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 Reinforcement Learning


The 10 Algorithms Data Scientist must have to Know.

#artificialintelligence

Let's say I am given an Excel sheet with data about various fruits and I have to tell which look like Apples. What I will do is ask a question "Which fruits are red and round?" and divide all fruits which answer yes and no to the question. Now, All Red and Round fruits might not be apples and all apples won't be red and round. So I will ask a question "Which fruits have red or yellow color hints on them? " on red and round fruits and will ask "Which fruits are green and round?" on not red and round fruits. Based on these questions I can tell with considerable accuracy which are apples. This cascade of questions is what a decision tree is. However, this is a decision tree based on my intuition.


Can Agents Learn by Analogy? An Inferable Model for PAC Reinforcement Learning

arXiv.org Machine Learning

Model-based reinforcement learning algorithms make decisions by building and utilizing a model of the environment. However, none of the existing algorithms attempts to infer the dynamics of any state-action pair from known state-action pairs before meeting it for sufficient times. We propose a new model-based method called Greedy Inference Model (GIM) that infers the unknown dynamics from known dynamics based on the internal spectral properties of the environment. In other words, GIM can "learn by analogy". We further introduce a new exploration strategy which ensures that the agent rapidly and evenly visits unknown state-action pairs. GIM is much more computationally efficient than state-of-the-art model-based algorithms, as the number of dynamic programming operations is independent of the environment size. Lower sample complexity could also be achieved under mild conditions compared against methods without inferring. Experimental results demonstrate the effectiveness and efficiency of GIM in a variety of real-world tasks.


Online Reinforcement Learning of Optimal Threshold Policies for Markov Decision Processes

arXiv.org Machine Learning

Markov Decision Process (MDP) problems can be solved using Dynamic Programming (DP) methods which suffer from the curse of dimensionality and the curse of modeling. To overcome these issues, Reinforcement Learning (RL) methods are adopted in practice. In this paper, we aim to obtain the optimal admission control policy in a system where different classes of customers are present. Using DP techniques, we prove that it is optimal to admit the $i$ th class of customers only upto a threshold $\tau(i)$ which is a non-increasing function of $i$. Contrary to traditional RL algorithms which do not take into account the structural properties of the optimal policy while learning, we propose a structure-aware learning algorithm which exploits the threshold structure of the optimal policy. We prove the asymptotic convergence of the proposed algorithm to the optimal policy. Due to the reduction in the policy space, the structure-aware learning algorithm provides remarkable improvements in storage and computational complexities over classical RL algorithms. Simulation results also establish the gain in the convergence rate of the proposed algorithm over other RL algorithms. The techniques presented in the paper can be applied to any general MDP problem covering various applications such as inventory management, financial planning and communication networking.


Exploring TD error as a heuristic for $\sigma$ selection in Q($\sigma$, $\lambda$)

arXiv.org Machine Learning

In the landscape of TD algorithms, the Q( σ,λ) algorithm is an algorithm with the ability to perform a multi-step backup in an online manner while also successfully unifying the concepts of sampling with using the expectation across all actions for a state. Selecting the value of σ can be based on characteristics of the current state rather than having a constant value or being time based. This project explores the viability of such a TD-error based scheme. Introduction While having different dimensions of generalizability in an algorithm can serve as a powerful tool, in most cases it comes with the associated burden of having to manually select values along these dimensions, commonly referred to as hyper-parameter selection. In case of learning algorithms, an ideal algorithm would be completely general, even to the point that they do not need a fixed set of hyper-parameters for which they perform optimally for a given problem. In the context of Q( σ,λ), the introduction of the σ parameter gives us flexibility in terms of adjusting the proportion of sampling and expectation we want in our updates. But at the same time, while σ does serve as a hyper-parameter, atypically a constant value of σ was found to not have the best performance by De Asis, Hernandez-Garcia, Holland and Sutton (2018). They used a Dynamic Decay σ scheme for n-step Q( σ) where they reduced the value of σ after every episode by a factor of 0.95.


