Reinforcement Learning
Was it Worth Studying a Data Science Masters? - KDnuggets
Since completing my Masters in Data Science, I have had a number of people contact me asking for my experience with the course and whether it is worth recommending. Therefore, I thought it best to summarise my decision for starting the course, what I have achieved during my studies, and the outcome in the years following. It was the spring of 2016 and I was coming towards the end of a 6 month internship at one of the largest consulting firms in the City of London. I had taken this role to gain experience and figure out whether becoming an Actuary was the correct route for my career. I quickly found passion in the data analytics of the role as I was being pulled into meetings to discuss numbers I had crunched or was able hack together a tool to automate previously manual tasks.
Defensive Escort Teams via Multi-Agent Deep Reinforcement Learning
Garg, Arpit, Hasan, Yazied A., Yaรฑez, Adam, Tapia, Lydia
-- Coordinated defensive escorts can aid a navigating payload by positioning themselves in order to maintain the safety of the payload from obstacles. In this paper, we present a novel, end-to-end solution for coordinating an escort team for protecting high-value payloads. Our solution employs deep reinforcement learning (RL) in order to train a team of escorts to maintain payload safety while navigating alongside the payload. This is done in a distributed fashion, relying only on limited range positional information of other escorts, the payload, and the obstacles. When compared to a state-of-art algorithm for obstacle avoidance, our solution with a single escort increases navigation success up to 31%. Additionally, escort teams increase success rate by up to 75% percent over escorts in static formations. We also show that this learned solution is general to several adaptations in the scenario including: a changing number of escorts in the team, changing obstacle density, and changes in payload conformation. Successful navigation in crowded scenarios often requires assuming a nonzero collision probability between the agent and stochastic obstacles [1]. This required assumption of risk is potentially frightening given the value of cargo that modern autonomous agents will be transporting, e.g., human life.
Integrating Behavior Cloning and Reinforcement Learning for Improved Performance in Sparse Reward Environments
Goecks, Vinicius G., Gremillion, Gregory M., Lawhern, Vernon J., Valasek, John, Waytowich, Nicholas R.
This paper investigates how to efficiently transition and update policies, trained initially with demonstrations, using off-policy actor-critic reinforcement learning. It is well-known that techniques based on Learning from Demonstrations, for example behavior cloning, can lead to proficient policies given limited data. However, it is currently unclear how to efficiently update that policy using reinforcement learning as these approaches are inherently optimizing different objective functions. Previous works have used loss functions which combine behavioral cloning losses with reinforcement learning losses to enable this update, however, the components of these loss functions are often set anecdotally, and their individual contributions are not well understood. In this work we propose the Cycle-of-Learning (CoL) framework that uses an actor-critic architecture with a loss function that combines behavior cloning and 1-step Q-learning losses with an off-policy pre-training step from human demonstrations. This enables transition from behavior cloning to reinforcement learning without performance degradation and improves reinforcement learning in terms of overall performance and training time. Additionally, we carefully study the composition of these combined losses and their impact on overall policy learning. We show that our approach outperforms state-of-the-art techniques for combining behavior cloning and reinforcement learning for both dense and sparse reward scenarios. Our results also suggest that directly including the behavior cloning loss on demonstration data helps to ensure stable learning and ground future policy updates.
