Reinforcement Learning
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.
An A.I. has beat humans at yet another of our own games
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 by consensus 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 multiagent challenges. Over the course of a decade and numerous competitions 1โ3, the best results have been made possible by hand-crafting major elements of the system, simplifying important aspects of the game, or using superhuman capabilities 4. Even with these modifications, no previous system has come close to rivalling the skill of top players in the full game. 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 counterstrategies, each represented by deep neural networks5,6. We evaluated our agent, AlphaStar, in the full game of StarCraft II, through a series of online games against human players. AlphaStar was rated at Grandmaster level for all three StarCraft races and above 99.8% of officially ranked human players.
A Narration-based Reward Shaping Approach using Grounded Natural Language Commands
Waytowich, Nicholas, Barton, Sean L., Lawhern, Vernon, Warnell, Garrett
While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of reward sparsity. This is especially true for tasks such as training an agent to play StarCraft II, a real-time strategy game where reward is only given at the end of a game which is usually very long. While this problem can be addressed through reward shaping, such approaches typically require a human expert with specialized knowledge. Inspired by the vision of enabling reward shaping through the more-accessible paradigm of natural-language narration, we develop a technique that can provide the benefits of reward shaping using natural language commands. Our narration-guided RL agent projects sequences of natural-language commands into the same high-dimensional representation space as corresponding goal states. We show that we can get improved performance with our method compared to traditional reward-shaping approaches. Additionally, we demonstrate the ability of our method to generalize to unseen natural-language commands.
PIC: Permutation Invariant Critic for Multi-Agent Deep Reinforcement Learning
Liu, Iou-Jen, Yeh, Raymond A., Schwing, Alexander G.
Single-agent deep reinforcement learning has achieved impressive performance in many domains, including playing Go [1, 2] and Atari games [3, 4]. However, many real world problems, such as traffic congestion reduction [5, 6], antenna tilt control [7], and dynamic resource allocation [8] are more naturally modeled as multi-agent systems. Unfortunately, directly deploying single-agent reinforcement learning to each agent in a multi-agent system does not result in satisfying performance [9, 10]. Particularly, in multi-agent reinforcement learning [8, 10-19], estimating the value function is challenging, because the environment is non-stationary from the perspective of an individual agent [10, 11]. To alleviate the issue, recently, multi-agent deep deterministic policy gradient (MADDPG) [10] proposed a centralized critic whose input is the concatenation of all agents' observations and actions.
VASE: Variational Assorted Surprise Exploration for Reinforcement Learning
Xu, Haitao, McCane, Brendan, Szymanski, Lech
Exploration in environments with continuous control and sparse rewards remains a key challenge in reinforcement learning (RL). Recently, surprise has been used as an intrinsic reward that encourages systematic and efficient exploration. We introduce a new definition of surprise and its RL implementation named Variational Assorted Surprise Exploration (VASE). VASE uses a Bayesian neural network as a model of the environment dynamics and is trained using variational inference, alternately updating the accuracy of the agent's model and policy. Our experiments show that in continuous control sparse reward environments VASE outperforms other surprise-based exploration techniques.
RLINK: Deep Reinforcement Learning for User Identity Linkage
Li, Xiaoxue, Cao, Yanan, Shang, Yanmin, Li, Yangxi, Liu, Yanbing, Tan, Jianlong
User identity linkage is a task of recognizing the identities of the same user across different social networks (SN). Previous works tackle this problem via estimating the pairwise similarity between identities from different SN, predicting the label of identity pairs or selecting the most relevant identity pair based on the similarity scores. However, most of these methods ignore the results of previously matched identities, which could contribute to the linkage in following matching steps. To address this problem, we convert user identity linkage into a sequence decision problem and propose a reinforcement learning model to optimize the linkage strategy from the global perspective. Our method makes full use of both the social network structure and the history matched identities, and explores the long-term influence of current matching on subsequent decisions. We conduct experiments on different types of datasets, the results show that our method achieves better performance than other state-of-the-art methods.
DeepLine: AutoML Tool for Pipelines Generation using Deep Reinforcement Learning and Hierarchical Actions Filtering
Heffetz, Yuval, Vainstein, Roman, Katz, Gilad, Rokach, Lior
Automatic machine learning (AutoML) is an area of research aimed at automating machine learning (ML) activities that currently require human experts. One of the most challenging tasks in this field is the automatic generation of end-to- end ML pipelines: combining multiple types of ML algorithms into a single architecture used for end-to-end analysis of previously-unseen data. This task has two challenging aspects: the first is the need to explore a large search space of algorithms and pipeline architectures. The second challenge is the computational cost of training and evaluating multiple pipelines. In this study we present DeepLine, a reinforcement learning based approach for automatic pipeline generation. Our proposed approach utilizes an efficient representation of the search space and leverages past knowledge gained from previously-analyzed datasets to make the problem more tractable. Additionally, we propose a novel hierarchical-actions algorithm that serves as a plugin, mediating the environment-agent interaction in deep reinforcement learning problems. The plugin significantly speeds up the training process of our model. Evaluation on 56 datasets shows that DeepLine outperforms state-of-the-art approaches both in accuracy and in computational cost.
A deep learning approach to coordinate defensive escort teams
Advancements in robotics and artificial intelligence (AI) are enabling the development of artificial agents designed to assist humans in a variety of everyday settings. One of the many possible uses for these systems could be to escort humans or valuable goods that are being transferred from one location to another, defending them from threats or attacks. Fascinated by this idea, a team of researchers at the University of New Mexico has recently introduced a new end-to-end solution for coordinating robotic escort teams that are protecting high-value payloads or goods. The technique they proposed, presented in a paper pre-published on arXiv, is based on deep reinforcement learning (RL), which entails training algorithms to make effective predictions by analyzing data. "I first came up with the idea behind this study when thinking about lugging my suitcase through a crowded airport," Lydia Tapia, the lead researcher on the study, told TechXplore.
RBED: Reward Based Epsilon Decay
$\varepsilon$-greedy is a policy used to balance exploration and exploitation in many reinforcement learning setting. In cases where the agent uses some on-policy algorithm to learn optimal behaviour, it makes sense for the agent to explore more initially and eventually exploit more as it approaches the target behaviour. This shift from heavy exploration to heavy exploitation can be represented as decay in the $\varepsilon$ value, where $\varepsilon$ depicts the how much an agent is allowed to explore. This paper proposes a new approach to this $\varepsilon$ decay where the decay is based on feedback from the environment. This paper also compares and contrasts one such approach based on rewards and compares it against standard exponential decay. The new approach, in the environments tested, produces more consistent results that on average perform better.