Questions to Guide the Future of Artificial Intelligence Research

arXiv.org Artificial Intelligence

The field of machine learning has focused, primarily, on discretized sub-problems (i.e. vision, speech, natural language) of intelligence. While neuroscience tends to be observation heavy, providing few guiding theories. It is unlikely that artificial intelligence will emerge through only one of these disciplines. Instead, it is likely to be some amalgamation of their algorithmic and observational findings. As a result, there are a number of problems that should be addressed in order to select the beneficial aspects of both fields. In this article, we propose leading questions to guide the future of artificial intelligence research. There are clear computational principles on which the brain operates. The problem is finding these computational needles in a haystack of biological complexity. Biology has clear constraints but by not using it as a guide we are constraining ourselves.


Optimizing Collision Avoidance in Dense Airspace using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

New methodologies will be needed to ensure the airspace remains safe and efficient as traffic densities rise to accommodate new unmanned operations. This paper explores how unmanned free-flight traffic may operate in dense airspace. We develop and analyze autonomous collision avoidance systems for aircraft operating in dense airspace where traditional collision avoidance systems fail. We propose a metric for quantifying the decision burden on a collision avoidance system as well as a metric for measuring the impact of the collision avoidance system on airspace. We use deep reinforcement learning to compute corrections for an existing collision avoidance approach to account for dense airspace. The results show that a corrected collision avoidance system can operate more efficiently than traditional methods in dense airspace while maintaining high levels of safety.


Mastering Complex Control in MOBA Games with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, the trained AI agents can defeat top professional human players in full 1v1 games. Introduction Deep reinforcement learning (DRL) has been widely used for building agents to learn complex control in competitive environments. In the competitive setting, a considerable amount of existing DRL research adopt two-agent games as the testbed, i.e., one agent versus another (1v1). Among them, Atari series and board games have been widely studied. For example, a human-level agent for playing Atari games is trained with deep Q-networks (Mnih et al. 2015). The incorporation of supervised learning and self-play into the training brings the agent to the level of beating human professionals in the game of Go (Silver et al. 2016).


Predictive Coding for Boosting Deep Reinforcement Learning with Sparse Rewards

arXiv.org Artificial Intelligence

While recent progress in deep reinforcement learning has enabled robots to learn complex behaviors, tasks with long horizons and sparse rewards remain an ongoing challenge. In this work, we propose an effective reward shaping method through predictive coding to tackle sparse reward problems. By learning predictive representations offline and using these representations for reward shaping, we gain access to reward signals that understand the structure and dynamics of the environment. In particular, our method achieves better learning by providing reward signals that 1) understand environment dynamics 2) emphasize on features most useful for learning 3) resist noise in learned representations through reward accumulation. We demonstrate the usefulness of this approach in different domains ranging from robotic manipulation to navigation, and we show that reward signals produced through predictive coding are as effective for learning as hand-crafted rewards.


Teaching robots to perceive time -- A reinforcement learning approach (Extended version)

arXiv.org Artificial Intelligence

Time perception is the phenomenological experience of time by an individual. In this paper, we study how to replicate neural mechanisms involved in time perception, allowing robots to take a step towards temporal cognition. Our framework follows a twofold biologically inspired approach. The first step consists of estimating the passage of time from sensor measurements, since environmental stimuli influence the perception of time. Sensor data is modeled as Gaussian processes that represent the second-order statistics of the natural environment. The estimated elapsed time between two events is computed from the maximum likelihood estimate of the joint distribution of the data collected between them. Moreover, exactly how time is encoded in the brain remains unknown, but there is strong evidence of the involvement of dopaminergic neurons in timing mechanisms. Since their phasic activity has a similar behavior to the reward prediction error of temporal-difference learning models, the latter are used to replicate this behavior. The second step of this approach consists therefore of applying the agent's estimate of the elapsed time in a reinforcement learning problem, where a feature representation called Microstimuli is used. We validate our framework by applying it to an experiment that was originally conducted with mice, and conclude that a robot using this framework is able to reproduce the timing mechanisms of the animal's brain.


Exploiting the potential of deep reinforcement learning for classification tasks in high-dimensional and unstructured data

arXiv.org Machine Learning

This paper presents a framework for efficiently learning feature selection policies which use less features to reach a high classification precision on large unstructured data. It uses a Deep Convolutional Autoencoder (DCAE) for learning compact feature spaces, in combination with recently-proposed Reinforcement Learning (RL) algorithms as Double DQN and Retrace.