Reinforcement Learning
Segregation Dynamics with Reinforcement Learning and Agent Based Modeling
Sert, Egemen, Bar-Yam, Yaneer, Morales, Alfredo J.
Societies are complex. Properties of social systems can be explained by the interplay and weaving of individual actions. Incentives are key to understand people's choices and decisions. For instance, individual preferences of where to live may lead to the emergence of social segregation. In this paper, we combine Reinforcement Learning (RL) with Agent Based Models (ABM) in order to address the self-organizing dynamics of social segregation and explore the space of possibilities that emerge from considering different types of incentives. Our model promotes the creation of interdependencies and interactions among multiple agents of two different kinds that want to segregate from each other. For this purpose, agents use Deep Q-Networks to make decisions based on the rules of the Schelling Segregation model and the Predator-Prey model. Despite the segregation incentive, our experiments show that spatial integration can be achieved by establishing interdependencies among agents of different kinds. They also reveal that segregated areas are more probable to host older people than diverse areas, which attract younger ones. Through this work, we show that the combination of RL and ABMs can create an artificial environment for policy makers to observe potential and existing behaviors associated to incentives.
A Hierarchical Two-tier Approach to Hyper-parameter Optimization in Reinforcement Learning
Barsce, Juan Cruz, Palombarini, Jorge A., Martรญnez, Ernesto
Optimization of hyper-parameters in reinforcement learning (RL) algorithms is a key task, because they determine how the agent will learn its policy by interacting with its environment, and thus what data is gathered. In this work, an approach that uses Bayesian optimization to perform a two-step optimization is proposed: first, categorical RL structure hyper-parameters are taken as binary variables and optimized with an acquisition function tailored for such variables. Then, at a lower level of abstraction, solution-level hyper-parameters are optimized by resorting to the expected improvement acquisition function, while using the best categorical hyper-parameters found in the optimization at the upper-level of abstraction. This two-tier approach is validated in a simulated control task. Results obtained are promising and open the way for more user-independent applications of reinforcement learning.
The Animal-AI Environment: Training and Testing Animal-Like Artificial Cognition
Beyret, Benjamin, Hernรกndez-Orallo, Josรฉ, Cheke, Lucy, Halina, Marta, Shanahan, Murray, Crosby, Matthew
Recent advances in artificial intelligence have been strongly driven by the use of game environments for training and evaluating agents. Games are often accessible and versatile, with well-defined state-transitions and goals allowing for intensive training and experimentation. However, agents trained in a particular environment are usually tested on the same or slightly varied distributions, and solutions do not necessarily imply any understanding. If we want AI systems that can model and understand their environment, we need environments that explicitly test for this. Inspired by the extensive literature on animal cognition, we present an environment that keeps all the positive elements of standard gaming environments, but is explicitly designed for the testing of animal-like artificial cognition. All source-code is publicly available (see appendix).
Reinforcement Learning Tutorial with Open AI Gym
The more I learn, the less I realize I know. This blog is the Part-2 of the series on reinforcement learning. Feel free to read the part-1 here. In this article I will be implementing OpenAI Gym's Bipedal Walker environment using Deep Deterministic Policy Gradient (DDPG) algorithm. OpenAI Gym is a toolkit for developing and comparing reinforcement learning algorithms.
Learning to Manipulate Object Collections Using Grounded State Representations
Wilson, Matthew, Hermans, Tucker
We propose a method for sim-to-real robot learning which exploits simulator state information in a way that scales to many objects. First, we train a pair of encoders on raw object pose targets to learn representations that accurately capture the state information of a multi-object environment. Second, we use these encoders in a reinforcement learning algorithm to train image-based policies capable of manipulating many objects. Our pair of encoders consists of one which consumes RGB images and is used in our policy network, and one which directly consumes a set of raw object poses and is used for reward calculation and value estimation. We evaluate our method on the task of pushing a collection of objects to desired tabletop regions. Compared to methods which rely only on images or use fixed-length state encodings, our method achieves higher success rates, performs well in the real world without fine tuning, and generalizes to different numbers and types of objects not seen during training.
