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 Reinforcement Learning


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.


Personalized Cancer Chemotherapy Schedule: a numerical comparison of performance and robustness in model-based and model-free scheduling methodologies

arXiv.org Machine Learning

Reinforcement learning algorithms are gaining popularity in fields where optimal scheduling is important, and oncology is not an exception. The complex and uncertain dynamics of cancer limit the performance of traditional model-based scheduling strategies like Optimal Control. Motivated by the recent success of model-free Deep Reinforcement Learning (DRL) in challenging control tasks and in medical treatments, we use Deep Q-Network (DQN) and Deep Deterministic Policy Gradient (DDPG) to design a personalized cancer chemotherapy schedule. We show that both of them succeed in the task and outperform the Optimal Control solution in the presence of uncertainty. Furthermore, we show that DDPG can exterminate cancer more efficiently than DQN due to its continuous action space. Finally, we provide some intuition regarding the amount of samples required for the training.


Reinforced Imitation in Heterogeneous Action Space

arXiv.org Artificial Intelligence

Imitation learning is an effective alternative approach to learn a policy when the reward function is sparse. In this paper, we consider a challenging setting where an agent and an expert use different actions from each other. We assume that the agent has access to a sparse reward function and state-only expert observations. We propose a method which gradually balances between the imitation learning cost and the reinforcement learning objective. In addition, this method adapts the agent's policy based on either mimicking expert behavior or maximizing sparse reward. We show, through navigation scenarios, that (i) an agent is able to efficiently leverage sparse rewards to outperform standard state-only imitation learning, (ii) it can learn a policy even when its actions are different from the expert, and (iii) the performance of the agent is not bounded by that of the expert, due to the optimized usage of sparse rewards.


Reinforcement Learning with Attention that Works: A Self-Supervised Approach

arXiv.org Machine Learning

Attention models have had a significant positive impact on deep learning across a range of tasks. However previous attempts at integrating attention with reinforcement learning have failed to produce significant improvements. We propose the first combination of self attention and reinforcement learning that is capable of producing significant improvements, including new state of the art results in the Arcade Learning Environment. Unlike the selective attention models used in previous attempts, which constrain the attention via preconceived notions of importance, our implementation utilises the Markovian properties inherent in the state input. Our method produces a faithful visualisation of the policy, focusing on the behaviour of the agent. Our experiments demonstrate that the trained policies use multiple simultaneous foci of attention, and are able to modulate attention over time to deal with situations of partial observability.


Monte Carlo Neural Fictitious Self-Play: Approach to Approximate Nash equilibrium of Imperfect-Information Games

arXiv.org Artificial Intelligence

Researchers on artificial intelligence have achieved human-level intelligence in large-scale perfect-information games, but it is still a challenge to achieve (nearly) optimal results (in other words, an approximate Nash Equilibrium) in large-scale imperfect-information games (i.e. war games, football coach or business strategies). Neural Fictitious Self Play (NFSP) is an effective algorithm for learning approximate Nash equilibrium of imperfect-information games from self-play without prior domain knowledge. However, it relies on Deep Q-Network, which is off-line and is hard to converge in online games with changing opponent strategy, so it can't approach approximate Nash equilibrium in games with large search scale and deep search depth. In this paper, we propose Monte Carlo Neural Fictitious Self Play (MC-NFSP), an algorithm combines Monte Carlo tree search with NFSP, which greatly improves the performance on large-scale zero-sum imperfect-information games. Experimentally, we demonstrate that the proposed Monte Carlo Neural Fictitious Self Play can converge to approximate Nash equilibrium in games with large-scale search depth while the Neural Fictitious Self Play can't. Furthermore, we develop Asynchronous Neural Fictitious Self Play (ANFSP). It use asynchronous and parallel architecture to collect game experience. In experiments, we show that parallel actor-learners have a further accelerated and stabilizing effect on training.


Pre-training Neural Networks with Human Demonstrations for Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Deep reinforcement learning (deep RL) has achieved superior performance in complex sequential tasks by using a deep neural network as its function approximator and by learning directly from raw images. A drawback of using raw images is that deep RL must learn the state feature representation from the raw images in addition to learning a policy. As a result, deep RL can require a prohibitively large amount of training time and data to reach reasonable performance, making it difficult to use deep RL in real-world applications, especially when data is expensive. In this work, we speed up training by addressing half of what deep RL is trying to solve --- learning features. Our approach is to learn some of the important features by pre-training deep RL network's hidden layers via supervised learning using a small set of human demonstrations. We empirically evaluate our approach using deep Q-network (DQN) and asynchronous advantage actor-critic (A3C) algorithms on the Atari 2600 games of Pong, Freeway, and Beamrider. Our results show that: 1) pre-training with human demonstrations in a supervised learning manner is better at discovering features relative to pre-training naively in DQN, and 2) initializing a deep RL network with a pre-trained model provides a significant improvement in training time even when pre-training from a small number of human demonstrations.


Multi-Preference Actor Critic

arXiv.org Artificial Intelligence

Policy gradient algorithms typically combine discounted future rewards with an estimated value function, to compute the direction and magnitude of parameter updates. However, for most Reinforcement Learning tasks, humans can provide additional insight to constrain the policy learning. We introduce a general method to incorporate multiple different feedback channels into a single policy gradient loss. In our formulation, the Multi-Preference Actor Critic (M-PAC), these different types of feedback are implemented as constraints on the policy. We use a Lagrangian relaxation to satisfy these constraints using gradient descent while learning a policy that maximizes rewards. Experiments in Atari and Pendulum verify that constraints are being respected and can accelerate the learning process.


Synthesized Policies for Transfer and Adaptation across Tasks and Environments

arXiv.org Machine Learning

The ability to transfer in reinforcement learning is key towards building an agent of general artificial intelligence. In this paper, we consider the problem of learning to simultaneously transfer across both environments (ENV) and tasks (TASK), probably more importantly, by learning from only sparse (ENV, TASK) pairs out of all the possible combinations. We propose a novel compositional neural network architecture which depicts a meta rule for composing policies from the environment and task embeddings. Notably, one of the main challenges is to learn the embeddings jointly with the meta rule. We further propose new training methods to disentangle the embeddings, making them both distinctive signatures of the environments and tasks and effective building blocks for composing the policies. Experiments on GridWorld and Thor, of which the agent takes as input an egocentric view, show that our approach gives rise to high success rates on all the (ENV, TASK) pairs after learning from only 40\% of them.


Reducing catastrophic forgetting when evolving neural networks

arXiv.org Artificial Intelligence

A key stepping stone in the development of an artificial general intelligence (a machine that can perform any task), is the production of agents that can perform multiple tasks at once instead of just one. Unfortunately, canonical methods are very prone to catastrophic forgetting (CF) - the act of overwriting previous knowledge about a task when learning a new task. Recent efforts have developed techniques for overcoming CF in learning systems, but no attempt has been made to apply these new techniques to evolutionary systems. This research presents a novel technique, weight protection, for reducing CF in evolutionary systems by adapting a method from learning systems. It is used in conjunction with other evolutionary approaches for overcoming CF and is shown to be effective at alleviating CF when applied to a suite of reinforcement learning tasks. It is speculated that this work could indicate the potential for a wider application of existing learning-based approaches to evolutionary systems and that evolutionary techniques may be competitive with or better than learning systems when it comes to reducing CF.