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 Reinforcement Learning


Formal Language Constraints for Markov Decision Processes

arXiv.org Machine Learning

In order to satisfy safety conditions, a reinforcement learned (RL) agent maybe constrained from acting freely, e.g., to prevent trajectories that might cause unwanted behavior or physical damage in a robot. We propose a general framework for augmenting a Markov decision process (MDP) with constraints that are described in formal languages over sequences of MDP states and agent actions. Constraint enforcement is implemented by filtering the allowed action set or by applying potential-based reward shaping to implement hard and soft constraint enforcement, respectively. We instantiate this framework using deterministic finite automata to encode constraints and propose methods of augmenting MDP observations with the state of the constraint automaton for learning. We empirically evaluate these methods with a variety of constraints by training Deep Q-Networks in Atari games as well as Proximal Policy Optimization in MuJoCo environments. We experimentally find that our approaches are effective in significantly reducing or eliminating constraint violations with either minimal negative or, depending on the constraint, a clear positive impact on final performance.


Unsupervised Doodling and Painting with Improved SPIRAL

arXiv.org Machine Learning

We investigate using reinforcement learning agents as generative models of images (extending arXiv:1804.01118). A generative agent controls a simulated painting environment, and is trained with rewards provided by a discriminator network simultaneously trained to assess the realism of the agent's samples, either unconditional or reconstructions. Compared to prior work, we make a number of improvements to the architectures of the agents and discriminators that lead to intriguing and at times surprising results. We find that when sufficiently constrained, generative agents can learn to produce images with a degree of visual abstraction, despite having only ever seen real photographs (no human brush strokes). And given enough time with the painting environment, they can produce images with considerable realism. These results show that, under the right circumstances, some aspects of human drawing can emerge from simulated embodiment, without the need for external supervision, imitation or social cues. Finally, we note the framework's potential for use in creative applications.


Natural Language State Representation for Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advances in Reinforcement Learning have highlighted the difficulties in learning within complex high dimensional domains. We argue that one of the main reasons that current approaches do not perform well, is that the information is represented sub-optimally. A natural way to describe what we observe, is through natural language. In this paper, we implement a natural language state representation to learn and complete tasks. Our experiments suggest that natural language based agents are more robust, converge faster and perform better than vision based agents, showing the benefit of using natural language representations for Reinforcement Learning.


Deep Reinforcement Learning for Single-Shot Diagnosis and Adaptation in Damaged Robots

arXiv.org Artificial Intelligence

Robotics has proved to be an indispensable tool in many industrial as well as social applications, such as warehouse automation, manufacturing, disaster robotics, etc. In most of these scenarios, damage to the agent while accomplishing mission-critical tasks can result in failure. To enable robotic adaptation in such situations, the agent needs to adopt policies which are robust to a diverse set of damages and must do so with minimum computational complexity. We thus propose a damage aware control architecture which diagnoses the damage prior to gait selection while also incorporating domain randomization in the damage space for learning a robust policy. To implement damage awareness, we have used a Long Short Term Memory based supervised learning network which diagnoses the damage and predicts the type of damage. The main novelty of this approach is that only a single policy is trained to adapt against a wide variety of damages and the diagnosis is done in a single trial at the time of damage.


Task-Relevant Adversarial Imitation Learning

arXiv.org Artificial Intelligence

We show that a critical problem in adversarial imitation from high-dimensional sensory data is the tendency of discriminator networks to distinguish agent and expert behaviour using task-irrelevant features beyond the control of the agent. We analyze this problem in detail and propose a solution as well as several baselines that outperform standard Generative Adversarial Imitation Learning (GAIL). Our proposed solution, Task-Relevant Adversarial Imitation Learning (TRAIL), uses a constrained optimization objective to overcome task-irrelevant features. Comprehensive experiments show that TRAIL can solve challenging manipulation tasks from pixels by imitating human operators, where other agents such as behaviour cloning (BC), standard GAIL, improved GAIL variants including our newly proposed baselines, and Deterministic Policy Gradients from Demonstrations (DPGfD) fail to find solutions, even when the other agents have access to task reward.


