Reinforcement Learning
Emergent Escape-based Flocking Behavior using Multi-Agent Reinforcement Learning
Hahn, Carsten, Phan, Thomy, Gabor, Thomas, Belzner, Lenz, Linnhoff-Popien, Claudia
In nature, flocking or swarm behavior is observed in many species as it has beneficial properties like reducing the probability of being caught by a predator. In this paper, we propose SELFish (Swarm Emergent Learning Fish), an approach with multiple autonomous agents which can freely move in a continuous space with the objective to avoid being caught by a present predator. The predator has the property that it might get distracted by multiple possible preys in its vicinity. We show that this property in interaction with self-interested agents which are trained with reinforcement learning to solely survive as long as possible leads to flocking behavior similar to Boids, a common simulation for flocking behavior. Furthermore we present interesting insights in the swarming behavior and in the process of agents being caught in our modeled environment.
Survey on Evaluation Methods for Dialogue Systems
Deriu, Jan, Rodrigo, Alvaro, Otegi, Arantxa, Echegoyen, Guillermo, Rosset, Sophie, Agirre, Eneko, Cieliebak, Mark
In this paper we survey the methods and concepts developed for the evaluation of dialogue systems. Evaluation is a crucial part during the development process. Often, dialogue systems are evaluated by means of human evaluations and questionnaires. However, this tends to be very cost and time intensive. Thus, much work has been put into finding methods, which allow to reduce the involvement of human labour. In this survey, we present the main concepts and methods. For this, we differentiate between the various classes of dialogue systems (task-oriented dialogue systems, conversational dialogue systems, and question-answering dialogue systems). We cover each class by introducing the main technologies developed for the dialogue systems and then by presenting the evaluation methods regarding this class.
Multi-Pass Q-Networks for Deep Reinforcement Learning with Parameterised Action Spaces
Bester, Craig J., James, Steven D., Konidaris, George D.
Parameterised actions in reinforcement learning are composed of discrete actions with continuous action-parameters. This provides a framework for solving complex domains that require combining high-level actions with flexible control. The recent P-DQN algorithm extends deep Q-networks to learn over such action spaces. However, it treats all action-parameters as a single joint input to the Q-network, invalidating its theoretical foundations. We analyse the issues with this approach and propose a novel method, multi-pass deep Q-networks, or MP-DQN, to address them. We empirically demonstrate that MP-DQN significantly outperforms P-DQN and other previous algorithms in terms of data efficiency and converged policy performance on the Platform, Robot Soccer Goal, and Half Field Offense domains.
Do Autonomous Agents Benefit from Hearing?
Woubie, Abraham, Kanervisto, Anssi, Karttunen, Janne, Hautamaki, Ville
Mapping states to actions in deep reinforcement learning is mainly based on visual information. The commonly used approach for dealing with visual information is to extract pixels from images and use them as state representation for reinforcement learning agent. But, any vision only agent is handicapped by not being able to sense audible cues. Using hearing, animals are able to sense targets that are outside of their visual range. In this work, we propose the use of audio as complementary information to visual only in state representation. We assess the impact of such multi-modal setup in reach-the-goal tasks in ViZDoom environment. Results show that the agent improves Figure 1: The agent (i.e., green) searching for the goal (i.e., its behaviour when visual information is accompanied with audio red). By providing agent with sound from the goal, agent was features.
Domain Adversarial Reinforcement Learning for Partial Domain Adaptation
Chen, Jin, Wu, Xinxiao, Duan, Lixin, Gao, Shenghua
Partial domain adaptation aims to transfer knowledge from a label-rich source domain to a label-scarce target domain which relaxes the fully shared label space assumption across different domains. In this more general and practical scenario, a major challenge is how to select source instances in the shared classes across different domains for positive transfer. To address this issue, we propose a Domain Adversarial Reinforcement Learning (DARL) framework to automatically select source instances in the shared classes for circumventing negative transfer as well as to simultaneously learn transferable features between domains by reducing the domain shift. Specifically, in this framework, we employ deep Q-learning to learn policies for an agent to make selection decisions by approximating the action-value function. Moreover, domain adversarial learning is introduced to learn domain-invariant features for the selected source instances by the agent and the target instances, and also to determine rewards for the agent based on how relevant the selected source instances are to the target domain. Experiments on several benchmark datasets demonstrate that the superior performance of our DARL method over existing state of the arts for partial domain adaptation.
