Reinforcement Learning
Deep learning algorithm solves Rubik's Cube faster than any human: Work is step toward advanced AI systems that can think, reason, plan and make decisions
DeepCubeA, a deep reinforcement learning algorithm programmed by UCI computer scientists and mathematicians, can find the solution in a fraction of a second, without any specific domain knowledge or in-game coaching from humans. This is no simple task considering that the cube has completion paths numbering in the billions but only one goal state -- each of six sides displaying a solid color -- which apparently can't be found through random moves. For a study published today in Nature Machine Intelligence, the researchers demonstrated that DeepCubeA solved 100 percent of all test configurations, finding the shortest path to the goal state about 60 percent of the time. The algorithm also works on other combinatorial games such as the sliding tile puzzle, Lights Out and Sokoban. "Artificial intelligence can defeat the world's best human chess and Go players, but some of the more difficult puzzles, such as the Rubik's Cube, had not been solved by computers, so we thought they were open for AI approaches," said senior author Pierre Baldi, UCI Distinguished Professor of computer science.
Adaptive Discretization for Episodic Reinforcement Learning in Metric Spaces
Sinclair, Sean R., Banerjee, Siddhartha, Yu, Christina Lee
We present an efficient algorithm for model-free episodic reinforcement learning on large (potentially continuous) state-action spaces. Our algorithm is based on a novel Q-learning policy with adaptive data-driven discretization. The central idea is to maintain a finer partition of the state-action space in regions which are frequently visited in historical trajectories, and have higher payoff estimates. We demonstrate how our adaptive partitions take advantage of the shape of the optimal $Q$-function and the joint space, without sacrificing the worst-case performance. In particular, we recover the regret guarantees of prior algorithms for continuous state-action spaces, which however require either an optimal discretization as input, and/or access to a simulation oracle. Moreover, experiments demonstrate how our algorithm automatically adapts to the underlying structure of the problem, resulting in much better performance compared both to heuristics, as well as $Q$-learning with uniform discretization.
Task-Based Learning via Task-Oriented Prediction Network
Chen, Di, Zhu, Yada, Cui, Xiaodong, Gomes, Carla P.
Real-world applications often involve domain-specific and task-based performance objectives that are not captured by the standard machine learning metrics, such as mean squared error, mean absolute error, and cross-entropy loss, but are critical for decision making. A key challenge for direct integration of more meaningful domain and task-based evaluation criteria into an end-to-end gradient-based training process is the fact that often such performance objectives are not necessarily differentiable and may even require additional decision-making optimization processing. We propose Task-Oriented Prediction Network (TOPNet), an end-to-end learning scheme that automatically integrates task-based evaluation criteria into the learning process via a task-oriented estimator and directly learns a model with respect to the task-based goal. A major benefit of the proposed TOPNet learning scheme lies in its capability of automatically integrating non-differentiable evaluation criteria. This makes it particularly suitable for diversified and customized task-based evaluation criteria in real-world prediction tasks. We validate the performance of TOPNet on two real-world financial prediction tasks, revenue surprise forecasting and credit risk modeling. The experimental results on multiple real-world data sets demonstrate that TOPNet significantly outperforms both traditional modeling with standard losses and modeling with differentiable (relaxed) surrogate losses.
Single Episode Policy Transfer in Reinforcement Learning
Yang, Jiachen, Petersen, Brenden, Zha, Hongyuan, Faissol, Daniel
Transfer and adaptation to new unknown environmental dynamics is a key challenge for reinforcement learning (RL). An even greater challenge is performing near-optimally in a single attempt at test time, possibly without access to dense rewards, which is not addressed by current methods that require multiple experience rollouts for adaptation. To achieve single episode transfer in a family of environments with related dynamics, we propose a general algorithm that optimizes a probe and an inference model to rapidly estimate underlying latent variables of test dynamics, which are then immediately used as input to a universal control policy. This modular approach enables integration of state-of-the-art algorithms for variational inference or RL. Moreover, our approach does not require access to rewards at test time, allowing it to perform in settings where existing adaptive approaches cannot. In diverse experimental domains with a single episode test constraint, our method significantly outperforms existing adaptive approaches and shows favorable performance against baselines for robust transfer.
Scoring-Aggregating-Planning: Learning task-agnostic priors from interactions and sparse rewards for zero-shot generalization
Xu, Huazhe, Chen, Boyuan, Gao, Yang, Darrell, Trevor
Humans can learn task-agnostic priors from interactive experience and utilize the priors for novel tasks without any finetuning. In this paper, we propose Scoring-Aggregating-Planning (SAP), a framework that can learn task-agnostic semantics and dynamics priors from arbitrary quality interactions under sparse reward and then plan on unseen tasks in zero-shot condition. The framework finds a neural score function for local regional state and action pairs that can be aggregated to approximate the quality of a full trajectory; moreover, a dynamics model that is learned with self-supervision can be incorporated for planning. Many previous works that leverage interactive data for policy learning either need massive on-policy environmental interactions or assume access to expert data while we can achieve a similar goal with pure off-policy imperfect data. Instantiating our framework results in a generalizable policy to unseen tasks. Experiments demonstrate that the proposed method can outperform baseline methods on a wide range of applications including gridworld, robotics tasks, and video games.
