Reinforcement Learning
RE•WORK AI in Finance Federated AI, Reinforcement and Transfer Learning
The financial sector has been among the fastest adaptors of AI algorithms, which are well suited to the industry's complex and fast-moving environment. At last week's Re•Work AI in Finance Conference in New York, researchers and engineers from banks and academia alike shared their thoughts on current AI research and applications in the finance world. IBM has built a blockchain-based infrastructure for federated AI, enabling institutions to leverage transaction data across branches to improve decision making. Alan King is an IBM AI and Blockchain Solutions engineer. In his presentation King spoke of the advantages of using federated AI on transaction data.
On the Convergence of Approximate and Regularized Policy Iteration Schemes
Smirnova, Elena, Dohmatob, Elvis
Algorithms based on the entropy regularized framework, such as Soft Q-learning and Soft Actor-Critic, recently showed state-of-the-art performance on a number of challenging reinforcement learning (RL) tasks. The regularized formulation modifies the standard RL objective and thus, generally, converges to a policy different from the optimal greedy policy of the original RL problem. Practically, it is important to control the suboptimality of the regularized optimal policy. In this paper, we propose the optimality-preserving regularized modified policy iteration (MPI) scheme that simultaneously (a) provides desirable properties to intermediate policies such as targeted exploration, and (b) guarantees convergence to the optimal policy with explicit rates depending on the decrease rate of the regularization parameter. This result is based on two more general results. First, we show that the approximate MPI scheme converges as fast as the exact MPI if the decrease rate of error sequence is sufficiently fast; otherwise, its rate of convergence slows down to the errors decrease rate. Second, we show the regularized MPI is an instance of the approximate MPI where regularization plays the role of errors. In a special case of negative entropy regularizer (leading to a popular Soft Q-learning algorithm), our result explicitly links the convergence rate of policy / value iterates to exploration.
Bayesian Optimization for Iterative Learning
Nguyen, Vu, Schulze, Sebastian, Osborne, Michael A
The success of deep (reinforcement) learning systems crucially depends on the correct choice of hyperparameters which are notoriously sensitive and expensive to evaluate. Training these systems typically requires running iterative processes over multiple epochs or episodes. Traditional approaches only consider final performances of a hyperparameter although intermediate information from the learning curve is readily available. In this paper, we present a Bayesian optimization approach which exploits the iterative structure of learning algorithms for efficient hyperparameter tuning. First, we transform each training curve into a numeric score. Second, we selectively augment the data using the auxiliary information from the curve. This augmentation step enables modeling efficiency while preventing the ill-conditioned issue of Gaussian process covariance matrix happened when adding the whole curve. We demonstrate the efficiency of our algorithm by tuning hyperparameters for the training of deep reinforcement learning agents and convolutional neural networks. Our algorithm outperforms all existing baselines in identifying optimal hyperparameters in minimal time.
Meta-Inverse Reinforcement Learning with Probabilistic Context Variables
Yu, Lantao, Yu, Tianhe, Finn, Chelsea, Ermon, Stefano
Providing a suitable reward function to reinforcement learning can be difficult in many real world applications. While inverse reinforcement learning (IRL) holds promise for automatically learning reward functions from demonstrations, several major challenges remain. First, existing IRL methods learn reward functions from scratch, requiring large numbers of demonstrations to correctly infer the reward for each task the agent may need to perform. Second, existing methods typically assume homogeneous demonstrations for a single behavior or task, while in practice, it might be easier to collect datasets of heterogeneous but related behaviors. To this end, we propose a deep latent variable model that is capable of learning rewards from demonstrations of distinct but related tasks in an unsupervised way. Critically, our model can infer rewards for new, structurally-similar tasks from a single demonstration. Our experiments on multiple continuous control tasks demonstrate the effectiveness of our approach compared to state-of-the-art imitation and inverse reinforcement learning methods.
A Layered Architecture for Active Perception: Image Classification using Deep Reinforcement Learning
Mousavi, Hossein K., Liu, Guangyi, Yuan, Weihang, Takáč, Martin, Muñoz-Avila, Héctor, Motee, Nader
We propose a planning and perception mechanism for a robot (agent), that can only observe the underlying environment partially, in order to solve an image classification problem. A three-layer architecture is suggested that consists of a meta-layer that decides the intermediate goals, an action-layer that selects local actions as the agent navigates towards a goal, and a classification-layer that evaluates the reward and makes a prediction. We design and implement these layers using deep reinforcement learning. A generalized policy gradient algorithm is utilized to learn the parameters of these layers to maximize the expected reward. Our proposed methodology is tested on the MNIST dataset of handwritten digits, which provides us with a level of explainability while interpreting the agent's intermediate goals and course of action.
AI Hide and Seek: Agents Punched Holes in their Creators' Universe
Bots removed opponents' tools from the game space, and launched themselves into the air… Two teams of AI agents tasked with playing a game (or million) of hide and seek in a virtual environment developed complex strategies and counterstrategies – and exploited holes in their environment that even its creators didn't even know that it had. The game was part of an experiment by OpenAI designed to test the AI skills that emerge from multi-agent competition and standard reinforcement learning algorithms at scale. OpenAI described the outcome in a striking paper published this week. The organisation, now heavily backed by Microsoft, described the outcome as further proof that "skills, far more complex than the seed game dynamics and environment, can emerge" (from such experiments/training exercises). Some of its findings are neatly captured in the video below.
