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 Reinforcement Learning


Near-optimal Optimistic Reinforcement Learning using Empirical Bernstein Inequalities

arXiv.org Artificial Intelligence

We study model-based reinforcement learning in an unknown finite communicating Markov decision process. We propose a simple algorithm that leverages a variance based confidence interval. We show that the proposed algorithm, UCRL-V, achieves the optimal regret $\tilde{\mathcal{O}}(\sqrt{DSAT})$ up to logarithmic factors, and so our work closes a gap with the lower bound without additional assumptions on the MDP. We perform experiments in a variety of environments that validates the theoretical bounds as well as prove UCRL-V to be better than the state-of-the-art algorithms.


Hypothesis-Driven Skill Discovery for Hierarchical Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning encompasses many versatile tools for designing learning agents that can perform well on a variety of high-dimensional visual tasks, ranging from video games to robotic manipulation. However, these methods typically suffer from poor sample efficiency, partially because they strive to be largely problem-agnostic. In this work, we demonstrate the utility of a different approach that is extremely sample efficient, but limited to object-centric tasks that (approximately) obey basic physical laws. Specifically, we propose the Hypothesis Proposal and Evaluation (HyPE) algorithm, which utilizes a small set of intuitive assumptions about the behavior of objects in the physical world (or in games that mimic physics) to automatically define and learn hierarchical skills in a highly efficient manner. HyPE does this by discovering objects from raw pixel data, generating hypotheses about the controllability of observed changes in object state, and learning a hierarchy of skills that can test these hypotheses and control increasingly complex interactions with objects. We demonstrate that HyPE can dramatically improve sample efficiency when learning a high-quality pixels-to-actions policy; in the popular benchmark task, Breakout, HyPE learns an order of magnitude faster than common baseline reinforcement learning and evolutionary strategies for policy learning.


Explainable Reinforcement Learning Through a Causal Lens

arXiv.org Artificial Intelligence

Prevalent theories in cognitive science propose that humans understand and represent the knowledge of the world through causal relationships. In making sense of the world, we build causal models in our mind to encode cause-effect relations of events and use these to explain why new events happen. In this paper, we use causal models to derive causal explanations of behaviour of reinforcement learning agents. We present an approach that learns a structural causal model during reinforcement learning and encodes causal relationships between variables of interest. This model is then used to generate explanations of behaviour based on counterfactual analysis of the causal model. We report on a study with 120 participants who observe agents playing a real-time strategy game (Starcraft II) and then receive explanations of the agents' behaviour. We investigated: 1) participants' understanding gained by explanations through task prediction; 2) explanation satisfaction and 3) trust. Our results show that causal model explanations perform better on these measures compared to two other baseline explanation models.


Transcribing Content from Structural Images with Spotlight Mechanism

arXiv.org Machine Learning

Transcribing content from structural images, e.g., writing notes from music scores, is a challenging task as not only the content objects should be recognized, but the internal structure should also be preserved. Existing image recognition methods mainly work on images with simple content (e.g., text lines with characters), but are not capable to identify ones with more complex content (e.g., structured symbols), which often follow a fine-grained grammar. To this end, in this paper, we propose a hierarchical Spotlight Transcribing Network (STN) framework followed by a two-stage "where-to-what" solution. Specifically, we first decide "where-to-look" through a novel spotlight mechanism to focus on different areas of the original image following its structure. Then, we decide "what-to-write" by developing a GRU based network with the spotlight areas for transcribing the content accordingly. Moreover, we propose two implementations on the basis of STN, i.e., STNM and STNR, where the spotlight movement follows the Markov property and Recurrent modeling, respectively. We also design a reinforcement method to refine the framework by self-improving the spotlight mechanism. We conduct extensive experiments on many structural image datasets, where the results clearly demonstrate the effectiveness of STN framework.


