Reinforcement Learning
Learning from Trajectories via Subgoal Discovery
Paul, Sujoy, van Baar, Jeroen, Roy-Chowdhury, Amit K.
Learning to solve complex goal-oriented tasks with sparse terminal-only rewards often requires an enormous number of samples. In such cases, using a set of expert trajectories could help to learn faster. However, Imitation Learning (IL) via supervised pre-training with these trajectories may not perform as well and generally requires additional finetuning with expert-in-the-loop. In this paper, we propose an approach which uses the expert trajectories and learns to decompose the complex main task into smaller sub-goals. We learn a function which partitions the state-space into sub-goals, which can then be used to design an extrinsic reward function. We follow a strategy where the agent first learns from the trajectories using IL and then switches to Reinforcement Learning (RL) using the identified sub-goals, to alleviate the errors in the IL step. To deal with states which are under-represented by the trajectory set, we also learn a function to modulate the sub-goal predictions. We show that our method is able to solve complex goal-oriented tasks, which other RL, IL or their combinations in literature are not able to solve.
Reinforcement Learning Algorithms with Python: Learn, understand, and develop smart algorithms for addressing AI challenges: Andrea Lonza: 9781789131116: Amazon.com: Books
Andrea Lonza is a deep learning engineer with a great passion for artificial intelligence and a desire to create machines that act intelligently. He has acquired expert knowledge in reinforcement learning, natural language processing, and computer vision through academic and industrial machine learning projects. He has also participated in several Kaggle competitions, achieving high results. He is always looking for compelling challenges and loves to prove himself.
AlphaStar: Grandmaster level in StarCraft II using multi-agent reinforcement learning
Exploration is another key challenge in complex environments such as StarCraft. There are up to 1026 possible actions available to one of our agents at each time step, and the agent must make thousands of actions before learning if it has won or lost the game. Finding winning strategies is challenging in such a massive solution space. Even with a strong self-play system and a diverse league of main and exploiter agents, there would be almost no chance of a system developing successful strategies in such a complex environment without some prior knowledge. Learning human strategies, and ensuring that the agents keep exploring those strategies throughout self-play, was key to unlocking AlphaStar's performance.
Frequentist Regret Bounds for Randomized Least-Squares Value Iteration
Zanette, Andrea, Brandfonbrener, David, Pirotta, Matteo, Lazaric, Alessandro
A key challenge in reinforcement learning (RL) is how to bala nce exploration and exploitation in order to efficiently learn to make good sequences of decisions in a way that is both computationally tractable and statistically efficient. In the tabular case, the exploration-exploitation problem is well-understood for a number of settings (e.g., finite-hori zon, average reward, infinite horizon with discount), explorati on objectives (e.g., regret minimization and probably approximately correct), and for different algorithmic appro aches, where optimism-under-uncertainty [JOA10, FPLO18] and Thompson sampling (TS) [OBPVR16, Rus19] are the most pop ular principles. For instance, in the finite-horizon setting, [AOM17] and [ZB19] recently derived minimax optim al and structure adaptive regret bounds for optimistic exploration algorithms. TSbased algorithms have mainly b een analyzed in tabular MDPs in terms of Bayesian regret [OBPVR16, OR17, OGNJ17], which assumes that the MDP is s ampled from a known prior distribution. These bounds do not hold against a fixed MDP and algorithms with smal l Bayesian regret may still suffer high regret in some hard-to-learn MDPs within the chosen prior. In the tabu lar setting, frequentist (or worst-case) regret analysis h as been developed for TSbased algorithms both in the average r eward [GM15, AJ17] and finite-horizon case [Rus19]. Despite the fact that TSbased approaches have slightly wor se regret bounds compared to optimism-based algorithms, their empirical performance is often superior [CL11, OR17] . Unfortunately, the performance of tabular exploration met hods rapidly degrades with the number of states and actions, thus making them unfeasible in large or continuous MD Ps.
