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 Reinforcement Learning


r/MachineLearning - [D] What's harder for ML: driving a car, or playing StarCraft and Dota?

#artificialintelligence

The state is the output of the vehicle's perception network (i.e. This has been suggested as a way to simulate road users' behaviour. What do you think of this approach?



The Actor-Advisor: Policy Gradient With Off-Policy Advice

arXiv.org Artificial Intelligence

Actor-critic algorithms learn an explicit policy (actor), and an accompanying value function (critic). The actor performs actions in the environment, while the critic evaluates the actor's current policy. However, despite their stability and promising convergence properties, current actor-critic algorithms do not outperform critic-only ones in practice. We believe that the fact that the critic learns Q^pi, instead of the optimal Q-function Q*, prevents state-of-the-art robust and sample-efficient off-policy learning algorithms from being used. In this paper, we propose an elegant solution, the Actor-Advisor architecture, in which a Policy Gradient actor learns from unbiased Monte-Carlo returns, while being shaped (or advised) by the Softmax policy arising from an off-policy critic. The critic can be learned independently from the actor, using any state-of-the-art algorithm. Being advised by a high-quality critic, the actor quickly and robustly learns the task, while its use of the Monte-Carlo return helps overcome any bias the critic may have. In addition to a new Actor-Critic formulation, the Actor-Advisor, a method that allows an external advisory policy to shape a Policy Gradient actor, can be applied to many other domains. By varying the source of advice, we demonstrate the wide applicability of the Actor-Advisor to three other important subfields of RL: safe RL with backup policies, efficient leverage of domain knowledge, and transfer learning in RL. Our experimental results demonstrate the benefits of the Actor-Advisor compared to state-of-the-art actor-critic methods, illustrate its applicability to the three other application scenarios listed above, and show that many important challenges of RL can now be solved using a single elegant solution.


Rethinking the Discount Factor in Reinforcement Learning: A Decision Theoretic Approach

arXiv.org Artificial Intelligence

Reinforcement learning (RL) agents have traditionally been tasked with maximizing the value function of a Markov decision process (MDP), either in continuous settings, with fixed discount factor $\gamma < 1$, or in episodic settings, with $\gamma = 1$. While this has proven effective for specific tasks with well-defined objectives (e.g., games), it has never been established that fixed discounting is suitable for general purpose use (e.g., as a model of human preferences). This paper characterizes rationality in sequential decision making using a set of seven axioms and arrives at a form of discounting that generalizes traditional fixed discounting. In particular, our framework admits a state-action dependent "discount" factor that is not constrained to be less than 1, so long as there is eventual long run discounting. Although this broadens the range of possible preference structures in continuous settings, we show that there exists a unique "optimizing MDP" with fixed $\gamma < 1$ whose optimal value function matches the true utility of the optimal policy, and we quantify the difference between value and utility for suboptimal policies. Our work can be seen as providing a normative justification for (a slight generalization of) Martha White's RL task formalism (2017) and other recent departures from the traditional RL, and is relevant to task specification in RL, inverse RL and preference-based RL.


Understanding Multi-Step Deep Reinforcement Learning: A Systematic Study of the DQN Target

arXiv.org Machine Learning

Multi-step methods such as Retrace($\lambda$) and $n$-step $Q$-learning have become a crucial component of modern deep reinforcement learning agents. These methods are often evaluated as a part of bigger architectures and their evaluations rarely include enough samples to draw statistically significant conclusions about their performance. This type of methodology makes it difficult to understand how particular algorithmic details of multi-step methods influence learning. In this paper we combine the $n$-step action-value algorithms Retrace, $Q$-learning, Tree Backup, Sarsa, and $Q(\sigma)$ with an architecture analogous to DQN. We test the performance of all these algorithms in the mountain car environment; this choice of environment allows for faster training times and larger sample sizes. We present statistical analyses on the effects of the off-policy correction, the backup length parameter $n$, and the update frequency of the target network on the performance of these algorithms. Our results show that (1) using off-policy correction can have an adverse effect on the performance of Sarsa and $Q(\sigma)$; (2) increasing the backup length $n$ consistently improved performance across all the different algorithms; and (3) the performance of Sarsa and $Q$-learning was more robust to the effect of the target network update frequency than the performance of Tree Backup, $Q(\sigma)$, and Retrace in this particular task.


