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 Reinforcement Learning


IMPACT: Importance Weighted Asynchronous Architectures with Clipped Target Networks

arXiv.org Machine Learning

The practical usage of reinforcement learning agents is often bottlenecked by the duration of training time. To accelerate training, practitioners often turn to distributed reinforcement learning architectures to parallelize and accelerate the training process. However, modern methods for scalable reinforcement learning (RL) often tradeoff between the throughput of samples that an RL agent can learn from (sample throughput) and the quality of learning from each sample (sample efficiency). In these scalable RL architectures, as one increases sample throughput (i.e. increasing parallelization in IMPALA), sample efficiency drops significantly. To address this, we propose a new distributed reinforcement learning algorithm, IMPACT. IMPACT extends IMPALA with three changes: a target network for stabilizing the surrogate objective, a circular buffer, and truncated importance sampling. In discrete action-space environments, we show that IMPACT attains higher reward and, simultaneously, achieves up to 30% decrease in training wall-time than that of IMPALA. For continuous control environments, IMPACT trains faster than existing scalable agents while preserving the sample efficiency of synchronous PPO.


SMiRL: Surprise Minimizing RL in Dynamic Environments

arXiv.org Artificial Intelligence

All living organisms struggle against the forces of nature to carve out niches where they can maintain homeostasis. We propose that such a search for order amidst chaos might offer a unifying principle for the emergence of useful behaviors in artificial agents. We formalize this idea into an unsupervised reinforcement learning method called surprise minimizing RL (SMiRL). SMiRL trains an agent with the objective of maximizing the probability of observed states under a model trained on previously seen states. The resulting agents can acquire proactive behaviors that seek out and maintain stable conditions, such as balancing and damage avoidance, that are closely tied to an environment's prevailing sources of entropy, such as wind, earthquakes, and other agents. We demonstrate that our surprise minimizing agents can successfully play Tetris, Doom, control a humanoid to avoid falls and navigate to escape enemy agents, without any task-specific reward supervision. We further show that SMiRL can be used together with a standard task reward to accelerate reward-driven learning.


What Can Learned Intrinsic Rewards Capture?

arXiv.org Artificial Intelligence

Reinforcement learning agents can include different components, such as policies, value functions, state representations, and environment models. Any or all of these can be the loci of knowledge, i.e., structures where knowledge, whether given or learned, can be deposited and reused. The objective of an agent is to behave so as to maximise the sum of a suitable scalar function of state: the reward. As far as the learning algorithm is concerned, these rewards are typically given and immutable. In this paper we instead consider the proposition that the reward function itself may be a good locus of knowledge. This is consistent with a common use, in the literature, of hand-designed intrinsic rewards to improve the learning dynamics of an agent. We adopt the multi-lifetime setting of the Optimal Rewards Framework, and propose to meta-learn an intrinsic reward function from experience that allows agents to maximise their extrinsic rewards accumulated until the end of their lifetimes. Rewards as a locus of knowledge provide guidance on "what" the agent should strive to do rather than "how" the agent should behave; the latter is more directly captured in policies or value functions for example. Thus, our focus here is on demonstrating the following: (1) that it is feasible to meta-learn good reward functions, (2) that the learned reward functions can capture interesting kinds of "what" knowledge, and (3) that because of the indirectness of this form of knowledge the learned reward functions can generalise to other kinds of agents and to changes in the dynamics of the environment. Reinforcement learning agents can store knowledge in their policies, value functions, state representations, and models of the environment dynamics. These components can be the loci of knowledge in the sense that they are structures in which knowledge, either learned from experience by the agent's algorithm or given by the agent-designer, can be deposited and reused.


Efficient Robotic Task Generalization Using Deep Model Fusion Reinforcement Learning

arXiv.org Artificial Intelligence

Learning-based methods have been used to pro-gram robotic tasks in recent years. However, extensive training is usually required not only for the initial task learning but also for generalizing the learned model to the same task but in different environments. In this paper, we propose a novel Deep Reinforcement Learning algorithm for efficient task generalization and environment adaptation in the robotic task learning problem. The proposed method is able to efficiently generalize the previously learned task by model fusion to solve the environment adaptation problem. The proposed Deep Model Fusion (DMF) method reuses and combines the previously trained model to improve the learning efficiency and results.Besides, we also introduce a Multi-objective Guided Reward(MGR) shaping technique to further improve training efficiency.The proposed method was benchmarked with previous methods in various environments to validate its effectiveness.


Humanoid robot rolls 360 after 25 minutes, using reinforcement learning model

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Sign in to report inappropriate content. Robot being trained for 500 iterations to learn to control inclination of torso. This is done by selecting goal inclinations the robot attempts to reach, while creating a network of postures to move between. In the final evaluation (0:49), goals are selected manually, to force the robot to roll around 360 degrees to reach them.


Using Reinforcement Learning to Design a Better Rocket Engine

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In this blog, I'll discuss how I worked collaboratively with various domain experts, using reinforcement learning to develop innovative solutions in rocket engine development. In doing so, I'll demonstrate the application of ML techniques to the manufacturing industry and the role of the Machine Learning Product Manager. Machine learning (ML) has had an incredible impact across industries with numerous applications such as personalized TV recommendations and dynamic price models in your rideshare app. Because it is such a core component to the success of companies in the tech industry, advances in ML research and applications are developing at an astonishing rate. For industries outside of tech, ML can be utilized to personalize a user's experience, automate laborious tasks and optimize subjective decision making.


(PDF) Deep Reinforcement Learning applied to Fluid Mechanics: materials from the 2019 Flow/Interface School on Machine Learning and Data Driven Methods

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Adventures in Machine Learning - Learn and explore machine learning

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In previous posts (here and here) I introduced Double Q learning and the Dueling Q architecture. These followed on from posts about deep Q learning, and showed how double Q and dueling Q learning is superior to vanilla deep Q learning. However, these posts only included examples of simplistic environments like the OpenAI Cartpole environment. These types of environments are good to learn on, but more complicated environments are both more interesting and fun. They also demonstrate better the complexities of implementing deep reinforcement learning in realistic cases. In this post, I'll use similar code to that shown in my Dueling Q TensorFlow 2 but in this case apply it to the Open AI Atari Space Invaders environment.


oxwhirl/pymarl

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PyMARL is WhiRL's framework for deep multi-agent reinforcement learning and includes implementations of the following algorithms: PyMARL is written in PyTorch and uses SMAC as its environment. This will download SC2 into the 3rdparty folder and copy the maps necessary to run over. The config files act as defaults for an algorithm or environment. They are all located in src/config. All results will be stored in the Results folder.


Doubly Robust Off-Policy Actor-Critic Algorithms for Reinforcement Learning

arXiv.org Machine Learning

We study the problem of off-policy critic evaluation in several variants of value-based off-policy actor-critic algorithms. Off-policy actor-critic algorithms require an off-policy critic evaluation step, to estimate the value of the new policy after every policy gradient update. Despite enormous success of off-policy policy gradients on control tasks, existing general methods suffer from high variance and instability, partly because the policy improvement depends on gradient of the estimated value function. In this work, we present a new way of off-policy policy evaluation in actor-critic, based on the doubly robust estimators. We extend the doubly robust estimator from off-policy policy evaluation (OPE) to actor-critic algorithms that consist of a reward estimator performance model. We find that doubly robust estimation of the critic can significantly improve performance in continuous control tasks. Furthermore, in cases where the reward function is stochastic that can lead to high variance, doubly robust critic estimation can improve performance under corrupted, stochastic reward signals, indicating its usefulness for robust and safe reinforcement learning.