Reinforcement Learning
Improving Fictitious Play Reinforcement Learning with Expanding Models
Qin, Rong-Jun, Pang, Jing-Cheng, Yu, Yang
Fictitious play with reinforcement learning is a general and effective framework for zero-sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model training employs gradient descent approaches to update all connection weights, and thus is easy to forget the old opponents after training to beat the new opponents. Existing approaches often maintain a pool of historical policy models to avoid the forgetting. However, learning to beat a pool in stochastic games, i.e., a wide distribution over policy models, is either sample-consuming or insufficient to exploit all models with limited amount of samples. In this paper, we propose a learning process with neural fictitious play to alleviate the above issues. We train a single model as our policy model, which consists of sub-models and a selector. Everytime facing a new opponent, the model is expanded by adding a new sub-model, where only the new sub-model is updated instead of the whole model. At the same time, the selector is also updated to mix up the new sub-model with the previous ones at the state-level, so that the model is maintained as a behavior strategy instead of a wide distribution over policy models. Experiments on Kuhn poker, a grid-world Treasure Hunting game, and Mini-RTS environments show that the proposed approach alleviates the forgetting problem, and consequently improves the learning efficiency and the robustness of neural fictitious play.
Multi-Vehicle Mixed-Reality Reinforcement Learning for Autonomous Multi-Lane Driving
Mitchell, Rupert, Fletcher, Jenny, Panerati, Jacopo, Prorok, Amanda
Autonomous driving promises to transform road transport. Multi-vehicle and multi-lane scenarios, however, present unique challenges due to constrained navigation and unpredictable vehicle interactions. Learning-based methods---such as deep reinforcement learning---are emerging as a promising approach to automatically design intelligent driving policies that can cope with these challenges. Yet, the process of safely learning multi-vehicle driving behaviours is hard: while collisions---and their near-avoidance---are essential to the learning process, directly executing immature policies on autonomous vehicles raises considerable safety concerns. In this article, we present a safe and efficient framework that enables the learning of driving policies for autonomous vehicles operating in a shared workspace, where the absence of collisions cannot be guaranteed. Key to our learning procedure is a sim2real approach that uses real-world online policy adaptation in a mixed-reality setup, where other vehicles and static obstacles exist in the virtual domain. This allows us to perform safe learning by simulating (and learning from) collisions between the learning agent(s) and other objects in virtual reality. Our results demonstrate that, after only a few runs in mixed-reality, collisions are significantly reduced.
Join Query Optimization with Deep Reinforcement Learning Algorithms
Heitz, Jonas, Stockinger, Kurt
Join query optimization is a complex task and is central to the performance of query processing. In fact it belongs to the class of NP-hard problems. Traditional query optimizers use dynamic programming (DP) methods combined with a set of rules and restrictions to avoid exhaustive enumeration of all possible join orders. However, DP methods are very resource intensive. Moreover, given simplifying assumptions of attribute independence, traditional query optimizers rely on erroneous cost estimations, which can lead to suboptimal query plans. Recent success of deep reinforcement learning (DRL) creates new opportunities for the field of query optimization to tackle the above-mentioned problems. In this paper, we present our DRL-based Fully Observed Optimizer (FOOP) which is a generic query optimization framework that enables plugging in different machine learning algorithms. The main idea of FOOP is to use a data-adaptive learning query optimizer that avoids exhaustive enumerations of join orders and is thus significantly faster than traditional approaches based on dynamic programming. In particular, we evaluate various DRL-algorithms and show that Proximal Policy Optimization significantly outperforms Q-learning based algorithms. Finally we demonstrate how ensemble learning techniques combined with DRL can further improve the query optimizer.
Behavior Regularized Offline Reinforcement Learning
Wu, Yifan, Tucker, George, Nachum, Ofir
In reinforcement learning (RL) research, it is common to assume access to direct online interactions with the environment. However in many real-world applications, access to the environment is limited to a fixed offline dataset of logged experience. In such settings, standard RL algorithms have been shown to diverge or otherwise yield poor performance. Accordingly, recent work has suggested a number of remedies to these issues. In this work, we introduce a general framework, behavior regularized actor critic (BRAC), to empirically evaluate recently proposed methods as well as a number of simple baselines across a variety of offline continuous control tasks. Surprisingly, we find that many of the technical complexities introduced in recent methods are unnecessary to achieve strong performance. Additional ablations provide insights into which design choices matter most in the offline RL setting.
