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 Reinforcement Learning


Effects of sparse rewards of different magnitudes in the speed of learning of model-based actor critic methods

arXiv.org Machine Learning

Actor critic methods with sparse rewards in model-based deep reinforcement learning typically require a deterministic binary reward function that reflects only two possible outcomes: if, for each step, the goal has been achieved or not. Our hypothesis is that we can influence an agent to learn faster by applying an external environmental pressure during training, which adversely impacts its ability to get higher rewards. As such, we deviate from the classical paradigm of sparse rewards and add a uniformly sampled reward value to the baseline reward to show that (1) sample efficiency of the training process can be correlated to the adversity experienced during training, (2) it is possible to achieve higher performance in less time and with less resources, (3) we can reduce the performance variability experienced seed over seed, (4) there is a maximum point after which more pressure will not generate better results, and (5) that random positive incentives have an adverse effect when using a negative reward strategy, making an agent under those conditions learn poorly and more slowly. These results have been shown to be valid for Deep Deterministic Policy Gradients using Hindsight Experience Replay in a well known Mujoco environment, but we argue that they could be generalized to other methods and environments as well.


Graph Ordering: Towards the Optimal by Learning

arXiv.org Artificial Intelligence

Graph representation learning has achieved a remarkable success in many graph-based applications, such as node classification, link prediction, and community detection. These models are usually designed to preserve the vertex information at different granularity and reduce the problems in discrete space to some machine learning tasks in continuous space. However, regardless of the fruitful progress, for some kind of graph applications, such as graph compression and edge partition, it is very hard to reduce them to some graph representation learning tasks. Moreover, these problems are closely related to reformulating a global layout for a specific graph, which is an important NP-hard combinatorial optimization problem: graph ordering. In this paper, we propose to attack the graph ordering problem behind such applications by a novel learning approach. Distinguished from greedy algorithms based on predefined heuristics, we propose a neural network model: Deep Order Network (DON) to capture the hidden locality structure from partial vertex order sets. Supervised by sampled partial order, DON has the ability to infer unseen combinations. Furthermore, to alleviate the combinatorial explosion in the training space of DON and make the efficient partial vertex order sampling , we employ a reinforcement learning model: the Policy Network, to adjust the partial order sampling probabilities during the training phase of DON automatically. To this end, the Policy Network can improve the training efficiency and guide DON to evolve towards a more effective model automatically. Comprehensive experiments on both synthetic and real data validate that DON-RL outperforms the current state-of-the-art heuristic algorithm consistently. Two case studies on graph compression and edge partitioning demonstrate the potential power of DON-RL in real applications.


Multi-agent Motion Planning for Dense and Dynamic Environments via Deep Reinforcement Learning

arXiv.org Artificial Intelligence

How Abstract --This paper introduces a hybrid algorithm of deep reinforcement learning (RL) and Force-based motion planning (FMP) to solve distributed motion planning problem in dense and dynamic environments. Individually, RL and FMP algorithms each have their own limitations. FMP is not able to produce time-optimal paths and existing RL solutions are not able to produce collision-free paths in dense environments. Therefore, we first tried improving the performance of recent RL approaches by introducing a new reward function that not only eliminates the requirement of a pre supervised learning (SL) step but also decreases the chance of collision in crowded environments. That improved things, but there were still a lot of failure cases. So, we developed a hybrid approach to leverage the simpler FMP approach in stuck, simple and high-risk cases, and continue using RL for normal cases in which FMP can't produce optimal path. Also, we extend GA3C-CADRL algorithm to 3D environment. Simulation results show that the proposed algorithm outperforms both deep RL and FMP algorithms and produces up to 50 % more successful scenarios than deep RL and up to 75 % less extra time to reach goal than FMP . Index T erms --Motion planning, distributed algorithms, collision avoidance, deep learning, reinforcement learning, trajectory optimization, hybrid control. I NTRODUCTION M UL TI-AGENT motion planning has recently attracted much interest in the research community and has many applications including robot navigation among pedestrians, self-driving cars, and drone shows.


Plato Dialogue System: A Flexible Conversational AI Research Platform

arXiv.org Artificial Intelligence

As the field of Spoken Dialogue Systems and Conversational AI grows, so does the need for tools and environments that abstract away implementation details in order to expedite the development process, lower the barrier of entry to the field, and offer a common test-bed for new ideas. In this paper, we present Plato, a flexible Conversational AI platform written in Python that supports any kind of conversational agent architecture, from standard architectures to architectures with jointly-trained components, single- or multi-party interactions, and offline or online training of any conversational agent component. Plato has been designed to be easy to understand and debug and is agnostic to the underlying learning frameworks that train each component.


