Reinforcement Learning
Multi-modal Active Learning From Human Data: A Deep Reinforcement Learning Approach
Rudovic, Ognjen, Zhang, Meiru, Schuller, Bjorn, Picard, Rosalind W.
Human behavior expression and experience are inherently multi-modal, and characterized by vast individual and contextual heterogeneity. To achieve meaningful human-computer and human-robot interactions, multi-modal models of the users states (e.g., engagement) are therefore needed. Most of the existing works that try to build classifiers for the users states assume that the data to train the models are fully labeled. Nevertheless, data labeling is costly and tedious, and also prone to subjective interpretations by the human coders. This is even more pronounced when the data are multi-modal (e.g., some users are more expressive with their facial expressions, some with their voice). Thus, building models that can accurately estimate the users states during an interaction is challenging. To tackle this, we propose a novel multi-modal active learning (AL) approach that uses the notion of deep reinforcement learning (RL) to find an optimal policy for active selection of the users data, needed to train the target (modality-specific) models. We investigate different strategies for multi-modal data fusion, and show that the proposed model-level fusion coupled with RL outperforms the feature-level and modality-specific models, and the naive AL strategies such as random sampling, and the standard heuristics such as uncertainty sampling. We show the benefits of this approach on the task of engagement estimation from real-world child-robot interactions during an autism therapy. Importantly, we show that the proposed multi-modal AL approach can be used to efficiently personalize the engagement classifiers to the target user using a small amount of actively selected users data.
Estimating Risk and Uncertainty in Deep Reinforcement Learning
Clements, William R., Robaglia, Benoรฎt-Marie, Van Delft, Bastien, Slaoui, Reda Bahi, Toth, Sรฉbastien
This paper demonstrates a novel method for separately estimating aleatoric risk and epistemic uncertainty in deep reinforcement learning. Aleatoric risk, which arises from inherently stochastic environments or agents, must be accounted for in the design of risk-sensitive algorithms. Epistemic uncertainty, which stems from limited data, is important both for risk-sensitivity and to efficiently explore an environment. We first present a Bayesian framework for learning the return distribution in reinforcement learning, which provides theoretical foundations for quantifying both types of uncertainty. Based on this framework, we show that the disagreement between only two neural networks is sufficient to produce a low-variance estimate of the epistemic uncertainty on the return distribution, thus providing a simple and computationally cheap uncertainty metric. We demonstrate experiments that illustrate our method and some applications.
Using reinforcement learning to trade Bitcoin for massive profit
In the last article, we used deep reinforcement learning to create Bitcoin trading bots that don't lose money. Although the agents were profitable, the results weren't all that impressive, so this time we're going to step it up a notch and massively improve our model's profitability. As a reminder, the purpose of this series of articles is to experiment with state-of-the-art deep reinforcement learning technologies to see if we can create profitable Bitcoin trading bots. It seems to be the status quo to quickly shut down any attempts to create reinforcement learning algorithms, as it is "the wrong way to go about building a trading algorithm". However, recent advances in the field have shown that RL agents are often capable of learning much more than supervised learning agents within the same problem domain. For this reason, I am writing these articles to see just how profitable we can make these trading agents, or if the status quo exists for a reason. We will first improve our model's policy network and make the input data set stationary, so we can learn more from less data.
Clustered Reinforcement Learning
Ma, Xiao, Zhao, Shen-Yi, Li, Wu-Jun
Exploration strategy design is one of the challenging problems in reinforcement learning~(RL), especially when the environment contains a large state space or sparse rewards. During exploration, the agent tries to discover novel areas or high reward~(quality) areas. In most existing methods, the novelty and quality in the neighboring area of the current state are not well utilized to guide the exploration of the agent. To tackle this problem, we propose a novel RL framework, called \underline{c}lustered \underline{r}einforcement \underline{l}earning~(CRL), for efficient exploration in RL. CRL adopts clustering to divide the collected states into several clusters, based on which a bonus reward reflecting both novelty and quality in the neighboring area~(cluster) of the current state is given to the agent. Experiments on a continuous control task and several \emph{Atari 2600} games show that CRL can outperform other state-of-the-art methods to achieve the best performance in most cases.
DeepMDP: Learning Continuous Latent Space Models for Representation Learning
Gelada, Carles, Kumar, Saurabh, Buckman, Jacob, Nachum, Ofir, Bellemare, Marc G.