Experienced Deep Reinforcement Learning with Generative Adversarial Networks (GANs) for Model-Free Ultra Reliable Low Latency Communication
Kasgari, Ali Taleb Zadeh, Saad, Walid, Mozaffari, Mohammad, Poor, H. Vincent
In this paper, a novel experienced deep reinforcement learning (deep-RL) framework is proposed to provide model-free resource allocation for ultra reliable low latency communication (URLLC) in the downlink of a wireless network. The proposed, experienced deep-RL framework can guarantee high end-to-end reliability and low end-to-end latency, under explicit data rate constraints, for each wireless user without any models of or assumptions on the users' traffic. In particular, in order to enable the deep-RL framework to account for extreme network conditions and operate in highly reliable systems, a new approach based on generative adversarial networks (GANs) is proposed. This GAN approach is used to pre-train the deep-RL framework using a mix of real and synthetic data, thus creating an experienced deep-RL framework that has been exposed to a broad range of network conditions. Formally, the URLLC resource allocation problem is posed as a power minimization problem under reliability, latency, and rate constraints. To solve this problem using experienced deep-RL, first, the rate of each user is determined. Then, these rates are mapped to the resource block and power allocation vectors of the studied wireless system. Finally, the end-to-end reliability and latency of each user are used as feedback to the deep-RL framework. It is then shown that at the fixed-point of the deep-RL algorithm, the reliability and latency of the users are near-optimal. Moreover, for the proposed GAN approach, a theoretical limit for the generator output is analytically derived. Simulation results show how the proposed approach can achieve near-optimal performance within the rate-reliability-latency region, depending on the network and service requirements. The results also show that the proposed experienced deep-RL framework is able to remove the transient training time that makes conventional deep-RL methods unsuitable for URLLC. A. Taleb Zadeh Kasgari and W . Saad are with Wireless@VT, Department of ECE, Virgina Tech, Blacksburg, V A, 24060, USA. M. Mozaffari is with Ericsson Research, Santa Clara, CA, 95054, USA, Email: mohammad.mozaffari@ericsson.com. Poor is with the Department of Electrical Engineering, Princeton University, Princeton, NJ, 08544, USA, Email: poor@princeton.edu. A preliminary version of this work appeared in IEEE ICC, [1]. I NTRODUCTION Ultra reliable low latency communication (URLLC) will be one of the most important features in next-generation 5G and beyond cellular networks as it will be necessary for mission critical applications such as Internet of Things (IoT) [2] sensing and control as well as remote control of autonomous vehicles and drones [3], [4]. Thus far, prior URLLC research has been mostly focused on applications that require low data rates such as uplink transmissions of IoT sensors [3], [5].
Positive-Unlabeled Reward Learning
Learning reward functions from data is a promising path towards achieving scalable Reinforcement Learning (RL) for robotics. However, a major challenge in training agents from learned reward models is that the agent can learn to exploit errors in the reward model to achieve high reward behaviors that do not correspond to the intended task. These reward delusions can lead to unintended and even dangerous behaviors. On the other hand, adversarial imitation learning frameworks (Ho & Ermon, 2016) tend to suffer the opposite problem, where the discriminator learns to trivially distinguish agent and expert behavior, resulting in reward models that produce low reward signal regardless of the input state. In this paper, we connect these two classes of reward learning methods to positive-unlabeled (PU) learning, and we show that by applying a large-scale PU learning algorithm to the reward learning problem, we can address both the reward under-and overestimation problems simultaneously. Our approach drastically improves both GAIL and supervised reward learning, without any additional assumptions. While Reinforcement Learning (RL) has shown itself to be a powerful tool for automating control and decision making, hand-specifying reward functions requires significant engineering effort, especially in real-world settings. Recent works have made promising progress in learning reward functions directly from human supervision, such as ratings (Cabi et al., 2019) and behavior preferences (Wilson et al., 2012; Ibarz et al., 2018). However, in practice, these supervisions are expensive to curate and thus often only cover a fraction of the state space. As a result, the learned reward functions may have large errors in the unlabeled states, and policy learning algorithms tend to exploit these errors to achieve extremely high pseudo-reward via unintended behaviors (Amodei et al., 2016). Practical solutions often require a human to provide supervision in the policy training loop iteratively (Christiano et al., 2017; Ibarz et al., 2018), resulting in a even more laborious process. On the other hand, works in Inverse Reinforcement Learning (IRL) propose to infer reward functions directly from expert behaviors (Ng et al., 2000; Ziebart et al., 2008), but scaling these methods to high-dimensional state space remains a challenge. Ho & Ermon (2016), and many followup works show that GAIL can learn complex behaviors even in high-dimensional spaces.
