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 Reinforcement Learning


[ Archived Post ] Reinforcement Learning: A Survey – Jae Duk Seo – Medium

#artificialintelligence

This paper overview of RL even covers the history, a good summary of a different area of studies. RL has a long history relates to statistic, computer science, and neuroscience. RL agent learns via trial and error it gathers the training data on its own. The standard RL model an agent that learns uses dynamic programming and statistic Not yet clear which method is better overall. For each time stamp, the agent receives some env, reward and more over time optimize the amount of reward it gets over one period.


Crowd-Robot Interaction: Crowd-aware Robot Navigation with Attention-based Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Mobility in an effective and socially-compliant manner is an essential yet challenging task for robots operating in crowded spaces. Recent works have shown the power of deep reinforcement learning techniques to learn socially cooperative policies. However, their cooperation ability deteriorates as the crowd grows since they typically relax the problem as a one-way Human-Robot interaction problem. In this work, we want to go beyond first-order Human-Robot interaction and more explicitly model Crowd-Robot Interaction (CRI). We propose to (i) rethink pairwise interactions with a self-attention mechanism, and (ii) jointly model Human-Robot as well as Human-Human interactions in the deep reinforcement learning framework. Our model captures the Human-Human interactions occurring in dense crowds that indirectly affects the robot's anticipation capability. Our proposed attentive pooling mechanism learns the collective importance of neighboring humans with respect to their future states. Various experiments demonstrate that our model can anticipate human dynamics and navigate in crowds with time efficiency, outperforming state-of-the-art methods.


DOM-Q-NET: Grounded RL on Structured Language

arXiv.org Machine Learning

Building agents to interact with the web would allow for significant improvements in knowledge understanding and representation learning. However, web navigation tasks are difficult for current deep reinforcement learning (RL) models due to the large discrete action space and the varying number of actions between the states. In this work, we introduce DOM-Q-NET, a novel architecture for RL-based web navigation to address both of these problems. It parametrizes Q functions with separate networks for different action categories: clicking a DOM element and typing a string input. Our model utilizes a graph neural network to represent the tree-structured HTML of a standard web page. We demonstrate the capabilities of our model on the MiniWoB environment where we can match or outperform existing work without the use of expert demonstrations. Furthermore, we show 2x improvements in sample efficiency when training in the multi-task setting, allowing our model to transfer learned behaviours across tasks.


Learning to Generalize from Sparse and Underspecified Rewards

arXiv.org Machine Learning

We consider the problem of learning from sparse and underspecified rewards, where an agent receives a complex input, such as a natural language instruction, and needs to generate a complex response, such as an action sequence, while only receiving binary success-failure feedback. Such success-failure rewards are often underspecified: they do not distinguish between purposeful and accidental success. Generalization from underspecified rewards hinges on discounting spurious trajectories that attain accidental success, while learning from sparse feedback requires effective exploration. We address exploration by using a mode covering direction of KL divergence to collect a diverse set of successful trajectories, followed by a mode seeking KL divergence to train a robust policy. We propose Meta Reward Learning (MeRL) to construct an auxiliary reward function that provides more refined feedback for learning. The parameters of the auxiliary reward function are optimized with respect to the validation performance of a trained policy. The MeRL approach outperforms our alternative reward learning technique based on Bayesian Optimization, and achieves the state-of-the-art on weakly-supervised semantic parsing. It improves previous work by 1.2% and 2.4% on WikiTableQuestions and WikiSQL datasets respectively.


Nutrition and Health Data for Cost-Sensitive Learning

arXiv.org Machine Learning

Traditionally, machine learning algorithms have been focused on modeling dynamics of a certain dataset at hand for which all features are available for free. However, there are many concerns such as monetary data collection costs, patient discomfort in medical procedures, and privacy impacts of data collection that require careful consideration in any health analytics system. An efficient solution would only acquire a subset of features based on the value it provides whilst considering acquisition costs. Moreover, datasets that provide feature costs are very limited, especially in healthcare. In this paper, we provide a health dataset as well as a method for assigning feature costs based on the total level of inconvenience asking for each feature entails. Furthermore, based on the suggested dataset, we provide a comparison of recent and state-of-the-art approaches to cost-sensitive feature acquisition and learning. Specifically, we analyze the performance of major sensitivity-based and reinforcement learning based methods in the literature on three different problems in the health domain, including diabetes, heart disease, and hypertension classification.


