, we provide a thorough comparison (experimental or descriptive) against relevant cooperative MARL algorithms to demonstrate the utility of our approach.


Local Policy Optimization for Trajectory-Centric Reinforcement Learning

arXiv.org Machine Learning

The goal of this paper is to present a method for simultaneous trajectory and local stabilizing policy optimization to generate local policies for trajectory-centric model-based reinforcement learning (MBRL). This is motivated by the fact that global policy optimization for non-linear systems could be a very challenging problem both algorithmically and numerically. However, a lot of robotic manipulation tasks are trajectory-centric, and thus do not require a global model or policy. Due to inaccuracies in the learned model estimates, an open-loop trajectory optimization process mostly results in very poor performance when used on the real system. Motivated by these problems, we try to formulate the problem of trajectory optimization and local policy synthesis as a single optimization problem. It is then solved simultaneously as an instance of nonlinear programming. We provide some results for analysis as well as achieved performance of the proposed technique under some simplifying assumptions.


Machine Learning assisted Handover and Resource Management for Cellular Connected Drones

arXiv.org Machine Learning

--Enabling cellular connectivity for drones introduces a wide set of challenges and opportunities. Communication of cellular-connected drones is influenced by 3-dimensional mobility and line-of-sight channel characteristics which results in higher number of handovers with increasing altitude. Our cell planning simulations in coexistence of aerial and terrestrial users indicate that the severe interference from drones to base stations is a major challenge for uplink communications of terrestrial users. Here, we first present the major challenges in coexistence of terrestrial and drone communications by considering real geographical network data for Stockholm. Then, we derive analytical models for the key performance indicators (KPIs), including communications delay and interference over cellular networks, and formulate the handover and radio resource management (H-RRM) optimization problem. Afterwards, we transform this problem into a machine learning problem, and propose a deep reinforcement learning solution to solve H-RRM problem. Especially, the heat-maps of handover decisions in different drone's altitudes/speeds have been presented, which promote a revision of the legacy handover schemes and redefining the boundaries of cells in the sky. I NTRODUCTION Commercial drone applications have attracted profound interest in recent years in a wide set of use-cases, including area monitoring, surveillance, and delivery [1].


Q-Learning in enormous action spaces via amortized approximate maximization

arXiv.org Artificial Intelligence

Applying Q-learning to high-dimensional or continuous action spaces can be difficult due to the required maximization over the set of possible actions. Motivated by techniques from amortized inference, we replace the expensive maximization over all actions with a maximization over a small subset of possible actions sampled from a learned proposal distribution. The resulting approach, which we dub Amortized Q-learning (AQL), is able to handle discrete, continuous, or hybrid action spaces while maintaining the benefits of Q-learning. Our experiments on continuous control tasks with up to 21 dimensional actions show that AQL outperforms D3PG (Barth-Maron et al, 2018) and QT-Opt (Kalashnikov et al, 2018). Experiments on structured discrete action spaces demonstrate that AQL can efficiently learn good policies in spaces with thousands of discrete actions.


Lyceum: An efficient and scalable ecosystem for robot learning

arXiv.org Artificial Intelligence

We introduce Lyceum, a high-performance computational ecosystem for robot learning. Lyceum is built on top of the Julia programming language and the MuJoCo physics simulator, combining the ease-of-use of a high-level programming language with the performance of native C. In addition, Lyceum has a straightforward API to support parallel computation across multiple cores and machines. Overall, depending on the complexity of the environment, Lyceum is 5-30x faster compared to other popular abstractions like OpenAI's Gym and DeepMind's dm-control. This substantially reduces training time for various reinforcement learning algorithms; and is also fast enough to support real-time model predictive control through MuJoCo. The code, tutorials, and demonstration videos can be found at: www.lyceum.ml.


Unsupervisedly Learned Representations: Should the Quest be Over?

arXiv.org Artificial Intelligence

There exists a Classification accuracy gap of about 20% between our best methods of generating Unsupervisedly Learned Representations and the accuracy rates achieved by (naturally Unsupervisedly Learning) humans. We are at our fourth decade at least in search of this class of paradigms. It thus may well be that we are looking in the wrong direction. We present in this paper a possible solution to this puzzle. We demonstrate that Reinforcement Learning schemes can learn representations, which may be used for Pattern Recognition tasks such as Classification, achieving practically the same accuracy as that of humans. Our main modest contribution lies in the observations that: a. when applied to a real world environment (e.g. nature itself) Reinforcement Learning does not require labels, and thus may be considered a natural candidate for the long sought, accuracy competitive Unsupervised Learning method, and b. in contrast, when Reinforcement Learning is applied in a simulated or symbolic processing environment (e.g. a computer program) it does inherently require labels and should thus be generally classified, with some exceptions, as Supervised Learning. The corollary of these observations is that further search for Unsupervised Learning competitive paradigms which may be trained in simulated environments like many of those found in research and applications may be futile.


Loss-annealed GAIL for sample efficient and stable Imitation Learning

arXiv.org Machine Learning

Imitation learning is the problem of learning a policy from an expert policy without access to a reward signal. Often, the expert policy is only available in the form of expert demonstrations. Behavior cloning and GAIL are two popularly used methods for performing imitation learning in this setting. Behavior cloning converges in a few training iterations, but doesn't reach peak performance and suffers from compounding errors due to its supervised training framework and iid assumption. GAIL attempts to tackle this problem by accounting for the temporal dependencies between states while matching occupancy measures of the expert and the policy. Although GAIL has shown successes in a number of environments, it takes a lot of environment interactions. Given their complementary benefits, existing methods have mentioned trying or tried to combine the two methods, without much success. We look at some of the limitations of existing ideas that try to combine BC and GAIL, and present an algorithm that combines the best of both worlds to enable faster and stable training while not compromising on performance. Our algorithm is embarrassingly simple to implement and seamlessly integrates with different policy gradient algorithms. We demonstrate the effectiveness of the algorithm both in low dimensional control tasks in a limited data setting, and in high dimensional grid world environments.


Double Q-Learning with Python and Open AI

#artificialintelligence

In the previous couple of articles, we explored reinforcement learning ecosystem, how it can be described and how it functions. Reinforcement learning is a type of learning that is different from supervised and unsupervised learning. Unlike the mentioned approaches, reinforcement learning uses interaction, which makes it "the third paradigm of machine learning". Main reinforcement learning elements are learning agent and environment. These two elements are in constant interaction.


Double Q-Learning with Python and Open AI

#artificialintelligence

In the previous couple of articles, we explored reinforcement learning ecosystem, how it can be described and how it functions. Reinforcement learning is a type of learning that is different from supervised and unsupervised learning. Unlike the mentioned approaches, reinforcement learning uses interaction, which makes it "the third paradigm of machine learning". Main reinforcement learning elements are learning agent and environment. These two elements are in constant interaction.