Reinforcement Learning
The Termination Critic
Harutyunyan, Anna, Dabney, Will, Borsa, Diana, Heess, Nicolas, Munos, Remi, Precup, Doina
In this work, we consider the problem of autonomously discovering behavioral abstractions, or options, for reinforcement learning agents. We propose an algorithm that focuses on the termination condition, as opposed to -- as is common -- the policy. The termination condition is usually trained to optimize a control objective: an option ought to terminate if another has better value. We offer a different, information-theoretic perspective, and propose that terminations should focus instead on the compressibility of the option's encoding -- arguably a key reason for using abstractions. To achieve this algorithmically, we leverage the classical options framework, and learn the option transition model as a "critic" for the termination condition. Using this model, we derive gradients that optimize the desired criteria. We show that the resulting options are non-trivial, intuitively meaningful, and useful for learning and planning.
Can Meta-Interpretive Learning outperform Deep Reinforcement Learning of Evaluable Game strategies?
Hocquette, Céline, Muggleton, Stephen H.
World-class human players have been outperformed in a number of complex two person games (Go, Chess, Checkers) by Deep Reinforcement Learning systems. However, owing to tractability considerations minimax regret of a learning system cannot be evaluated in such games. In this paper we consider simple games (Noughts-and-Crosses and Hexapawn) in which minimax regret can be efficiently evaluated. We use these games to compare Cumulative Minimax Regret for variants of both standard and deep reinforcement learning against two variants of a new Meta-Interpretive Learning system called MIGO. In our experiments all tested variants of both normal and deep reinforcement learning have worse performance (higher cumulative minimax regret) than both variants of MIGO on Noughts-and-Crosses and Hexapawn. Additionally, MIGO's learned rules are relatively easy to comprehend, and are demonstrated to achieve significant transfer learning in both directions between Noughts-and-Crosses and Hexapawn.
Deep Reinforcement Learning Based High-level Driving Behavior Decision-making Model in Heterogeneous Traffic
Bai, Zhengwei, Cai, Baigen, Shangguan, Wei, Chai, Linguo
High-level driving behavior decision-making is an open-challenging problem for connected vehicle technology, especially in heterogeneous traffic scenarios. In this paper, a deep reinforcement learning based high-level driving behavior decision-making approach is proposed for connected vehicle in heterogeneous traffic situations. The model is composed of three main parts: a data preprocessor that maps hybrid data into a data format called hyper-grid matrix, a two-stream deep neural network that extracts the hidden features, and a deep reinforcement learning network that learns the optimal policy. Moreover, a simulation environment, which includes different heterogeneous traffic scenarios, is built to train and test the proposed method. The results demonstrate that the model has the capability to learn the optimal high-level driving policy such as driving fast through heterogeneous traffic without unnecessary lane changes. Furthermore, two separate models are used to compare with the proposed model, and the performances are analyzed in detail.
Planning in Hierarchical Reinforcement Learning: Guarantees for Using Local Policies
Zahavy, Tom, Hasidim, Avinatan, Kaplan, Haim, Mansour, Yishay
We consider a settings of hierarchical reinforcement learning, in which the reward is a sum of components. For each component we are given a policy that maximizes it and our goal is to assemble a policy from the individual policies that maximizes the sum of the components. We provide theoretical guarantees for assembling such policies in deterministic MDPs with collectible rewards. Our approach builds on formulating this problem as a traveling salesman problem with discounted reward. We focus on local solutions, i.e., policies that only use information from the current state; thus, they are easy to implement and do not require substantial computational resources. We propose three local stochastic policies and prove that they guarantee better performance than any deterministic local policy in the worst case; experimental results suggest that they also perform better on average.
Unmasking Clever Hans Predictors and Assessing What Machines Really Learn
Lapuschkin, Sebastian, Wäldchen, Stephan, Binder, Alexander, Montavon, Grégoire, Samek, Wojciech, Müller, Klaus-Robert
Current learning machines have successfully solved hard application problems, reaching high accuracy and displaying seemingly "intelligent" behavior. Here we apply recent techniques for explaining decisions of state-of-the-art learning machines and analyze various tasks from computer vision and arcade games. This showcases a spectrum of problem-solving behaviors ranging from naive and short-sighted, to well-informed and strategic. We observe that standard performance evaluation metrics can be oblivious to distinguishing these diverse problem solving behaviors. Furthermore, we propose our semi-automated Spectral Relevance Analysis that provides a practically effective way of characterizing and validating the behavior of nonlinear learning machines. This helps to assess whether a learned model indeed delivers reliably for the problem that it was conceived for. Furthermore, our work intends to add a voice of caution to the ongoing excitement about machine intelligence and pledges to evaluate and judge some of these recent successes in a more nuanced manner.
Neural Packet Classification
Liang, Eric, Zhu, Hang, Jin, Xin, Stoica, Ion
Packet classification is a fundamental problem in computer networking. This problem exposes a hard tradeoff between the computation and state complexity, which makes it particularly challenging. To navigate this tradeoff, existing solutions rely on complex hand-tuned heuristics, which are brittle and hard to optimize. In this paper, we propose a deep reinforcement learning (RL) approach to solve the packet classification problem. There are several characteristics that make this problem a good fit for Deep RL. First, many of the existing solutions are iteratively building a decision tree by splitting nodes in the tree. Second, the effects of these actions (e.g., splitting nodes) can only be evaluated once we are done with building the tree. These two characteristics are naturally captured by the ability of RL to take actions that have sparse and delayed rewards. Third, it is computationally efficient to generate data traces and evaluate decision trees, which alleviate the notoriously high sample complexity problem of Deep RL algorithms. Our solution, NeuroCuts, uses succinct representations to encode state and action space, and efficiently explore candidate decision trees to optimize for a global objective. It produces compact decision trees optimized for a specific set of rules and a given performance metric, such as classification time, memory footprint, or a combination of the two. Evaluation on ClassBench shows that NeuroCuts outperforms existing hand-crafted algorithms in classification time by 18% at the median, and reduces both time and memory footprint by up to 3x.