Policy Continuation with Hindsight Inverse Dynamics
Sun, Hao, Li, Zhizhong, Liu, Xiaotong, Lin, Dahua, Zhou, Bolei
Solving goal-oriented tasks is an important but challenging problem in reinforcement learning (RL). For such tasks, the rewards are often sparse, making it difficult to learn a policy effectively. To tackle this difficulty, we propose a new approach called Policy Continuation with Hindsight Inverse Dynamics (PCHID). This approach learns from Hindsight Inverse Dynamics based on Hindsight Experience Replay, enabling the learning process in a self-imitated manner and thus can be trained with supervised learning. This work also extends it to multi-step settings with Policy Continuation. The proposed method is general, which can work in isolation or be combined with other on-policy and off-policy algorithms. On two multi-goal tasks GridWorld and FetchReach, PCHID significantly improves the sample efficiency as well as the final performance.
Thompson Sampling for Contextual Bandit Problems with Auxiliary Safety Constraints
Daulton, Samuel, Singh, Shaun, Avadhanula, Vashist, Dimmery, Drew, Bakshy, Eytan
Recent advances in contextual bandit optimization and reinforcement learning have garnered interest in applying these methods to real-world sequential decision making problems. Real-world applications frequently have constraints with respect to a currently deployed policy. Many of the existing constraint-aware algorithms consider problems with a single objective (the reward) and a constraint on the reward with respect to a baseline policy. However, many important applications involve multiple competing objectives and auxiliary constraints. In this paper, we propose a novel Thompson sampling algorithm for multi-outcome contextual bandit problems with auxiliary constraints. We empirically evaluate our algorithm on a synthetic problem. Lastly, we apply our method to a real world video transcoding problem and provide a practical way for navigating the trade-off between safety and performance using Bayesian optimization.
Generalized Speedy Q-learning
John, Indu, Kamanchi, Chandramouli, Bhatnagar, Shalabh
In this paper, we derive a generalization of the Speedy Q-learning (SQL) algorithm that was proposed in the Reinforcement Learning (RL) literature to handle slow convergence of Watkins' Q-learning. In most RL algorithms such as Q-learning, the Bellman equation and the Bellman operator play an important role. It is possible to generalize the Bellman operator using the technique of successive relaxation. We use the generalized Bellman operator to derive a simple and efficient family of algorithms called Generalized Speedy Q-learning (GSQL-w) and analyze its finite time performance. We show that GSQL-w has an improved finite time performance bound compared to SQL for the case when the relaxation parameter w is greater than 1. This improvement is a consequence of the contraction factor of the generalized Bellman operator being less than that of the standard Bellman operator. Numerical experiments are provided to demonstrate the empirical performance of the GSQL-w algorithm.
Situated GAIL: Multitask imitation using task-conditioned adversarial inverse reinforcement learning
Kobayashi, Kyoichiro, Horii, Takato, Iwaki, Ryo, Nagai, Yukie, Asada, Minoru
Generative adversarial imitation learning (GAIL) has attracted increasing attention in the field of robot learning. It enables robots to learn a policy to achieve a task demonstrated by an expert while simultaneously estimating the reward function behind the expert's behaviors. However, this framework is limited to learning a single task with a single reward function. This study proposes an extended framework called situated GAIL (S-GAIL), in which a task variable is introduced to both the discriminator and generator of the GAIL framework. The task variable has the roles of discriminating different contexts and making the framework learn different reward functions and policies for multiple tasks. To achieve the early convergence of learning and robustness during reward estimation, we introduce a term to adjust the entropy regularization coefficient in the generator's objective function. Our experiments using two setups (navigation in a discrete grid world and arm reaching in a continuous space) demonstrate that the proposed framework can acquire multiple reward functions and policies more effectively than existing frameworks. The task variable enables our framework to differentiate contexts while sharing common knowledge among multiple tasks.