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 Reinforcement Learning


Near-Optimal Reinforcement Learning in Dynamic Treatment Regimes

Neural Information Processing Systems

A dynamic treatment regime (DTR) consists of a sequence of decision rules, one per stage of intervention, that dictates how to determine the treatment assignment to patients based on evolving treatments and covariates' history. These regimes are particularly effective for managing chronic disorders and is arguably one of the key aspects towards more personalized decision-making. In this paper, we investigate the online reinforcement learning (RL) problem for selecting optimal DTRs provided that observational data is available. We develop the first adaptive algorithm that achieves near-optimal regret in DTRs in online settings, without any access to historical data. We further derive informative bounds on the system dynamics of the underlying DTR from confounded, observational data.


Deep Reinforcement Learning for Complex Manipulation Tasks with Sparse Feedback

arXiv.org Machine Learning

Learning optimal policies from sparse feedback is a known challenge in reinforcement learning. Hindsight Experience Replay (HER) is a multi-goal reinforcement learning algorithm that comes to solve such tasks. The algorithm treats every failure as a success for an alternative (virtual) goal that has been achieved in the episode and then generalizes from that virtual goal to real goals. HER has known flaws and is limited to relatively simple tasks. In this thesis, we present three algorithms based on the existing HER algorithm that improves its performances. First, we prioritize virtual goals from which the agent will learn more valuable information. We call this property the \textit{instructiveness} of the virtual goal and define it by a heuristic measure, which expresses how well the agent will be able to generalize from that virtual goal to actual goals. Secondly, we designed a filtering process that detects and removes misleading samples that may induce bias throughout the learning process. Lastly, we enable the learning of complex, sequential, tasks using a form of curriculum learning combined with HER. We call this algorithm \textit{Curriculum HER}. To test our algorithms, we built three challenging manipulation environments with sparse reward functions. Each environment has three levels of complexity. Our empirical results show vast improvement in the final success rate and sample efficiency when compared to the original HER algorithm.


Learning to Predict Without Looking Ahead: World Models Without Forward Prediction

Neural Information Processing Systems

Much of model-based reinforcement learning involves learning a model of an agent's world, and training an agent to leverage this model to perform a task more efficiently. While these models are demonstrably useful for agents, every naturally occurring model of the world of which we are aware---e.g., a brain---arose as the byproduct of competing evolutionary pressures for survival, not minimization of a supervised forward-predictive loss via gradient descent. That useful models can arise out of the messy and slow optimization process of evolution suggests that forward-predictive modeling can arise as a side-effect of optimization under the right circumstances. Crucially, this optimization process need not explicitly be a forward-predictive loss. In this work, we introduce a modification to traditional reinforcement learning which we call observational dropout, whereby we limit the agents ability to observe the real environment at each timestep.


On Computation and Generalization of Generative Adversarial Imitation Learning

arXiv.org Machine Learning

Generative Adversarial Imitation Learning (GAIL) is a powerful and practical approach for learning sequential decision-making policies. Different from Reinforcement Learning (RL), GAIL takes advantage of demonstration data by experts (e.g., human), and learns both the policy and reward function of the unknown environment. Despite the significant empirical progresses, the theory behind GAIL is still largely unknown. The major difficulty comes from the underlying temporal dependency of the demonstration data and the minimax computational formulation of GAIL without convex-concave structure. To bridge such a gap between theory and practice, this paper investigates the theoretical properties of GAIL. Specifically, we show: (1) For GAIL with general reward parameterization, the generalization can be guaranteed as long as the class of the reward functions is properly controlled; (2) For GAIL, where the reward is parameterized as a reproducing kernel function, GAIL can be efficiently solved by stochastic first order optimization algorithms, which attain sublinear convergence to a stationary solution. To the best of our knowledge, these are the first results on statistical and computational guarantees of imitation learning with reward/policy function approximation. Numerical experiments are provided to support our analysis.


Reward Engineering for Object Pick and Place Training

arXiv.org Artificial Intelligence

Robotic grasping is a crucial area of research as it can result in the acceleration of the automation of several Industries utilizing robots ranging from manufacturing to healthcare. Reinforcement learning is the field of study where an agent learns a policy to execute an action by exploring and exploiting rewards from an environment. Reinforcement learning can thus be used by the agent to learn how to execute a certain task, in our case grasping an object. We have used the Pick and Place environment provided by OpenAI's Gym to engineer rewards. Hindsight Experience Replay (HER) has shown promising results with problems having a sparse reward. In the default configuration of the OpenAI baseline and environment the reward function is calculated using the distance between the target location and the robot end-effector. By weighting the cost based on the distance of the end-effector from the goal in the x,y and z-axes we were able to almost halve the learning time compared to the baselines provided by OpenAI, an intuitive strategy that further reduced learning time. In this project, we were also able to introduce certain user desired trajectories in the learnt policies (city-block / Manhattan trajectories). This helps us understand that by engineering the rewards we can tune the agent to learn policies in a certain way even if it might not be the most optimal but is the desired manner.


