Reinforcement Learning
Learning Action-Transferable Policy with Action Embedding
Chen, Yu, Chen, Yingfeng, Yang, Yu, Li, Ying, Yin, Jianwei, Fan, Changjie
Despite achieving great success on performance in various sequential decision task, deep reinforcement learning is extremely data inefficient. Many approaches have been proposed to improve the data efficiency, e.g. Previous researches on transfer learning mostly attempt to learn a common feature space of states across related tasks to exploit knowledge as much as possible. However, semantic information of actions may be shared as well, even between tasks with different action space size. In this work, we first propose a method to learn action embedding for discrete actions in RL from generated trajectories without any prior knowledge, and then leverage it to transfer policy across tasks with different state space and/or discrete action space. Our experimental results show that our method can effectively learn informative action embeddings and accelerate learning by policy transfer across tasks. Introduction Deep reinforcement learning (DRL), which combines reinforcement learning algorithms and deep neural networks, has achieved great success in many domains, such as playing Atari games (Mnih et al. 2015), playing game of Go (Silver et al. 2016) and robotics control (Levine et al. 2016). Although the DRL is viewed as one of the most potential ways to the General Artificial Intelligence, it is still criticized for its data inefficiency. Training an agent from scratch requires considerable numbers of interactions with the environment for a very specific task.
Near-Optimal Representation Learning for Hierarchical Reinforcement Learning
This is the second post of the series, in which we will talk about a novel Hierarchical Reinforcement Learning built upon HIerarchical Reinforcement learning with Off-policy correction(HIRO) we discussed in the previous post. This post is comprised of two sections. In the first section, we first compared architectures of representation learning for HRL and HIRO; then we started from Claim 4 in the paper, seeing how to learn good representations that lead to bounded sub-optimality and how the intrinsic reward for the low-level policy is defined; we will provide the pseudocode for the algorithm at the end of this section. In section Discussion, we will bring some insight into the algorithm and connect the low-level policy to the probabilistic graphical model to build some intuition. Different from HIRO, in which goals serve as a measure of dissimilarity between the current state and the desired state, goals here are used to directly produce a lower-level policy in conjunction with the current state.
Data-Efficient Hierarchical Reinforcement Learning -- HIRO
Traditional reinforcement learning algorithms have achieved encouraging success in recent years. Their nature of reasoning on the atomic scale, however, makes them hard to scale to complex tasks. Hierarchical Reinforcement Learning(HRL) introduces high-level abstraction, whereby the agent is able to plan on different scales. In this post, we discuss an HRL algorithm proposed by Ofir Nachum et al. in Google Brain at NIPS 2018. The algorithm, known as HIerarchical Reinforcement learning with Off-policy correction(HIRO), is designed for goal-directed tasks, in which the agent tries to reach some goal state.
This Obscure Area of Game Theory can Help to Scale Reinforcement Learning to Infinite Agents
Reinforcement learning is one of the most popular areas of research in deep learning nowadays. Part of the popularity of reinforcement learning is due to the fact that is one of the learning methods that resembles human cognition the closets. In reinforcement learning scenarios and agent learns organically by taking actions on an environment and receiving specific rewards. A little less known discipline called multi-agent reinforcement learning(MARL) focuses on reinforcement learning scenarios involving a large number of agents. Typically, MARL scenarios suffer from a scalability challenges in which its complexity increases linearly with the number of agents in the environment.
Efficient Communication in Multi-Agent Reinforcement Learning via Variance Based Control
Zhang, Sai Qian, Zhang, Qi, Lin, Jieyu
Multi-agent reinforcement learning (MARL) has recently received considerable attention due to its applicability to a wide range of real-world applications. However, achieving efficient communication among agents has always been an overarching problem in MARL. In this work, we propose Variance Based Control (VBC), a simple yet efficient technique to improve communication efficiency in MARL. By limiting the variance of the exchanged messages between agents during the training phase, the noisy component in the messages can be eliminated effectively, while the useful part can be preserved and utilized by the agents for better performance. Our evaluation using a challenging set of StarCraft II benchmarks indicates that our method achieves $2-10\times$ lower in communication overhead than state-of-the-art MARL algorithms, while allowing agents to better collaborate by developing sophisticated strategies.
