Reinforcement Learning
Reinforcement Learning Explained: Overview, Comparisons and Applications in Business
RL algorithm learns how to act best through many attempts and failures. Trial-and-error learning is connected with the so-called long-term reward. This reward is the ultimate goal the agent learns while interacting with an environment through numerous trials and errors. The algorithm gets short-term rewards that together lead to the cumulative, long-term one. So, the key goal of reinforcement learning used today is to define the best sequence of decisions that allow the agent to solve a problem while maximizing a long-term reward. And that set of coherent actions is learned through the interaction with environment and observation of rewards in every state. Reinforcement learning is distinguished from other training styles, including supervised and unsupervised learning, by its goal and, consequently, the learning approach. Three ML training styles compared.
Neural Fictitious Self-Play on ELF Mini-RTS
Kawamura, Keigo, Tsuruoka, Yoshimasa
Despite the notable successes in video games such as Atari 2600, current AI is yet to defeat human champions in the domain of real-time strategy (RTS) games. One of the reasons is that an RTS game is a multi-agent game, in which single-agent reinforcement learning methods cannot simply be applied because the environment is not a stationary Markov Decision Process. In this paper, we present a first step toward finding a game-theoretic solution to RTS games by applying Neural Fictitious Self-Play (NFSP), a game-theoretic approach for finding Nash equilibria, to Mini-RTS, a small but nontrivial RTS game provided on the ELF platform. More specifically, we show that NFSP can be effectively combined with policy gradient reinforcement learning and be applied to Mini-RTS. Experimental results also show that the scalability of NFSP can be substantially improved by pretraining the models with simple self-play using policy gradients, which by itself gives a strong strategy despite its lack of theoretical guarantee of convergence.
Adaptive Stress Testing for Autonomous Vehicles
Koren, Mark, Alsaif, Saud, Lee, Ritchie, Kochenderfer, Mykel J.
Abstract-- This paper presents a method for testing the decision making systems of autonomous vehicles. Our approach involves perturbing stochastic elements in the vehicle's environment untilthe vehicle is involved in a collision. Instead of applying direct Monte Carlo sampling to find collision scenarios, we formulate the problem as a Markov decision process and use reinforcement learning algorithms to find the most likely failure scenarios. This paper presents Monte Carlo Tree Search (MCTS) and Deep Reinforcement Learning (DRL) solutions that can scale to large environments. We show that DRL can find more likely failure scenarios than MCTS with fewer calls to the simulator. A simulation scenario involving a vehicle approaching a crosswalk is used to validate the framework. Our proposed approach is very general and can be easily applied to other scenarios given the appropriate models of the vehicle and the environment. I. INTRODUCTION While major advances have been made in improving the capabilities of decision making systems for automated vehicles, validation of these systems is challenging due to the vast space of driving scenarios [1]-[3].
Interactively shaping robot behaviour with unlabeled human instructions
Najar, Anis, Sigaud, Olivier, Chetouani, Mohamed
In this paper, we propose a framework that enables a human teacher to shape a robot behaviour by interactively providing it with unlabeled instructions. We ground the meaning of instruction signals in the task learning process, and use them simultaneously for guiding the latter. We implement our framework as a modular architecture, named TICS (Task-Instruction-Contingency-Shaping) that combines different information sources: a predefined reward function, human evaluative feedback and unlabeled instructions. This approach provides a novel perspective for robotic task learning that lies between Reinforcement Learning and Supervised Learning paradigms. We evaluate our framework both in simulation and with a real robot. The experimental results demonstrate the effectiveness of our framework in accelerating the task learning process and in reducing the amount of required teaching signals.
Learning to Learn in Simulation
Deep learning often requires the manual collection and annotation of a training set. On robotic platforms, can we partially automate this task by training the robot to be curious, i.e., to seek out beneficial training information in the environment? In this work, we address the problem of curiosity as it relates to online, real-time, human-in-the-loop training of an object detection algorithm onboard a drone, where motion is constrained to two dimensions. We use a 3D simulation environment and deep reinforcement learning to train a curiosity agent to, in turn, train the object detection model. This agent could have one of two conflicting objectives: train as quickly as possible, or train with minimal human input. We outline a reward function that allows the curiosity agent to learn either of these objectives, while taking into account some of the physical characteristics of the drone platform on which it is meant to run. In addition, We show that we can weigh the importance of achieving these objectives by adjusting a parameter in the reward function.