Combined Model for Partially-Observable and Non-Observable Task Switching: Solving Hierarchical Reinforcement Learning Problems
Khan, Nibraas, Phillips, Joshua
An integral function of fully autonomous robots and humans is the ability to focus attention on a few relevant percepts to reach a certain goal while disregarding irrelevant percepts. Humans and animals rely on the interactions between the Pre-Frontal Cortex and the Basal Ganglia to achieve this focus, which is known as working memory. The working memory toolkit (WMtk) was developed based on a computational neuroscience model of this phenomenon with the use of temporal difference learning for autonomous systems. Recent adaptations of the toolkit either utilize abstract task representations to solve non-observable tasks or storage of past input features to solve partially-observable tasks, but not both. We propose a new model, which combines both approaches to solve complex tasks with both Partially-Observable (PO) and Non-Observable (NO) components called PONOWMtk. The model learns when to store relevant cues in working memory as well as when to switch from one task representation to another based on external feedback. The results of our experiments show that PONOWMtk performs effectively for tasks that exhibit PO properties or NO properties or both.
Transfer Value Iteration Networks
Shen, Junyi, Zhuo, Hankz Hankui, Xu, Jin, Zhong, Bin, Pan, Sinno Jialin
Value iteration networks (VINs) have been demonstrated to have a good generalization ability for reinforcement learning tasks across similar domains. However, based on our experiments, a policy learned by VINs still fail to generalize well on the domain whose action space and feature space are not identical to those in the domain where it is trained. In this paper, we propose a transfer learning approach on top of VINs, termed Transfer VINs (TVINs), such that a learned policy from a source domain can be generalized to a target domain with only limited training data, even if the source domain and the target domain have domain-specific actions and features. We empirically verify that our proposed TVINs outperform VINs when the source and the target domains have similar but not identical action and feature spaces. Furthermore, we show that the performance improvement is consistent across different environments, maze sizes, dataset sizes as well as different values of hyperparameters such as number of iteration and kernel size.
Tainted Data Can Teach Algorithms the Wrong Lessons
An important leap for artificial intelligence in recent years is machines' ability to teach themselves, through endless practice, to solve problems, from mastering ancient board games to navigating busy roads. But a few subtle tweaks in the training regime can poison this "reinforcement learning," so that the resulting algorithm responds--like a sleeper agent--to a specified trigger by misbehaving in strange or harmful ways. "In essence, this type of back door gives the attacker some ability to directly control" the algorithm, says Wenchao Li, an assistant professor at Boston University who devised the attack with colleagues. Their recent paper is the latest in a growing body of evidence suggesting that AI programs can be sabotaged by the data used to train them. As companies, governments, and militaries rush to deploy AI, the potential for mischief could be serious.
Grandmaster level in StarCraft II using multi-agent reinforcement learning
Many real-world applications require artificial agents to compete and coordinate with other agents in complex environments. As a stepping stone to this goal, the domain of StarCraft has emerged as an important challenge for artificial intelligence research, owing to its iconic and enduring status among the most difficult professional esports and its relevance to the real world in terms of its raw complexity and multi-agent challenges. Over the course of a decade and numerous competitions1,2,3, the strongest agents have simplified important aspects of the game, utilized superhuman capabilities, or employed hand-crafted sub-systems4. Despite these advantages, no previous agent has come close to matching the overall skill of top StarCraft players. We chose to address the challenge of StarCraft using general-purpose learning methods that are in principle applicable to other complex domains: a multi-agent reinforcement learning algorithm that uses data from both human and agent games within a diverse league of continually adapting strategies and counter-strategies, each represented by deep neural networks5,6.
Texas A&M and Simon Fraser Universities Open-Source RL Toolkit for Card Games
In July the poker-playing bot Pluribus beat top professionals in a six-player no-limit Texas Hold'Em poker game. Pluribus taught itself from scratch using a form of reinforcement learning (RL) to become the first AI program to defeat elite humans in a poker game with more than two players. Compared to perfect information games such as Chess or Go, poker presents a number of unique challenges with its concealed cards, bluffing and other human strategies. Now a team of researchers from Texas A&M University and Canada's Simon Fraser University have open-sourced a toolkit called "RLCard" for applying RL research to card games. While RL has already produced a number of breakthroughs in goal-oriented tasks and has high potential, it's not without its drawbacks.
Fundamentals of Reinforcement Learning: Understanding Blackjack Strategy through Monte Carlo…
Welcome to GradientCrescent's special series on reinforcement learning. This series will serve to introduce some of the fundamental concepts in reinforcement learning using digestible examples, primarily obtained from the" Reinforcement Learning" text by Sutton et. Note that code in this series will be kept to a minimum- readers interested in implementations are directed to the official course, or our Github. The secondary purpose of this series is to reinforce (pun intended) my own learning in the field. Reinforcement Learning has taken the AI world by storm.