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 Reinforcement Learning


MIME: Mutual Information Minimisation Exploration

arXiv.org Machine Learning

We show that reinforcement learning agents that learn by surprise (surprisal) get stuck at abrupt environmental transition boundaries because these transitions are difficult to learn. We propose a counter-intuitive solution that we call Mutual Information Minimising Exploration (MIME) where an agent learns a latent representation of the environment without trying to predict the future states. We show that our agent performs significantly better over sharp transition boundaries while matching the performance of surprisal driven agents elsewhere. In particular, we show state-of-the-art performance on difficult learning games such as Gravitar, Montezuma's Revenge and Doom.


Robotic Grasp Manipulation Using Evolutionary Computing and Deep Reinforcement Learning

arXiv.org Machine Learning

Intelligent Object manipulation for grasping is a challenging problem for robots. Unlike robots, humans almost immediately know how to manipulate objects for grasping due to learning over the years. A grown woman can grasp objects more skilfully than a child because of learning skills developed over years, the absence of which in the present day robotic grasping compels it to perform well below the human object grasping benchmarks. In this paper we have taken up the challenge of developing learning based pose estimation by decomposing the problem into both position and orientation learning. More specifically, for grasp position estimation, we explore three different methods - a Genetic Algorithm (GA) based optimization method to minimize error between calculated image points and predicted end-effector (EE) position, a regression based method (RM) where collected data points of robot EE and image points have been regressed with a linear model, a PseudoInverse (PI) model which has been formulated in the form of a mapping matrix with robot EE position and image points for several observations. Further for grasp orientation learning, we develop a deep reinforcement learning (DRL) model which we name as Grasp Deep Q-Network (GDQN) and benchmarked our results with Modified VGG16 (MVGG16). Rigorous experimentations show that due to inherent capability of producing very high-quality solutions for optimization problems and search problems, GA based predictor performs much better than the other two models for position estimation. For orientation learning results indicate that off policy learning through GDQN outperforms MVGG16, since GDQN architecture is specially made suitable for the reinforcement learning. Based on our proposed architectures and algorithms, the robot is capable of grasping all rigid body objects having regular shapes.


SEERL: Sample Efficient Ensemble Reinforcement Learning

arXiv.org Machine Learning

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. We show that learning an adequately diverse set of policies is required for a good ensemble while extreme diversity can prove detrimental to overall performance. We evaluate our approach to challenging discrete and continuous control tasks and also discuss various ensembling strategies. Our framework is substantially sample efficient, computationally inexpensive and is seen to outperform state of the art(SOTA) scores in Atari 2600 and Mujoco. Video results can be found at https://www.youtube.com/channel/UC95Kctu9Mp8BlFmtGD2TGTA


Model-based Multi-Agent Reinforcement Learning with Cooperative Prioritized Sweeping

arXiv.org Artificial Intelligence

We present a new model-based reinforcement learning algorithm, Cooperative Prioritized Sweeping, for efficient learning in multi-agent Markov decision processes. The algorithm allows for sample-efficient learning on large problems by exploiting a factorization to approximate the value function. Our approach only requires knowledge about the structure of the problem in the form of a dynamic decision network. Using this information, our method learns a model of the environment and performs temporal difference updates which affect multiple joint states and actions at once. Batch updates are additionally performed which efficiently back-propagate knowledge throughout the factored Q-function. Our method outperforms the state-of-the-art algorithm sparse cooperative Q-learning algorithm, both on the well-known SysAdmin benchmark and randomized environments.


Inducing Cooperation in Multi-Agent Games Through Status-Quo Loss

arXiv.org Artificial Intelligence

Social dilemma situations bring out the conflict between individual and group rationality. When individuals act rationally in such situations, the group suffers sub-optimal outcomes. The Iterative Prisoner's Dilemma (IPD) is a two-player game that offers a theoretical framework to model and study such social situations. In the Prisoner's Dilemma, individualistic behavior leads to mutual defection and sub-optimal outcomes. This result is in contrast to what one observes in human groups, where humans often sacrifice individualistic behavior for the good of the collective. It is interesting to study how and why such cooperative and individually irrational behavior emerges in human groups. To this end, recent work models this problem by treating each player as a Deep Reinforcement Learning (RL) agent and evolves cooperative behavioral policies through internal information or reward sharing mechanisms. We propose an approach to evolve cooperative behavior between RL agents playing the IPD game without sharing rewards, internal details (weights, gradients), or a communication channel. We introduce a Status-Quo loss (SQLoss) that incentivizes cooperative behavior by encouraging policy stationarity. We also describe an approach to transform a two-player game (with visual inputs) into its IPD formulation through self-supervised skill discovery (IPDistill).We show how our approach outperforms existing approaches in the Iterative Prisoner's Dilemma and the two-player Coin game.


