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 Reinforcement Learning


S-TRIGGER: Continual State Representation Learning via Self-Triggered Generative Replay

arXiv.org Machine Learning

We consider the problem of building a state representation model for control, in a continual learning setting. As the environment changes, the aim is to efficiently compress the sensory state's information without losing past knowledge, and then use Reinforcement Learning on the resulting features for efficient policy learning. To this end, we propose S-TRIGGER, a general method for Continual State Representation Learning applicable to Variational Auto-Encoders and its many variants. The method is based on Generative Replay, i.e. the use of generated samples to maintain past knowledge. It comes along with a statistically sound method for environment change detection, which self-triggers the Generative Replay. Our experiments on VAEs show that S-TRIGGER learns state representations that allows fast and high-performing Reinforcement Learning, while avoiding catastrophic forgetting. The resulting system is capable of autonomously learning new information without using past data and with a bounded system size. Code for our experiments is attached in Appendix.


Long-Range Indoor Navigation with PRM-RL

arXiv.org Artificial Intelligence

Long-range indoor navigation requires guiding robots with noisy sensors and controls through cluttered environments along paths that span a variety of buildings. We achieve this with PRM-RL, a hierarchical robot navigation method in which reinforcement learning agents that map noisy sensors to robot controls learn to solve short-range obstacle avoidance tasks, and then sampling-based planners map where these agents can reliably navigate in simulation; these roadmaps and agents are then deployed on-robot, guiding the robot along the shortest path where the agents are likely to succeed. Here we use Probabilistic Roadmaps (PRMs) as the sampling-based planner and AutoRL as the reinforcement learning method in the indoor navigation context. We evaluate the method in simulation for kinematic differential drive and kinodynamic car-like robots in several environments, and on-robot for differential-drive robots at two physical sites. Our results show PRM-RL with AutoRL is more successful than several baselines, is robust to noise, and can guide robots over hundreds of meters in the face of noise and obstacles in both simulation and on-robot, including over 3.3 kilometers of physical robot navigation.


Adversarial Reinforcement Learning under Partial Observability in Software-Defined Networking

arXiv.org Machine Learning

Recent studies have demonstrated that reinforcement learning (RL) agents are susceptible to adversarial manipulation, similar to vulnerabilities previously demonstrated in the supervised setting. Accordingly focus has remained with computer vision, and full observability. This paper focuses on reinforcement learning in the context of autonomous defence in Software-Defined Networking (SDN). We demonstrate that causative attacks---attacks that target the training process---can poison RL agents even if the attacker only has partial observability of the environment. In addition, we propose an inversion defence method that aims to apply the opposite perturbation to that which an attacker might use to generate their adversarial samples. Our experimental results illustrate that the countermeasure can effectively reduce the impact of the causative attack, while not significantly affecting the training process in non-attack scenarios.


Aggregating E-commerce Search Results from Heterogeneous Sources via Hierarchical Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, we investigate the task of aggregating search results from heterogeneous sources in an E-commerce environment. First, unlike traditional aggregated web search that merely presents multi-sourced results in the first page, this new task may present aggregated results in all pages and has to dynamically decide which source should be presented in the current page. Second, as pointed out by many existing studies, it is not trivial to rank items from heterogeneous sources because the relevance scores from different source systems are not directly comparable. To address these two issues, we decompose the task into two subtasks in a hierarchical structure: a high-level task for source selection where we model the sequential patterns of user behaviors onto aggregated results in different pages so as to understand user intents and select the relevant sources properly; and a low-level task for item presentation where we formulate a slot filling process to sequentially present the items instead of giving each item a relevance score when deciding the presentation order of heterogeneous items. Since both subtasks can be naturally formulated as sequential decision problems and learn from the future user feedback on search results, we build our model with hierarchical reinforcement learning. Extensive experiments demonstrate that our model obtains remarkable improvements in search performance metrics, and achieves a higher user satisfaction.


A Compression-Inspired Framework for Macro Discovery

arXiv.org Artificial Intelligence

In this paper we consider the problem of how a reinforcement learning agent tasked with solving a set of related Markov decision processes can use knowledge acquired early in its lifetime to improve its ability to more rapidly solve novel, but related, tasks. One way of exploiting this experience is by identifying recurrent patterns in trajectories obtained from well-performing policies. We propose a three-step framework in which an agent 1) generates a set of candidate open-loop macros by compressing trajectories drawn from near-optimal policies; 2) evaluates the value of each macro; and 3) selects a maximally diverse subset of macros that spans the space of policies typically required for solving the set of related tasks. Our experiments show that extending the original primitive action-set of the agent with the identified macros allows it to more rapidly learn an optimal policy in unseen, but similar MDPs.


