Reinforcement Learning
Improving reinforcement learning algorithms: towards optimal learning rate policies
Mounjid, Othmane, Lehalle, Charles-Albert
This paper investigates to what extent we can improve reinforcement learning algorithms. Our study is split in three parts. First, our analysis shows that the classical asymptotic convergence rate $O(1/\sqrt{N})$ is pessimistic and can be replaced by $O((\log(N)/N)^{\beta})$ with $\frac{1}{2}\leq \beta \leq 1$ and $N$ the number of iterations. Second, we propose a dynamic optimal policy for the choice of the learning rate $(\gamma_k)_{k\geq 0}$ used in stochastic algorithms. We decompose our policy into two interacting levels: the inner and the outer level. In the inner level, we present the PASS algorithm (for "PAst Sign Search") which, based on a predefined sequence $(\gamma^o_k)_{k\geq 0}$, constructs a new sequence $(\gamma^i_k)_{k\geq 0}$ whose error decreases faster. In the outer level, we propose an optimal methodology for the selection of the predefined sequence $(\gamma^o_k)_{k\geq 0}$. Third, we show empirically that our selection methodology of the learning rate outperforms significantly standard algorithms used in reinforcement learning (RL) in the three following applications: the estimation of a drift, the optimal placement of limit orders and the optimal execution of large number of shares.
Option Compatible Reward Inverse Reinforcement Learning
Hwang, Rakhoon, Lee, Hanjin, Hwang, Hyung Ju
Reinforcement learning with complex tasks is a challenging problem. Often, expert demonstrations of complex multitasking operations are required to train agents. However, it is difficult to design a reward function for given complex tasks. In this paper, we solve a hierarchical inverse reinforcement learning (IRL) problem within the framework of options. A gradient method for parametrized options is used to deduce a defining equation for the Q-feature space, which leads to a reward feature space. Using a second-order optimality condition for option parameters, an optimal reward function is selected. Experimental results in both discrete and continuous domains confirm that our segmented rewards provide a solution to the IRL problem for multitasking operations and show good performance and robustness against the noise created by expert demonstrations.
A Divergence Minimization Perspective on Imitation Learning Methods
Ghasemipour, Seyed Kamyar Seyed, Zemel, Richard, Gu, Shixiang
In many settings, it is desirable to learn decision-making and control policies through learning or bootstrapping from expert demonstrations. The most common approaches under this Imitation Learning (IL) framework are Behavioural Cloning (BC), and Inverse Reinforcement Learning (IRL). Recent methods for IRL have demonstrated the capacity to learn effective policies with access to a very limited set of demonstrations, a scenario in which BC methods often fail. Unfortunately, due to multiple factors of variation, directly comparing these methods does not provide adequate intuition for understanding this difference in performance. In this work, we present a unified probabilistic perspective on IL algorithms based on divergence minimization. We present $f$-MAX, an $f$-divergence generalization of AIRL [Fu et al., 2018], a state-of-the-art IRL method. $f$-MAX enables us to relate prior IRL methods such as GAIL [Ho & Ermon, 2016] and AIRL [Fu et al., 2018], and understand their algorithmic properties. Through the lens of divergence minimization we tease apart the differences between BC and successful IRL approaches, and empirically evaluate these nuances on simulated high-dimensional continuous control domains. Our findings conclusively identify that IRL's state-marginal matching objective contributes most to its superior performance. Lastly, we apply our new understanding of IL methods to the problem of state-marginal matching, where we demonstrate that in simulated arm pushing environments we can teach agents a diverse range of behaviours using simply hand-specified state distributions and no reward functions or expert demonstrations. For datasets and reproducing results please refer to https://github.com/KamyarGh/rl_swiss/blob/master/reproducing/fmax_paper.md .
Experience Sharing Between Cooperative Reinforcement Learning Agents
Souza, Lucas Oliveira, Ramos, Gabriel de Oliveira, Ralha, Celia Ghedini
The idea of experience sharing between cooperative agents naturally emerges from our understanding of how humans learn. Our evolution as a species is tightly linked to the ability to exchange learned knowledge with one another. It follows that experience sharing (ES) between autonomous and independent agents could become the key to accelerate learning in cooperative multiagent settings. We investigate if randomly selecting experiences to share can increase the performance of deep reinforcement learning agents, and propose three new methods for selecting experiences to accelerate the learning process. Firstly, we introduce Focused ES, which prioritizes unexplored regions of the state space. Secondly, we present Prioritized ES, in which temporal-difference error is used as a measure of priority. Finally, we devise Focused Prioritized ES, which combines both previous approaches. The methods are empirically validated in a control problem. While sharing randomly selected experiences between two Deep Q-Network agents shows no improvement over a single agent baseline, we show that the proposed ES methods can successfully outperform the baseline. In particular, the Focused ES accelerates learning by a factor of 2, reducing by 51% the number of episodes required to complete the task.