Can A User Anticipate What Her Followers Want?
De, Abir, Singla, Adish, Upadhyay, Utkarsh, Gomez-Rodriguez, Manuel
Whenever a social media user decides to share a story, she is typically pleased to receive likes, comments, shares, or, more generally, feedback from her followers. As a result, she may feel compelled to use the feedback she receives to (re-)estimate her followers' preferences and decides which stories to share next to receive more (positive) feedback. Under which conditions can she succeed? In this work, we first look into this problem from a theoretical perspective and then provide a set of practical algorithms to identify and characterize such behavior in social media. More specifically, we address the above problem from the viewpoint of sequential decision making and utility maximization. For a wide variety of utility functions, we first show that, to succeed, a user needs to actively trade off exploitation-- sharing stories which lead to more (positive) feedback--and exploration-- sharing stories to learn about her followers' preferences. However, exploration is not necessary if a user utilizes the feedback her followers provide to other users in addition to the feedback she receives. Then, we develop a utility estimation framework for observation data, which relies on statistical hypothesis testing to determine whether a user utilizes the feedback she receives from each of her followers to decide what to post next. Experiments on synthetic data illustrate our theoretical findings and show that our estimation framework is able to accurately recover users' underlying utility functions. Experiments on several real datasets gathered from Twitter and Reddit reveal that up to 82% (43%) of the Twitter (Reddit) users in our datasets do use the feedback they receive to decide what to post next.
Learning Your Way Without Map or Compass: Panoramic Target Driven Visual Navigation
Watkins-Valls, David, Xu, Jingxi, Waytowich, Nicholas, Allen, Peter
Learning Y our Way Without Map or Compass: Panoramic T arget Driven Visual Navigation David Watkins-V alls,1, Jingxi Xu,1, Nicholas Waytowich 2 and Peter Allen 1 Abstract -- We present a robot navigation system that uses an imitation learning framework to successfully navigate in complex environments. Our framework takes a pre-built 3D scan of a real environment and trains an agent from pre-generated expert trajectories to navigate to any position given a panoramic view of the goal and the current visual input without relying on map, compass, odometry, GPS or relative position of the target at runtime. Our end-to-end trained agent uses RGB and depth (RGBD) information and can handle large environments (up to 1031 m 2) across multiple rooms (up to 40) and generalizes to unseen targets. We show that when compared to several baselines using deep reinforcement learning and RGBD SLAM, our method (1) requires fewer training examples and less training time, (2) reaches the goal location with higher accuracy, (3) produces better solutions with shorter paths for long-range navigation tasks, and (4) generalizes to unseen environments given an RGBD map of the environment. I NTRODUCTION The ability to navigate efficiently and accurately within an environment is fundamental to intelligent behavior and has been a focus of research in robotics for many years. Traditionally, robotic navigation is solved using model-based methods with an explicit focus on position inference and mapping, such as Simultaneous Localization and Mapping (SLAM) [1]. These models use path planning algorithms, such as Probabilistic Roadmaps (PRM) [2] and Rapidly Exploring Random Trees (RRT) [3], [4] to plan a collision-free path. These methods ignore the rich information from visual input and are highly sensitive to robot odometry and noise in sensor data.
How Much Do Unstated Problem Constraints Limit Deep Robotic Reinforcement Learning?
Lewis, W. Cannon II, Moll, Mark, Kavraki, Lydia E.
Deep Reinforcement Learning is a promising paradigm for robotic control which has been shown to be capable of learning policies for high-dimensional, continuous control of unmodeled systems. However, RoboticReinforcement Learning currently lacks clearly defined benchmark tasks, which makes it difficult for researchers to reproduce and compare against prior work. ``Reacher'' tasks, which are fundamental to robotic manipulation, are commonly used as benchmarks, but the lack of a formal specification elides details that are crucial to replication. In this paper we present a novel empirical analysis which shows that the unstated spatial constraints in commonly used implementations of Reacher tasks make it dramatically easier to learn a successful control policy with DeepDeterministic Policy Gradients (DDPG), a state-of-the-art Deep RL algorithm. Our analysis suggests that less constrained Reacher tasks are significantly more difficult to learn, and hence that existing de facto benchmarks are not representative of the difficulty of general robotic manipulation.
Standing on the shoulders of giants
When you think of AI or machine learning you may draw up images of AlphaZero or even some science fiction reference such as HAL-9000 from 2001: A Space Odyssey. However, the true forefather, who set the stage for all of this, was the great Arthur Samuel. Samuel was a computer scientist, visionary, and pioneer, who wrote the first checkers program for the IBM 701 in the early 1950s. His program, "Samuel's Checkers Program", was first shown to the general public on TV on February 24th, 1956, and the impact was so powerful that IBM stock went up 15 points overnight (a huge jump at that time). This program also helped set the stage for all the modern chess programs we have come to know so well, with features like look-ahead, an evaluation function, and a mini-max search that he would later develop into alpha-beta pruning.