A Review of Tracking, Prediction and Decision Making Methods for Autonomous Driving
Leon, Florin, Gavrilescu, Marius
This literature review focuses on three important aspects of an autonomous car system: tracking (assessing the identity of the actors such as cars, pedestrians or obstacles in a sequence of observations), prediction (predicting the future motion of surrounding vehicles in order to navigate through various traffic scenarios) and decision making (analyzing the available actions of the ego car and their consequences to the entire driving context). For tracking and prediction, approaches based on (deep) neural networks and other, especially stochastic techniques, are reported. For decision making, deep reinforcement learning algorithms are presented, together with methods used to explore different alternative actions, such as Monte Carlo Tree Search.
Automated Lane Change Decision Making using Deep Reinforcement Learning in Dynamic and Uncertain Highway Environment
Alizadeh, Ali, Moghadam, Majid, Bicer, Yunus, Ure, Nazim Kemal, Yavas, Ugur, Kurtulus, Can
Automated Lane Change Decision Making using Deep Reinforcement Learning in Dynamic and Uncertain Highway Environment Ali Alizadeh 1, Majid Moghadam 2, Y unus Bicer 3, Nazim Kemal Ure 4, Ugur Y avas 5 and Can Kurtulus 5 Abstract -- Autonomous lane changing is a critical feature for advanced autonomous driving systems, that involves several challenges such as uncertainty in other driver's behaviors and the tradeoff between safety and agility. In this work, we develop a novel simulation environment that emulates these challenges and train a deep reinforcement learning agent that yields consistent performance in a variety of dynamic and uncertain traffic scenarios. Results show that the proposed data-driven approach performs significantly better in noisy environments compared to methods that rely solely on heuristics. I NTRODUCTION Advanced Driving Assistance Systems (ADAS) are developed to increase traffic safety by reducing the impact of human errors. The evolution of various levels of driving autonomy has seen a significant speedup in last years aiming to enhance comfort, safety, and driving experience. For a long time, with a limited amount of technological resources, automotive stakeholders were focusing on steady-state maneuvers to achieve driving autonomy.
!MDP Playground: Meta-Features in Reinforcement Learning
Reinforcement Learning (RL) algorithms usually assume their environment to be a Markov Decision Process (MDP). Additionally, they do not try to identify specific features of environments which could help them perform better. Here, we present a few key meta-features of environments: delayed rewards, specific reward sequences, sparsity of rewards, and stochasticity of environments, which may violate the MDP assumptions and adapting to which should help RL agents perform better. While it is very time consuming to run RL algorithms on standard benchmarks, we define a parameterised collection of fast-to-run toy benchmarks in OpenAI Gym by varying these meta-features. Despite their toy nature and low compute requirements, we show that these benchmarks present substantial difficulties to current RL algorithms. Furthermore, since we can generate environments with a desired value for each of the meta-features, we have fine-grained control over the environments' difficulty and also have the ground truth available for evaluating algorithms. We believe that devising algorithms that can detect such meta-features of environments and adapt to them will be key to creating robust RL algorithms that work in a variety of different real-world problems.
Petri Net Machines for Human-Agent Interaction
Smart speakers and robots become ever more prevalent in our daily lives. These agents are able to execute a wide range of tasks and actions and, therefore, need systems to control their execution. Current state-of-the-art such as (deep) reinforcement learning, however, requires vast amounts of data for training which is often hard to come by when interacting with humans. To overcome this issue, most systems still rely on Finite State Machines. We introduce Petri Net Machines which present a formal definition for state machines based on Petri Nets that are able to execute concurrent actions reliably, execute and interleave several plans at the same time, and provide an easy to use modelling language.
BAFFLE : Blockchain based Aggregator Free Federated Learning
Ramanan, Paritosh, Nakayama, Kiyoshi, Sharma, Ratnesh
A key aspect of Federated Learning (FL) is the requirement of a centralized aggregator to select and integrate models from various user devices. However, infeasibility of an aggregator due to a variety of operational constraints could prevent FL from being widely adopted. In this paper, we introduce BAFFLE, an aggregator free FL environment. Being powered by the blockchain, BAFFLE is inherently decentralized and successfully eliminates the constraints associated with an aggregator based FL framework. Our results indicate that BAFFLE provides superior performance while circumventing critical computational bottlenecks associated with the blockchain.