Reinforcement Learning
SLM Lab: A Comprehensive Benchmark and Modular Software Framework for Reproducible Deep Reinforcement Learning
Loon, Keng Wah, Graesser, Laura, Cvitkovic, Milan
We introduce SLM Lab, a software framework for reproducible reinforcement learning (RL) research. SLM Lab implements a number of popular RL algorithms, provides synchronous and asynchronous parallel experiment execution, hyperparameter search, and result analysis. RL algorithms in SLM Lab are implemented in a modular way such that differences in algorithm performance can be confidently ascribed to differences between algorithms, not between implementations. In this work we present the design choices behind SLM Lab and use it to produce a comprehensive single-codebase RL algorithm benchmark. In addition, as a consequence of SLM Lab's modular design, we introduce and evaluate a discrete-action variant of the Soft Actor-Critic algorithm (Haarnoja et al., 2018) and a hybrid synchronous/asynchronous training method for RL agents.
Crowdfunding Dynamics Tracking: A Reinforcement Learning Approach
Wang, Jun, Zhang, Hefu, Liu, Qi, Pan, Zhen, Tao, Hanqing
Recent years have witnessed the increasing interests in research of crowdfunding mechanism. In this area, dynamics tracking is a significant issue but is still under exploration. Existing studies either fit the fluctuations of time-series or employ regularization terms to constrain learned tendencies. However, few of them take into account the inherent decision-making process between investors and crowdfunding dynamics. To address the problem, in this paper, we propose a Trajectory-based Continuous Control for Crowdfunding (TC3) algorithm to predict the funding progress in crowdfunding. Specifically, actor-critic frameworks are employed to model the relationship between investors and campaigns, where all of the investors are viewed as an agent that could interact with the environment derived from the real dynamics of campaigns. Then, to further explore the in-depth implications of patterns (i.e., typical characters) in funding series, we propose to subdivide them into $\textit{fast-growing}$ and $\textit{slow-growing}$ ones. Moreover, for the purpose of switching from different kinds of patterns, the actor component of TC3 is extended with a structure of options, which comes to the TC3-Options. Finally, extensive experiments on the Indiegogo dataset not only demonstrate the effectiveness of our methods, but also validate our assumption that the entire pattern learned by TC3-Options is indeed the U-shaped one.
Observational Overfitting in Reinforcement Learning
Song, Xingyou, Jiang, Yiding, Tu, Stephen, Du, Yilun, Neyshabur, Behnam
A major component of overfitting in model-free reinforcement learning (RL) involves the case where the agent may mistakenly correlate reward with certain spurious features from the observations generated by the Markov Decision Process (MDP). We provide a general framework for analyzing this scenario, which we use to design multiple synthetic benchmarks from only modifying the observation space of an MDP. When an agent overfits to different observation spaces even if the underlying MDP dynamics is fixed, we term this observational overfitting. Our experiments expose intriguing properties especially with regards to implicit regularization, and also corroborate results from previous works in RL generalization and supervised learning (SL).
Training Reinforcement Learning Agents to Ask the Right Questions
That paradigm assumes that the target knowledge is already embedded in the dataset and doesn't require any further clarifications but that rarely resembles how humans learn. When presented with a new subject, we are constantly forced to ask questions and clarifications about it. What if we could build the same skill into artificial intelligence(AI) models. The ability of formulate questions is a fundamental element of the human cognition process. The cornerstone of human's dialogs relies on our ability to express questions in a myriad of ways in order to obtain a specific answer.
