Goto

Collaborating Authors

 Reinforcement Learning


Deep Recurrent Q-Learning vs Deep Q-Learning on a simple Partially Observable Markov Decision Process with Minecraft

arXiv.org Artificial Intelligence

Deep Q-Learning has been successfully applied to a wide variety of tasks in the past several years. However, the architecture of the vanilla Deep Q-Network is not suited to deal with partially observable environments such as 3D video games. For this, recurrent layers have been added to the Deep Q-Network in order to allow it to handle past dependencies. We here use Minecraft for its customization advantages and design two very simple missions that can be frames as Partially Observable Markov Decision Process. We compare on these missions the Deep Q-Network and the Deep Recurrent Q-Network in order to see if the latter, which is trickier and longer to train, is always the best architecture when the agent has to deal with partial observability.


Improvisation through Physical Understanding: Using Novel Objects as Tools with Visual Foresight

arXiv.org Artificial Intelligence

Machine learning techniques have enabled robots to learn narrow, yet complex tasks and also perform broad, yet simple skills with a wide variety of objects. However, learning a model that can both perform complex tasks and generalize to previously unseen objects and goals remains a significant challenge. We study this challenge in the context of "improvisational" tool use: a robot is presented with novel objects and a user-specified goal (e.g., sweep some clutter into the dustpan), and must figure out, using only raw image observations, how to accomplish the goal using the available objects as tools. We approach this problem by training a model with both a visual and physical understanding of multi-object interactions, and develop a sampling-based optimizer that can leverage these interactions to accomplish tasks. We do so by combining diverse demonstration data with self-supervised interaction data, aiming to leverage the interaction data to build generalizable models and the demonstration data to guide the model-based RL planner to solve complex tasks. Our experiments show that our approach can solve a variety of complex tool use tasks from raw pixel inputs, outperforming both imitation learning and self-supervised learning individually. Furthermore, we show that the robot can perceive and use novel objects as tools, including objects that are not conventional tools, while also choosing dynamically to use or not use tools depending on whether or not they are required.


Safer Deep RL with Shallow MCTS: A Case Study in Pommerman

arXiv.org Artificial Intelligence

Safe reinforcement learning has many variants and it is still an open research problem. Here, we focus on how to use action guidance by means of a non-expert demonstrator to avoid catastrophic events in a domain with sparse, delayed, and deceptive rewards: the recently-proposed multi-agent benchmark of Pommerman. This domain is very challenging for reinforcement learning (RL) --- past work has shown that model-free RL algorithms fail to achieve significant learning. In this paper, we shed light into the reasons behind this failure by exemplifying and analyzing the high rate of catastrophic events (i.e., suicides) that happen under random exploration in this domain. While model-free random exploration is typically futile, we propose a new framework where even a non-expert simulated demonstrator, e.g., planning algorithms such as Monte Carlo tree search with small number of rollouts, can be integrated to asynchronous distributed deep reinforcement learning methods. Compared to vanilla deep RL algorithms, our proposed methods both learn faster and converge to better policies on a two-player mini version of the Pommerman game.


ReinBo: Machine Learning pipeline search and configuration with Bayesian Optimization embedded Reinforcement Learning

arXiv.org Artificial Intelligence

Machine learning pipeline potentially consists of several stages of operations like data preprocessing, feature engineering and machine learning model training. Each operation has a set of hyper-parameters, which can become irrelevant for the pipeline when the operation is not selected. This gives rise to a hierarchical conditional hyper-parameter space. To optimize this mixed continuous and discrete conditional hierarchical hyper-parameter space, we propose an efficient pipeline search and configuration algorithm which combines the power of Reinforcement Learning and Bayesian Optimization. Empirical results show that our method performs favorably compared to state of the art methods like Auto-sklearn , TPOT, Tree Parzen Window, and Random Search.


Active Domain Randomization

arXiv.org Artificial Intelligence

Domain randomization is a popular technique for improving domain transfer, often used in a zero-shot setting when the target domain is unknown or cannot easily be used for training. In this work, we empirically examine the effects of domain randomization on agent generalization. Our experiments show that domain randomization may lead to suboptimal, high-variance policies, which we attribute to the uniform sampling of environment parameters. We propose Active Domain Randomization, a novel algorithm that learns a parameter sampling strategy. Our method looks for the most informative environment variations within the given randomization ranges by leveraging the discrepancies of policy rollouts in randomized and reference environment instances. We find that training more frequently on these instances leads to better overall agent generalization. In addition, when domain randomization and policy transfer fail, Active Domain Randomization offers more insight into the deficiencies of both the chosen parameter ranges and the learned policy, allowing for more focused debugging. Our experiments across various physics-based simulated and a real-robot task show that this enhancement leads to more robust, consistent policies.


