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 Reinforcement Learning


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.


Reinforcement Learning Experience Reuse with Policy Residual Representation

arXiv.org Machine Learning

Experience reuse is key to sample-efficient reinforcement learning. One of the critical issues is how the experience is represented and stored. Previously, the experience can be stored in the forms of features, individual models, and the average model, each lying at a different granularity. However, new tasks may require experience across multiple granularities. In this paper, we propose the policy residual representation (PRR) network, which can extract and store multiple levels of experience. PRR network is trained on a set of tasks with a multi-level architecture, where a module in each level corresponds to a subset of the tasks. Therefore, the PRR network represents the experience in a spectrum-like way. When training on a new task, PRR can provide different levels of experience for accelerating the learning. We experiment with the PRR network on a set of grid world navigation tasks, locomotion tasks, and fighting tasks in a video game. The results show that the PRR network leads to better reuse of experience and thus outperforms some state-of-the-art approaches.


Interval timing in deep reinforcement learning agents

arXiv.org Artificial Intelligence

The measurement of time is central to intelligent behavior. We know that both animals and artificial agents can successfully use temporal dependencies to select actions. In artificial agents, little work has directly addressed (1) which architectural components are necessary for successful development of this ability, (2) how this timing ability comes to be represented in the units and actions of the agent, and (3) whether the resulting behavior of the system converges on solutions similar to those of biology. Here we studied interval timing abilities in deep reinforcement learning agents trained end-to-end on an interval reproduction paradigm inspired by experimental literature on mechanisms of timing. We characterize the strategies developed by recurrent and feedforward agents, which both succeed at temporal reproduction using distinct mechanisms, some of which bear specific and intriguing similarities to biological systems. These findings advance our understanding of how agents come to represent time, and they highlight the value of experimentally inspired approaches to characterizing agent abilities.


Policy Optimization Provably Converges to Nash Equilibria in Zero-Sum Linear Quadratic Games

arXiv.org Machine Learning

We study the global convergence of policy optimization for finding the Nash equilibria (NE) in zero-sum linear quadratic (LQ) games. To this end, we first investigate the landscape of LQ games, viewing it as a nonconvex-nonconcave saddle-point problem in the policy space. Specifically, we show that despite its nonconvexity and nonconcavity, zero-sum LQ games have the property that the stationary point of the objective with respect to the feedback control policies constitutes the NE of the game. Building upon this, we develop three projected nested-gradient methods that are guaranteed to converge to the NE of the game. Moreover, we show that all of these algorithms enjoy both global sublinear and local linear convergence rates. Simulation results are then provided to validate the proposed algorithms. To the best of our knowledge, this work appears the first to investigate the optimization landscape of LQ games, and provably show the convergence of policy optimization methods to the Nash equilibria. Our work serves as an initial step of understanding the theoretical aspects of policy-based reinforcement learning algorithms for zero-sum Markov games in general.


Diversity-Inducing Policy Gradient: Using Maximum Mean Discrepancy to Find a Set of Diverse Policies

arXiv.org Machine Learning

Standard reinforcement learning methods aim to master one way of solving a task whereas there may exist multiple near-optimal policies. Being able to identify this collection of near-optimal policies can allow a domain expert to efficiently explore the space of reasonable solutions. Unfortunately, existing approaches that quantify uncertainty over policies are not ultimately relevant to finding policies with qualitatively distinct behaviors. In this work, we formalize the difference between policies as a difference between the distribution of trajectories induced by each policy, which encourages diversity with respect to both state visitation and action choices. We derive a gradient-based optimization technique that can be combined with existing policy gradient methods to now identify diverse collections of well-performing policies. We demonstrate our approach on benchmarks and a healthcare task.


Attentional Policies for Cross-Context Multi-Agent Reinforcement Learning

arXiv.org Machine Learning

Many potential applications of reinforcement learning in the real world involve interacting with other agents whose numbers vary over time. We propose new neural policy architectures for these multi-agent problems. In contrast to other methods of training an individual, discrete policy for each agent and then enforcing cooperation through some additional inter-policy mechanism, we follow the spirit of recent work on the power of relational inductive biases in deep networks by learning multi-agent relationships at the policy level via an attentional architecture. In our method, all agents share the same policy, but independently apply it in their own context to aggregate the other agents' state information when selecting their next action. The structure of our architectures allow them to be applied on environments with varying numbers of agents. We demonstrate our architecture on a benchmark multi-agent autonomous vehicle coordination problem, obtaining superior results to a full-knowledge, fully-centralized reference solution, and significantly outperforming it when scaling to large numbers of agents.


Sequence Modeling of Temporal Credit Assignment for Episodic Reinforcement Learning

arXiv.org Machine Learning

Recent advances in deep reinforcement learning algorithms have shown great potential and success for solving many challenging real-world problems, including Go game and robotic applications. Usually, these algorithms need a carefully designed reward function to guide training in each time step. However, in real world, it is non-trivial to design such a reward function, and the only signal available is usually obtained at the end of a trajectory, also known as the episodic reward or return. In this work, we introduce a new algorithm for temporal credit assignment, which learns to decompose the episodic return back to each time-step in the trajectory using deep neural networks. With this learned reward signal, the learning efficiency can be substantially improved for episodic reinforcement learning. In particular, we find that expressive language models such as the Transformer can be adopted for learning the importance and the dependency of states in the trajectory, therefore providing high-quality and interpretable learned reward signals. We have performed extensive experiments on a set of MuJoCo continuous locomotive control tasks with only episodic returns and demonstrated the effectiveness of our algorithm.


Effective Medical Test Suggestions Using Deep Reinforcement Learning

arXiv.org Machine Learning

Effective medical test suggestions benefit both patients and physicians to conserve time and improve diagnosis accuracy. In this work, we show that an agent can learn to suggest effective medical tests. We formulate the problem as a stage-wise Markov decision process and propose a reinforcement learning method to train the agent. We introduce a new representation of multiple action policy along with the training method of the proposed representation. Furthermore, a new exploration scheme is proposed to accelerate the learning of disease distributions. Our experimental results demonstrate that the accuracy of disease diagnosis can be significantly improved with good medical test suggestions.


Learning Compositional Neural Programs with Recursive Tree Search and Planning

arXiv.org Artificial Intelligence

We propose a novel reinforcement learning algorithm, AlphaNPI, that incorporates the strengths of Neural Programmer-Interpreters (NPI) and AlphaZero. NPI contributes structural biases in the form of modularity, hierarchy and recursion, which are helpful to reduce sample complexity, improve generalization and increase interpretability. AlphaZero contributes powerful neural network guided search algorithms, which we augment with recursion. AlphaNPI only assumes a hierarchical program specification with sparse rewards: 1 when the program execution satisfies the specification, and 0 otherwise. Using this specification, AlphaNPI is able to train NPI models effectively with RL for the first time, completely eliminating the need for strong supervision in the form of execution traces. The experiments show that AlphaNPI can sort as well as previous strongly supervised NPI variants. The AlphaNPI agent is also trained on a Tower of Hanoi puzzle with two disks and is shown to generalize to puzzles with an arbitrary number of disks.