Quasi-Newton Trust Region Policy Optimization
Jha, Devesh, Raghunathan, Arvind, Romeres, Diego
We propose a trust region method for policy optimization that employs Quasi-Newton approximation for the Hessian, called Quasi-Newton Trust Region Policy Optimization QNTRPO. Gradient descent is the de facto algorithm for reinforcement learning tasks with continuous controls. The algorithm has achieved state-of-the-art performance when used in reinforcement learning across a wide range of tasks. However, the algorithm suffers from a number of drawbacks including: lack of stepsize selection criterion, and slow convergence. We investigate the use of a trust region method using dogleg step and a Quasi-Newton approximation for the Hessian for policy optimization. We demonstrate through numerical experiments over a wide range of challenging continuous control tasks that our particular choice is efficient in terms of number of samples and improves performance
A Survey of Deep Reinforcement Learning in Video Games
Shao, Kun, Tang, Zhentao, Zhu, Yuanheng, Li, Nannan, Zhao, Dongbin
Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism updates the policy to maximize the return with an end-to-end method. In this paper, we survey the progress of DRL methods, including value-based, policy gradient, and model-based algorithms, and compare their main techniques and properties. Besides, DRL plays an important role in game artificial intelligence (AI). We also take a review of the achievements of DRL in various video games, including classical Arcade games, first-person perspective games and multi-agent real-time strategy games, from 2D to 3D, and from single-agent to multi-agent. A large number of video game AIs with DRL have achieved super-human performance, while there are still some challenges in this domain. Therefore, we also discuss some key points when applying DRL methods to this field, including exploration-exploitation, sample efficiency, generalization and transfer, multi-agent learning, imperfect information, and delayed spare rewards, as well as some research directions.
Simulation-based reinforcement learning for real-world autonomous driving
Osiński, Błażej, Jakubowski, Adam, Miłoś, Piotr, Zięcina, Paweł, Galias, Christopher, Homoceanu, Silviu, Michalewski, Henryk
We use synthetic data and a reinforcement learning algorithm to train a system controlling a full-size real-world vehicle in a number of restricted driving scenarios. The driving policy uses RGB images as input. We analyze how design decisions about perception, control and training impact the real-world performance.
OpenAI Benchmarks Reinforcement Learning To Avoid Model Overfitting
OpenAI has benchmarked reinforcement learning by mitigating most of its problems using the procedural generational technique. RL has been a central methodology in the field of artificial intelligence. However, over the years, researchers have witnessed a few shortcomings with the approach. Developers often use a colossal amount of data to train and increase the efficiency of machine learning models. But this has resulted in overfitting of data in many cases, thereby, causing hindrance in the adoption of ML technologies.
Variational Recurrent Models for Solving Partially Observable Control Tasks
Han, Dongqi, Doya, Kenji, Tani, Jun
In partially observable (PO) environments, deep reinforcement learning (RL) agents often suffer from unsatisfactory performance, since two problems need to be tackled together: how to extract information from the raw observations to solve the task, and how to improve the policy. In this study, we propose an RL algorithm for solving PO tasks. Our method comprises two parts: a variational recurrent model (VRM) for modeling the environment, and an RL controller that has access to both the environment and the VRM. The proposed algorithm was tested in two types of PO robotic control tasks, those in which either coordinates or velocities were not observable and those that require long-term memorization. Our experiments show that the proposed algorithm achieved better data efficiency and/or learned more optimal policy than other alternative approaches in tasks in which unobserved states cannot be inferred from raw observations in a simple manner.
SketchTransfer: A Challenging New Task for Exploring Detail-Invariance and the Abstractions Learned by Deep Networks
Lamb, Alex, Ozair, Sherjil, Verma, Vikas, Ha, David
Deep networks have achieved excellent results in perceptual tasks, yet their ability to generalize to variations not seen during training has come under increasing scrutiny. In this work we focus on their ability to have invariance towards the presence or absence of details. For example, humans are able to watch cartoons, which are missing many visual details, without being explicitly trained to do so. As another example, 3D rendering software is a relatively recent development, yet people are able to understand such rendered scenes even though they are missing details (consider a film like Toy Story). The failure of machine learning algorithms to do this indicates a significant gap in generalization between human abilities and the abilities of deep networks. We propose a dataset that will make it easier to study the detail-invariance problem concretely. We produce a concrete task for this: SketchTransfer, and we show that state-of-the-art domain transfer algorithms still struggle with this task. The state-of-the-art technique which achieves over 95\% on MNIST $\xrightarrow{}$ SVHN transfer only achieves 59\% accuracy on the SketchTransfer task, which is much better than random (11\% accuracy) but falls short of the 87\% accuracy of a classifier trained directly on labeled sketches. This indicates that this task is approachable with today's best methods but has substantial room for improvement.