Lipschitz Lifelong Reinforcement Learning

arXiv.org Artificial Intelligence

We consider the problem of knowledge transfer when an agent is facing a series of Reinforcement Learning (RL) tasks. We introduce a novel metric between Markov Decision Processes and establish that close MDPs have close optimal value functions. Formally, the optimal value functions are Lipschitz continuous with respect to the tasks space. These theoretical results lead us to a value transfer method for Lifelong RL, which we use to build a PAC-MDP algorithm with improved convergence rate. We illustrate the benefits of the method in Lifelong RL experiments.


Major AI breakthrough unlocks secrets of human brain

#artificialintelligence

Researchers at Google-owned DeepMind discovered that a recent development in computer science regarding reinforcement learning could be applied to how the brain's dopamine system works. The research, published in the scientific journal Nature, has implications for better understanding mental health, as well as for learning and motivation disorders. It found evidence that something referred to as "distributional reinforcement learning" used in AI algorithms actually mimics the dopamine reward system within the brain. The technique allows the brain to use distribute the probability of future rewards rather than focussing on actions that result in immediate rewards. "We found that dopamine neurons in the brain were each tuned to different levels of pessimism or optimism," the researchers explained in a blog post describing their discovery.


SEERL: Sample Efficient Ensemble Reinforcement Learning

#artificialintelligence

Ensemble learning is a very prevalent method employed in machine learning. The relative success of ensemble methods is attributed to its ability to tackle a wide range of instances and complex problems that require different low-level approaches. However, ensemble methods are relatively less popular in reinforcement learning owing to the high sample complexity and computational expense involved. We present a new training and evaluation framework for model-free algorithms that use ensembles of policies obtained from a single training instance. These policies are diverse in nature and are learned through directed perturbation of the model parameters at regular intervals.


Who needs AI IEC e-tech Issue' 01/2019

#artificialintelligence

It is difficult not to smile when reading the Wall Street Journal report about a guest in a robot-staffed hotel in Japan who was woken every few hours by the in-room assistant asking him to repeat his command. The hotel manager finally realized that heavy snoring by the guest had triggered the robot's voice recognition system. For every clanger, though, there is also a success story. For example, DeepMind's AI programme AlphaStar has for the first time beaten human video game players at StarCraft II, winning 10 games in a row. AlphaStar's success demonstrated the ability of AI programmes, in this case based on a reinforcement learning algorithm, to make quick decisions without any errors while operating in a complex environment.


DeepMind found an AI learning technique also works in human brains

New Scientist

Developments in artificial intelligence often draw inspiration from how humans think, but now AI has turned the tables to teach us about how brains learn. Will Dabney at tech firm DeepMind in London and his colleagues have found that a recent development in machine learning called distributional reinforcement learning also provides a new explanation for how the reward pathways in the brain work. These pathways govern our response to pleasurable events and are mediated by neurons that release the brain chemical dopamine. "Dopamine in the brain is a type of surprise signal," says Dabney. "When things turn out better than expected, more dopamine gets released."


Continuous-action Reinforcement Learning for Playing Racing Games: Comparing SPG to PPO

arXiv.org Artificial Intelligence

In this paper, a novel racing environment for OpenAI Gym is introduced. This environment operates with continuous action- and state-spaces and requires agents to learn to control the acceleration and steering of a car while navigating a randomly generated racetrack. Different versions of two actor-critic learning algorithms are tested on this environment: Sampled Policy Gradient (SPG) and Proximal Policy Optimization (PPO). An extension of SPG is introduced that aims to improve learning performance by weighting action samples during the policy update step. The effect of using experience replay (ER) is also investigated. To this end, a modification to PPO is introduced that allows for training using old action samples by optimizing the actor in log space. Finally, a new technique for performing ER is tested that aims to improve learning speed without sacrificing performance by splitting the training into two parts, whereby networks are first trained using state transitions from the replay buffer, and then using only recent experiences. The results indicate that experience replay is not beneficial to PPO in continuous action spaces. The training of SPG seems to be more stable when actions are weighted. All versions of SPG outperform PPO when ER is used. The ER trick is effective at improving training speed on a computationally less intensive version of SPG.