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 Reinforcement Learning


Learner-aware Teaching: Inverse Reinforcement Learning with Preferences and Constraints

arXiv.org Artificial Intelligence

Inverse reinforcement learning (IRL) enables an agent to learn complex behavior by observing demonstrations from a (near-)optimal policy. The typical assumption is that the learner's goal is to match the teacher's demonstrated behavior. In this paper, we consider the setting where the learner has her own preferences that she additionally takes into consideration. These preferences can for example capture behavioral biases, mismatched worldviews, or physical constraints. We study two teaching approaches: learner-agnostic teaching, where the teacher provides demonstrations from an optimal policy ignoring the learner's preferences, and learner-aware teaching, where the teacher accounts for the learner's preferences. We design learner-aware teaching algorithms and show that significant performance improvements can be achieved over learner-agnostic teaching.


Top 5 Programming Languages For Machine Learning

#artificialintelligence

Machine learning has been defined by Andrew Ng, a computer scientist at Stanford University, as "the science of getting computers to act without being explicitly programmed." It was first conceived in the 1950s, but experienced limited progress until around the turn of the 21st century. Since then, machine learning has been a driving force behind a number of innovations, most notably artificial intelligence. Machine learning can be broken down into several categories, including supervised, unsupervised, semi-supervised and reinforcement learning. While supervised learning relies on labeled input data in order to infer its relationships with output results, unsupervised learning detects patterns among unlabeled input data. Semi-supervised learning employs a combination of both methods, and reinforcement learning motivates programs to repeat or elaborate on processes with desirable outcomes while avoiding errors.


An AI taught itself to play a video game โ€“ for the first time, it's beating humans

#artificialintelligence

Since the earliest days of virtual chess and solitaire, video games have been a playing field for developing artificial intelligence (AI). Each victory of machine against human has helped make algorithms smarter and more efficient. But in order to tackle real world problems โ€“ such as automating complex tasks including driving and negotiation โ€“ these algorithms must navigate more complex environments than board games, and learn teamwork. Teaching AI how to work and interact with other players to succeed had been an insurmountable task โ€“ until now. In a new study, researchers detailed a way to train AI algorithms to reach human levels of performance in a popular 3D multiplayer game โ€“ a modified version of Quake III Arena in Capture the Flag mode.


Harnessing Reinforcement Learning for Neural Motion Planning

arXiv.org Machine Learning

Motion planning is an essential component in most of today's robotic applications. In this work, we consider the learning setting, where a set of solved motion planning problems is used to improve the efficiency of motion planning on different, yet similar problems. This setting is important in applications with rapidly changing environments such as in e-commerce, among others. We investigate a general deep learning based approach, where a neural network is trained to map an image of the domain, the current robot state, and a goal robot state to the next robot state in the plan. We focus on the learning algorithm, and compare supervised learning methods with reinforcement learning (RL) algorithms. We first establish that supervised learning approaches are inferior in their accuracy due to insufficient data on the boundary of the obstacles, an issue that RL methods mitigate by actively exploring the domain. We then propose a modification of the popular DDPG RL algorithm that is tailored to motion planning domains, by exploiting the known model in the problem and the set of solved plans in the data. We show that our algorithm, dubbed DDPG-MP, significantly improves the accuracy of the learned motion planning policy. Finally, we show that given enough training data, our method can plan significantly faster on novel domains than off-the-shelf sampling based motion planners. Results of our experiments are shown in https://youtu.be/wHQ4Y4mBRb8.


The Principle of Unchanged Optimality in Reinforcement Learning Generalization

arXiv.org Artificial Intelligence

Several recent papers have examined generalization in reinforcement learning (RL), by proposing new environments or ways to add noise to existing environments, then benchmarking algorithms and model architectures on those environments. We discuss subtle conceptual properties of RL benchmarks that are not required in supervised learning (SL), and also properties that an RL benchmark should possess. Chief among them is one we call the principle of unchanged optimality: there should exist a single $\pi$ that is optimal across all train and test tasks. In this work, we argue why this principle is important, and ways it can be broken or satisfied due to subtle choices in state representation or model architecture. We conclude by discussing challenges and future lines of research in theoretically analyzing generalization benchmarks.