Source Traces for Temporal Difference Learning

arXiv.org Machine Learning

This paper motivates and develops source traces for temporal difference (TD) learning in the tabular setting. Source traces are like eligibility traces, but model potential histories rather than immediate ones. This allows TD errors to be propagated to potential causal states and leads to faster generalization. Source traces can be thought of as the model-based, backward view of successor representations (SR), and share many of the same benefits. This view, however, suggests several new ideas. First, a TD($\lambda$)-like source learning algorithm is proposed and its convergence is proven. Then, a novel algorithm for learning the source map (or SR matrix) is developed and shown to outperform the previous algorithm. Finally, various approaches to using the source/SR model are explored, and it is shown that source traces can be effectively combined with other model-based methods like Dyna and experience replay.


Metaoptimization on a Distributed System for Deep Reinforcement Learning

arXiv.org Machine Learning

Training intelligent agents through reinforcement learning is a notoriously unstable procedure. Massive parallelization on GPUs and distributed systems has been exploited to generate a large amount of training experiences and consequently reduce instabilities, but the success of training remains strongly influenced by the choice of the hyperparameters. To overcome this issue, we introduce HyperTrick, a new metaoptimization algorithm, and show its effective application to tune hyperparameters in the case of deep reinforcement learning, while learning to play different Atari games on a distributed system. Our analysis provides evidence of the interaction between the identification of the optimal hyperparameters and the learned policy, that is typical of the case of metaoptimization for deep reinforcement learning. When compared with state-of-the-art metaoptimization algorithms, HyperTrick is characterized by a simpler implementation and it allows learning similar policies, while making a more effective use of the computational resources in a distributed system.


InfoBot: Transfer and Exploration via the Information Bottleneck

arXiv.org Machine Learning

A central challenge in reinforcement learning is discovering effective policies for tasks where rewards are sparsely distributed. We postulate that in the absence of useful reward signals, an effective exploration strategy should seek out {\it decision states}. These states lie at critical junctions in the state space from where the agent can transition to new, potentially unexplored regions. We propose to learn about decision states from prior experience. By training a goal-conditioned policy with an information bottleneck, we can identify decision states by examining where the model actually leverages the goal state. We find that this simple mechanism effectively identifies decision states, even in partially observed settings. In effect, the model learns the sensory cues that correlate with potential subgoals. In new environments, this model can then identify novel subgoals for further exploration, guiding the agent through a sequence of potential decision states and through new regions of the state space.


Visual search and recognition for robot task execution and monitoring

arXiv.org Artificial Intelligence

Visual search of relevant targets in the environment is a crucial robot skill. We propose a preliminary framework for the execution monitor of a robot task, taking care of the robot attitude to visually searching the environment for targets involved in the task. Visual search is also relevant to recover from a failure. The framework exploits deep reinforcement learning to acquire a "common sense" scene structure and it takes advantage of a deep convolutional network to detect objects and relevant relations holding between them. The framework builds on these methods to introduce a vision-based execution monitoring, which uses classical planning as a backbone for task execution. Experiments show that with the proposed vision-based execution monitor the robot can complete simple tasks and can recover from failures in autonomy.


Augmenting Learning Components for Safety in Resource Constrained Autonomous Robots

arXiv.org Artificial Intelligence

This paper deals with resource constrained autonomous robots commonly found in factories, hospitals, and education laboratories, which popularly use learning enabled components (LEC) to make control actions. However, these LECs do not provide any safety guarantees, and testing them is challenging. To overcome these challenges, we introduce a framework that performs confidence estimation, resource management, and supervised safety control of autonomous systems with LECs. Using this framework, we make the following contributions: (1) allow for seamless integration of safety controllers and different simplex strategies to aid the LEC, (2) introduce RL-Simplex and illustrate the use of Q-learning to learn the optimal weights for the arbitration logic of the Simplex Architecture, (3) design a system level monitor that uses the current state information and a discrete Bayesian network model learned from past data to estimate a metric, which indicates if the car will remain in the safe region, and (4) a Resource Manager which performs dynamic task offloading depending on the resource temperature and CPU utilization while continually adjusting vehicle speed to compensate for the latency overhead. We compare the speed, steering and safety performance of the different controllers and simplex strategies, and we find RL-Simplex to have 60\% fewer safety violations and higher optimized speed during indoor driving ($\sim\,0.40\,m/s$) than the original system (using only LEC).