Combinational Q-Learning for Dou Di Zhu

arXiv.org Machine Learning

Deep reinforcement learning (DRL) has gained a lot of attention in recent years, and has been proven to be able to play Atari games and Go at or above human levels. However, those games are assumed to have a small fixed number of actions and could be trained with a simple CNN network. In this paper, we study a special class of Asian popular card games called Dou Di Zhu, in which two adversarial groups of agents must consider numerous card combinations at each time step, leading to huge number of actions. We propose a novel method to handle combinatorial actions, which we call combinational Q-learning (CQL). We employ a two-stage network to reduce action space and also leverage order-invariant max-pooling operations to extract relationships between primitive actions. Results show that our method prevails over state-of-the art methods like naive Q-learning and A3C. We develop an easy-to-use card game environments and train all agents adversarially from sractch, with only knowledge of game rules and verify that our agents are comparative to humans. Our code to reproduce all reported results will be available online.


Exploring PlaNet – Jesus Rodriguez – Medium

#artificialintelligence

Planning has been long considered one of the cognitive abilities of the human mind that is nearly impossible to replicate by artificial intelligence(AI). Some neuroscientists even relate to future planning as one of the key characteristics of human consciousness. Planning does not only requires understanding a specific objective but also projecting that objective onto an environment whose characteristics are unknown in the present. Humans are able to plan not only because we are able to understand a specific task in detail but because our ability to understand our surrounding environment enough that we can project the outcome of that task in the future. In the context of AI, reinforcement learning is the discipline that has been trying to build long-term planning capabilities in AI agents.


Towards the Next Generation Airline Revenue Management: A Deep Reinforcement Learning Approach to Seat Inventory Control and Overbooking

arXiv.org Artificial Intelligence

Revenue management can enable airline corporations to maximize the revenue generated from each scheduled flight departing in their transportation network by means of finding the optimal policies for differential pricing, seat inventory control and overbooking. As different demand segments in the market have different Willingness-To-Pay (WTP), airlines use differential pricing, booking restrictions, and service amenities to determine different fare classes or products targeted at each of these demand segments. Because seats are limited for each flight, airlines also need to allocate seats for each of these fare classes to prevent lower fare class passengers from displacing higher fare class ones and set overbooking limits in anticipation of cancellations and no-shows such that revenue is maximized. Previous work addresses these problems using optimization techniques or classical Reinforcement Learning methods. This paper focuses on the latter problem - the seat inventory control problem - casting it as a Markov Decision Process to be able to find the optimal policy. Multiple fare classes, concurrent continuous arrival of passengers of different fare classes, overbooking and random cancellations that are independent of class have been considered in the model. We have addressed this problem using Deep Q-Learning with the goal of maximizing the reward for each flight departure. The implementation of this technique allows us to employ large continuous state space but also presents the potential opportunity to test on real time airline data. To generate data and train the agent, a basic air-travel market simulator was developed. The performance of the agent in different simulated market scenarios was compared against theoretically optimal solutions and was found to be nearly close to the expected optimal revenue.


Fast Efficient Hyperparameter Tuning for Policy Gradients

arXiv.org Machine Learning

The performance of policy gradient methods is sensitive to hyperparameter settings that must be tuned for any new application. Widely used grid search methods for tuning hyperparameters are sample inefficient and computationally expensive. More advanced methods like Population Based Training (Jaderberg et al., 2017) that learn optimal schedules for hyperparameters instead of fixed settings canyield better results, but are also sample inefficient and computationally expensive. In this paper, we propose Hyperparameter Optimisation on the Fly (HOOF), a gradient-free meta-learning algorithm that can automatically learn an optimal schedule for hyperparameters that affect the policy updatedirectly through the gradient. The main idea is to use existing trajectories sampled by the policy gradient method to optimise a one-step improvement objective,yielding a sample and computationally efficientalgorithm that is easy to implement. Our experimental results across multiple domains and algorithms show that using HOOF to learn these hyperparameter schedules leads to faster learning with improved performance.


Reinforcement Learning Without Backpropagation or a Clock

arXiv.org Machine Learning

Reinforcement learning (RL) algorithms share qualitative similarities with the algorithms implemented byanimal brains. However, there remain clear differences between these two types of algorithms. For example, while RL algorithms using artificial neural networks require information to flow backwards through the network via the backpropagation algorithm, there is currently debate about whether this is feasible in biological neural implementations (Werbos and Davis, 2016). Policy gradient coagent networks (PGCNs) are a class of RL algorithms that were introduced to remove this possibly biologically implausible property of RL algorithms--they use artificial neural networks but do not use the backpropagation algorithm (Thomas, 2011). Since their introduction, PGCN algorithms have proven to be not only a possible improvement in biological plausibility, but a practical tool for improving RL agents. They were used to solve RL problems with high-dimensional action spaces (Thomas and Barto, 2012), are the RL precursor to the more general stochastic computation graphs (Schulman et al., 2015), and, as we will show in this paper, generalize the recently proposed option-critic architecture (Bacon et al., 2017), while drastically simplifying key derivations.