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 Reinforcement Learning


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. In doing so, we can coerce an agent into learning a world model to fill in the observation gaps during reinforcement learning. We show that the emerged world model, while not explicitly trained to predict the future, can help the agent learn key skills required to perform well in its environment. Videos of our results available at https://learningtopredict.github.io/


Mapping State Space using Landmarks for Universal Goal Reaching

Neural Information Processing Systems

An agent that has well understood the environment should be able to apply its skills for any given goals, leading to the fundamental problem of learning the Universal Value Function Approximator (UVFA). A UVFA learns to predict the cumulative rewards between all state-goal pairs. However, empirically, the value function for long-range goals is always hard to estimate and may consequently result in failed policy. This has presented challenges to the learning process and the capability of neural networks. We propose a method to address this issue in large MDPs with sparse rewards, in which exploration and routing across remote states are both extremely challenging. Our method explicitly models the environment in a hierarchical manner, with a high-level dynamic landmark-based map abstracting the visited state space, and a low-level value network to derive precise local decisions. We use farthest point sampling to select landmark states from past experience, which has improved exploration compared with simple uniform sampling. Experimentally we showed that our method enables the agent to reach long-range goals at the early training stage, and achieve better performance than standard RL algorithms for a number of challenging tasks.


Reinforcement Learning with Goal-Distance Gradient

arXiv.org Machine Learning

Reinforcement learning usually uses the feedback rewards of environmental to train agents. But the rewards in the actual environment are sparse, and even some environments will not rewards. Most of the current methods are difficult to get a good performance in a sparse reward environment. For environments without feedback rewards, a reward must be artificially defined. We present a method that does not rely on environmental rewards to solve the problem of sparse rewards. At the same time, the above two problems are solved, and it can be applied to more complicated environments and real-world environments. We used the number of steps transferred between states as the distance to replace the rewards of environmental. In order to solve the problem caused by the long distance between the start and the goal in a more complicated environment, we add bridge points to our method to establish a connection between the start and the goal. Experiments show that our method can be applied to more environments where distance cannot be estimated in advance.


Stochastic Recursive Variance Reduction for Efficient Smooth Non-Convex Compositional Optimization

arXiv.org Machine Learning

Stochastic compositional optimization arises in many important machine learning tasks such as value function evaluation in reinforcement learning and portfolio management. The objective function is the composition of two expectations of stochastic functions, and is more challenging to optimize than vanilla stochastic optimization problems. In this paper, we investigate the stochastic compositional optimization in the general smooth non-convex setting. We employ a recently developed idea of \textit{Stochastic Recursive Gradient Descent} to design a novel algorithm named SARAH-Compositional, and prove a sharp Incremental First-order Oracle (IFO) complexity upper bound for stochastic compositional optimization: $\mathcal{O}((n+m)^{1/2} \varepsilon^{-2})$ in the finite-sum case and $\mathcal{O}(\varepsilon^{-3})$ in the online case. Such a complexity is known to be the best one among IFO complexity results for non-convex stochastic compositional optimization, and is believed to be optimal. Our experiments validate the theoretical performance of our algorithm.


Reward-Conditioned Policies

arXiv.org Machine Learning

Reinforcement learning offers the promise of automating the acquisition of complex behavioral skills. However, compared to commonly used and well-understood supervised learning methods, reinforcement learning algorithms can be brittle, difficult to use and tune, and sensitive to seemingly innocuous implementation decisions. In contrast, imitation learning utilizes standard and well-understood supervised learning methods, but requires near-optimal expert data. Can we learn effective policies via supervised learning without demonstrations? The main idea that we explore in this work is that non-expert trajectories collected from sub-optimal policies can be viewed as optimal supervision, not for maximizing the reward, but for matching the reward of the given trajectory. By then conditioning the policy on the numerical value of the reward, we can obtain a policy that generalizes to larger returns. We show how such an approach can be derived as a principled method for policy search, discuss several variants, and compare the method experimentally to a variety of current reinforcement learning methods on standard benchmarks.


