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 Reinforcement Learning


Keeping Your Distance: Solving Sparse Reward Tasks Using Self-Balancing Shaped Rewards

arXiv.org Artificial Intelligence

While using shaped rewards can be beneficial when solving sparse reward tasks, their successful application often requires careful engineering and is problem specific. For instance, in tasks where the agent must achieve some goal state, simple distance-to-goal reward shaping often fails, as it renders learning vulnerable to local optima. We introduce a simple and effective model-free method to learn from shaped distance-to-goal rewards on tasks where success depends on reaching a goal state. Our method introduces an auxiliary distance-based reward based on pairs of rollouts to encourage diverse exploration. This approach effectively prevents learning dynamics from stabilizing around local optima induced by the naive distance-to-goal reward shaping and enables policies to efficiently solve sparse reward tasks. Our augmented objective does not require any additional reward engineering or domain expertise to implement and converges to the original sparse objective as the agent learns to solve the task. We demonstrate that our method successfully solves a variety of hard-exploration tasks (including maze navigation and 3D construction in a Minecraft environment), where naive distance-based reward shaping otherwise fails, and intrinsic curiosity and reward relabeling strategies exhibit poor performance.


Learning One-Shot Imitation from Humans without Humans

arXiv.org Artificial Intelligence

Humans can naturally learn to execute a new task by seeing it performed by other individuals once, and then reproduce it in a variety of configurations. Endowing robots with this ability of imitating humans from third person is a very immediate and natural way of teaching new tasks. Only recently, through meta-learning, there have been successful attempts to one-shot imitation learning from humans; however, these approaches require a lot of human resources to collect the data in the real world to train the robot. But is there a way to remove the need for real world human demonstrations during training? We show that with Task-Embedded Control Networks, we can infer control polices by embedding human demonstrations that can condition a control policy and achieve one-shot imitation learning. Importantly, we do not use a real human arm to supply demonstrations during training, but instead leverage domain randomisation in an application that has not been seen before: sim-to-real transfer on humans. Upon evaluating our approach on pushing and placing tasks in both simulation and in the real world, we show that in comparison to a system that was trained on real-world data we are able to achieve similar results by utilising only simulation data.


Visiting the SOSP 2019 AI System Workshop

#artificialintelligence

The ACM Symposium on Operating Systems Principles (SOSP) has a long history and a great reputation in Operating Systems (OS) research. This year SOSP was held in Huntsville, a charming town located in lake country, some 200km north of Toronto. On a rainy Sunday, Synced visited Huntsville to check out the SOSP AI System Workshop. The growing and widespread deployment of AI has motivated OS researchers to develop novel system engineering for AI. The SOSP AI System Workshop explored these efforts to advance research in AI and operating systems.


An End-to-End Deep RL Framework for Task Arrangement in Crowdsourcing Platforms

arXiv.org Machine Learning

In this paper, we propose a Deep Reinforcement Learning (RL) framework for task arrangement, which is a critical problem for the success of crowdsourcing platforms. Previous works conduct the personalized recommendation of tasks to workers via supervised learning methods. However, the majority of them only consider the benefit of either workers or requesters independently. In addition, they cannot handle the dynamic environment and may produce sub-optimal results. To address these issues, we utilize Deep Q-Network (DQN), an RL-based method combined with a neural network to estimate the expected long-term return of recommending a task. DQN inherently considers the immediate and future reward simultaneously and can be updated in real-time to deal with evolving data and dynamic changes. Furthermore, we design two DQNs that capture the benefit of both workers and requesters and maximize the profit of the platform. To learn value functions in DQN effectively, we also propose novel state representations, carefully design the computation of Q values, and predict transition probabilities and future states. Experiments on synthetic and real datasets demonstrate the superior performance of our framework.


Finite-Sample Analysis of Decentralized Temporal-Difference Learning with Linear Function Approximation

arXiv.org Machine Learning

Thanks to its generality, RL has been widely studied in many areas, such as control theory, game theory, operations research, multi-agent systems, machine learning, artificial intelligence, and statistics [23]. In recent years, combining with deep learning, RL has demonstrated its great potential in addressing challenging practical control and optimization problems [17, 21]. Among all possible algorithms, the temporal difference (TD) learning has arguably become one of the most popular RL algorithms so far, which is further dominated by the celebrated TD(0) algorithm [22]. TD learning provides an iterative process to update an estimate of the so-termed value function v ฯ€(s) with respect to a given policy ฯ€ based on temporally successive samples. Dealing with a finite state space, the classical version of the TD(0) algorithm adopts a tabular representation for v ฯ€(s), which stores entry-wise value estimates on a per state basis. J. Sun and Q. Yang are with the College of Control Science and Engineering, and the State Key Laboratory of Industrial Control Technology, Zhejiang University, Hangzhou, China. G. Wang and G. B. Giannakis are with the Digital Technology Center and the Department of Electrical and Computer Engineering, University of Minnesota, Minneapolis, MN 55455, USA. Z. Yang is with the Department of Mechanical and Energy Engineering, Southern University of Science and Technology, Shenzhen, China.