Learning to Schedule Communication in Multi-agent Reinforcement Learning
Kim, Daewoo, Moon, Sangwoo, Hostallero, David, Kang, Wan Ju, Lee, Taeyoung, Son, Kyunghwan, Yi, Yung
Many real-world reinforcement learning tasks require multiple agents to make sequential decisions under the agents' interaction, where well-coordinated actions among the agents are crucial to achieve the target goal better at these tasks. One way to accelerate the coordination effect is to enable multiple agents to communicate with each other in a distributed manner and behave as a group. In this paper, we study a practical scenario when (i) the communication bandwidth is limited and (ii) the agents share the communication medium so that only a restricted number of agents are able to simultaneously use the medium, as in the state-of-the-art wireless networking standards. This calls for a certain form of communication scheduling. In that regard, we propose a multi-agent deep reinforcement learning framework, called SchedNet, in which agents learn how to schedule themselves, how to encode the messages, and how to select actions based on received messages. SchedNet is capable of deciding which agents should be entitled to broadcasting their (encoded) messages, by learning the importance of each agent's partially observed information. We evaluate SchedNet against multiple baselines under two different applications, namely, cooperative communication and navigation, and predator-prey. Our experiments show a non-negligible performance gap between SchedNet and other mechanisms such as the ones without communication and with vanilla scheduling methods, e.g., round robin, ranging from 32% to 43%.
The Natural Language of Actions
Tennenholtz, Guy, Mannor, Shie
We introduce Act2Vec, a general framework for learning context-based action representation for Reinforcement Learning. Representing actions in a vector space help reinforcement learning algorithms achieve better performance by grouping similar actions and utilizing relations between different actions. We show how prior knowledge of an environment can be extracted from demonstrations and injected into action vector representations that encode natural compatible behavior. We then use these for augmenting state representations as well as improving function approximation of Q-values. We visualize and test action embeddings in three domains including a drawing task, a high dimensional navigation task, and the large action space domain of StarCraft II.
Embodied Multimodal Multitask Learning
Chaplot, Devendra Singh, Lee, Lisa, Salakhutdinov, Ruslan, Parikh, Devi, Batra, Dhruv
Recent efforts on training visual navigation agents conditioned on language using deep reinforcement learning have been successful in learning policies for different multimodal tasks, such as semantic goal navigation and embodied question answering. In this paper, we propose a multitask model capable of jointly learning these multimodal tasks, and transferring knowledge of words and their grounding in visual objects across the tasks. The proposed model uses a novel Dual-Attention unit to disentangle the knowledge of words in the textual representations and visual concepts in the visual representations, and align them with each other. This disentangled task-invariant alignment of representations facilitates grounding and knowledge transfer across both tasks. We show that the proposed model outperforms a range of baselines on both tasks in simulated 3D environments. We also show that this disentanglement of representations makes our model modular, interpretable, and allows for transfer to instructions containing new words by leveraging object detectors.
Dynamic Planning Networks
Tasfi, Norman, Capretz, Miriam
We introduce Dynamic Planning Networks (DPN), a novel architecture for deep reinforcement learning, that combines model-based and model-free aspects for online planning. Our architecture learns to dynamically construct plans using a learned state-transition model by selecting and traversing between simulated states and actions to maximize information before acting. In contrast to model-free methods, model-based planning lets the agent efficiently test action hypotheses without performing costly trial-and-error in the environment. DPN learns to efficiently form plans by expanding a single action-conditional state transition at a time instead of exhaustively evaluating each action, reducing the required number of state-transitions during planning by up to 96%. We observe various emergent planning patterns used to solve environments, including classical search methods such as breadth-first and depth-first search. DPN shows improved data efficiency, performance, and generalization to new and unseen domains in comparison to several baselines.
Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning
Juliani, Arthur, Khalifa, Ahmed, Berges, Vincent-Pierre, Harper, Jonathan, Henry, Hunter, Crespi, Adam, Togelius, Julian, Lange, Danny
The rapid pace of research in Deep Reinforcement Learning has been driven by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to classic home console games, to modern strategy games. We propose a new benchmark called Obstacle Tower: a high visual fidelity, 3D, 3rd person, procedurally generated game environment. An agent in the Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other similar benchmarks such as the ALE, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of initial baseline results produced by current state-of-the-art Deep RL methods as well as human players. In all cases these algorithms fail to produce agents capable of performing anywhere near human level on a set of evaluations designed to test both memorization and generalization ability. As such, we believe that the Obstacle Tower has the potential to serve as a helpful Deep RL benchmark now and into the future.