Distributional Reward Decomposition for Reinforcement Learning
Lin, Zichuan, Zhao, Li, Yang, Derek, Qin, Tao, Yang, Guangwen, Liu, Tie-Yan
Many reinforcement learning (RL) tasks have specific properties that can be leveraged to modify existing RL algorithms to adapt to those tasks and further improve performance, and a general class of such properties is the multiple reward channel. In those environments the full reward can be decomposed into sub-rewards obtained from different channels. Existing work on reward decomposition either requires prior knowledge of the environment to decompose the full reward, or decomposes reward without prior knowledge but with degraded performance. In this paper, we propose Distributional Reward Decomposition for Reinforcement Learning (DRDRL), a novel reward decomposition algorithm which captures the multiple reward channel structure under distributional setting. Empirically, our method captures the multi-channel structure and discovers meaningful reward decomposition, without any requirements on prior knowledge. Consequently, our agent achieves better performance than existing methods on environments with multiple reward channels.
A Deep Reinforcement Learning based Approach to Learning Transferable Proof Guidance Strategies
Crouse, Maxwell, Whitehead, Spencer, Abdelaziz, Ibrahim, Makni, Bassem, Cornelio, Cristina, Kapanipathi, Pavan, Pell, Edwin, Srinivas, Kavitha, Thost, Veronika, Witbrock, Michael, Fokoue, Achille
Traditional first-order logic (FOL) reasoning systems usually rely on manual heuristics for proof guidance. We propose TRAIL: a system that learns to perform proof guidance using reinforcement learning. A key design principle of our system is that it is general enough to allow transfer to problems in different domains that do not share the same vocabulary of the training set. To do so, we developed a novel representation of the internal state of a prover in terms of clauses and inference actions, and a novel neural-based attention mechanism to learn interactions between clauses. We demonstrate that this approach enables the system to generalize from training to test data across domains with different vocabularies, suggesting that the neural architecture in TRAIL is well suited for representing and processing of logical formalisms.
Efficient Multi-robot Exploration via Multi-head Attention-based Cooperation Strategy
The goal of coordinated multi-robot exploration tasks is to employ a team of autonomous robots to explore an unknown environment as quickly as possible. Compared with human-designed methods, which began with heuristic and rule-based approaches, learning-based methods enable individual robots to learn sophisticated and hard-to-design cooperation strategies through deep reinforcement learning technologies. However, in decentralized multi-robot exploration tasks, learning-based algorithms are still far from being universally applicable to the continuous space due to the difficulties associated with area calculation and reward function designing; moreover, existing learning-based methods encounter problems when attempting to balance the historical trajectory issue and target area conflict problem. Furthermore, the scalability of these methods to a large number of agents is poor because of the exponential explosion problem of state space. Accordingly, this paper proposes a novel approach - Multi-head Attention-based Multi-robot Exploration in Continuous Space (MAMECS) - aimed at reducing the state space and automatically learning the cooperation strategies required for decentralized multi-robot exploration tasks in continuous space. Computational geometry knowledge is applied to describe the environment in continuous space and to design an improved reward function to ensure a superior exploration rate. Moreover, the multi-head attention mechanism employed helps to solve the historical trajectory issue in the decentralized multi-robot exploration task, as well as to reduce the quadratic increase of action space.
Worker robots that learn from mistakes
Computer scientists at the University of Leeds are using the artificial intelligence (AI) techniques of automated planning and reinforcement learning to "train" a robot to find an object in a cluttered space, such as a warehouse shelf or in a fridge -- and move it. The aim is to develop robotic autonomy, so the machine can assess the unique circumstances presented in a task and find a solution -- akin to a robot transferring skills and knowledge to a new problem. The Leeds researchers are presenting their findings today (Monday, November 4) at the International Conference on Intelligent Robotics and Systems in Macau, China. The big challenge is that in a confined area, a robotic arm may not be able to grasp an object from above. Instead it has to plan a sequence of moves to reach the target object, perhaps by manipulating other items out of the way.
Automation via Reinforcement Learning
The dream of reinforcement learning is that it can one day be used to derive automated solutions to real-world tasks, with little-to-no human effort1. Unfortunately, in its current state, RL fails to deliver. There have been basically no real-world problems solved by DRL; even on toy problems, the solutions found are often brittle and fail to generalize to new environments. This means that the per-task human effort – i.e. task-specific engineering effort and hyperparameter tuning – is quite high. Algorithms are sample-inefficient, making them expensive in terms of both data collection effort and compute effort, too.
Success Stories of Reinforcement Learning
In September 2018, I got the opportunity to attend the Deep Learning Indaba conference that was held in Stellenbosch University, South Africa. Deep Learning Indaba was formed with an aim to strengthen African Machine Learning as well as to increase African participation and contribution to the advances in artificial intelligence and machine learning, and address issues of diversity in these fields of science. One of the lectures that I really enjoyed was on Success Stories of Reinforcement Learning where we got introduced to reinforcement learning as well as how it was used to build some pretty awesome computer programs. This lecture was presented by David Silver. Professor David Silver Leads the reinforcement learning research group at DeepMind which is an AI company based in London that was acquired by Google in 2014.