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 Reinforcement Learning


Meta-World: A Benchmark and Evaluation for Multi-Task and Meta Reinforcement Learning

arXiv.org Artificial Intelligence

Meta-World: A Benchmark and Evaluation for Multi-T ask and Meta Reinforcement Learning Tianhe Y u 1, Deirdre Quillen 2, Zhanpeng He 3, Ryan Julian 4, Karol Hausman 5, Chelsea Finn 1, Sergey Levine 2 Stanford University 1, UC Berkeley 2, Columbia University 3, University of Southern California 4, Robotics at Google 5 Abstract: Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 6 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods. 1 . Keywords: meta-learning, multi-task reinforcement learning, benchmarks 1 Introduction While reinforcement learning (RL) has achieved some success in domains such as assembly [1], ping pong [2], in-hand manipulation [3], and hockey [4], state-of-the-art methods require substantially more experience than humans to acquire only one narrowly-defined skill. If we want robots to be broadly useful in realistic environments, we instead need algorithms that can learn a wide variety of skills reliably and efficiently.


Learning Q-network for Active Information Acquisition

arXiv.org Machine Learning

In this paper, we propose a novel Reinforcement Learning approach for solving the Active Information Acquisition problem, which requires an agent to choose a sequence of actions in order to acquire information about a process of interest using on-board sensors. The classic challenges in the information acquisition problem are the dependence of a planning algorithm on known models and the difficulty of computing information-theoretic cost functions over arbitrary distributions. In contrast, the proposed framework of reinforcement learning does not require any knowledge on models and alleviates the problems during an extended training stage. It results in policies that are efficient to execute online and applicable for real-time control of robotic systems. Furthermore, the state-of-the-art planning methods are typically restricted to short horizons, which may become problematic with local minima. Reinforcement learning naturally handles the issue of planning horizon in information problems as it maximizes a discounted sum of rewards over a long finite or infinite time horizon. We discuss the potential benefits of the proposed framework and compare the performance of the novel algorithm to an existing information acquisition method for multi-target tracking scenarios.


Divide-and-Conquer Adversarial Learning for High-Resolution Image and Video Enhancement

arXiv.org Machine Learning

This paper introduces a divide-and-conquer inspired adversarial learning (DA-CAL) approach for photo enhancement. The key idea is to decompose the photo enhancement process into hierarchically multiple sub-problems, which can be better conquered from bottom to up. On the top level, we propose a perception-based division to learn additive and multiplicative components, required to translate a low-quality image or video into its high-quality counterpart. On the intermediate level, we use a frequency-based division with generative adversarial network (GAN) to weakly supervise the photo enhancement process. On the lower level, we design a dimension-based division that enables the GAN model to better approximates the distribution distance on multiple independent one-dimensional data to train the GAN model. While considering all three hierarchies, we develop multiscale and recurrent training approaches to optimize the image and video enhancement process in a weakly-supervised manner. Both quantitative and qualitative results clearly demonstrate that the proposed DACAL achieves the state-of- the-art performance for high-resolution image and video enhancement. Despite many mobile camera technological advances we have today, our captured images often still come with limited dynamic range, undesirable color rendition, and unsatisfactory texture sharpness. Among many possible causes, low-light environments and under/overexposed regions usually introduce severe lack of texture details and low-dynamic range coverage, respectively. Another critical issue is the amplification (during the enhancement process) of noise in the dark and/or texture-less regions, where the enhancement may not even be necessary.


Deep Reinforcement Learning Based Power control for Wireless Multicast Systems

arXiv.org Machine Learning

Deep Reinforcement Learning Based Power control for Wireless Multicast Systems Ramkumar Raghu 1, Pratheek Upadhyaya 1, Mahadesh Panju 1, V aneet Aggarwal 1,2, and Vinod Sharma 1 1 Indian Institute of Science, Bangalore, INDIA. Abstract -- We consider a multicast scheme recently proposed for a wireless downlink in [1]. It was shown earlier that power control can significantly improve its performance. However for this system, obtaining optimal power control is intractable because of a very large state space. Therefore in this paper we use deep reinforcement learning where we use function approximation of the Q-function via a deep neural network. We show that optimal power control can be learnt for reasonably large systems via this approach. The average power constraint is ensured via a Lagrange multiplier, which is also learnt. Finally, we demonstrate that a slight modification of the learning algorithm allows the optimal control to track the time varying system statistics. I NTRODUCTION Wireless networks are being constantly refined to cater for seamless delivery of huge amount of data to the end users. With increased user generated contents and proliferation of social networking sites, almost 78% of mobile data traffic is expected to be due to mobile videos [2]. Also, the requested traffic for these contents is ridden with redundant requests [3]. Thus, multicasting is a natural way to address these requests. A multicast queue with network coding is studied in [4], [5] with infinite library of files.