Top 7 Python Libraries For Reinforcement Learning

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In recent years, the emergence of deep reinforcement learning (RL) has resulted in the growing demand for their evaluation. To implement and test RL models quickly and reliably, several RL libraries have been developed. Pyqlearning is a Python library to implement RL, especially for Q-Learning and multi-agent Deep Q-Network. This library makes it possible to design the information search algorithm such as the Game AI, web crawlers, or robotics. Keras-RL seamlessly implements state-of-the-art deep reinforcement learning algorithms with the deep learning library Keras.



PoPS: Policy Pruning and Shrinking for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Abstract-- The recent success of deep neural networks (DNNs) for function approximation in reinforcement learning has t rig-gered the development of Deep Reinforcement Learning (DRL) algorithms in various fields, such as robotics, computer gam es, natural language processing, computer vision, sensing sys tems, and wireless networking. Unfortunately, DNNs suffer from h igh computational cost and memory consumption, which limits th e use of DRL algorithms in systems with limited hardware resources. In recent years, pruning algorithms have demonstrated cons id-erable success in reducing the redundancy of DNNs in classifi cation tasks. However, existing algorithms suffer from a sign ificant performance reduction in the DRL domain. In this paper, we develop the first effective solution to the performance redu ction problem of pruning in the DRL domain, and establish a working algorithm, named Policy Pruning and Shrinking (PoPS), to tr ain DRL models with strong performance while achieving a compac t representation of the DNN. The framework is based on a novel iterative policy pruning and shrinking method that leverag es the power of transfer learning when training the DRL model. We present an extensive experimental study that demonstrates the strong performance of PoPS using the popular Cartpole, Luna r Lander, Pong, and Pacman environments. Finally, we develop an open source software for the benefit of researchers and devel opers in related fields. Deep reinforcement learning (DRL) algorithms have attracted much attention in recent years due to their capabili ty to provide a good approximation of the objective value in decision making tasks while dealing with very large state an d action spaces. In contrast to classic reinforcement learni ng methods that perform well for small-size models but perform poorly for large-scale models, DRL combines a deep neural network (DNN) with reinforcement learning for overcoming this issue. The DNN is used to map from states to actions in large-scale models so as to yield a policy that maximizes the objective value. In DeepMind's recently published Natu re paper [1], [2], a DRL algorithm was developed to teach computers how to play Atari games directly from the on-scree n Personal use of this material is permitted. Dor Livne and Kobi Cohen are with the School of Electrical and Computer Engineering, Ben-Gurion University of the Negev, Beer Shev a 8410501 Israel. This work was supported in part by the U.S.-Israel Binationa l Science Foundation (BSF) under grant 2017723, and by the Cyber Secur ity Research Center at Ben-Gurion University of the Negev under grant 076 /16.


Reinforcement Learning of Control Policy for Linear Temporal Logic Specifications Using Limit-Deterministic B\"uchi Automata

arXiv.org Artificial Intelligence

This letter proposes a novel reinforcement learning method for the synthesis of a control policy satisfying a control specification described by a linear temporal logic formula. We assume that the controlled system is modeled by a Markov decision process (MDP). We transform the specification to a limit-deterministic B\"uchi automaton (LDBA) with several accepting sets that accepts all infinite sequences satisfying the formula. The LDBA is augmented so that it explicitly records the previous visits to accepting sets. We take a product of the augmented LDBA and the MDP, based on which we define a reward function. The agent gets rewards whenever state transitions are in an accepting set that has not been visited for a certain number of steps. Consequently, sparsity of rewards is relaxed and optimal circulations among the accepting sets are learned. We show that the proposed method can learn an optimal policy when the discount factor is sufficiently close to one.


Reinforcement Learning for the Enterprise - DZone AI

#artificialintelligence

This article is featured in the new DZone Guide to Artificial Intelligence. Get your free copy for more insightful articles, industry statistics, and more! Humanity has a unique ability to adapt to dynamic environments and learn from their surroundings and failures. It is something that machines lack, and that is where artificial intelligence seeks to correct this deficiency. However, traditional supervised machine learning techniques require a lot of proper historical data to learn patterns and then act based on them.