Non-Cooperative Inverse Reinforcement Learning

arXiv.org Artificial Intelligence

Making decisions in the presence of a strategic opponent requires one to take into account the opponent's ability to actively mask its intended objective. To describe such strategic situations, we introduce the non-cooperative inverse reinforcement learning (N-CIRL) formalism. The N-CIRL formalism consists of two agents with completely misaligned objectives, where only one of the agents knows the true objective function. Formally, we model the N-CIRL formalism as a zero-sum Markov game with one-sided incomplete information. Through interacting with the more informed player, the less informed player attempts to both infer, and act according to, the true objective function. As a result of the one-sided incomplete information, the multi-stage game can be decomposed into a sequence of single-stage games expressed by a recursive formula. Solving this recursive formula yields the value of the N-CIRL game and the more informed player's equilibrium strategy. Another recursive formula, constructed by forming an auxiliary game, termed the dual game, yields the less informed player's strategy. Building upon these two recursive formulas, we develop a computationally tractable algorithm to approximately solve for the equilibrium strategies. Finally, we demonstrate the benefits of our N-CIRL formalism over the existing multi-agent IRL formalism via extensive numerical simulation in a novel cyber security setting.


Problem Dependent Reinforcement Learning Bounds Which Can Identify Bandit Structure in MDPs

arXiv.org Artificial Intelligence

In order to make good decision under uncertainty an agent must learn from observations. To do so, two of the most common frameworks are Contextual Bandits and Markov Decision Processes (MDPs). In this paper, we study whether there exist algorithms for the more general framework (MDP) which automatically provide the best performance bounds for the specific problem at hand without user intervention and without modifying the algorithm. In particular, it is found that a very minor variant of a recently proposed reinforcement learning algorithm for MDPs already matches the best possible regret bound $\tilde O (\sqrt{SAT})$ in the dominant term if deployed on a tabular Contextual Bandit problem despite the agent being agnostic to such setting.


Maximum Entropy Diverse Exploration: Disentangling Maximum Entropy Reinforcement Learning

arXiv.org Artificial Intelligence

Two hitherto disconnected threads of research, diverse exploration (DE) and maximum entropy RL have addressed a wide range of problems facing reinforcement learning algorithms via ostensibly distinct mechanisms. In this work, we identify a connection between these two approaches. First, a discriminator-based diversity objective is put forward and connected to commonly used divergence measures. We then extend this objective to the maximum entropy framework and propose an algorithm Maximum Entropy Diverse Exploration (MEDE) which provides a principled method to learn diverse behaviors. A theoretical investigation shows that the set of policies learned by MEDE capture the same modalities as the optimal maximum entropy policy. In effect, the proposed algorithm disentangles the maximum entropy policy into its diverse, constituent policies. Experiments show that MEDE is superior to the state of the art in learning high performing and diverse policies.


Part 4 -- Neural Network Q Learning, a Tic Tac Toe player that learns -- kind of

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Not as good as I would have hoped given that mastering Tic Tac Toe is not a particularly hard challenge -- at least for a human, even of very young age.


On Solving the 2-Dimensional Greedy Shooter Problem for UAVs

arXiv.org Machine Learning

Unmanned Aerial Vehicles (UAVs), autonomously-guided aircraft, are widely used for tasks involving surveillance and reconnaissance. A version of the pursuit-evasion problems centered around UAVs and its variants has been extensively studied in recent years due to numerous breakthroughs in AI. We present an approach to UAV pursuit-evasion in a 2D aerial-engagement environment using reinforcement learning (RL), a machine learning paradigm concerned with goal-oriented algorithms. In this work, a UAV wielding the greedy shooter strategy engages with a UAV trained using deep Q-learning techniques. Simulated results show that the latter UAV wins every engagement in which the UAVs are suffciently separated during initialization. This approach highlights an exhaustive and robust application of reinforcement learning to pursuit-evasion that provides insight into effective strategies for UAV flight and interaction.