Joint Modeling of Dense and Incomplete Trajectories for Citywide Traffic Volume Inference
Tang, Xianfeng, Gong, Boqing, Yu, Yanwei, Yao, Huaxiu, Li, Yandong, Xie, Haiyong, Wang, Xiaoyu
Real-time traffic volume inference is key to an intelligent city. It is a challenging task because accurate traffic volumes on the roads can only be measured at certain locations where sensors are installed. Moreover, the traffic evolves over time due to the influences of weather, events, holidays, etc. Existing solutions to the traffic volume inference problem often rely on dense GPS trajectories, which inevitably fail to account for the vehicles which carry no GPS devices or have them turned off. Consequently, the results are biased to taxicabs because they are almost always online for GPS tracking. In this paper, we propose a novel framework for the citywide traffic volume inference using both dense GPS trajectories and incomplete trajectories captured by camera surveillance systems. Our approach employs a high-fidelity traffic simulator and deep reinforcement learning to recover full vehicle movements from the incomplete trajectories. In order to jointly model the recovered trajectories and dense GPS trajectories, we construct spatiotemporal graphs and use multi-view graph embedding to encode the multi-hop correlations between road segments into real-valued vectors. Finally, we infer the citywide traffic volumes by propagating the traffic values of monitored road segments to the unmonitored ones through masked pairwise similarities. Extensive experiments with two big regions in a provincial capital city in China verify the effectiveness of our approach.
Marathon Environments: Multi-Agent Continuous Control Benchmarks in a Modern Video Game Engine
Recent advances in deep reinforcement learning in the paradigm of locomotion using continuous control have raised the interest of game makers for the potential of digital actors using active ragdoll. Currently, the available options to develop these ideas are either researchers' limited codebase or proprietary closed systems. We present Marathon Environments, a suite of open source, continuous control benchmarks implemented on the Unity game engine, using the Unity ML- Agents Toolkit. We demonstrate through these benchmarks that continuous control research is transferable to a commercial game engine. Furthermore, we exhibit the robustness of these environments by reproducing advanced continuous control research, such as learning to walk, run and backflip from motion capture data; learning to navigate complex terrains; and by implementing a video game input control system. We show further robustness by training with alternative algorithms found in OpenAI.Baselines. Finally, we share strategies for significantly reducing the training time.
Optimal and Fast Real-time Resources Slicing with Deep Dueling Neural Networks
Van Huynh, Nguyen, Hoang, Dinh Thai, Nguyen, Diep N., Dutkiewicz, Eryk
Effective network slicing requires an infrastructure/network provider to deal with the uncertain demand and real-time dynamics of network resource requests. Another challenge is the combinatorial optimization of numerous resources, e.g., radio, computing, and storage. This article develops an optimal and fast real-time resource slicing framework that maximizes the long-term return of the network provider while taking into account the uncertainty of resource demand from tenants. Specifically, we first propose a novel system model which enables the network provider to effectively slice various types of resources to different classes of users under separate virtual slices. We then capture the real-time arrival of slice requests by a semi-Markov decision process. To obtain the optimal resource allocation policy under the dynamics of slicing requests, e.g., uncertain service time and resource demands, a Q-learning algorithm is often adopted in the literature. However, such an algorithm is notorious for its slow convergence, especially for problems with large state/action spaces. This makes Q-learning practically inapplicable to our case in which multiple resources are simultaneously optimized. To tackle it, we propose a novel network slicing approach with an advanced deep learning architecture, called deep dueling that attains the optimal average reward much faster than the conventional Q-learning algorithm. This property is especially desirable to cope with real-time resource requests and the dynamic demands of users. Extensive simulations show that the proposed framework yields up to 40% higher long-term average return while being few thousand times faster, compared with state of the art network slicing approaches.
Flappy Hummingbird: An Open Source Dynamic Simulation of Flapping Wing Robots and Animals
Fei, Fan, Tu, Zhan, Yang, Yilun, Zhang, Jian, Deng, Xinyan
Insects and hummingbirds exhibit extraordinary flight capabilities and can simultaneously master seemingly conflicting goals: stable hovering and aggressive maneuvering, unmatched by small scale man-made vehicles. Flapping Wing Micro Air Vehicles (FWMAVs) hold great promise for closing this performance gap. However, design and control of such systems remain challenging due to various constraints. Here, we present an open source high fidelity dynamic simulation for FWMAVs to serve as a testbed for the design, optimization and flight control of FWMAVs. For simulation validation, we recreated the hummingbird-scale robot developed in our lab in the simulation. System identification was performed to obtain the model parameters. The force generation, open-loop and closed-loop dynamic response between simulated and experimental flights were compared and validated. The unsteady aerodynamics and the highly nonlinear flight dynamics present challenging control problems for conventional and learning control algorithms such as Reinforcement Learning. The interface of the simulation is fully compatible with OpenAI Gym environment. As a benchmark study, we present a linear controller for hovering stabilization and a Deep Reinforcement Learning control policy for goal-directed maneuvering. Finally, we demonstrate direct simulation-to-real transfer of both control policies onto the physical robot, further demonstrating the fidelity of the simulation.