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 Reinforcement Learning


vitchyr/rlkit

#artificialintelligence

Reinforcement learning framework and algorithms implemented in PyTorch. To get started, checkout the example scripts, linked above. The initial release for 0.2 has the following major changes: Overall, the refactors are intended to make the code more modular and readable than the previous versions. These Anaconda environments use MuJoCo 1.5 and gym 0.10.5. You'll need to get your own MuJoCo key if you want to use MuJoCo.


Crossing the AI Chasm with Infographics

#artificialintelligence

AI is a game changer. And being a data and analytics guy, I could not be more excited about it. The McKinsey research study "Notes from the AI frontier: Applications and value of deep learning" provided some valuable insights into where and how Artificial Intelligence (i.e., Deep Learning / Neural Networks (CNNs, RNNs, GANs), Reinforcement Learning and Deep Reinforcement Learning) will derive and drive new sources of customer, product and operational value, especially when compared to traditional analytic approaches. AI will add billions of dollars of financial and economic value to ALL industries. A no-brainer if ever one existed.


Learning to Combat Compounding-Error in Model-Based Reinforcement Learning

arXiv.org Machine Learning

Despite its potential to improve sample complexity versus model-free approaches, model-based reinforcement learning can fail catastrophically if the model is inaccurate. An algorithm should ideally be able to trust an imperfect model over a reasonably long planning horizon, and only rely on model-free updates when the model errors get infeasibly large. In this paper, we investigate techniques for choosing the planning horizon on a state-dependent basis, where a state's planning horizon is determined by the maximum cumulative model error around that state. We demonstrate that these state-dependent model errors can be learned with Temporal Difference methods, based on a novel approach of temporally decomposing the cumulative model errors. Experimental results show that the proposed method can successfully adapt the planning horizon to account for state-dependent model accuracy, significantly improving the efficiency of policy learning compared to model-based and model-free baselines.


Learning an Interpretable Traffic Signal Control Policy

arXiv.org Machine Learning

Signalized intersections are managed by controllers that assign right of way (green, yellow, and red lights) to non-conflicting directions. Optimizing the actuation policy of such controllers is expected to alleviate traffic congestion and its adverse impact. Given such a safety-critical domain, the affiliated actuation policy is required to be interpretable in a way that can be understood and regulated by a human. This paper presents and analyzes several on-line optimization techniques for tuning interpretable control functions. Although these techniques are defined in a general way, this paper assumes a specific class of interpretable control functions (polynomial functions) for analysis purposes. We show that such an interpretable policy function can be as effective as a deep neural network for approximating an optimized signal actuation policy. We present empirical evidence that supports the use of value-based reinforcement learning for on-line training of the control function. Specifically, we present and study three variants of the Deep Q-learning algorithm that allow the training of an interpretable policy function. Our Deep Regulatable Hardmax Q-learning variant is shown to be particularly effective in optimizing our interpretable actuation policy, resulting in up to 19.4% reduced vehicles delay compared to commonly deployed actuated signal controllers.


Discrete and Continuous Action Representation for Practical RL in Video Games

arXiv.org Artificial Intelligence

Olivier Delalleau * 1, Maxim Peter *, Eloi Alonso, Adrien Logut Ubisoft La Forge Abstract While most current research in Reinforcement Learning (RL) focuses on improving the performance of the algorithms in controlled environments, the use of RL under constraints like those met in the video game industry is rarely studied. Operating under such constraints, we propose Hybrid SAC, an extension of the Soft Actor-Critic algorithm able to handle discrete, continuous and parameterized actions in a principled way. We show that Hybrid SAC can successfully solve a high-speed driving task in one of our games, and is competitive with the state-of-the-art on parameterized actions benchmark tasks. We also explore the impact of using normalizing flows to enrich the expressiveness of the policy at minimal computational cost, and identify a potential undesired effect of SAC when used with normalizing flows, that may be addressed by optimizing a different objective. Introduction Reinforcement Learning (RL) applications in video games have recently seen massive advances coming from the research community, with agents trained to play Atari games from pixels (Mnih et al. 2015) or to be competitive with the best players in the world in complicated imperfect information games like DOT A 2 (OpenAI 2018) or StarCraft II (Vinyals et al. 2019a; 2019b). These systems have comparatively seen little use within the video game industry, and we believe lack of accessibility to be a major reason behind this. Indeed, really impressive results like those cited above are produced by large research groups with computational resources well beyond what is typically available within video game studios. Our contributions are geared towards industry practitioners, by sharing experiments and practical advice for using RL with a different set of constraints than those met in the research community.