A Comprehensive Survey on the Ambulance Routing and Location Problems

arXiv.org Artificial Intelligence

In this research, an extensive literature review was performed on the recent developments of the ambulance routing problem (ARP) and ambulance location problem (ALP). Both are respective modifications of the vehicle routing problem (VRP) and maximum covering problem (MCP), with modifications to objective functions and constraints. Although alike, a key distinction is emergency service systems (EMS) are considered critical and the optimization of these has become all the more important as a result. Similar to their parent problems, these are NP-hard and must resort to approximations if the space size is too large. Much of the current work has simply been on modifying existing systems through simulation to achieve a more acceptable result. There has been attempts towards using meta-heuristics, though practical experimentation is lacking when compared to VRP or MCP. The contributions of this work are a comprehensive survey of current methodologies, summarized models, and suggested future improvements.


A sequential resource investment planning framework using reinforcement learning and simulation-based optimization: A case study on microgrid storage expansion

arXiv.org Machine Learning

A model and expansion plan have been developed to optimally determine microgrid designs as they evolve to dynamically react to changing conditions and to exploit energy storage capabilities. In the wake of the highly electrified future ahead of us, the role of energy storage is crucial wherever distributed generation is abundant, such as microgrid settings. Given the variety of storage options that are recently becoming more economical, determining which type of storage technology to invest in, along with the appropriate timing and capacity becomes a critical research question. In problems where the investment timing is of high priority, like this one, developing analytical and systematic frameworks for rigorously considering these issues is indispensable. From a business perspective, these strategic frameworks will aim to optimize the process of investment planning, by leveraging novel approaches and by capturing all the problem details that traditional approaches are unable to. Reinforcement learning algorithms have recently proven to be successful in problems where sequential decision-making is inherent. In the operations planning area, these algorithms are already used but mostly in short-term problems with well-defined constraints and low levels of uncertainty modeling. On the contrary, in this work, we expand and tailor these techniques to long-term investment planning by utilizing model-free approaches, like the Q-learning algorithm, combined with simulation-based models. We find that specific types of energy storage units, including the vanadium-redox battery, can be expected to be at the core of the future microgrid applications, and therefore, require further attention. Another key finding is that the optimal storage capacity threshold for a system depends heavily on the price movements of the available storage units in the market.


Reanalysis of Variance Reduced Temporal Difference Learning

arXiv.org Machine Learning

Temporal difference (TD) learning is a popular algorithm for policy evaluation in reinforcement learning, but the vanilla TD can substantially suffer from the inherent optimization variance. A variance reduced TD (VRTD) algorithm was proposed by Korda and La (2015), which applies the variance reduction technique directly to the online TD learning with Markovian samples. In this work, we first point out the technical errors in the analysis of VRTD in Korda and La (2015), and then provide a mathematically solid analysis of the non-asymptotic convergence of VRTD and its variance reduction performance. We show that VRTD is guaranteed to converge to a neighborhood of the fixed-point solution of TD at a linear convergence rate. Furthermore, the variance error (for both i.i.d.\ and Markovian sampling) and the bias error (for Markovian sampling) of VRTD are significantly reduced by the batch size of variance reduction in comparison to those of vanilla TD. As a result, the overall computational complexity of VRTD to attain a given accurate solution outperforms that of TD under Markov sampling and outperforms that of TD under i.i.d.\ sampling for a sufficiently small conditional number.


Deep Interactive Reinforcement Learning for Path Following of Autonomous Underwater Vehicle

arXiv.org Artificial Intelligence

Autonomous underwater vehicle (AUV) plays an increasingly important role in ocean exploration. Existing AUVs are usually not fully autonomous and generally limited to pre-planning or pre-programming tasks. Reinforcement learning (RL) and deep reinforcement learning have been introduced into the AUV design and research to improve its autonomy. However, these methods are still difficult to apply directly to the actual AUV system because of the sparse rewards and low learning efficiency. In this paper, we proposed a deep interactive reinforcement learning method for path following of AUV by combining the advantages of deep reinforcement learning and interactive RL. In addition, since the human trainer cannot provide human rewards for AUV when it is running in the ocean and AUV needs to adapt to a changing environment, we further propose a deep reinforcement learning method that learns from both human rewards and environmental rewards at the same time. We test our methods in two path following tasks---straight line and sinusoids curve following of AUV by simulating in the Gazebo platform. Our experimental results show that with our proposed deep interactive RL method, AUV can converge faster than a DQN learner from only environmental reward. Moreover, AUV learning with our deep RL from both human and environmental rewards can also achieve a similar or even better performance than that with the deep interactive RL method and can adapt to the actual environment by further learning from environmental rewards.


Solving Reinforcement Learning Classic Control Problems OpenAIGym.

#artificialintelligence

If you are a beginner in reinforcement learning and want to implement it, then OpenAIGym is the right place to begin from. Reinforcement learning is an interesting area of Machine learning. The rough idea is that you have an agent and an environment. The agent takes actions and environment gives reward based on those actions, The goal is to teach the agent optimal behaviour in order to maximize the reward received by the environment. For example, have a look at the diagram.