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 Reinforcement Learning


Modern Deep Reinforcement Learning Algorithms

arXiv.org Artificial Intelligence

Recent advances in Reinforcement Learning, grounded on combining classical theoretical results with Deep Learning paradigm, led to breakthroughs in many artificial intelligence tasks and gave birth to Deep Reinforcement Learning (DRL) as a field of research. In this work latest DRL algorithms are reviewed with a focus on their theoretical justification, practical limitations and observed empirical properties.


A Communication-Efficient Multi-Agent Actor-Critic Algorithm for Distributed Reinforcement Learning

arXiv.org Machine Learning

Recently, there has been increasing interest in developing distributed machine learning algorithms. Notable examples include distributed linear regression [1], multi-arm bandit [2], reinforcement learning (RL) [3], and deep learning [4]. Such algorithms have promising applications in large-scale networks, such as social platforms, online economic networks, cyber-physical systems, and Internet of Things, primarily because in such a complex network, it is impossible to collect all the information at the same point and each component of the network may not be willing to share its private information due to privacy issues. Multi-agent reinforcement learning (MARL) problems have recently received increasing attention. In general, MARL problems are investigated in settings that are either collaborative, competitive, or a mixture of the two. For collaborative MARL, the most rudimentary framework is the canonical multi-agent Markov decision process [5, 6], where the agents share a common reward function that is determined by the joint actions of all agents. Another notable framework for collaborative MARL is the team Markov game model, also with a shared reward function among agents [7, 8]. These two frameworks were then extended to the setting where agents are allowed to have heterogeneous reward functions[3,9-12], collaborating with the goal of maximizing the long-term return corresponding to the team averaged reward.


Incrementally Learning Functions of the Return

arXiv.org Artificial Intelligence

Temporal difference methods enable efficient estimation of value functions in reinforcement learning in an incremental fashion, and are of broader interest because they correspond learning as observed in biological systems. Standard value functions correspond to the expected value of a sum of discounted returns. While this formulation is often sufficient for many purposes, it would often be useful to be able to represent functions of the return as well. Unfortunately, most such functions cannot be estimated directly using TD methods. We propose a means of estimating functions of the return using its moments, which can be learned online using a modified TD algorithm. The moments of the return are then used as part of a Taylor expansion to approximate analytic functions of the return.


Dependency-aware Attention Control for Unconstrained Face Recognition with Image Sets

arXiv.org Artificial Intelligence

This paper targets the problem of image set-based face verification and identification. Unlike traditional single media (an image or video) setting, we encounter a set of heterogeneous contents containing orderless images and videos. The importance of each image is usually considered either equal or based on their independent quality assessment. How to model the relationship of orderless images within a set remains a challenge. We address this problem by formulating it as a Markov Decision Process (MDP) in the latent space. Specifically, we first present a dependency-aware attention control (DAC) network, which resorts to actor-critic reinforcement learning for sequential attention decision of each image embedding to fully exploit the rich correlation cues among the unordered images. Moreover, we introduce its sample-efficient variant with off-policy experience replay to speed up the learning process. The pose-guided representation scheme can further boost the performance at the extremes of the pose variation.


Learning a Behavioral Repertoire from Demonstrations

arXiv.org Artificial Intelligence

Imitation Learning (IL) is a machine learning approach to learn a policy from a dataset of demonstrations. IL can be useful to kick-start learning before applying reinforcement learning (RL) but it can also be useful on its own, e.g. to learn to imitate human players in video games. However, a major limitation of current IL approaches is that they learn only a single "average" policy based on a dataset that possibly contains demonstrations of numerous different types of behaviors. In this paper, we propose a new approach called Behavioral Repertoire Imitation Learning (BRIL) that instead learns a repertoire of behaviors from a set of demonstrations by augmenting the state-action pairs with behavioral descriptions. The outcome of this approach is a single neural network policy conditioned on a behavior description that can be precisely modulated. We apply this approach to train a policy on 7,777 human replays to perform build-order planning in StarCraft II. Principal Component Analysis (PCA) is applied to construct a low-dimensional behavioral space from the high-dimensional army unit composition of each demonstration. The results demonstrate that the learned policy can be effectively manipulated to express distinct behaviors. Additionally, by applying the UCB1 algorithm, we are able to adapt the behavior of the policy - in-between games - to reach a performance beyond that of the traditional IL baseline approach.