Attention-based Curiosity-driven Exploration in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement Learning enables to train an agent via interaction with the environment. However, in the majority of real-world scenarios, the extrinsic feedback is sparse or not sufficient, thus intrinsic reward formulations are needed to successfully train the agent. This work investigates and extends the paradigm of curiosity-driven exploration. First, a probabilistic approach is taken to exploit the advantages of the attention mechanism, which is successfully applied in other domains of Deep Learning. Combining them, we propose new methods, such as AttA2C, an extension of the Actor-Critic framework. Second, another curiosity-based approach - ICM - is extended. The proposed model utilizes attention to emphasize features for the dynamic models within ICM, moreover, we also modify the loss function, resulting in a new curiosity formulation, which we call rational curiosity. The corresponding implementation can be found at https://github.com/rpatrik96/AttA2C/.


Partially Detected Intelligent Traffic Signal Control: Environmental Adaptation

arXiv.org Artificial Intelligence

--Partially Detected Intelligent Traffic Signal Control (PD-ITSC) systems that can optimize traffic signals based on limited detected information could be a cost-efficient solution for mitigating traffic congestion in the future. In this paper, we focus on a particular problem in PD-ITSC - adaptation to changing environments. T o this end, we investigate different reinforcement learning algorithms, including Q-Learning, Proximal Policy Optimization (PPO), Advantage Actor-Critic (A2C), and Actor-Critic with Kronecker-Factored Trust-Region (ACKTR). Our findings suggest that RL algorithms can find optimal strategies under partial vehicle detection; however, policy-based algorithms can adapt to changing environments more efficiently than value-based algorithms. We use these findings to draw conclusions about the value of different models for PD-ITSC systems.


Learning to Design Games: Strategic Environments in Reinforcement Learning

arXiv.org Artificial Intelligence

In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this setting by considering the environment is not given, but controllable and learnable through its interaction with the agent at the same time. This extension is motivated by environment design scenarios in the real-world, including game design, shopping space design and traffic signal design. Theoretically, we find a dual Markov decision process (MDP) w.r.t. the environment to that w.r.t. the agent, and derive a policy gradient solution to optimizing the parametrized environment. Furthermore, discontinuous environments are addressed by a proposed general generative framework. Our experiments on a Maze game design task show the effectiveness of the proposed algorithms in generating diverse and challenging Mazes against various agent settings.


Sample Complexity of Reinforcement Learning using Linearly Combined Model Ensembles

arXiv.org Artificial Intelligence

Reinforcement learning (RL) methods have been shown to be capable of learning intelligent behavior in rich domains. However, this has largely been done in simulated domains without adequate focus on the process of building the simulator. In this paper, we consider a setting where we have access to an ensemble of pre-trained and possibly inaccurate simulators (models). We approximate the real environment using a state-dependent linear combination of the ensemble, where the coefficients are determined by the given state features and some unknown parameters. Our proposed algorithm provably learns a near-optimal policy with a sample complexity polynomial in the number of unknown parameters, and incurs no dependence on the size of the state (or action) space. As an extension, we also consider the more challenging problem of model selection, where the state features are unknown and can be chosen from a large candidate set. We provide exponential lower bounds that illustrate the fundamental hardness of this problem, and develop a provably efficient algorithm under additional natural assumptions.


Robust Domain Randomization for Reinforcement Learning

arXiv.org Artificial Intelligence

Producing agents that can generalize to a wide range of environments is a significant challenge in reinforcement learning. One method for overcoming this issue is domain randomization, whereby at the start of each training episode some parameters of the environment are randomized so that the agent is exposed to many possible variations. However, domain randomization is highly inefficient and may lead to policies with high variance across domains. In this work, we formalize the domain randomization problem, and show that minimizing the policy's Lipschitz constant with respect to the randomization parameters leads to low variance in the learned policies. We propose a method where the agent only needs to be trained on one variation of the environment, and its learned state representations are regularized during training to minimize this constant. We conduct experiments that demonstrate that our technique leads to more efficient and robust learning than standard domain randomization, while achieving equal generalization scores.


Reinforcement Learning with Structured Hierarchical Grammar Representations of Actions

arXiv.org Artificial Intelligence

From a young age humans learn to use grammatical principles to hierarchically combine words into sentences. Action grammars is the parallel idea, that there is an underlying set of rules (a "grammar") that govern how we hierarchically combine actions to form new, more complex actions. We introduce the Action Grammar Reinforcement Learning (AG-RL) framework which leverages the concept of action grammars to consistently improve the sample efficiency of Reinforcement Learning agents. AG-RL works by using a grammar inference algorithm to infer the "action grammar" of an agent midway through training. The agent's action space is then augmented with macro-actions identified by the grammar. We apply this framework to Double Deep Q-Learning (AG-DDQN) and a discrete action version of Soft Actor-Critic (AG-SAC) and find that it improves performance in 8 out of 8 tested Atari games (median +31%, max +668%) and 19 out of 20 tested Atari games (median +96%, maximum +3,756%) respectively without substantive hyperparameter tuning. We also show that AG-SAC beats the model-free state-of-the-art for sample efficiency in 17 out of the 20 tested Atari games (median +62%, maximum +13,140%), again without substantive hyperparameter tuning.