Reinforcement Learning
Finding Friend and Foe in Multi-Agent Games
Serrino, Jack, Kleiman-Weiner, Max, Parkes, David C., Tenenbaum, Joshua B.
Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the DeepRole algorithm, a multi-agent reinforcement learning agent that we test on The Resistance: Avalon, the most popular hidden role game. DeepRole combines counterfactual regret minimization (CFR) with deep value networks trained through self-play. Our algorithm integrates deductive reasoning into vector-form CFR to reason about joint beliefs and deduce partially observable actions. We augment deep value networks with constraints that yield interpretable representations of win probabilities. These innovations enable DeepRole to scale to the full Avalon game. Empirical game-theoretic methods show that DeepRole outperforms other hand-crafted and learned agents in five-player Avalon. DeepRole played with and against human players on the web in hybrid human-agent teams. We find that DeepRole outperforms human players as both a cooperator and a competitor.
Continuous Control for Automated Lane Change Behavior Based on Deep Deterministic Policy Gradient Algorithm
Wang, Pin, Li, Hanhan, Chan, Ching-Yao
Lane change is a challenging task which requires delicate actions to ensure safety and comfort. Some recent studies have attempted to solve the lane-change control problem with Reinforcement Learning (RL), yet the action is confined to discrete action space. To overcome this limitation, we formulate the lane change behavior with continuous action in a model-free dynamic driving environment based on Deep Deterministic Policy Gradient (DDPG). The reward function, which is critical for learning the optimal policy, is defined by control values, position deviation status, and maneuvering time to provide the RL agent informative signals. The RL agent is trained from scratch without resorting to any prior knowledge of the environment and vehicle dynamics since they are not easy to obtain. Seven models under different hyperparameter settings are compared. A video showing the learning progress of the driving behavior is available. It demonstrates the RL vehicle agent initially runs out of road boundary frequently, but eventually has managed to smoothly and stably change to the target lane with a success rate of 100% under diverse driving situations in simulation.
Temporal-difference learning for nonlinear value function approximation in the lazy training regime
In recent years, deep reinforcement learning has pushed the boundaries of Artificial Intelligence to an unprecedented level, achieving what was expected to be possible only in a decade and outperforming human intelligence in a number of highly complex tasks. Paramount examples of this potential have appeared over the past few years, with such algorithms mastering games and tasks of increasing complexity, from playing Atari to learning to walk and beating world grandmasters at the game of Go [16, 23, 24, 31-33]. Such impressive success would be impossible without using neural networks to approximate value functions and / or policy functions in reinforcement learning algorithms. While neural networks, in particular deep neural networks, provide a powerful and versatile tool to approximate high dimensional functions [4, 12, 17], their intrinsic nonlinearity might also lead to trouble in training, in particular in the context of reinforcement learning. For example, it is well known that nonlinear approximation to value function might cause divergence in the classical temporal-difference learning due to instability [40].
Eligibility Traces in Reinforcement Learning
In short and a straight forward manner, Eligibility Traces is a kind of mathematical trick that improves the performance of Temporal Difference methods, in Reinforcement Learning. Remember that in Temporal Difference and Monte Carlo methods update a state based on future rewards. This is done either by looking directly one step ahead or by waiting the episode to finish. This approach is called the Forward View. In TD(0) we look one step ahead, while in Monte Carlo we look ahead until the episode is terminated and we collect the discounted results.
Using Reinforcement Learning to play Super Mario Bros on NES using TensorFlow
Reinforcement learning is currently one of the hottest topics in machine learning. For a recent conference we attended (the awesome Data Festival in Munich), we've developed a reinforcement learning model that learns to play Super Mario Bros on NES so that visitors, that come to our booth, can compete against the agent in terms of level completion time. The promotion was a great success and people enjoyed the โhuman vs. machine" competition. There was only one contestant who was able to beat the AI by taking a secret shortcut, that the AI wasn't aware of. Also, developing the model in Python was a lot of fun. So, I decided to write a blog post about it that covers some of the fundamental concepts of reinforcement learning as well as the actual implementation of our Super Mario agent in TensorFlow (beware, I've used TensorFlow 1.13.1, TensorFlow 2.0 was not released at the time of writing this article). Most machine learning models have an explicit connection between inputs and outputs that does not change during training time. Therefore, it can be difficult to model or predict systems, where the inputs or targets themselves depend on previous predictions. However, often, the world around the model updates itself with every prediction made. What sounds quite abstract is actually a very common situation in the real world: autonomous driving, machine control, process automation etc. -- in many situations, decisions that are made by models have an impact on their surroundings and consequently on the next actions to be taken. Classical supervised learning approaches can only be used to a limited extend in such kinds of situations. To solve the latter, machine learning models are needed that are able to cope with time-dependent variation of inputs and outputs that are interdependent. This is where reinforcement learning comes into play. In reinforcement learning, the model (called agent) interacts with its environment by choosing from a set of possible actions (action space) in each state of the environment that cause either positive or negative rewards from the environment. Think of rewards as an abstract concept of signalizing that the action taken was good or bad. Thereby, the reward issued by the environment can be immediate or delayed into the future. By learning from the combination of environment states, actions and corresponding rewards (so called transitions), the agent tries to reach an optimal set of decision rules (the policy) that maximize the total reward gathered by the agent in each state. In reinforcement learning we often use a learning concept called Q-learning. Q-learning is based on so called Q-values, that help the agent determining the optimal action, given the current state of the environment. Q-values are โdiscounted" future rewards, that our agent collects during training by taking actions and moving through the different states of the environment.