Distributionally Robust Reinforcement Learning

arXiv.org Machine Learning

Generalization to unknown/uncertain environments of reinforcement learning algorithms is crucial for real-world applications. In this work, we explicitly consider uncertainty associated with the test environment through an uncertainty set. We formulate the Distributionally Robust Reinforcement Learning (DR-RL) objective that consists in maximizing performance against a worst-case policy in uncertainty set centered at the reference policy. Based on this objective, we derive computationally efficient policy improvement algorithm that benefits from Distributionally Robust Optimization (DRO) guarantees. Further, we propose an iterative procedure that increases stability of learning, called Distributionally Robust Policy Iteration. Combined with maximum entropy framework, we derive a distributionally robust variant of Soft Q-learning that enjoys efficient practical implementation and produces policies with robust behaviour at test time. Our formulation provides a unified view on a number of safe RL algorithms and recent empirical successes.


Talking with machines with Dr. Layla El Asri - Microsoft Research

#artificialintelligence

Humans are unique in their ability to learn from, understand the world through and communicate with language… Or are they? Perhaps not for long, if Dr. Layla El Asri, a Research Manager at Microsoft Research Montreal, has a say in it. She wants you to be able to talk to your machine just like you'd talk to another person. The hard part is getting your machine to understand and talk back to you like it's that other person. Today, Dr. El Asri talks about the particular challenges she and other scientists face in building sophisticated dialogue systems that lay the foundation for talking machines. She also explains how reinforcement learning, in the form of a text game generator called TextWorld, is helping us get there, and relates a fascinating story from more than fifty years ago that reveals some of the safeguards necessary to ensure that when we design machines specifically to pass the Turing test, we design them in an ethical and responsible way. Layla El Asri: In a video game, most of the time you only have a few actions that you can take. You just need to learn when you should go right, when you should go left, when you should go up, when you should go down. But when it comes to dialogue, you need to learn how to make a sentence that is grammatically correct, and then you need to learn how to make a sentence that makes sense in the global context of the dialogue, or a sentence that brings new information in the dialogue that is going to make the person you are talking to satisfied with the sentence. Your action space is just huge because it's not just up/down, right/left, it's all the sentences you could imagine! Host: You're listening to the Microsoft Research Podcast, a show that brings you closer to the cutting-edge of technology research and the scientists behind it. Host: Humans are unique in their ability to learn from, understand the world through and communicate with language… Or are they? Perhaps not for long, if Dr. Layla El Asri, a Research Manager at Microsoft Research Montreal, has a say in it. She wants you to be able to talk to your machine just like you'd talk to another person.


Emergent Coordination Through Competition

arXiv.org Artificial Intelligence

We study the emergence of cooperative behaviors in reinforcement learning agents by introducing a challenging competitive multi-agent soccer environment with continuous simulated physics. We demonstrate that decentralized, population-based training with co-play can lead to a progression in agents' behaviors: from random, to simple ball chasing, and finally showing evidence of cooperation. Our study highlights several of the challenges encountered in large scale multi-agent training in continuous control. In particular, we demonstrate that the automatic optimization of simple shaping rewards, not themselves conducive to co-operative behavior, can lead to long-horizon team behavior. We further apply an evaluation scheme, grounded by game theoretic principals, that can assess agent performance in the absence of pre-defined evaluation tasks or human baselines.


Statistics and Samples in Distributional Reinforcement Learning

arXiv.org Machine Learning

We present a unifying framework for designing and analysing distributional reinforcement learning (DRL) algorithms in terms of recursively estimating statistics of the return distribution. Our key insight is that DRL algorithms can be decomposed as the combination of some statistical estimator and a method for imputing a return distribution consistent with that set of statistics. With this new understanding, we are able to provide improved analyses of existing DRL algorithms as well as construct a new algorithm (EDRL) based upon estimation of the expectiles of the return distribution. We compare EDRL with existing methods on a variety of MDPs to illustrate concrete aspects of our analysis, and develop a deep RL variant of the algorithm, ER-DQN, which we evaluate on the Atari-57 suite of games.


Learning Deterministic Policy with Target for Power Control in Wireless Networks

arXiv.org Machine Learning

Inter-Cell Interference Coordination (ICIC) is a promising way to improve energy efficiency in wireless networks, especially where small base stations are densely deployed. However, traditional optimization based ICIC schemes suffer from severe performance degradation with complex interference pattern. To address this issue, we propose a Deep Reinforcement Learning with Deterministic Policy and Target (DRL-DPT) framework for ICIC in wireless networks. DRL-DPT overcomes the main obstacles in applying reinforcement learning and deep learning in wireless networks, i.e. continuous state space, continuous action space and convergence. Firstly, a Deep Neural Network (DNN) is involved as the actor to obtain deterministic power control actions in continuous space. Then, to guarantee the convergence, an online training process is presented, which makes use of a dedicated reward function as the target rule and a policy gradient descent algorithm to adjust DNN weights. Experimental results show that the proposed DRL-DPT framework consistently outperforms existing schemes in terms of energy efficiency and throughput under different wireless interference scenarios. More specifically, it improves up to 15% of energy efficiency with faster convergence rate.