Automated Video Game Testing Using Synthetic and Human-Like Agents

arXiv.org Artificial Intelligence

In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but focus on finding defects. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like agent uses test goals extracted by our proposed multiple greedy-policy inverse reinforcement learning (MGP-IRL) algorithm from tester trajectories. MGPIRL captures multiple policies executed by human testers. These testers' aims are finding defects while interacting with the game to break it, which is considerably different from game playing. We present interaction states to model such interactions. We use our agents to produce test sequences, run the game with these sequences, and check the game for each run with an automated test oracle. We analyze the proposed method in two parts: we compare the success of human-like and synthetic agents in bug finding, and we evaluate the similarity between humanlike agents and human testers. We collected 427 trajectories from human testers using the General Video Game Artificial Intelligence (GVG-AI) framework and created three games with 12 levels that contain 45 bugs. Our experiments reveal that human-like and synthetic agents compete with human testers' bug finding performances. Moreover, we show that MGP-IRL increases the human-likeness of agents while improving the bug finding performance.


Scalable and transferable learning of algorithms via graph embedding for multi-robot reward collection

arXiv.org Artificial Intelligence

Can the success of reinforcement learning methods for combinatorial optimization problems be extended to multi-robot scheduling problems in stochastic contexts? Three issues are particularly important in this context: quality of the resulting decisions, scalability, and transferability. To achieve these ends we generalize the concept of clique potential to stochastic clique potential. We extend a mean field inference fixed point iteration with this new concept and use it to modify thestructure2vec method. We next propose a new reinforcement learning framework combining a graph representation of the problem and a consensus auction inspired by heuristics in the problem domain. This representation enables transferability in terms of the number of robots. Sequential encoding of information through multiple layers of our extended structure2vec results in 96% optimal performance of the learned heuristics. While training tractability is inherited from single robot methods in the literature, use of a multi-robot consensus auction-based relaxation of the maximum operation in the Bellman optimality equation allows for scalable selection of actions in the fitted Q-iteration. We apply our framework to multi-robot reward collection (MRRC) problems in stochastic environments with linear or non-linear rewards. In stochastic environments with non-linear rewards, the new method achieves 20% superior performance relative to the popular sequential greedy assignment (SGA) algorithm. Linear scalability in terms of training is achieved and demonstrated. Transferability is demonstrated by the use of a heuristic trained with three robots that continues to achieve 95% optimal performance when applied to problems with various numbers of robots. We further mention the results obtained when extending the approach to identical parallel machine scheduling(IPMS) problems.


r/artificial - Beat the AI in Super Mario Bros

#artificialintelligence

For an event we created a model that plays Super Mario Bros on NES. At our booth people were able to play against the model. The goal was to beat the model in level completion time. If you are interested how to build such a model based on reinforcement learning with tensorflow, check out our blogpost.


r/deeplearning - Is it possible to make a reinforcement learning framework good at multiple undefined tasks of the same type?

#artificialintelligence

I know that a reinforcement learning framework can become superhumanly good at a given task over time, but what if I need it to be good at multiple tasks, given that all of them follow similar kind of steps.


Decision-Making in Reinforcement Learning

arXiv.org Artificial Intelligence

In this research work, probabilistic decision-making approaches are studied, e.g. Bayesian and Boltzmann strategies, along with various deterministic exploration strategies, e.g. greedy, epsilon-Greedy and random approaches. In this research work, a comparative study has been done between probabilistic and deterministic decision-making approaches, the experiments are performed in OpenAI gym environment, solving Cart Pole problem. This research work discusses about the Bayesian approach to decision-making in deep reinforcement learning, and about dropout, how it can reduce the computational cost. All the exploration approaches are compared. It also discusses about the importance of exploration in deep reinforcement learning, and how improving exploration strategies may help in science and technology. This research work shows how probabilistic decision-making approaches are better in the long run as compared to the deterministic approaches. When there is uncertainty, Bayesian dropout approach proved to be better than all other approaches in this research work.