Reinforcement Learning
Reinforcement Learning of Spatio-Temporal Point Processes
Zhu, Shixiang, Li, Shuang, Xie, Yao
Spatio-temporal event data is ubiquitous in various applications, such as social media, crime events, and electronic health records. Spatio-temporal point processes offer a versatile framework for modeling such event data, as it can jointly capture spatial and temporal dependency. A key question is to estimate the generative model for such point processes, which enables the subsequent machine learning tasks. Existing works mainly focus on parametric models for the conditional intensity function, such as the widely used multi-dimensional Hawkes processes. However, parametric models tend to lack flexibility in tackling real data. On the other hand, non-parametric for spatio-temporal point processes tend to be less interpretable. We introduce a novel and flexible semi-parametric spatial-temporal point processes model, by combining spatial statistical models based on heterogeneous Gaussian mixture diffusion kernels, whose parameters are represented using neural networks. We learn the model using a reinforcement learning framework, where the reward function is defined via the maximum mean discrepancy (MMD) of the empirical processes generated by the model and the real data. Experiments based on real data show the superior performance of our method relative to the state-of-the-art.
Deep Reinforcement Learning for Unmanned Aerial Vehicle-Assisted Vehicular Networks
Zhu, Ming, Liu, Xiao-Yang, Wang, Xiaodong
Unmanned aerial vehicles (UAVs) are envisioned to complement the 5G communication infrastructure in future smart cities. Hot spots easily appear in road intersections, where effective communication among vehicles is challenging. UAVs may serve as relays with the advantages of low price, easy deployment, line-of-sight links, and flexible mobility. In this paper, we study a UAV-assisted vehicular network where the UAV jointly adjusts its transmission power and bandwidth allocation under 3D flight to maximize the total throughput. First, we formulate a Markov Decision Process (MDP) problem by modeling the mobility of vehicles and the state transitions caused by the UAV's 3D flight. Secondly, we solve the target problem using a deep reinforcement learning method, namely, the deep deterministic policy gradient, and propose three solutions with different control objectives. Thirdly, in a simplified model with small state and action spaces, we verify the optimality of proposed algorithms. Comparing with two baseline schemes, we demonstrate the effectiveness of proposed algorithms in a realistic model.
Sub-Goal Trees -- a Framework for Goal-Directed Trajectory Prediction and Optimization
Jurgenson, Tom, Groshev, Edward, Tamar, Aviv
Many AI problems, in robotics and other domains, are goal-directed, essentially seeking a trajectory leading to some goal state. In such problems, the way we choose to represent a trajectory underlies algorithms for trajectory prediction and optimization. Interestingly, most all prior work in imitation and reinforcement learning builds on a sequential trajectory representation -- calculating the next state in the trajectory given its predecessors. We propose a different perspective: a goal-conditioned trajectory can be represented by first selecting an intermediate state between start and goal, partitioning the trajectory into two. Then, recursively, predicting intermediate points on each sub-segment, until a complete trajectory is obtained. We call this representation a sub-goal tree, and building on it, we develop new methods for trajectory prediction, learning, and optimization. We show that in a supervised learning setting, sub-goal trees better account for trajectory variability, and can predict trajectories exponentially faster at test time by leveraging a concurrent computation. Then, for optimization, we derive a new dynamic programming equation for sub-goal trees, and use it to develop new planning and reinforcement learning algorithms. These algorithms, which are not based on the standard Bellman equation, naturally account for hierarchical sub-goal structure in a task. Empirical results on motion planning domains show that the sub-goal tree framework significantly improves both accuracy and prediction time.
Search on the Replay Buffer: Bridging Planning and Reinforcement Learning
Eysenbach, Benjamin, Salakhutdinov, Ruslan, Levine, Sergey
The history of learning for control has been an exciting back and forth between two broad classes of algorithms: planning and reinforcement learning. Planning algorithms effectively reason over long horizons, but assume access to a local policy and distance metric over collision-free paths. Reinforcement learning excels at learning policies and the relative values of states, but fails to plan over long horizons. Despite the successes of each method in various domains, tasks that require reasoning over long horizons with limited feedback and high-dimensional observations remain exceedingly challenging for both planning and reinforcement learning algorithms. Frustratingly, these sorts of tasks are potentially the most useful, as they are simple to design (a human only need to provide an example goal state) and avoid reward shaping, which can bias the agent towards finding a sub-optimal solution. We introduce a general control algorithm that combines the strengths of planning and reinforcement learning to effectively solve these tasks. Our aim is to decompose the task of reaching a distant goal state into a sequence of easier tasks, each of which corresponds to reaching a subgoal. Planning algorithms can automatically find these waypoints, but only if provided with suitable abstractions of the environment -- namely, a graph consisting of nodes and edges. Our main insight is that this graph can be constructed via reinforcement learning, where a goal-conditioned value function provides edge weights, and nodes are taken to be previously seen observations in a replay buffer. Using graph search over our replay buffer, we can automatically generate this sequence of subgoals, even in image-based environments. Our algorithm, search on the replay buffer (SoRB), enables agents to solve sparse reward tasks over one hundred steps, and generalizes substantially better than standard RL algorithms.