CAQL: Continuous Action Q-Learning
Ryu, Moonkyung, Chow, Yinlam, Anderson, Ross, Tjandraatmadja, Christian, Boutilier, Craig
A BSTRACT V alue-based reinforcement learning (RL) methods like Q-learning have shown success in a variety of domains. One challenge in applying Q-learning to continuous-action RL problems, however, is the continuous action maximization ( max-Q) required for optimal Bellman backup. In this work, we develop CAQL, a (class of) algorithm(s) for continuous-action Q-learning that can use several plug-and-play optimizers for the max-Q problem. Leveraging recent optimization results for deep neural networks, we show that max-Q can be solved optimally using mixed-integer programming (MIP) . When the Q-function representation has sufficient power, MIP-based optimization gives rise to better policies and is more robust than approximate methods (e.g., gradient ascent, cross-entropy search). We further develop several techniques to accelerate inference in CAQL, which despite their approximate nature, perform well. We compare CAQL with state-of-the-art RL algorithms on benchmark continuous-control problems that have different degrees of action constraints and show that CAQL outperforms policy-based methods in heavily constrained environments, often dramatically. When the action space is finite, value-based algorithms such as Q-learning (Watkins & Dayan, 1992), which implicitly finds a policy by learning the optimal value function, are often very efficient because action optimization can be done by exhaustive enumeration. By contrast, in problems with a continuous action spaces (e.g., robotics (Peters & Schaal, 2006)), policy-based algorithms, such as policy gradient (PG) (Sutton et al., 2000; Silver et al., 2014) or cross-entropy policy search (CEPS) (Mannor et al., 2003; Kalashnikov et al., 2018), which directly learn a return-maximizing policy, have proven more practical. Recently, methods such as ensemble critic (Fujimoto et al., 2018) and entropy regularization (Haarnoja et al., 2018) have been developed to improve the performance of policy-based RL algorithms. Policy-based approaches require a reasonable choice of policy parameterization. In some continuous control problems, Gaussian distributions over actions conditioned on some state representation is used. However, in applications such as RSs, where actions often take the form of high-dimensional item-feature vectors, policies cannot typically be modeled by common action distributions.
Imagined Value Gradients: Model-Based Policy Optimization with Transferable Latent Dynamics Models
Byravan, Arunkumar, Springenberg, Jost Tobias, Abdolmaleki, Abbas, Hafner, Roland, Neunert, Michael, Lampe, Thomas, Siegel, Noah, Heess, Nicolas, Riedmiller, Martin
Humans are masters at quickly learning many complex tasks, relying on an approximate understanding of the dynamics of their environments. In much the same way, we would like our learning agents to quickly adapt to new tasks. In this paper, we explore how model-based Reinforcement Learning (RL) can facilitate transfer to new tasks. We develop an algorithm that learns an action-conditional, predictive model of expected future observations, rewards and values from which a policy can be derived by following the gradient of the estimated value along imagined trajectories. We show how robust policy optimization can be achieved in robot manipulation tasks even with approximate models that are learned directly from vision and proprioception. We evaluate the efficacy of our approach in a transfer learning scenario, re-using previously learned models on tasks with different reward structures and visual distractors, and show a significant improvement in learning speed compared to strong off-policy baselines. Videos with results can be found at https://sites.google.com/view/ivg-corl19
Improving Generalization in Meta Reinforcement Learning using Learned Objectives
Kirsch, Louis, van Steenkiste, Sjoerd, Schmidhuber, Jรผrgen
A BSTRACT Biological evolution has distilled the experiences of many learners into the general learning algorithms of humans. Our novel meta-reinforcement learning algorithm MetaGenRL is inspired by this process. MetaGenRL distills the experiences of many complex agents to meta-learn a low-complexity neural objective function that affects how future individuals will learn. Unlike recent meta-RL algorithms, MetaGenRL can generalize to new environments that are entirely different from those used for meta-training. In some cases, it even outperforms human-engineered RL algorithms. MetaGenRL uses off-policy second-order gradients during meta-training that greatly increase its sample efficiency. 1 I NTRODUCTION The process of evolution has equipped humans with incredibly general learning algorithms. They allow us to flexibly solve a wide range of problems, even in the absence of many related prior experiences. The inductive biases that give rise to these capabilities are the result of distilling the collective experiences of many learners throughout the course of natural evolution. By essentially learning from learning experiences in this way, this knowledge can be compactly encoded in the genetic code of an individual to give rise to the general learning capabilities that we observe today. In contrast, Reinforcement Learning (RL) in artificial agents rarely proceeds in this way. The learning rules that are used to train agents are the result of years of human engineering and design, (e.g. Correspondingly, artificial agents are inherently limited by the ability of the designer to incorporate the right inductive biases in order to learn from previous experiences.