Building Task-Oriented Visual Dialog Systems Through Alternative Optimization Between Dialog Policy and Language Generation
Zhou, Mingyang, Arnold, Josh, Yu, Zhou
Reinforcement learning (RL) is an effective approach to learn an optimal dialog policy for task-oriented visual dialog systems. A common practice is to apply RL on a neural sequence-to-sequence (seq2seq) framework with the action space being the output vocabulary in the decoder. However, it is difficult to design a reward function that can achieve a balance between learning an effective policy and generating a natural dialog response. This paper proposes a novel framework that alternatively trains a RL policy for image guessing and a supervised seq2seq model to improve dialog generation quality. We evaluate our framework on the GuessWhich task and the framework achieves the state-of-the-art performance in both task completion and dialog quality.
Spatiotemporally Constrained Action Space Attacks on Deep Reinforcement Learning Agents
Lee, Xian Yeow, Ghadai, Sambit, Tan, Kai Liang, Hegde, Chinmay, Sarkar, Soumik
Robustness of Deep Reinforcement Learning (DRL) algorithms towards adversarial attacks in real world applications such as those deployed in cyber-physical systems (CPS) are of increasing concern. Numerous studies have investigated the mechanisms of attacks on the RL agent's state space. Nonetheless, attacks on the RL agent's action space (AS) (corresponding to actuators in engineering systems) are equally perverse; such attacks are relatively less studied in the ML literature. In this work, we first frame the problem as an optimization problem of minimizing the cumulative reward of an RL agent with decoupled constraints as the budget of attack. We propose a white-box Myopic Action Space (MAS) attack algorithm that distributes the attacks across the action space dimensions. Next, we reformulate the optimization problem above with the same objective function, but with a temporally coupled constraint on the attack budget to take into account the approximated dynamics of the agent. This leads to the white-box Look-ahead Action Space (LAS) attack algorithm that distributes the attacks across the action and temporal dimensions. Our results shows that using the same amount of resources, the LAS attack deteriorates the agent's performance significantly more than the MAS attack. This reveals the possibility that with limited resource, an adversary can utilize the agent's dynamics to malevolently craft attacks that causes the agent to fail. Additionally, we leverage these attack strategies as a possible tool to gain insights on the potential vulnerabilities of DRL agents.
Classification with Costly Features as a Sequential Decision-Making Problem
Janisch, Jaromír, Pevný, Tomáš, Lisý, Viliam
This work focuses on a specific classification problem, where the information about a sample is not readily available, but has to be acquired for a cost, and there is a per-sample budget. Inspired by real-world use-cases, we analyze average and hard variations of a directly specified budget. We postulate the problem in its explicit formulation and then convert it into an equivalent MDP, that can be solved with deep reinforcement learning. Also, we evaluate a real-world inspired setting with sparse training dataset with missing features. The presented method performs robustly well in all settings across several distinct datasets, outperforming other prior-art algorithms. The method is flexible, as showcased with all mentioned modifications and can be improved with any domain independent advancement in RL.
Machine Learning and VR Are Driving Prosthetics Research
Fitting a patient for a prosthetic limb is normally a painstaking and time-consuming process. In some cases, trying to determine how capable a patient may be of operating a prosthetic limb even before fitting one has also been a problem. However, using virtual reality and reinforcement learning, researchers in North Carolina and Arizona are revealing new technologies and techniques to make prosthetic fitting more convenient for both patients and clinicians: In Charlotte, surgeons at OrthoCarolina used VR to demonstrate that patients born without hands had inborn abilities to control prosthetic hands without prerequisite targeted muscle re-innervation surgery (as often required by traumatic amputee patients). In Raleigh, Chapel Hill, and Tempe,AZ., engineering professors demonstrated a tuning algorithm based on reinforcement learning could reduce the time needed to fit a robotic knee from hours to about 10 minutes. The researchers say the breakthroughs indicate a new era of convenience and optimism may be in the offing for amputees.
No Press Diplomacy: Modeling Multi-Agent Gameplay
Paquette, Philip, Lu, Yuchen, Bocco, Steven, Smith, Max O., Ortiz-Gagne, Satya, Kummerfeld, Jonathan K., Singh, Satinder, Pineau, Joelle, Courville, Aaron
Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. We present DipNet, a neural-network-based policy model for No Press Diplomacy. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play. Both the SL and RL agents demonstrate state-of-the-art No Press performance by beating popular rule-based bots.