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 Reinforcement Learning


Playing by the Book: Towards Agent-based Narrative Understanding through Role-playing and Simulation

arXiv.org Machine Learning

Understanding procedural text requires tracking entities, actions and effects as the narrative unfolds (often implicitly). We focus on the challenging real-world problem of structured narrative extraction in the materials science domain, where language is highly specialized and suitable annotated data is not publicly available. We propose an approach, Text2Quest, where procedural text is interpreted as instructions for an interactive game. A reinforcement-learning agent completes the game by understanding and executing the procedure correctly, in a text-based simulated lab environment. The framework is intended to be more broadly applicable to other domain-specific and data-scarce settings. We conclude with a discussion of challenges and interesting potential extensions enabled by the agent-based perspective.


Towards Governing Agent's Efficacy: Action-Conditional $\beta$-VAE for Deep Transparent Reinforcement Learning

arXiv.org Artificial Intelligence

We tackle the blackbox issue of deep neural networks in the settings of reinforcement learning (RL) where neural agents learn towards maximizing reward gains in an uncontrollable way. Such learning approach is risky when the interacting environment includes an expanse of state space because it is then almost impossible to foresee all unwanted outcomes and penalize them with negative rewards beforehand. Unlike reverse analysis of learned neural features from previous works, our proposed method \nj{tackles the blackbox issue by encouraging} an RL policy network to learn interpretable latent features through an implementation of a disentangled representation learning method. Toward this end, our method allows an RL agent to understand self-efficacy by distinguishing its influences from uncontrollable environmental factors, which closely resembles the way humans understand their scenes. Our experimental results show that the learned latent factors not only are interpretable, but also enable modeling the distribution of entire visited state space with a specific action condition. We have experimented that this characteristic of the proposed structure can lead to ex post facto governance for desired behaviors of RL agents.


Optimizing Taxi Carpool Policies via Reinforcement Learning and Spatio-Temporal Mining

arXiv.org Artificial Intelligence

Abstract--In this paper, we develop a reinforcement learning (RL) based system to learn an effective policy for carpooling that maximizes transportation efficiency so that fewer cars are required to fulfill the given amount of trip demand. For this purpose, first, we develop a deep neural network model, called ST-NN (Spatio-Temporal Neural Network), to predict taxi trip time from the raw GPS trip data. Secondly, we develop a carpooling simulation environment for RL training, with the output of ST-NN and using the NYC taxi trip dataset. In order to maximize transportation efficiency and minimize traffic congestion, we choose the effective distance covered by the driver on a carpool trip as the reward. Therefore, the more effective distance a driver achieves over a trip (i.e. to satisfy more trip demand) the higher the efficiency and the less will be the traffic congestion. We compared the performance of RL learned policy to a fixed policy (which always accepts carpool) as a baseline and obtained promising results that are interpretable and demonstrate the advantage of our RL approach. We also compare the performance of ST-NN to that of state-of-the-art travel time estimation methods and observe that ST-NN significantly improves the prediction performance and is more robust to outliers. In rapidly expanding metropolitan cities, taxis (which include cars working with ride-sharing platforms such as Uber, Lyft and DiDi) play a vital role in residents' daily commute among all the available modes of transportation [1]. Based on a survey in NYC [2], there is a stable demand of taxis, by 666, 000 passengers per day, which is fulfilled by more than 13, 000 taxis in the region. For these expanding cities, to meet the increasing demand of taxis, an emerging problem is to efficiently utilize the existing road networks to reduce potential traffic congestions and to optimize the effective travel time and distance. One promising solution to this problem is taxi carpool service [3].


Learning Shaping Strategies in Human-in-the-loop Interactive Reinforcement Learning

arXiv.org Artificial Intelligence

Providing reinforcement learning agents with informationally rich human knowledge can dramatically improve various aspects of learning. Prior work has developed different kinds of shaping methods that enable agents to learn efficiently in complex environments. All these methods, however, tailor human guidance to agents in specialized shaping procedures, thus embodying various characteristics and advantages in different domains. In this paper, we investigate the interplay between different shaping methods for more robust learning performance. We propose an adaptive shaping algorithm which is capable of learning the most suitable shaping method in an on-line manner. Results in two classic domains verify its effectiveness from both simulated and real human studies, shedding some light on the role and impact of human factors in human-robot collaborative learning.


Sample-Efficient Policy Learning based on Completely Behavior Cloning

arXiv.org Artificial Intelligence

Sample-E fficient Policy Learning based on Completely Behavior Cloning Qiming Zou a,, Ling Wang a,, Ke Lu b,, Y u Li b, a Department of Computer Science and T echnology, Harbin Institute of T echnology, China b Department of Management Science and Engineering, Anhui University of T echnology, ChinaAbstract Direct policy search is one of the most important algorithm of reinforcement learning. However, learning from scratch needs a large amount of experience data and can be easily prone to poor local optima. In addition to that, a partially trained policy tends to perform dangerous action to agent and environment. In order to overcome these challenges, this paper proposed a policy initialization algorithm called Policy Learning based on Completely Behavior Cloning (PLCBC). PLCBC first transforms the Model Predictive Control (MPC) controller into a piecewise a ffine (PW A) function using multi-parametric programming, and uses a neural network to express this function. By this way, PLCBC can completely clone the MPC controller without any performance loss, and is totally training-free. The experiments show that this initialization strategy can help agent learn at the high reward state region, and converge faster and better. Keywords: Deep Reinforcement Learning, Model Predictive Control, Sample E fficiency 1. Introduction Deep reinforcement learning is becoming increasingly popular for tackling challenging sequential decision making problems, and has been shown to be successful in solving a range of di fficult problems, such as games [1, 2], robotic control [3] and locomotion [4, 5]. One particular appealing prospect is to use deep neural network parametrization to minimize the burden for manual policy engineering [6].