Towards Practical Multi-Object Manipulation using Relational Reinforcement Learning

arXiv.org Artificial Intelligence

Learning robotic manipulation tasks using reinforcement learning with sparse rewards is currently impractical due to the outrageous data requirements. Many practical tasks require manipulation of multiple objects, and the complexity of such tasks increases with the number of objects. Learning from a curriculum of increasingly complex tasks appears to be a natural solution, but unfortunately, does not work for many scenarios. We hypothesize that the inability of the state-of-the-art algorithms to effectively utilize a task curriculum stems from the absence of inductive biases for transferring knowledge from simpler to complex tasks. We show that graph-based relational architectures overcome this limitation and enable learning of complex tasks when provided with a simple curriculum of tasks with increasing numbers of objects. We demonstrate the utility of our framework on a simulated block stacking task. Starting from scratch, our agent learns to stack six blocks into a tower. Despite using step-wise sparse rewards, our method is orders of magnitude more data-efficient and outperforms the existing state-of-the-art method that utilizes human demonstrations. Furthermore, the learned policy exhibits zero-shot generalization, successfully stacking blocks into taller towers and previously unseen configurations such as pyramids, without any further training.


OpenAI Open Sources Safety Gym to Improve Safety in Reinforcement Learning Agents

#artificialintelligence

Safety is one of the emerging concerns in deep learning systems. In the context of deep learning systems, safety is related to building agents that respect safety dynamics in a given environment. In many cases such as supervised learning, safety is modeled as part of the training datasets. However, other methods such as reinforcement learning require agents to master the dynamics of the environments by experimenting with it which introduces its own set of safety concerns. To address some of these challenges, OpenAI has recently open sourced Safety Gym, a suite of environments and tools for measuring progress towards reinforcement learning agents that respect safety constraints while training.


Finite-Time Analysis and Restarting Scheme for Linear Two-Time-Scale Stochastic Approximation

arXiv.org Machine Learning

Motivated by their broad applications in reinforcement learning, we study the linear two-time-scale stochastic approximation, an iterative method using two different step sizes for finding the solutions of a system of two equations. Our main focus is to characterize the finite-time complexity of this method under time-varying step sizes and Markovian noise. In particular, we show that the mean square errors of the variables generated by the method converge to zero at a sublinear rate $\mathcal{O}(k^{2/3})$, where $k$ is the number of iterations. We then improve the performance of this method by considering the restarting scheme, where we restart the algorithm after a predetermined number of iterations. We show that using this restarting method the complexity of the algorithm under time-varying step sizes is as good as the one using constant step sizes, but still achieving an exact converge to the desired solution. Moreover, the restarting scheme also helps to prevent the step sizes from getting too small, which is useful for the practical implementation of the linear two-time-scale stochastic approximation.


Direct and indirect reinforcement learning

arXiv.org Artificial Intelligence

Reinforcement learning (RL) algorithms have been successfully applied to a range of challenging sequential decision making and control tasks. In this paper, we classify RL into direct and indirect methods according to how they seek optimal policy of the Markov Decision Process (MDP) problem. The former solves optimal policy by directly maximizing an objective function using gradient descent method, in which the objective function is usually the expectation of accumulative future rewards. The latter indirectly finds the optimal policy by solving the Bellman equation, which is the sufficient and necessary condition from Bellman's principle of optimality. We take vanilla policy gradient and approximate policy iteration to study their internal relationship, and reveal that both direct and indirect methods can be unified in actor-critic architecture and are equivalent if we always choose stationary state distribution of current policy as initial state distribution of MDP. Finally, we classify the current mainstream RL algorithms and compare the differences between other criteria including value-based and policy-based, model-based and model-free.


Parameterized Indexed Value Function for Efficient Exploration in Reinforcement Learning

arXiv.org Artificial Intelligence

It is well known that quantifying uncertainty in the action-value estimates is crucial for efficient exploration in reinforcement learning. Ensemble sampling offers a relatively computationally tractable way of doing this using randomized value functions. However, it still requires a huge amount of computational resources for complex problems. In this paper, we present an alternative, computationally efficient way to induce exploration using index sampling. We use an indexed value function to represent uncertainty in our action-value estimates. We first present an algorithm to learn parameterized indexed value function through a distributional version of temporal difference in a tabular setting and prove its regret bound. Then, in a computational point of view, we propose a dual-network architecture, Parameterized Indexed Networks (PINs), comprising one mean network and one uncertainty network to learn the indexed value function. Finally, we show the efficacy of PINs through computational experiments.