Self-supervised Learning of Distance Functions for Goal-Conditioned Reinforcement Learning

arXiv.org Artificial Intelligence

Goal-conditioned policies are used in order to break down complex reinforcement learning (RL) problems by using subgoals, which can be defined either in state space or in a latent feature space. This can increase the efficiency of learning by using a curriculum, and also enables simultaneous learning and generalization across goals. A crucial requirement of goal-conditioned policies is to be able to determine whether the goal has been achieved. Having a notion of distance to a goal is thus a crucial component of this approach. However, it is not straightforward to come up with an appropriate distance, and in some tasks, the goal space may not even be known a priori. In this work we learn a distance-to-goal estimate which is computed in terms of the number of actions that would need to be carried out in a self-supervised approach. Our method solves complex tasks without prior domain knowledge in the online setting in three different scenarios in the context of goal-conditioned policies a) the goal space is the same as the state space b) the goal space is given but an appropriate distance is unknown and c) the state space is accessible, but only a subset of the state space represents desired goals, and this subset is known a priori. We also propose a goal-generation mechanism as a secondary contribution.


On Inductive Biases in Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Many deep reinforcement learning algorithms contain inductive biases that sculpt the agent's objective and its interface to the environment. These inductive biases can take many forms, including domain knowledge and pretuned hyper-parameters. In general, there is a trade-off between generality and performance when algorithms use such biases. Stronger biases can lead to faster learning, but weaker biases can potentially lead to more general algorithms. This trade-off is important because inductive biases are not free; substantial effort may be required to obtain relevant domain knowledge or to tune hyper-parameters effectively. In this paper, we re-examine several domain-specific components that bias the objective and the environmental interface of common deep reinforcement learning agents. We investigated whether the performance deteriorates when these components are replaced with adaptive solutions from the literature. In our experiments, performance sometimes decreased with the adaptive components, as one might expect when comparing to components crafted for the domain, but sometimes the adaptive components performed better. We investigated the main benefit of having fewer domain-specific components, by comparing the learning performance of the two systems on a different set of continuous control problems, without additional tuning of either system. As hypothesized, the system with adaptive components performed better on many of the new tasks.


Attentive Multi-Task Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Sharing knowledge between tasks is vital for efficient learning in a multi-task setting. However, most research so far has focused on the easier case where knowledge transfer is not harmful, i.e., where knowledge from one task cannot negatively impact the performance on another task. In contrast, we present an approach to multi-task deep reinforcement learning based on attention that does not require any a-priori assumptions about the relationships between tasks. Our attention network automatically groups task knowledge into sub-networks on a state level granularity. It thereby achieves positive knowledge transfer if possible, and avoids negative transfer in cases where tasks interfere. We test our algorithm against two state-of-the-art multi-task/transfer learning approaches and show comparable or superior performance while requiring fewer network parameters.


Approximate Fictitious Play for Mean Field Games

arXiv.org Machine Learning

The theory of Mean Field Games (MFG) allows characterizing the Nash equilibria of an infinite number of identical players, and provides a convenient and relevant mathematical framework for the study of games with a large number of agents in interaction. Until very recently, the literature only considered Nash equilibria between fully informed players. In this paper, we focus on the realistic setting where agents with no prior information on the game learn their best response policy through repeated experience. We study the convergence to a (possibly approximate) Nash equilibrium of a fictitious play iterative learning scheme where the best response is approximately computed, typically by a reinforcement learning (RL) algorithm. Notably, we show for the first time convergence of model free learning algorithms towards non-stationary MFG equilibria, relying only on classical assumptions on the MFG dynamics. We illustrate our theoretical results with a numerical experiment in continuous action-space setting, where the best response of the iterative fictitious play scheme is computed with a deep RL algorithm.


What deep learning can tell us about higher cognitive functions like mindreading?

arXiv.org Artificial Intelligence

We will first briefly consider how DL has contributed to the research on visual object recognition. In the main part we will assess whether DL could also help us to clarify the computations underlying higher cognitive functions such as Theory of Mind. In addition, we will compare the objectives and learning signals of brains and machines, leading us to conclude that simply scaling up the current DL algorithms will most likely not lead to human level Theory of Mind.