GAN-based Deep Distributional Reinforcement Learning for Resource Management in Network Slicing
Hua, Yuxiu, Li, Rongpeng, Zhao, Zhifeng, Zhang, Honggang, Chen, Xianfu
Network slicing is a key technology in 5G communications system, which aims to dynamically and efficiently allocate resources for diversified services with distinct requirements over a common underlying physical infrastructure. Therein, demand-aware allocation is of significant importance to network slicing. In this paper, we consider a scenario that contains several slices in one base station on sharing the same bandwidth. Deep reinforcement learning (DRL) is leveraged to solve this problem by regarding the varying demands and the allocated bandwidth as the environment \emph{state} and \emph{action}, respectively. In order to obtain better quality of experience (QoE) satisfaction ratio and spectrum efficiency (SE), we propose generative adversarial network (GAN) based deep distributional Q network (GAN-DDQN) to learn the distribution of state-action values. Furthermore, we estimate the distributions by approximating a full quantile function, which can make the training error more controllable. In order to protect the stability of GAN-DDQN's training process from the widely-spanning utility values, we also put forward a reward-clipping mechanism. Finally, we verify the performance of the proposed GAN-DDQN algorithm through extensive simulations.
Non-Asymptotic Gap-Dependent Regret Bounds for Tabular MDPs
Simchowitz, Max, Jamieson, Kevin
Reinforcement learning (RL) is a powerful paradigm for modeling a learning agent's interactions with an unknown environment, in an attempt to accumulate as much reward as possible. Because of its flexibility, RL can encode such a vast array of different problem settings - many of which are entirely intractable. Therefore, it is crucial to understand what conditions make it possible for an RL agent to effectively learn about its environment. In this paper, we consider tabular Markov decision processes (MDPs), a canonical RL setting where the agent seeks to learn a policy mapping discrete states x S to one of finitely many actions a A, in attempt to maximize cumulative reward over an episode horizon H. We shall study the regret setting, where the learner plays a policy ฯ for a sequence of episodes k 1, . . .
A Reinforcement Learning Perspective on the Optimal Control of Mutation Probabilities for the (1+1) Evolutionary Algorithm: First Results on the OneMax Problem
Mossina, Luca, Rachelson, Emmanuel, Delahaye, Daniel
We study how Reinforcement Learning can be employed to optimally control parameters in evolutionary algorithms. We control the mutation probability of a (1+1) evolutionary algorithm on the OneMax function. This problem is modeled as a Markov Decision Process and solved with Value Iteration via the known transition probabilities. It is then solved via Q-Learning, a Reinforcement Learning algorithm, where the exact transition probabilities are not needed. This approach also allows previous expert or empirical knowledge to be included into learning. It opens new perspectives, both formally and computationally, for the problem of parameter control in optimization.
Toward Packet Routing with Fully-distributed Multi-agent Deep Reinforcement Learning
You, Xinyu, Li, Xuanjie, Xu, Yuedong, Feng, Hui, Zhao, Jin
Packet routing is one of the fundamental problems in computer networks in which a router determines the next-hop of each packet in the queue to get it as quickly as possible to its destination. Reinforcement learning has been introduced to design the autonomous packet routing policy namely Q-routing only using local information available to each router. However, the curse of dimensionality of Q-routing prohibits the more comprehensive representation of dynamic network states, thus limiting the potential benefit of reinforcement learning. Inspired by recent success of deep reinforcement learning (DRL), we embed deep neural networks in multi-agent Q-routing. Each router possesses an independent neural network that is trained without communicating with its neighbors and makes decision locally. Two multi-agent DRL-enabled routing algorithms are proposed: one simply replaces Q-table of vanilla Q-routing by a deep neural network, and the other further employs extra information including the past actions and the destinations of non-head of line packets. Our simulation manifests that the direct substitution of Q-table by a deep neural network may not yield minimal delivery delays because the neural network does not learn more from the same input. When more information is utilized, adaptive routing policy can converge and significantly reduce the packet delivery time.
Pretrain Soft Q-Learning with Imperfect Demonstrations
Zhang, Xiaoqin, Li, Yunfei, Ma, Huimin, Luo, Xiong
Pretraining reinforcement learning methods with demonstrations has been an important concept in the study of reinforcement learning since a large amount of computing power is spent on online simulations with existing reinforcement learning algorithms. Pretraining reinforcement learning remains a significant challenge in exploiting expert demonstrations whilst keeping exploration potentials, especially for value based methods. In this paper, we propose a pretraining method for soft Q-learning. Our work is inspired by pretraining methods for actor-critic algorithms since soft Q-learning is a value based algorithm that is equivalent to policy gradient. The proposed method is based on $\gamma$-discounted biased policy evaluation with entropy regularization, which is also the updating target of soft Q-learning. Our method is evaluated on various tasks from Atari 2600. Experiments show that our method effectively learns from imperfect demonstrations, and outperforms other state-of-the-art methods that learn from expert demonstrations.