Reinforcement Learning for Automatic Test Case Prioritization and Selection in Continuous Integration

arXiv.org Artificial Intelligence

Testing in Continuous Integration (CI) involves test case prioritization, selection, and execution at each cycle. Selecting the most promising test cases to detect bugs is hard if there are uncertainties on the impact of committed code changes or, if traceability links between code and tests are not available. This paper introduces Retecs, a new method for automatically learning test case selection and prioritization in CI with the goal to minimize the round-trip time between code commits and developer feedback on failed test cases. The Retecs method uses reinforcement learning to select and prioritize test cases according to their duration, previous last execution and failure history. In a constantly changing environment, where new test cases are created and obsolete test cases are deleted, the Retecs method learns to prioritize error-prone test cases higher under guidance of a reward function and by observing previous CI cycles. By applying Retecs on data extracted from three industrial case studies, we show for the first time that reinforcement learning enables fruitful automatic adaptive test case selection and prioritization in CI and regression testing.


Learning from Demonstration in the Wild

arXiv.org Machine Learning

Abstract-- Learning from demonstration (LfD) is useful in settings where hand-coding behaviour or a reward function is impractical. It has succeeded in a wide range of problems but typically relies on artificially generated demonstrations or specially deployed sensors and has not generally been able to leverage the copious demonstrations available in the wild: those that capture behaviour that was occurring anyway using sensors that were already deployed for another purpose, e.g., traffic camera footage capturing demonstrations of natural behaviour of vehicles, cyclists, and pedestrians. We propose video to behaviour (ViBe), a new approach to learning models of road user behaviour that requires as input only unlabelled raw video data of a traffic scene collected from a single, monocular, uncalibrated camera with ordinary resolution. Our approach calibrates the camera, detects relevant objects, tracks them through time, and uses the resulting trajectories to perform LfD, yielding models of naturalistic behaviour. We apply ViBe to raw videos of a traffic intersection and show that it can learn purely from videos, without additional expert knowledge. Learning from demonstration (LfD) is a machine learning technique that can learn complex behaviours from a dataset of expert trajectories, called demonstrations. LfD is particularly useful in settings where hand-coding behaviour, or engineering a suitable reward function, is too difficult or labour intensive. While LfD has succeeded in a wide range of problems [1], [2], [3], nearly all methods rely on either artificially generated demonstrations (e.g., from laboratory subjects) or those collected by specially deployed sensors (e.g., MOCAP). These restrictions greatly limit the practical applicability of LfD, which to date has largely not been able to leverage the copious demonstrations available in the wild: those that capture behaviour that was occurring anyway using sensors that were already deployed for other purposes. For example, consider the problem of training autonomous vehicles to navigate in the presence of human road users.


Meta-Learning for Multi-objective Reinforcement Learning

arXiv.org Artificial Intelligence

Abstract-- Multi-objective reinforcement learning (MORL) is the generalization of standard reinforcement learning (RL) approaches to solve sequential decision making problems that consist of several, possibly conflicting, objectives. Generally, in such formulations, there is no single optimal policy which optimizes all the objectives simultaneously, and instead, a number of policies has to be found, each optimizing a preference of the objectives. In this paper, we introduce a novel MORL approach by training a meta-policy, a policy simultaneously trained with multiple tasks sampled from a task distribution, for a number of randomly sampled Markov decision processes (MDPs). In other words, the MORL is framed as a meta-learning problem, with the task distribution given by a distribution over the preferences. We demonstrate that such a formulation results in a better approximation of the Pareto optimal solutions, in terms of both the optimality and the computational efficiency. We evaluated our method on obtaining Pareto optimal policies using a number of continuous control problems with high degrees of freedom. I. INTRODUCTION Reinforcement learning (RL) is a framework to train an agent to acquire a behavior by reinforcing actions that maximize a notion of task-relevant future rewards. A reward function, i.e., the function that assigns a reward value to every action-decision made by the agent, is designed to guide the training to implement the behavior.


Modular Architecture for StarCraft II with Deep Reinforcement Learning

arXiv.org Artificial Intelligence

We present a novel modular architecture for StarCraft II AI. The architecture splits responsibilities between multiple modules that each control one aspect of the game, such as build-order selection or tactics. A centralized scheduler reviews macros suggested by all modules and decides their order of execution. An updater keeps track of environment changes and instantiates macros into series of executable actions. Modules in this framework can be optimized independently or jointly via human design, planning, or reinforcement learning. We apply deep reinforcement learning techniques to training two out of six modules of a modular agent with self-play, achieving 94% or 87% win rates against the "Harder" (level 5) built-in Blizzard bot in Zerg vs. Zerg matches, with or without fog-of-war.


Policy Certificates: Towards Accountable Reinforcement Learning

arXiv.org Artificial Intelligence

The performance of a reinforcement learning algorithm can vary drastically during learning because of exploration. Existing algorithms provide little information about their current policy's quality before executing it, and thus have limited use in high-stakes applications like healthcare. In this paper, we address such a lack of accountability by proposing that algorithms output policy certificates, which upper bound the suboptimality in the next episode, allowing humans to intervene when the certified quality is not satisfactory. We further present a new learning framework (IPOC) for finite-sample analysis with policy certificates, and develop two IPOC algorithms that enjoy guarantees for the quality of both their policies and certificates.