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 Reinforcement Learning


Attention-based Fault-tolerant Approach for Multi-agent Reinforcement Learning Systems

arXiv.org Artificial Intelligence

The aim of multi-agent reinforcement learning systems is to provide interacting agents with the ability to collaboratively learn and adapt to the behavior of other agents. In many real-world applications, the agents can only acquire a partial view of the world. However, in realistic settings, one or more agents that show arbitrarily faulty or malicious behavior may suffice to let the current coordination mechanisms fail. In this paper, we study a practical scenario considering the security issues in the presence of agents with arbitrarily faulty or malicious behavior. Under these circumstances, learning an optimal policy becomes particularly challenging, even in the unrealistic case that an agent's policy can be made conditional upon all other agents' observations. To overcome these difficulties, we present an Attention-based Fault-Tolerant (FT-Attn) algorithm which selects correct and relevant information for each agent at every time-step. The multi-head attention mechanism enables the agents to learn effective communication policies through experience concurrently to the action policies. Empirical results have shown that FT-Attn beats previous state-of-the-art methods in some complex environments and can adapt to various kinds of noisy environments without tuning the complexity of the algorithm. Furthermore, FT-Attn can effectively deal with the complex situation where an agent needs to reach multiple agents' correct observation at the same time.


End-to-End Motion Planning of Quadrotors Using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Separation of these tasks is the medium within the current state-of- the-art navigation methods. Each task is performed by an individual module and modularity is attained easily by this way. Nevertheless, modularity comes with the cost of possible incompatibility, especially with the presence of erroneous modules. An erroneous module in the pipeline could easily cause the other modules to fail as well. Therefore, in this work, the unification of these tasks is attempted within a single, reliable module using deep reinforcement learning (RL) [13]-[16].


Ready, Set, Algorithms! Teams Learn AI by Racing Cars

#artificialintelligence

The DeepRacer league, developed by Amazon Web Services, is designed to teach a branch of artificial intelligence known as reinforcement learning. Amazon Web Services (AWS) has developed the DeepRacer League, a competition designed to teach a branch of artificial intelligence (AI) known as reinforcement learning, in which algorithms learn the correct way to perform an action based on trial and error, and observations. As part of the DeepRacer League, teams or individuals build and train AI algorithms using Amazon SageMaker software, then deploy them to self-driving model cars measuring about 10 inches long, which they race around a track roughly 17 feet by 26 feet. Morningstar is one of the companies participating in the DeepRacer League, and thanks to the training, the company expects to have dozens of projects based on reinforcement learning and other machine learning techniques in deployment by the end of next year. AWS developed the DeepRacer program in an effort to teach software developers about machine learning in a more engaging way than reading scientific articles.


DeepMind Has Quietly Open Sourced Three New Impressive Reinforcement Learning Frameworks

#artificialintelligence

Deep reinforcement learning(DRL) has been at the center of some of the biggest breakthroughs of artificial intelligence(AI) in the last few years. However, despite all its progress, DRL methods remain incredibly difficult to apply in mainstream solutions given the lack of tooling and libraries. Consequently, DRL remains mostly a research activity that hasn't seen a lot of adoption into real world machine learning solutions. Addressing that problem requires better tools and frameworks. Among the current generation of artificial intelligence(AI) leaders, DeepMind stands alone as the company that has done the most to advance DRL research and development. Recently, the Alphabet subsidiary has been releasing a series of new open source technologies that can help to streamline the adoption of DRL methods.


If MaxEnt RL is the Answer, What is the Question?

arXiv.org Artificial Intelligence

Experimentally, it has been observed that humans and animals often make decisions that do not maximize their expected utility, but rather choose outcomes randomly, with probability proportional to expected utility. Probability matching, as this strategy is called, is equivalent to maximum entropy reinforcement learning (MaxEnt RL). However, MaxEnt RL does not optimize expected utility. In this paper, we formally show that MaxEnt RL does optimally solve certain classes of control problems with variability in the reward function. In particular, we show (1) that MaxEnt RL can be used to solve a certain class of POMDPs, and (2) that MaxEnt RL is equivalent to a two-player game where an adversary chooses the reward function. These results suggest a deeper connection between MaxEnt RL, robust control, and POMDPs, and provide insight for the types of problems for which we might expect MaxEnt RL to produce effective solutions. Specifically, our results suggest that domains with uncertainty in the task goal may be especially well-suited for MaxEnt RL methods.