Stabilizing Off-Policy Reinforcement Learning with Conservative Policy Gradients

arXiv.org Artificial Intelligence

In recent years, advances in deep learning have enabled the application of reinforcement learning algorithms in complex domains. However, they lack the theoretical guarantees which are present in the tabular setting and suffer from many stability and reproducibility problems \citep{henderson2018deep}. In this work, we suggest a simple approach for improving stability and providing probabilistic performance guarantees in off-policy actor-critic deep reinforcement learning regimes. Experiments on continuous action spaces, in the MuJoCo control suite, show that our proposed method reduces the variance of the process and improves the overall performance.


CWAE-IRL: Formulating a supervised approach to Inverse Reinforcement Learning problem

arXiv.org Artificial Intelligence

Inverse reinforcement learning (IRL) is used to infer the reward function from the actions of an expert running a Markov Decision Process (MDP). A novel approach using variational inference for learning the reward function is proposed in this research. Using this technique, the intractable posterior distribution of the continuous latent variable (the reward function in this case) is analytically approximated to appear to be as close to the prior belief while trying to reconstruct the future state conditioned on the current state and action. The reward function is derived using a well-known deep generative model known as Conditional Variational Auto-encoder (CVAE) with Wasserstein loss function, thus referred to as Conditional Wasserstein Auto-encoder-IRL (CWAE-IRL), which can be analyzed as a combination of the backward and forward inference. This can then form an efficient alternative to the previous approaches to IRL while having no knowledge of the system dynamics of the agent. Experimental results on standard benchmarks such as objectworld and pendulum show that the proposed algorithm can effectively learn the latent reward function in complex, high-dimensional environments.


Using Game-Theory and Decentralization to Scale Multi-Agent Reinforcement Learning Models

#artificialintelligence

When we think about training or learning processes in deep learning solution we typically visualize centralized models. In those architectures a series of central nodes collect and curate datasets which are used to train the models that are deployed across different nodes in a network. Even in distributed scenarios such as multi-agent reinforcement learning(MARL) that can include tens of thousands of nodes running a model the learning models rely on a handful of centralized nodes. Centralized learning is conceptually simple to implement but incredibly hard to scale. Imagine an internet of things(IOT) scenario with hundreds of thousands of devices collecting data and executing a reinforcement learning model.


Learn Types of Machine Learning Algorithms with Ultimate Use Cases - DataFlair

#artificialintelligence

In this article, we will study the various types of machine learning algorithms and their use-cases. We will study how Baidu is using supervised learning-based facial recognition for intelligent airport check-in and how Google is making use of Reinforcement Learning to develop an intelligent platform that would answer your queries. Machine Learning is a broad field, but it is classified into three classes of supervised, unsupervised and reinforcement learning. All these three paradigms are used everywhere to power intelligent applications. We will look at the important use cases of these paradigms and how they are revolutionizing our world today.


Reinforcement Learning -- Policy Approximation

#artificialintelligence

Till now, all algorithms being introduced are either value function or Q function based gradient algorithm, that is we assume there exists a true value V(or Q) for different state S(or [S, A]), and to approach the true value we use gradient method that comes with either V or Q in the formula, and and the end of the learning process, a policy π(A S) is generated by choosing the most rewarding action at each state based on V or Q function estimation. However, policy gradient method proposes a total different view on reinforcement learning problems, instead of learning a value function, one can directly learn or update a policy. Remember in previous posts, the policy being used in the learning process is always ϵ-greedy, which means the agent will take random action will a certain probability and take greedy action in the rest. However, in gradient policy method, the problem is formulated as, P(A S, θ) π(A S, θ), which is saying, for each state, the policy gives a probability of each action possible taken from that state, and in order to optimise the policy, it is parameterised with θ (similar to weight parameter w in value function we introduced before). And because of J is a representation of policy π, we know that the update of θ will include the current policy, and after a series of deduction(for details, please refer to Sutton's book, chapter 13), we get the update process: G is still the cumulative discounted reward, and the parameter θ will be updated with current derivative of policy.