Goto

Collaborating Authors

 Reinforcement Learning


Learning World Graphs to Accelerate Hierarchical Reinforcement Learning

arXiv.org Machine Learning

In many real-world scenarios, an autonomous agent often encounters various tasks within a single complex environment. We propose to build a graph abstraction over the environment structure to accelerate the learning of these tasks. Here, nodes are important points of interest (pivotal states) and edges represent feasible traversals between them. Our approach has two stages. First, we jointly train a latent pivotal state model and a curiosity-driven goal-conditioned policy in a task-agnostic manner. Second, provided with the information from the world graph, a high-level Manager quickly finds solution to new tasks and expresses subgoals in reference to pivotal states to a low-level Worker. The Worker can then also leverage the graph to easily traverse to the pivotal states of interest, even across long distance, and explore non-locally. We perform a thorough ablation study to evaluate our approach on a suite of challenging maze tasks, demonstrating significant advantages from the proposed framework over baselines that lack world graph knowledge in terms of performance and efficiency.


Training an Interactive Helper

arXiv.org Artificial Intelligence

Developing agents that can quickly adapt their behavior to new tasks remains a challenge. Meta-learning has been applied to this problem, but previous methods require either specifying a reward function which can be tedious or providing demonstrations which can be inefficient. In this paper, we investigate if, and how, a "helper" agent can be trained to interactively adapt their behavior to maximize the reward of another agent, whom we call the "prime" agent, without observing their reward or receiving explicit demonstrations. To this end, we propose to meta-learn a helper agent along with a prime agent, who, during training, observes the reward function and serves as a surrogate for a human prime. We introduce a distribution of multi-agent cooperative foraging tasks, in which only the prime agent knows the objects that should be collected. We demonstrate that, from the emerged physical communication, the trained helper rapidly infers and collects the correct objects.


Detecting Spiky Corruption in Markov Decision Processes

arXiv.org Machine Learning

Current reinforcement learning methods fail if the reward function is imperfect, i.e. if the agent observes reward different from what it actually receives. We study this problem within the formalism of Corrupt Reward Markov Decision Processes (CRMDPs). We show that if the reward corruption in a CRMDP is sufficiently "spiky", the environment is solvable. We fully characterize the regret bound of a Spiky CRMDP, and introduce an algorithm that is able to detect its corrupt states. We show that this algorithm can be used to learn the optimal policy with any common reinforcement learning algorithm. Finally, we investigate our algorithm in a pair of simple gridworld environments, finding that our algorithm can detect the corrupt states and learn the optimal policy despite the corruption.


Requisite Variety in Ethical Utility Functions for AI Value Alignment

arXiv.org Artificial Intelligence

Being a complex subject of major importance in AI Safety research, value alignment has been studied from various perspectives in the last years. However, no final consensus on the design of ethical utility functions facilitating AI value alignment has been achieved yet. Given the urgency to identify systematic solutions, we postulate that it might be useful to start with the simple fact that for the utility function of an AI not to violate human ethical intuitions, it trivially has to be a model of these intuitions and reflect their variety $ - $ whereby the most accurate models pertaining to human entities being biological organisms equipped with a brain constructing concepts like moral judgements, are scientific models. Thus, in order to better assess the variety of human morality, we perform a transdisciplinary analysis applying a security mindset to the issue and summarizing variety-relevant background knowledge from neuroscience and psychology. We complement this information by linking it to augmented utilitarianism as a suitable ethical framework. Based on that, we propose first practical guidelines for the design of approximate ethical goal functions that might better capture the variety of human moral judgements. Finally, we conclude and address future possible challenges.