Reinforcement Learning for Robotic Manipulation using Simulated Locomotion Demonstrations
Kilinc, Ozsel, Hu, Yang, Montana, Giovanni
Learning robot manipulation policies through reinforcement learning (RL) with only sparse rewards is still considered a largely unsolved problem. Although learning with human demonstrations can make the training process more sample efficient, the demonstrations are often expensive to obtain, and their benefits heavily depend on the expertise of the demonstrators. In this paper we propose a novel approach for learning complex robot manipulation tasks with self-learned demonstrations. We note that a robot manipulation task can be interpreted, from the object's perspective, as a locomotion task. In a virtual world, the object might be able to learn how to move from its initial position to the final target position on its own, without being manipulated. Although objects cannot move on their own in the real world, a policy to achieve object locomotion can be learned through physically-realistic simulators, which are nowadays widely available and routinely adopted to train RL systems. The resulting object-level trajectories are called Simulated Locomotion Demonstrations (SLD). The SLDs are then leveraged to learn the robot manipulation policy through deep RL using only sparse rewards. We thoroughly evaluate the proposed approach on 13 tasks of increasing complexity, and demonstrate that our framework can result in faster learning rates and achieve higher success rate compared to alternative algorithms. We demonstrate that SLDs are especially beneficial for complex tasks like multi-object stacking and non-rigid object manipulation.
Efficient meta reinforcement learning via meta goal generation
Fu, Haotian, Tang, Hongyao, Hao, Jianye
Meta reinforcement learning (meta-RL) is able to accelerate the acquisition of new tasks by learning from past experience. Current meta-RL methods usually learn to adapt to new tasks by directly optimizing the parameters of policies over primitive actions. However, for complex tasks which requires sophisticated control strategies, it would be quite inefficient to to directly learn such a meta-policy. Moreover, this problem can become more severe and even fail in spare reward settings, which is quite common in practice. To this end, we propose a new meta-RL algorithm called meta goal-generation for hierarchical RL (MGHRL) by leveraging hierarchical actor-critic framework. Instead of directly generate policies over primitive actions for new tasks, MGHRL learns to generate high-level meta strategies over subgoals given past experience and leaves the rest of how to achieve subgoals as independent RL subtasks. Our empirical results on several challenging simulated robotics environments show that our method enables more efficient and effective meta-learning from past experience and outperforms state-of-the-art meta-RL and Hierarchical-RL methods in sparse reward settings.
Giving purpose to AI: Deep reinforcement learning
The field of artificial intelligence has grown by leaps and bounds in recent years, already providing new capabilities that we see used in real life. Smart phones can recognize our faces to identify us as their proper owners. We can now translate street signs in a different language using an app. And we are starting to have computers that can respond to voice commands. The future seems bright, with talk of autonomous vehicles, robots, and advances in many different fields--from medical diagnostics to automated factories.
Actor-Critic Provably Finds Nash Equilibria of Linear-Quadratic Mean-Field Games
Fu, Zuyue, Yang, Zhuoran, Chen, Yongxin, Wang, Zhaoran
We study discrete-time mean-field Markov games with infinite numbers of agents where each agent aims to minimize its ergodic cost. We consider the setting where the agents have identical linear state transitions and quadratic cost functions, while the aggregated effect of the agents is captured by the population mean of their states, namely, the mean-field state. For such a game, based on the Nash certainty equivalence principle, we provide sufficient conditions for the existence and uniqueness of its Nash equilibrium. Moreover, to find the Nash equilibrium, we propose a mean-field actor-critic algorithm with linear function approximation, which does not require knowing the model of dynamics. Specifically, at each iteration of our algorithm, we use the single-agent actor-critic algorithm to approximately obtain the optimal policy of the each agent given the current mean-field state, and then update the mean-field state. In particular, we prove that our algorithm converges to the Nash equilibrium at a linear rate. To the best of our knowledge, this is the first success of applying model-free reinforcement learning with function approximation to discrete-time mean-field Markov games with provable non-asymptotic global convergence guarantees.
MAVEN: Multi-Agent Variational Exploration
Mahajan, Anuj, Rashid, Tabish, Samvelyan, Mikayel, Whiteson, Shimon
Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments [43]. We specifically focus on QMIX [40], the current state-of-the-art in this domain. We show that the representational constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control. The value-based agents condition their behaviour on the shared latent variable controlled by a hierarchical policy. This allows MAVEN to achieve committed, temporally extended exploration, which is key to solving complex multi-agent tasks. Our experimental results show that MAVEN achieves significant performance improvements on the challenging SMAC domain [43].