Model-Based Reinforcement Learning Exploiting State-Action Equivalence
Asadi, Mahsa, Talebi, Mohammad Sadegh, Bourel, Hippolyte, Maillard, Odalric-Ambrym
Leveraging an equivalence property in the state-space of a Markov Decision Process (MDP) has been investigated in several studies. This paper studies equivalence structure in the reinforcement learning (RL) setup, where transition distributions are no longer assumed to be known. We present a notion of similarity between transition probabilities of various state-action pairs of an MDP, which naturally defines an equivalence structure in the state-action space. We present equivalence-aware confidence sets for the case where the learner knows the underlying structure in advance. These sets are provably smaller than their corresponding equivalence-oblivious counterparts. In the more challenging case of an unknown equivalence structure, we present an algorithm called ApproxEquivalence that seeks to find an (approximate) equivalence structure, and define confidence sets using the approximate equivalence. To illustrate the efficacy of the presented confidence sets, we present C-UCRL, as a natural modification of UCRL2 for RL in undiscounted MDPs. In the case of a known equivalence structure, we show that C-UCRL improves over UCRL2 in terms of regret by a factor of $\sqrt{SA/C}$, in any communicating MDP with $S$ states, $A$ actions, and $C$ classes, which corresponds to a massive improvement when $C \ll SA$. To the best of our knowledge, this is the first work providing regret bounds for RL when an equivalence structure in the MDP is efficiently exploited. In the case of an unknown equivalence structure, we show through numerical experiments that C-UCRL combined with ApproxEquivalence outperforms UCRL2 in ergodic MDPs.
Fast Task-Adaptation for Tasks Labeled Using Natural Language in Reinforcement Learning
Hutsebaut-Buysse, Matthias, Mets, Kevin, Latrรฉ, Steven
Over its lifetime, a reinforcement learning agent is often tasked with different tasks. How to efficiently adapt a previously learned control policy from one task to another, remains an open research question. In this paper, we investigate how instructions formulated in natural language can enable faster and more effective task adaptation. This can serve as the basis for developing language instructed skills, which can be used in a lifelong learning setting. Our method is capable of assessing, given a set of developed base control policies, which policy will adapt best to a new unseen task.
Is a Good Representation Sufficient for Sample Efficient Reinforcement Learning?
Du, Simon S., Kakade, Sham M., Wang, Ruosong, Yang, Lin F.
Modern deep learning methods provide an effective means to learn good representations. However, is a good representation itself sufficient for efficient reinforcement learning? This question is largely unexplored, and the extant body of literature mainly focuses on conditions which permit efficient reinforcement learning with little understanding of what are necessary conditions for efficient reinforcement learning. This work provides strong negative results for reinforcement learning methods with function approximation for which a good representation (feature extractor) is known to the agent, focusing on natural representational conditions relevant to value-based learning and policy-based learning. For value-based learning, we show that even if the agent has a highly accurate linear representation, the agent still needs to sample exponentially many trajectories in order to find a near-optimal policy. For policy-based learning, we show even if the agent's linear representation is capable of perfectly representing the optimal policy, the agent still needs to sample exponentially many trajectories in order to find a near-optimal policy. These lower bounds highlight the fact that having a good (value-based or policy-based) representation in and of itself is insufficient for efficient reinforcement learning. In particular, these results provide new insights into why the existing provably efficient reinforcement learning methods rely on further assumptions, which are often model-based in nature. Additionally, our lower bounds imply exponential separations in the sample complexity between 1) value-based learning with perfect representation and value-based learning with a good-but-not-perfect representation, 2) value-based learning and policy-based learning, 3) policy-based learning and supervised learning and 4) reinforcement learning and imitation learning.
Reinforcement Learning Concept on Cart-Pole with DQN
CartPole, also known as inverted pendulum, is a game in which you try to balance the pole as long as possible. It is assumed that at the tip of the pole, there is an object which makes it unstable and very likely to fall over. The goal of this task is to move the cart left and right so that the pole can stand (within a certain angle) as long as possible. In this post, we will look at reinforcement learning, a field in artificial intelligence where the AI explores the environment all by itself by playing the game many many times until it learns the right way to play the game. As you can see here, at the beginning of the training, the agent has no idea of where to move a cart.