Bounded rational decision-making from elementary computations that reduce uncertainty

arXiv.org Artificial Intelligence

In its most basic form, decision-making can be viewed as a computational process that progressively eliminates alternatives, thereby reducing uncertainty. Such processes are generally costly, meaning that the amount of uncertainty that can be reduced is limited by the amount of available computational resources. Here, we introduce the notion of elementary computation based on a fundamental principle for probability transfers that reduce uncertainty. Elementary computations can be considered as the inverse of Pigou-Dalton transfers applied to probability distributions, closely related to the concepts of majorization, T-transforms, and generalized entropies that induce a preorder on the space of probability distributions. As a consequence we can define resource cost functions that are order-preserving and therefore monotonic with respect to the uncertainty reduction. This leads to a comprehensive notion of decision-making processes with limited resources. Along the way, we prove several new results on majorization theory, as well as on entropy and divergence measures.


"Jam Me If You Can'': Defeating Jammer with Deep Dueling Neural Network Architecture and Ambient Backscattering Augmented Communications

arXiv.org Artificial Intelligence

With conventional anti-jamming solutions like frequency hopping or spread spectrum, legitimate transceivers often tend to "escape" or "hide" themselves from jammers. These reactive anti-jamming approaches are constrained by the lack of timely knowledge of jamming attacks. Bringing together the latest advances in neural network architectures and ambient backscattering communications, this work allows wireless nodes to effectively "face" the jammer by first learning its jamming strategy, then adapting the rate or transmitting information right on the jamming signal. Specifically, to deal with unknown jamming attacks, existing work often relies on reinforcement learning algorithms, e.g., Q-learning. However, the Q-learning algorithm is notorious for its slow convergence to the optimal policy, especially when the system state and action spaces are large. This makes the Q-learning algorithm pragmatically inapplicable. To overcome this problem, we design a novel deep reinforcement learning algorithm using the recent dueling neural network architecture. Our proposed algorithm allows the transmitter to effectively learn about the jammer and attain the optimal countermeasures thousand times faster than that of the conventional Q-learning algorithm. Through extensive simulation results, we show that our design (using ambient backscattering and the deep dueling neural network architecture) can improve the average throughput by up to 426% and reduce the packet loss by 24%. By augmenting the ambient backscattering capability on devices and using our algorithm, it is interesting to observe that the (successful) transmission rate increases with the jamming power. Our proposed solution can find its applications in both civil (e.g., ultra-reliable and low-latency communications or URLLC) and military scenarios (to combat both inadvertent and deliberate jamming).


Creating Pro-Level AI for Real-Time Fighting Game with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of game recently. It surpassed human-level performance in fixed game environments and turn-based two player board games. However, no research has ever shown a result that surpassed human level in modern complex fighting games, to the best of our knowledge. This is due to the inherent difficulties of modern fighting games, including vast action spaces, real-time constraints, and performance generalizations required for various opponents. We overcame these challenges and made 1v1 battle AI agents for the commercial game, "Blade & Soul". The trained agents competed against five professional gamers and achieved 62% of win rate.This paper presents a practical reinforcement learning method including a novel self-play curriculum and data skipping techniques. Through the curriculum, three different styles of agents are created by reward shaping, and are trained against each other for robust performance. Additionally, this paper suggests data skipping techniques which increased data efficiency and facilitated explorations in vast spaces.


Amir Barati Farimani: Creative Robots with Deep Reinforcement Learning CMU RI Seminar

Robohub

Recent advances in Deep Reinforcement Learning (DRL) algorithms provided us with the possibility of adding intelligence to robots. Recently, we have been applying a variety of DRL algorithms to the tasks that modern control theory may not be able to solve. We observed intriguing creativity from robots when they are constrained in reaching a certain goal. To introduce the topic, I will talk about some of the experiments that are being done to show the capabilities and limitations of modern Deep Reinforcement Learning approaches, including those of sparse rewards and continuous observations and action spaces. An in depth explanation of how Hindsight Experience Replay (HER) has been used to obtain dense results from sparse environments when using Deep Deterministic Policy Gradient (DDPG) agents will be given. I will then show how we have modified some of these experiments to have a deeper understanding of the intelligence we are developing, and what are the baseline environmental characteristics that make the robots achieve higher levels of creativity during their problem solving scenarios.


Randomised Bayesian Least-Squares Policy Iteration

arXiv.org Artificial Intelligence

We introduce Bayesian least-squares policy iteration (BLSPI), an off-policy, model-free, policy iteration algorithm that uses the Bayesian least-squares temporal-difference (BLSTD) learning algorithm to evaluate policies. An online variant of BLSPI has been also proposed, called randomised BLSPI (RBLSPI), that improves its policy based on an incomplete policy evaluation step. In online setting, the exploration-exploitation dilemma should be addressed as we try to discover the optimal policy by using samples collected by ourselves. RBLSPI exploits the advantage of BLSTD to quantify our uncertainty about the value function. Inspired by Thompson sampling, RBLSPI first samples a value function from a posterior distribution over value functions, and then selects actions based on the sampled value function. The effectiveness and the exploration abilities of RBLSPI are demonstrated experimentally in several environments.