Robust exploration in linear quadratic reinforcement learning
Umenberger, Jack, Ferizbegovic, Mina, Schรถn, Thomas B., Hjalmarsson, Hรฅkan
This paper concerns the problem of learning control policies for an unknown linear dynamical system to minimize a quadratic cost function. We present a method, based on convex optimization, that accomplishes this task robustly: i.e., we minimize the worst-case cost, accounting for system uncertainty given the observed data. The method balances exploitation and exploration, exciting the system in such a way so as to reduce uncertainty in the model parameters to which the worst-case cost is most sensitive. Numerical simulations and application to a hardware-in-the-loop servo-mechanism demonstrate the approach, with appreciable performance and robustness gains over alternative methods observed in both.
Off-Policy Evaluation via Off-Policy Classification
Irpan, Alex, Rao, Kanishka, Bousmalis, Konstantinos, Harris, Chris, Ibarz, Julian, Levine, Sergey
In this work, we consider the problem of model selection for deep reinforcement learning (RL) in real-world environments. Typically, the performance of deep RL algorithms is evaluated via on-policy interactions with the target environment. However, comparing models in a real-world environment for the purposes of early stopping or hyperparameter tuning is costly and often practically infeasible. This leads us to examine off-policy policy evaluation (OPE) in such settings. We focus on OPE for value-based methods, which are of particular interest in deep RL, with applications like robotics, where off-policy algorithms based on Q-function estimation can often attain better sample complexity than direct policy optimization. Existing OPE metrics either rely on a model of the environment, or the use of importance sampling (IS) to correct for the data being off-policy. However, for high-dimensional observations, such as images, models of the environment can be difficult to fit and value-based methods can make IS hard to use or even ill-conditioned, especially when dealing with continuous action spaces. In this paper, we focus on the specific case of MDPs with continuous action spaces and sparse binary rewards, which is representative of many important real-world applications. We propose an alternative metric that relies on neither models nor IS, by framing OPE as a positive-unlabeled (PU) classification problem with the Q-function as the decision function. We experimentally show that this metric outperforms baselines on a number of tasks. Most importantly, it can reliably predict the relative performance of different policies in a number of generalization scenarios, including the transfer to the real-world of policies trained in simulation for an image-based robotic manipulation task.
Learning dynamic polynomial proofs
Fawzi, Alhussein, Malinowski, Mateusz, Fawzi, Hamza, Fawzi, Omar
Polynomial inequalities lie at the heart of many mathematical disciplines. In this paper, we consider the fundamental computational task of automatically searching for proofs of polynomial inequalities. We adopt the framework of semi-algebraic proof systems that manipulate polynomial inequalities via elementary inference rules that infer new inequalities from the premises. These proof systems are known to be very powerful, but searching for proofs remains a major difficulty. In this work, we introduce a machine learning based method to search for a dynamic proof within these proof systems. We propose a deep reinforcement learning framework that learns an embedding of the polynomials and guides the choice of inference rules, taking the inherent symmetries of the problem as an inductive bias. We compare our approach with powerful and widely-studied linear programming hierarchies based on static proof systems, and show that our method reduces the size of the linear program by several orders of magnitude while also improving performance. These results hence pave the way towards augmenting powerful and well-studied semi-algebraic proof systems with machine learning guiding strategies for enhancing the expressivity of such proof systems.
Lifelong Learning with a Changing Action Set
Chandak, Yash, Theocharous, Georgios, Nota, Chris, Thomas, Philip S.
In many real-world sequential decision making problems, the number of available actions (decisions) can vary over time. While problems like catastrophic forgetting, changing transition dynamics, changing rewards functions, etc. have been well-studied in the lifelong learning literature, the setting where the action set changes remains unaddressed. In this paper, we present an algorithm that autonomously adapts to an action set whose size changes over time. To tackle this open problem, we break it into two problems that can be solved iteratively: inferring the underlying, unknown, structure in the space of actions and optimizing a policy that leverages this structure. We demonstrate the efficiency of this approach on large-scale real-world lifelong learning problems.
Reinforcement Learning with Low-Complexity Liquid State Machines
Ponghiran, Wachirawit, Srinivasan, Gopalakrishnan, Roy, Kaushik
We propose reinforcement learning on simple networks consisting of random connections of spiking neurons (both recurrent and feed-forward) that can learn complex tasks with very little trainable parameters. Such sparse and randomly interconnected recurrent spiking networks exhibit highly non-linear dynamics that transform the inputs into rich high-dimensional representations based on past context. The random input representations can be efficiently interpreted by an output (or readout) layer with trainable parameters. Systematic initialization of the random connections and training of the readout layer using Q-learning algorithm enable such small random spiking networks to learn optimally and achieve the same learning efficiency as humans on complex reinforcement learning tasks like Atari games. The spike-based approach using small random recurrent networks provides a computationally efficient alternative to state-of-the-art deep reinforcement learning networks with several layers of trainable parameters. The low-complexity spiking networks can lead to improved energy efficiency in event-driven neuromorphic hardware for complex reinforcement learning tasks.