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 Reinforcement Learning



Expert-Level Atari Imitation Learning from Demonstrations Only

arXiv.org Machine Learning

One of the key issues for imitation learning lies in making policy learned from limited samples to generalize well in the whole state-action space. This problem is much more severe in high-dimensional state environments, such as game playing with raw pixel inputs. Under this situation, even state-of-the-art adversary based imitation learning algorithms fail. Through theoretical and empirical studies, we find that the main cause lies in the failure of training a powerful discriminator to generate meaningful rewards in high-dimensional environments. Theoretical results are provided to suggest the necessity of dimensionality reduction. However, since preserving important discriminative information via feature transformation is a non-trivial task, a straightforward application of off-the-shelf methods cannot achieve desirable performance. To address the above issues, we propose HashReward, which is a novel imitation learning algorithm utilizing the idea of supervised hashing to realize effective training of the discriminator. As far as we are aware, HashReward is the first pure imitation learning approach to achieve expert comparable performance in Atari game environments with raw pixel inputs.


Deterministic Value-Policy Gradients

arXiv.org Machine Learning

Reinforcement learning algorithms such as the deep deterministic policy gradient algorithm (DDPG) has been widely used in continuous control tasks. However, the model-free DDPG algorithm suffers from high sample complexity. In this paper we consider the deterministic value gradients to improve the sample efficiency of deep reinforcement learning algorithms. Previous works consider deterministic value gradients with the finite horizon, but it is too myopic compared with infinite horizon. We firstly give a theoretical guarantee of the existence of the value gradients in this infinite setting. Based on this theoretical guarantee, we propose a class of the deterministic value gradient algorithm (DVG) with infinite horizon, and different rollout steps of the analytical gradients by the learned model trade off between the variance of the value gradients and the model bias. Furthermore, to better combine the model-based deterministic value gradient estimators with the model-free deterministic policy gradient estimator, we propose the deterministic value-policy gradient (DVPG) algorithm. We finally conduct extensive experiments comparing DVPG with state-of-the-art methods on several standard continuous control benchmarks. Results demonstrate that DVPG substantially outperforms other baselines.


Transfer of Temporal Logic Formulas in Reinforcement Learning

arXiv.org Artificial Intelligence

Transfer of Temporal Logic Formulas in Reinforcement Learning Zhe Xu and Ufuk Topcu Abstract Transferring high-level knowledge from a source task to a target task is an effective way to expedite reinforcement learning (RL). For example, propositional logic and first-order logic have been used as representations of such knowledge. We study the transfer of knowledge between tasks in which the timing of the events matters. We call such tasks temporal tasks . We concretize similarity between temporal tasks through a notion of logical transferability, and develop a transfer learning approach between different yet similar temporal tasks. We first propose an inference technique to extract metric interval temporal logic (MITL) formulas in sequential disjunctive normal form from labeled trajectories collected in RL of the two tasks. If logical transferability is identified through this inference, we construct a timed automaton for each sequential conjunctive subformula of the inferred MITL formulas from both tasks. We perform RL on the extended state which includes the locations and clock valuations of the timed automata for the source task. We then establish mappings between the corresponding components (clocks, locations, etc.) of the timed automata from the two tasks, and transfer the extended Q-functions based on the established mappings. Finally, we perform RL on the extended state for the target task, starting with the transferred extended Q-functions. Our results in two case studies show, depending on how similar the source task and the target task are, that the sampling efficiency for the target task can be improved by up to one order of magnitude by performing RL in the extended state space, and further improved by up to another order of magnitude using the transferred extended Q-functions. 1 Introduction Reinforcement learning (RL) has been successful in numerous applications.


A Benchmark Dataset for Learning to Intervene in Online Hate Speech

arXiv.org Artificial Intelligence

Countering online hate speech is a critical yet challenging task, but one which can be aided by the use of Natural Language Processing (NLP) techniques. Previous research has primarily focused on the development of NLP methods to automatically and effectively detect online hate speech while disregarding further action needed to calm and discourage individuals from using hate speech in the future. In addition, most existing hate speech datasets treat each post as an isolated instance, ignoring the conversational context. In this paper, we propose a novel task of generative hate speech intervention, where the goal is to automatically generate responses to intervene during online conversations that contain hate speech. As a part of this work, we introduce two fully-labeled large-scale hate speech intervention datasets collected from Gab and Reddit. These datasets provide conversation segments, hate speech labels, as well as intervention responses written by Mechanical Turk Workers. In this paper, we also analyze the datasets to understand the common intervention strategies and explore the performance of common automatic response generation methods on these new datasets to provide a benchmark for future research.