"I'm sorry Dave, I'm afraid I can't do that" Deep Q-learning from forbidden action

arXiv.org Machine Learning

The use of Reinforcement Learning (RL) is still restricted to simulation or to enhance human-operated systems through recommendations. Real-world environments (e.g. industrial robots or power grids) are generally designed with safety constraints in mind implemented in the shape of valid actions masks or contingency controllers. For example, the range of motion and the angles of the motors of a robot can be limited to physical boundaries. Violating constraints thus results in rejected actions or entering in a safe mode driven by an external controller, making RL agents incapable of learning from their mistakes. In this paper, we propose a simple modification of a state-of-the-art deep RL algorithm (DQN), enabling learning from forbidden actions. To do so, the standard Q-learning update is enhanced with an extra safety loss inspired by structured classification. We empirically show that it reduces the number of hit constraints during the learning phase and accelerates convergence to near-optimal policies compared to using standard DQN. Experiments are done on a Visual Grid World Environment and Text-World domain.


Discounted Reinforcement Learning is Not an Optimization Problem

arXiv.org Artificial Intelligence

Discounted reinforcement learning is fundamentally incom patible with function approximation for control in continuing tasks. This is beca use it is not an optimization problem -- it lacks an objective function. After s ubstantiating these claims, we go on to address some misconceptions about discou nting and its connection to the average reward formulation. W e encourage res earchers to adopt rigorous optimization approaches for reinforcement learn ing in continuing tasks, such as average reward.


Manufacturing Dispatching using Reinforcement and Transfer Learning

arXiv.org Artificial Intelligence

Efficient dispatching rule in manufacturing industry is key to ensure product on-time delivery and minimum past-due and inventory cost. Manufacturing, especially in the developed world, is moving towards on-demand manufacturing meaning a high mix, low volume product mix. This requires efficient dispatching that can work in dynamic and stochastic environments, meaning it allows for quick response to new orders received and can work over a disparate set of shop floor settings. In this paper we address this problem of dispatching in manufacturing. Using reinforcement learning (RL), we propose a new design to formulate the shop floor state as a 2-D matrix, incorporate job slack time into state representation, and design lateness and tardiness rewards function for dispatching purpose. However, maintaining a separate RL model for each production line on a manufacturing shop floor is costly and often infeasible. To address this, we enhance our deep RL model with an approach for dispatching policy transfer. This increases policy generalization and saves time and cost for model training and data collection. Experiments show that: (1) our approach performs the best in terms of total discounted reward and average lateness, tardiness, (2) the proposed policy transfer approach reduces training time and increases policy generalization.


Zero Shot Learning on Simulated Robots

arXiv.org Artificial Intelligence

In this work we present a method for leveraging data from one source to learn how to do multiple new tasks. Task transfer is achieved using a self-model that encapsulates the dynamics of a system and serves as an environment for reinforcement learning. To study this approach, we train a self-models on various robot morphologies, using randomly sampled actions. Using a self-model, an initial state and corresponding actions, we can predict the next state. This predictive self-model is then used by a standard reinforcement learning algorithm to accomplish tasks without ever seeing a state from the "real" environment. These trained policies allow the robots to successfully achieve their goals in the "real" environment. We demonstrate that not only is training on the self-model far more data efficient than learning even a single task, but also that it allows for learning new tasks without necessitating any additional data collection, essentially allowing zero-shot learning of new tasks.


Quantized Reinforcement Learning (QUARL)

arXiv.org Artificial Intelligence

Recent work has shown that quantization can help reduce the memory, compute, and energy demands of deep neural networks without significantly harming their quality. However, whether these prior techniques, applied traditionally to image-based models, work with the same efficacy to the sequential decision making process in reinforcement learning remains an unanswered question. To address this void, we conduct the first comprehensive empirical study that quantifies the effects of quantization on various deep reinforcement learning policies with the intent to reduce their computational resource demands. We apply techniques such as post-training quantization and quantization aware training to a spectrum of reinforcement learning tasks (such as Pong, Breakout, BeamRider and more) and training algorithms (such as PPO, A2C, DDPG, and DQN). Across this spectrum of tasks and learning algorithms, we show that policies can be quantized to 6-8 bits of precision without loss of accuracy. We also show that certain tasks and reinforcement learning algorithms yield policies that are more difficult to quantize due to their effect of widening the models' distribution of weights and that quantization aware training consistently improves results over post-training quantization and oftentimes even over the full precision baseline. Finally, we demonstrate real-world applications of quantization for reinforcement learning. We use half-precision training to train a Pong model 50% faster, and we deploy a quantized reinforcement learning based navigation policy to an embedded system, achieving an 18$\times$ speedup and a 4$\times$ reduction in memory usage over an unquantized policy.