Selective Transfer with Reinforced Transfer Network for Partial Domain Adaptation

arXiv.org Machine Learning

Partial domain adaptation (PDA) extends standard domain adaptation to a more realistic scenario where the target domain only has a subset of classes from the source domain. The key challenge of PDA is how to select the relevant samples in the shared classes for knowledge transfer. Previous PDA methods tackle this problem by re-weighting the source samples based on the prediction of classifier or discriminator, thus discarding the pixel-level information. In this paper, to utilize both high-level and pixel-level information, we propose a reinforced transfer network (RTNet), which is the first work to apply reinforcement learning to address the PDA problem. The RTNet simultaneously mitigates the negative transfer by adopting a reinforced data selector to filter out outlier source classes, and promotes the positive transfer by employing a domain adaptation model to minimize the distribution discrepancy in the shared label space. Extensive experiments indicate that RTNet can achieve state-of-the-art performance for partial domain adaptation tasks on several benchmark datasets. Codes and datasets will be available online.


AWS DeepRacer TV - Ep 1 Amsterdam

#artificialintelligence

AWS DeepRacer TV follows the world's first autonomous racing league, an AWS / Intel-sponsored reinforcement learning competition that features developers of every background and skill level hoping to qualify for a chance to win the Championship Cup at AWS re:Invent 2019.


Safe Reinforcement Learning via Online Shielding

arXiv.org Machine Learning

Reinforcement learning is a promising approach to learning control policies for complex robotics tasks. A key challenge is ensuring safety of the learned control policy---e.g., that a walking robot does not fall over, or a quadcopter does not run into a wall. We focus on the setting where the dynamics are known, and the goal is to prove that a policy learned in simulation satisfies a given safety constraint. Existing approaches for ensuring safety suffer from a number of limitations---e.g., they do not scale to high-dimensional state spaces, or they only ensure safety for a fixed environment. We propose an approach based on shielding, which uses a backup controller to override the learned controller as necessary to ensure that safety holds. Rather than compute when to use the backup controller ahead-of-time, we perform this computation online. By doing so, we ensure that our approach is computationally efficient, and furthermore, can be used to ensure safety even in novel environments. We empirically demonstrate that our approach can ensure safety in experiments on cart-pole and on a bicycle with random obstacles.


Reachable Space Characterization of Markov Decision Processes with Time Variability

arXiv.org Artificial Intelligence

We propose a solution to a time-varying variant of Markov Decision Processes which can be used to address decision-theoretic planning problems for autonomous systems operating in unstructured outdoor environments. We explore the time variability property of the planning stochasticity and investigate the state reachability, based on which we then develop an efficient iterative method that offers a good trade-off between solution optimality and time complexity. The reachability space is constructed by analyzing the means and variances of states' reaching time in the future. We validate our algorithm through extensive simulations using ocean data, and the results show that our method achieves a great performance in terms of both solution quality and computing time.


Large Scale Markov Decision Processes with Changing Rewards

arXiv.org Machine Learning

We consider Markov Decision Processes (MDPs) where the rewards are unknown and may change in an adversarial manner. We provide an algorithm that achieves state-of-the-art regret bound of $O( \sqrt{\tau (\ln|S|+\ln|A|)T}\ln(T))$, where $S$ is the state space, $A$ is the action space, $\tau$ is the mixing time of the MDP, and $T$ is the number of periods. The algorithm's computational complexity is polynomial in $|S|$ and $|A|$ per period. We then consider a setting often encountered in practice, where the state space of the MDP is too large to allow for exact solutions. By approximating the state-action occupancy measures with a linear architecture of dimension $d\ll|S|$, we propose a modified algorithm with computational complexity polynomial in $d$. We also prove a regret bound for this modified algorithm, which to the best of our knowledge this is the first $\tilde{O}(\sqrt{T})$ regret bound for large scale MDPs with changing rewards.


Prioritized Sequence Experience Replay

arXiv.org Artificial Intelligence

Experience replay is widely used in deep reinforcement learning algorithms and allows agents to remember and learn from experiences from the past. In an effort to learn more efficiently, researchers proposed prioritized experience replay (PER) which samples important transitions more frequently. In this paper, we propose Prioritized Sequence Experience Replay (PSER) a framework for prioritizing sequences of experience in an attempt to both learn more efficiently and to obtain better performance. We compare performance of uniform, PER and PSER sampling techniques in DQN on the Atari 2600 benchmark and show DQN with PSER substantially outperforms PER and uniform sampling.