When to use parametric models in reinforcement learning?
van Hasselt, Hado, Hessel, Matteo, Aslanides, John
We examine the question of when and how parametric models are most useful in reinforcement learning. In particular, we look at commonalities and differences between parametric models and experience replay. Replay-based learning algorithms share important traits with model-based approaches, including the ability to plan: to use more computation without additional data to improve predictions and behaviour. We discuss when to expect benefits from either approach, and interpret prior work in this context. We hypothesise that, under suitable conditions, replay-based algorithms should be competitive to or better than model-based algorithms if the model is used only to generate fictional transitions from observed states for an update rule that is otherwise model-free. We validated this hypothesis on Atari 2600 video games. The replay-based algorithm attained state-of-the-art data efficiency, improving over prior results with parametric models.
Fast Task Inference with Variational Intrinsic Successor Features
Hansen, Steven, Dabney, Will, Barreto, Andre, Van de Wiele, Tom, Warde-Farley, David, Mnih, Volodymyr
It has been established that diverse behaviors spanning the controllable subspace of an Markov decision process can be trained by rewarding a policy for being distinguishable from other policies \citep{gregor2016variational, eysenbach2018diversity, warde2018unsupervised}. However, one limitation of this formulation is generalizing behaviors beyond the finite set being explicitly learned, as is needed for use on subsequent tasks. Successor features \citep{dayan93improving, barreto2017successor} provide an appealing solution to this generalization problem, but require defining the reward function as linear in some grounded feature space. In this paper, we show that these two techniques can be combined, and that each method solves the other's primary limitation. To do so we introduce Variational Intrinsic Successor FeatuRes (VISR), a novel algorithm which learns controllable features that can be leveraged to provide enhanced generalization and fast task inference through the successor feature framework. We empirically validate VISR on the full Atari suite, in a novel setup wherein the rewards are only exposed briefly after a long unsupervised phase. Achieving human-level performance on 14 games and beating all baselines, we believe VISR represents a step towards agents that rapidly learn from limited feedback.
r/MachineLearning - [R] Reinforcement Learning in Non-Stationary Environments
I don't think this is as significant of a problem as you think it is. If I understood the paper correctly, the problem it actually solves is much smaller than the problem stated. It only applies to non-stationary environments where only one copy of the environment is available. If multiple copies of the environment are available, then I would wager that standard reinforcement learning techniques will far outperform this. Furthermore, reinforcement learning with only one copy of the environment (in other words, non-parallel) has proven to be inadequate for real problems because it is impossible to get enough data.
Beyond DQN/A3C: A Survey in Advanced Reinforcement Learning
One of my favorite things about deep reinforcement learning is that, unlike supervised learning, it really, really doesn't want to work. Throwing a neural net at a computer vision problem might get you 80% of the way there. Throwing a neural net at an RL problem will probably blow something up in front of your face -- and it will blow up in a different way each time you try. A lot of the biggest challenges in RL revolve around two questions: how we interact with the environment effectively (e.g. In this post, I want to explore a few recent directions in deep RL research that attempt to address these challenges, and do so with particularly elegant parallels to human cognition. This post will begin with a quick review of two canonical deep RL algorithms -- DQN and A3C -- to provide us some intuitions to refer back to, and then jump into a deep dive on a few recent papers and breakthroughs in the categories described above.
Dealing with Non-Stationarity in Multi-Agent Deep Reinforcement Learning
Papoudakis, Georgios, Christianos, Filippos, Rahman, Arrasy, Albrecht, Stefano V.
Recent developments in deep reinforcement learning are concerned with creating decision-making agents which can perform well in various complex domains. A particular approach which has received increasing attention is multi-agent reinforcement learning, in which multiple agents learn concurrently to coordinate their actions. In such multi-agent environments, additional learning problems arise due to the continually changing decision-making policies of agents. This paper surveys recent works that address the non-stationarity problem in multi-agent deep reinforcement learning. The surveyed methods range from modifications in the training procedure, such as centralized training, to learning representations of the opponent's policy, meta-learning, communication, and decentralized learning. The survey concludes with a list of open problems and possible lines of future research.
"Did You Hear That?" Learning to Play Video Games from Audio Cues
Gaina, Raluca D., Stephenson, Matthew
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us. In particular, sounds and music are key to how many of us perceive the world and influence the decisions we make. In this paper, we present initial experiments on game-playing agents learning to play video games solely from audio cues. We expand the Video Game Description Language to allow for audio specification, and the General Video Game AI framework to provide new audio games and an API for learning agents to make use of audio observations. We analyse the games and the audio game design process, include initial results with simple Q~Learning agents, and encourage further research in this area.