Variational Quantum Circuits and Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Recently, machine learning has prevailed in many academia and industrial applications. At the same time, quantum computing, once seen as not realizable, has been brought to markets by several tech giants. However, these machines are not fault-tolerant and can not execute very deep circuits. Therefore, it is urgent to design suitable algorithms and applications implementable on these machines. In this work, we demonstrate a novel approach which applies variational quantum circuits to deep reinforcement learning. With the proposed method, we can implement famous deep reinforcement learning algorithms such as experience replay and target network with variational quantum circuits. In this framework, with appropriate information encoding scheme, the possible quantum advantage is the number of circuit parameters with $poly(\log{} N)$ compared to $poly(N)$ in conventional neural network where $N$ is the dimension of input vectors. Such an approach can be deployed on near-term noisy intermediate-scale quantum machines.


Ludii as a Competition Platform

arXiv.org Artificial Intelligence

Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations, goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform.


Reinforcement Learning-Based Trajectory Design for the Aerial Base Stations

arXiv.org Artificial Intelligence

In this paper, the trajectory optimization problem for a multi-aerial base station (ABS) communication network is investigated. The objective is to find the trajectory of the ABSs so that the sum-rate of the users served by each ABS is maximized. To reach this goal, along with the optimal trajectory design, optimal power and sub-channel allocation is also of great importance to support the users with the highest possible data rates. To solve this complicated problem, we divide it into two sub-problems: ABS trajectory optimization sub-problem, and joint power and sub-channel assignment sub-problem. Then, based on the Q-learning method, we develop a distributed algorithm which solves these sub-problems efficiently, and does not need significant amount of information exchange between the ABSs and the core network. Simulation results show that although Q-learning is a model-free reinforcement learning technique, it has a remarkable capability to train the ABSs to optimize their trajectories based on the received reward signals, which carry decent information from the topology of the network.


Learning to Cope with Adversarial Attacks

arXiv.org Machine Learning

The security of Deep Reinforcement Learning (Deep RL) algorithms deployed in real life applications are of a primary concern. In particular, the robustness of RL agents in cyber-physical systems against adversarial attacks are especially vital since the cost of a malevolent intrusions can be extremely high. Studies have shown Deep Neural Networks (DNN), which forms the core decision-making unit in most modern RL algorithms, are easily subjected to adversarial attacks. Hence, it is imperative that RL agents deployed in real-life applications have the capability to detect and mitigate adversarial attacks in an online fashion. An example of such a framework is the Meta-Learned Advantage Hierarchy (MLAH) agent that utilizes a meta-learning framework to learn policies robustly online. Since the mechanism of this framework are still not fully explored, we conducted multiple experiments to better understand the framework's capabilities and limitations. Our results shows that the MLAH agent exhibits interesting coping behaviors when subjected to different adversarial attacks to maintain a nominal reward. Additionally, the framework exhibits a hierarchical coping capability, based on the adaptability of the Master policy and sub-policies themselves. From empirical results, we also observed that as the interval of adversarial attacks increase, the MLAH agent can maintain a higher distribution of rewards, though at the cost of higher instabilities.


Growing Action Spaces

arXiv.org Artificial Intelligence

In complex tasks, such as those with large combinatorial action spaces, random exploration may be too inefficient to achieve meaningful learning progress. In this work, we use a curriculum of progressively growing action spaces to accelerate learning. We assume the environment is out of our control, but that the agent may set an internal curriculum by initially restricting its action space. Our approach uses off-policy reinforcement learning to estimate optimal value functions for multiple action spaces simultaneously and efficiently transfers data, value estimates, and state representations from restricted action spaces to the full task. We show the efficacy of our approach in proof-of-concept control tasks and on challenging large-scale StarCraft micromanagement tasks with large, multi-agent action spaces.


Reinforcement Learning Models of Human Behavior: Reward Processing in Mental Disorders

arXiv.org Artificial Intelligence

For AI community, the development of agents that react differently to different types of rewards can enable us to understand a wide spectrum of multi-agent interactions in complex real-world socioeconomic systems. Empirically, the proposed model outperforms Q-Learning and Double Q-Learning in artificial scenarios with certain reward distributions and real-world human decision making gambling tasks. Moreover, from the behavioral modeling perspective, our parametric framework can be viewed as a first step towards a unifying computational model capturing reward processing abnormalities across multiple mental conditions and user preferences in long-term recommendation systems.