Signal Instructed Coordination in Team Competition

arXiv.org Artificial Intelligence

Most existing models of multi-agent reinforcement learning (MARL) adopt centralized training with decentralized execution framework. We demonstrate that the decentralized execution scheme restricts agents' capacity to find a better joint policy in team competition games, where each team of agents share the common rewards and cooperate to compete against other teams. To resolve this problem, we propose Signal Instructed Coordination (SIC), a novel coordination module that can be integrated with most existing models. SIC casts a common signal sampled from a pre-defined distribution to team members, and adopts an information-theoretic regularization to encourage agents to exploit in learning the instruction of centralized signals. Our experiments show that SIC can consistently improve team performance over well-recognized MARL models on matrix games and predator-prey games.


An Efficient Algorithm for Multiple-Pursuer-Multiple-Evader Pursuit/Evasion Game

arXiv.org Artificial Intelligence

We present a method for pursuit/evasion that is highly efficient and and scales to large teams of aircraft. The underlying algorithm is an efficient algorithm for solving Markov Decision Processes (MDPs) that supports fully continuous state spaces. We demonstrate the algorithm in a team pursuit/evasion setting in a 3D environment using a pseudo-6DOF model and study performance by varying sizes of team members. We show that as the number of aircraft in the simulation grows, computational performance remains efficient and is suitable for real-time systems. We also define probability-to-win and survivability metrics that describe the teams' performance over multiple trials, and show that the algorithm performs consistently. We provide numerical results showing control inputs for a typical 1v1 encounter and provide videos for 1v1, 2v2, 3v3, 4v4, and 10v10 contests to demonstrate the ability of the algorithm to adapt seamlessly to complex environments.


Option Encoder: A Framework for Discovering a Policy Basis in Reinforcement Learning

arXiv.org Artificial Intelligence

Option discovery and skill acquisition frameworks are integral to the functioning of a Hierarchically organized Reinforcement learning agent. However, such techniques often yield a large number of options or skills, which can potentially be represented succinctly by filtering out any redundant information. Such a reduction can reduce the required computation while also improving the performance on a target task. In order to compress an array of option policies, we attempt to find a policy basis that accurately captures the set of all options. In this work, we propose Option Encoder, an auto-encoder based framework with intelligently constrained weights, that helps discover a collection of basis policies. The policy basis can be used as a proxy for the original set of skills in a suitable hierarchically organized framework. We demonstrate the efficacy of our method on a collection of grid-worlds and on the high-dimensional Fetch-Reach robotic manipulation task by evaluating the obtained policy basis on a set of downstream tasks.


Gradient-Aware Model-based Policy Search

arXiv.org Artificial Intelligence

Traditional model-based reinforcement learning approaches learn a model of the environment dynamics without explicitly considering how it will be used by the agent. In the presence of misspecified model classes, this can lead to poor estimates, as some relevant available information is ignored. In this paper, we introduce a novel model-based policy search approach that exploits the knowledge of the current agent policy to learn an approximate transition model, focusing on the portions of the environment that are most relevant for policy improvement. We leverage a weighting scheme, derived from the minimization of the error on the model-based policy gradient estimator, in order to define a suitable objective function that is optimized for learning the approximate transition model. Then, we integrate this procedure into a batch policy improvement algorithm, named Gradient-Aware Model-based Policy Search (GAMPS), which iteratively learns a transition model and uses it, together with the collected trajectories, to compute the new policy parameters. Finally, we empirically validate GAMPS on benchmark domains analyzing and discussing its properties.


Policy Space Identification in Configurable Environments

arXiv.org Artificial Intelligence

We study the problem of identifying the policy space of a learning agent, having access to a set of demonstrations generated by its optimal policy. We introduce an approach based on statistical testing to identify the set of policy parameters the agent can control, within a larger parametric policy space. After presenting two identification rules (combinatorial and simplified), applicable under different assumptions on the policy space, we provide a probabilistic analysis of the simplified one in the case of linear policies belonging to the exponential family. To improve the performance of our identification rules, we frame the problem in the recently introduced framework of the Configurable Markov Decision Processes, exploiting the opportunity of configuring the environment to induce the agent revealing which parameters it can control. Finally, we provide an empirical evaluation, on both discrete and continuous domains, to prove the effectiveness of our identification rules.