Representation Internal-Manipulation (RIM): A Neuro-Inspired Computational Theory of Consciousness

arXiv.org Artificial Intelligence

Many theories, based on neuroscientific and psychological empirical evidence and on computational concepts, have been elaborated to explain the emergence of consciousness in the central nervous system. These theories propose key fundamental mechanisms to explain consciousness, but they only partially connect such mechanisms to the possible functional and adaptive role of consciousness. Recently, some cognitive and neuroscientific models try to solve this gap by linking consciousness to various aspects of goal-directed behaviour, the pivotal cognitive process that allows mammals to flexibly act in challenging environments. Here we propose the Representation Internal-Manipulation (RIM) theory of consciousness, a theory that links the main elements of consciousness theories to components and functions of goal-directed behaviour, ascribing a central role for consciousness to the goal-directed manipulation of internal representations. This manipulation relies on four specific computational operations to perform the flexible internal adaptation of all key elements of goal-directed computation, from the representations of objects to those of goals, actions, and plans. Finally, we propose the concept of `manipulation agency' relating the sense of agency to the internal manipulation of representations. This allows us to propose that the subjective experience of consciousness is associated to the human capacity to generate and control a simulated internal reality that is vividly perceived and felt through the same perceptual and emotional mechanisms used to tackle the external world.


Intrinsic motivations and open-ended learning

arXiv.org Artificial Intelligence

There is a growing interest and literature on intrinsic motivations and open-ended learning in both cognitive robotics and machine learning on one side, and in psychology and neuroscience on the other. This paper aims to review some relevant contributions from the two literature threads and to draw links between them. To this purpose, the paper starts by defining intrinsic motivations and by presenting a computationally-driven theoretical taxonomy of their different types. Then it presents relevant contributions from the psychological and neuroscientific literature related to intrinsic motivations, interpreting them based on the grid, and elucidates the mechanisms and functions they play in animals and humans. Endowed with such concepts and their biological underpinnings, the paper next presents a selection of models from cognitive robotics and machine learning that computationally operationalise the concepts of intrinsic motivations and links them to biology concepts. The contribution finally presents some of the open challenges of the field from both the psychological/neuroscientific and computational perspectives.


Explain Your Move: Understanding Agent Actions Using Focused Feature Saliency

arXiv.org Artificial Intelligence

As deep reinforcement learning (RL) is applied to more tasks, there is a need to visualize and understand the behavior of learned agents. Saliency maps explain agent behavior by highlighting the features of the input state that are most relevant for the agent in taking an action. Existing perturbation-based approaches to compute saliency often highlight regions of the input that are not relevant to the action taken by the agent. Our approach generates more focused saliency maps by balancing two aspects (specificity and relevance) that capture different desiderata of saliency. The first captures the impact of perturbation on the relative expected reward of the action to be explained. The second downweights irrelevant features that alter the relative expected rewards of actions other than the action to be explained. We compare our approach with existing approaches on agents trained to play board games (Chess and Go) and Atari games (Breakout, Pong and Space Invaders). We show through illustrative examples (Chess, Atari, Go), human studies (Chess), and automated evaluation methods (Chess) that our approach generates saliency maps that are more interpretable for humans than existing approaches.


Uncertainty-Based Out-of-Distribution Classification in Deep Reinforcement Learning

arXiv.org Machine Learning

Robustness to out-of-distribution (OOD) data is an important goal in building reliable machine learning systems. Especially in autonomous systems, wrong predictions for OOD inputs can cause safety critical situations. As a first step towards a solution, we consider the problem of detecting such data in a value-based deep reinforcement learning (RL) setting. Modelling this problem as a one-class classification problem, we propose a framework for uncertainty-based OOD classification: UBOOD. It is based on the effect that an agent's epistemic uncertainty is reduced for situations encountered during training (in-distribution), and thus lower than for unencountered (OOD) situations. Being agnostic towards the approach used for estimating epistemic uncertainty, combinations with different uncertainty estimation methods, e.g. approximate Bayesian inference methods or ensembling techniques are possible. We further present a first viable solution for calculating a dynamic classification threshold, based on the uncertainty distribution of the training data. Evaluation shows that the framework produces reliable classification results when combined with ensemble-based estimators, while the combination with concrete dropout-based estimators fails to reliably detect OOD situations. In summary, UBOOD presents a viable approach for OOD classification in deep RL settings by leveraging the epistemic uncertainty of the agent's value function.


lexfridman/deeptraffic

#artificialintelligence

DeepTraffic is a deep reinforcement learning competition hosted as part of the MIT Deep Learning courses. The goal is to create a neural network that drives a vehicle (or multiple vehicles) as fast as possible through dense highway traffic. Top 10 submissions are listed on the leaderboard and you'll be able to visualize your submission in the following way: To get started right away, this repository provides a code snippet to insert into the code box on the DeepTraffic site. We'll add additional agents as the course progresses: A basic network that achieves 66.8mph. And now let's return to the problem of traffic: "Americans will put up with anything provided it doesn't block traffic." - Dan Rather In the U.S. alone, we spend 6.9 billion hours sitting in traffic each year [1] -- roughly 10,000 human lifetimes [2]. Autonomous vehicles will be able to alleviate part (but not all) of the problem.