Many reinforcement learning (RL) tasks provide the agent with high-dimensional observations that can be simplified into low-dimensional continuous states. To formalize this process, we introduce the concept of a DeepMDP, a parameterized latent space model that is trained via the minimization of two tractable losses: prediction of rewards and prediction of the distribution over next latent states. We show that the optimization of these objectives guarantees (1) the quality of the latent space as a representation of the state space and (2) the quality of the DeepMDP as a model of the environment. We connect these results to prior work in the bisimulation literature, and explore the use of a variety of metrics. Our theoretical findings are substantiated by the experimental result that a trained DeepMDP recovers the latent structure underlying high-dimensional observations on a synthetic environment. Finally, we show that learning a DeepMDP as an auxiliary task in the Atari 2600 domain leads to large performance improvements over model-free RL.
Improving Exploration in Soft-Actor-Critic with Normalizing Flows Policies
Ward, Patrick Nadeem, Smofsky, Ariella, Bose, Avishek Joey
Deep Reinforcement Learning (DRL) algorithms for continuous action spaces are known to be brittle toward hyperparameters as well as \cut{being}sample inefficient. Soft Actor Critic (SAC) proposes an off-policy deep actor critic algorithm within the maximum entropy RL framework which offers greater stability and empirical gains. The choice of policy distribution, a factored Gaussian, is motivated by \cut{chosen due}its easy re-parametrization rather than its modeling power. We introduce Normalizing Flow policies within the SAC framework that learn more expressive classes of policies than simple factored Gaussians. \cut{We also present a series of stabilization tricks that enable effective training of these policies in the RL setting.}We show empirically on continuous grid world tasks that our approach increases stability and is better suited to difficult exploration in sparse reward settings.
Worst-Case Regret Bounds for Exploration via Randomized Value Functions
Exploration is one of the central challenges in reinforcement learning (RL). A large theoretical literature treats exploration in simple finite state and action MDPs, showing that it is possible to efficiently learn a near optimal policy through interaction alone [5, 8, 10, 11, 13-16, 24, 25]. Overwhelmingly, this literature focuses on optimistic algorithms, with most algorithms explicitly maintaining uncertainty sets that are likely to contain the true MDP. It has been difficult to adapt these exploration algorithms to the more complex problems investigated in the applied RL literature. Most applied papers seem to generate exploration through วซ-greedy or Boltzmann exploration. Those simple methods are compatible with practical value function learning algorithms, which use parametric approximations to value functions to generalize across high dimensional state spaces. Unfortunately, such exploration algorithms can fail catastrophically in simple finite state MDPs [See e.g.
Towards Interpretable Reinforcement Learning Using Attention Augmented Agents
Mott, Alex, Zoran, Daniel, Chrzanowski, Mike, Wierstra, Daan, Rezende, Danilo J.
Inspired by recent work in attention models for image captioning and question answering, we present a soft attention model for the reinforcement learning domain. This model uses a soft, top-down attention mechanism to create a bottleneck in the agent, forcing it to focus on task-relevant information by sequentially querying its view of the environment. The output of the attention mechanism allows direct observation of the information used by the agent to select its actions, enabling easier interpretation of this model than of traditional models. We analyze different strategies that the agents learn and show that a handful of strategies arise repeatedly across different games. We also show that the model learns to query separately about space and content ("where" vs. "what"). We demonstrate that an agent using this mechanism can achieve performance competitive with state-of-the-art models on ATARI tasks while still being interpretable.
Options as responses: Grounding behavioural hierarchies in multi-agent RL
Vezhnevets, Alexander Sasha, Wu, Yuhuai, Leblond, Remi, Leibo, Joel Z.
We propose a novel hierarchical agent architecture for multi-agent reinforcement learning with concealed information. The hierarchy is grounded in the concealed information about other players, which resolves "the chicken or the egg" nature of option discovery. We factorise the value function over a latent representation of the concealed information and then re-use this latent space to factorise the policy into options. Low-level policies (options) are trained to respond to particular states of other agents grouped by the latent representation, while the top level (meta-policy) learns to infer the latent representation from its own observation thereby to select the right option. This grounding facilitates credit assignment across the levels of hierarchy. We show that this helps generalisation---performance against a held-out set of pre-trained competitors, while training in self- or population-play---and resolution of social dilemmas in self-play.